Difference between revisions of "WoD Conditions"
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* '''Fatigue:''' [[Template:Condition-Exhausted|Exhausted]] (lack of sleep), [[Template:Condition-Lethargic|Lethargic]] (fighting sleep) | * '''Fatigue:''' [[Template:Condition-Exhausted|Exhausted]] (lack of sleep), [[Template:Condition-Lethargic|Lethargic]] (fighting sleep) | ||
− | * ''' | + | * '''Resistance Rolls:''' [[Template:Condition-Chronic Sickness|Chronic Sickness]] (dramatic failure against Toxicity), [[Template:Condition-Frightened|Frightened]] (fear), [[Template:Condition-Oblivious|Oblivious]] (fear) |
* '''Healing Checks:''' [[Template:Condition-Glowing Health|Glowing Health]] (exceptional success), [[Template:Condition-Health Crisis|Health Crisis]] (dramatic failure) | * '''Healing Checks:''' [[Template:Condition-Glowing Health|Glowing Health]] (exceptional success), [[Template:Condition-Health Crisis|Health Crisis]] (dramatic failure) | ||
− | * '''Mental | + | * '''Mental Situations:''' [[Template:Condition-Addicted|Addicted]] (includes [[Template:Condition-Deprived|Deprived]] and [[Template:Condition-Intoxicated|Intoxicated]]), [[Template:Condition-Amnesia|Amnesia]], [[Template:Condition-Broken|Broken]], [[Template:Condition-Competitive|Competitive]] (includes [[Template:Condition-Humbled|Humbled]]), [[Template:Condition-Delusional|Delusional]], [[Template:Condition-False Memories|False Memories]], [[Template:Condition-Frightened|Frightened]] (inflicted by phobias/trauma), [[Template:Condition-Fugue|Fugue]], [[Template:Condition-Madness|Madness]], [[Template:Condition-Nightmares|Nightmares]], [[Template:Condition-Obsession|Obsession]], [[Template:Condition-Squeamish|Squeamish]], [[Template:Condition-Wanton|Wanton]] |
− | * '''Physical | + | * '''Physical Situations:''' [[Template:Condition-Arm Disability|Arm Disability]], [[Template:Condition-Blind|Blind]], [[Template:Condition-Chronic Agony|Chronic Agony]], [[Template:Condition-Chronic Sickness|Chronic Sickness]], [[Template:Condition-Deaf|Deaf]], [[Template:Condition-Disabled|Disabled]], [[Template:Condition-Illness|Illness]], [[Template:Condition-Intoxicated|Intoxicated]] (drug or alcohol use), [[Template:Condition-Leg Disability|Leg Disability]], [[Template:Condition-Lethargic|Lethargic]], [[Template:Condition-Mute|Mute]], [[Template:Condition-Narcoleptic|Narcoleptic]], [[Template:Condition-Radiation Poisoning|Radiation Poisoning]] |
− | * ''' | + | * '''Social Situations:''' , [[Template:Condition-Day Job|Day Job]], [[Template:Condition-Embarrassing Secret|Embarrassing Secret]], [[Template:Condition-Hunted|Hunted]], [[Template:Condition-Informed|Informed]], [[Template:Condition-Inspired|Inspired]] (Inspiring Merit), [[Template:Condition-Lost|Lost]] (unknown location), [[Template:Condition-Marginalized|Marginalized]], [[Template:Condition-Misinformed|Misinformed]], [[Template:Condition-Notoriety|Notoriety]], [[Template:Condition-Pactkeeper|Pactkeeper]], [[Template:Condition-Person of Interest|Person of Interest]], [[Template:Condition-Radiation Poisoning|Radiation Poisoning]], [[Template:Condition-Reluctant Aggressor|Reluctant Aggressor]] (target of Peacemaker Merit), [[Template:Condition-Store_Owner|Store Owner]], [[Template:Condition-Swooning|Swooning]], [[Template:Condition-Ward|Ward]], [[Template:Condition-Worried|Worried]] (loved ones endangered), |
* '''Strange Phenomena:''' [[Template:Condition-Disquieted|Disquieted]], [[Template:Condition-Frightened|Frightened]], [[Template:Condition-Madness|Madness]], [[Template:Condition-Nightmares|Nightmares]], [[Template:Condition-Ominous|Ominous]], [[Template:Condition-Pactkeeper|Pactkeeper]], [[Template:Condition-Spooked|Spooked]] | * '''Strange Phenomena:''' [[Template:Condition-Disquieted|Disquieted]], [[Template:Condition-Frightened|Frightened]], [[Template:Condition-Madness|Madness]], [[Template:Condition-Nightmares|Nightmares]], [[Template:Condition-Ominous|Ominous]], [[Template:Condition-Pactkeeper|Pactkeeper]], [[Template:Condition-Spooked|Spooked]] |
Revision as of 14:03, 13 October 2022
Skill Conditions
- Exceptional Success: Steadfast
- Extended Tests: Frustrated (when rolling a failure but wishing to continue)
Mental
Skill | Dramatic Failure | Exceptional Success | Inflicted |
---|---|---|---|
Academics | Confused Misinformed Obsession |
Informed Researcher Well Read |
None |
Computer | Confused | Backdoor Codehead |
None |
Crafts | Confused | Inspired Legacy Builder Pride in Your Work |
None |
Investigation | Confused Misinformed Obsession |
Attentive Informed Pattern Recognition |
None |
Medicine | Confused | Caregiver Surgical |
Glowing Health (exceptional success) Health Crisis (dramatic failure) |
Occult | Confused Misinformed Obsession |
Conduit (Persistent) Informed Whispered Secrets |
Mesmerized (exceptional success on hypnotism) |
Politics | Confused | Connected (merits gain on 3 successes) Kingmaker Honorary Membership (Persistent) |
None |
Science | Confused Misinformed Obsession |
Informed Methodical Researcher |
None |
Physical
Skill | Dramatic Failure | Exceptional Success | Inflicted |
---|---|---|---|
Athletics | - | Adrenaline Rush MVP Injury Warmed Up |
- |
Brawl | - | Adrenaline Rush Badass Critical Lethal Intent |
Shaken (exceptional success) |
Drive | Lost (navigation) | Stunt Enthusiast White Knuckled |
- |
Firearms | - | Critical Precise Shooter Tactical |
Shaken (exceptional success) |
Larceny | - | Attentive Locksmith Quick Fingers |
- |
Stealth | - | Retreating Slow Moving Traceless |
- |
Survival | Lost (navigation) | Forecaster Prepper |
- |
Weaponry | - | Adrenaline Rush Critical Prepared to Kill Warrior Minded |
Shaken (exceptional success) |
Social
Skill | Dramatic Failure | Exceptional Success | Inflicted |
---|---|---|---|
Animal Ken | - | Beast Whisperer Bonded Seasoned Rider (persistent) |
– |
Empathy | Obsession | Gift of Gab Lie Detector Psychoanalyst |
Guilty Leveraged (exceptional success) Worried |
Expression | - | Inspired One-Hit Wonder Showstopper |
Obsession (exceptional success) |
Intimidation | - | Feared Threatening |
Apprehensive Competitive (taunts in competition) Cowed (exceptional success) Guilty Humbled Shaken (exceptional success) Worried |
Persuasion | - | Gift of Gab | Avarice Leveraged (exceptional success) Obsession (exceptional success) Swooning (exceptional success) |
Socialize | - | Connected (Merits gain on 3 successes) Gift of Gab Honorary Membership (persistent) Membership Perks |
Humbled Notoriety (exceptional success) Worried |
Streetwise | - | Retreating Street Cred |
- |
Subterfuge | - | Backdoor Plausible Denial |
Apprehensive Avarice Guilty Leveraged (exceptional success) Notoriety (exceptional success) Swooning (exceptional success) Worried |
Gained by...
- Aggravated Damage: Arm Disability, Blind, Chronic Agony, Deaf, Disabled, Leg Disability, Mute, Radiation Poisoning
- Breaking Points: Disquieted, Guilty, Madness, Nightmares, Shaken, Steadfast (success), Strained (Integrity loss due to Awakened magic), Wanton (loss due to temptation or pleasures)
- Dramatic Failures: Confused (Mental checks), Demoralized, Distracted, Fixated
- Resistance Rolls: Chronic Sickness (dramatic failure against Toxicity), Frightened (fear), Oblivious (fear)
- Healing Checks: Glowing Health (exceptional success), Health Crisis (dramatic failure)
- Mental Situations: Addicted (includes Deprived and Intoxicated), Amnesia, Broken, Competitive (includes Humbled), Delusional, False Memories, Frightened (inflicted by phobias/trauma), Fugue, Madness, Nightmares, Obsession, Squeamish, Wanton
- Physical Situations: Arm Disability, Blind, Chronic Agony, Chronic Sickness, Deaf, Disabled, Illness, Intoxicated (drug or alcohol use), Leg Disability, Lethargic, Mute, Narcoleptic, Radiation Poisoning
- Social Situations: , Day Job, Embarrassing Secret, Hunted, Informed, Inspired (Inspiring Merit), Lost (unknown location), Marginalized, Misinformed, Notoriety, Pactkeeper, Person of Interest, Radiation Poisoning, Reluctant Aggressor (target of Peacemaker Merit), Store Owner, Swooning, Ward, Worried (loved ones endangered),
- Strange Phenomena: Disquieted, Frightened, Madness, Nightmares, Ominous, Pactkeeper, Spooked
- Supernatural Powers: Amnesia, Broken, Charmed, Confused, Cowed, Delusional, Demoralized, Disquieted, Dominated, Enthralled, Exhausted, False Memories, Fixated, Frightened, Fugue, Inspired, Lethargic, Madness, Mesmerized, Nightmares, Oblivious, Ominous, Pactkeeper, Shaken, Spooked, Subservient, Wanton
Influence Conditions
Conditions inflicted by ephemeral entities.
Anchor • Claimed • Controlled • Familiar • Fettered • Materialized • Open • Possessed • Reaching • Resonant • Shadow Gate • Underworld Gate • Urged
Mage Conditions
- Attuned, from exceptional success on Mage Sight.
- Decisive Willed, from exceptional success on a Clash of Wills.
- Exarchal Dreams, for characters who receive omens from the Exarchs.
- Mystery Commands, for characters who have accepted service to the Exarchs, and receive commands from them.
- Obligation, for characters who gain additional Mana from oaths or vows.
- Pneuma-Souled, for newly-Awakened mages whose pneuma has not resolved into mana yet.
- Rampant, for mages who lose Wisdom and seek to use magic for everything.
- Soul Shocked, for mages whose subtle bodies are destroyed while outside their physical forms.
Mage Duel Conditions: Defeated • Triumphant
Paradox Conditions: Abyssal Backlash • Abyssal Imago • Abyssal Nimbus
Wisdom Loss: Megalomaniacal
Arcanum Conditions (Negative)
These are the results of Dramatic Failures on spellcasting rolls.
- Supernal Necrosis: Death
- Supernal Doom: Fate
- Supernal Static: Forces
- Supernal Disease: Life
- Supernal Erosion: Matter
- Supernal Madness: Mind
- Supernal Burn: Prime
- Supernal Slippage: Space
- Supernal Fury: Spirit
- Supernal Fugue: Time
Arcanum Conditions (Positive)
These are the results of Exceptional Successes on spellcasting rolls.
- Arcane Deadeye: ES: Aimed Spell • Gain 9-agains when making Aimed Spell test.
- (Arcanum) Adroitness: Use second Yantra reflexively
- (Arcanum) Aptitude: When using same Arcanum, also gain 9-Agains
- (Arcanum) Prosperity: Harvest Mana equal to successes (max Gnosis)
- (Arcanum) Puissance: Gain 2 Reaches in Arcanum
- (Arcanum) Refuge: Negate the first 2 points of Paradox in a pool
- Atlantean Glossolalia: ES: High Speech spell • When using High Speech, also gain 9-Agains for any spell
- Atlantean Virtue: ES: High Speech spell • When using High Speech, recover Willpower as though fulfilled Virtue
- Enduring Spell: Gain a free Duration Factor
- Mighty Spell: Gain a free Potency Factor
- Paradox Amnesia: ES: Spell that generated Paradox pool • Erase Paradox history in scene.
- Paradox Dissolution: ES: Spell that generated Paradox pool • Reduce Paradox pool by 1, can negate chance die.
- Ritual Efficacy: ES: Ritual spell • Increase Gnosis by 2 points for the purpose of determining Ritual Casting Time once
- Rote Improvisation: ES: Rote spell • Skill Substitution for Rote
- Supernal Regalia: ES: Spell using Dedicated Tool • Gain 9-agains for spell.
- Sweeping Spell: Gain a free Scale Factor
Soulless Conditions
Soulless => Enervated => Thrall
Not-Applicable for Mage Chronicle
Victorian Conditions
- Otherworldly: Briars-Lost
Shifter Conditions
Alpha • Balanced • Bestial • Easy Prey • Feral • Ignis Fatuus • Invisible Predator • Leashed Wolf • Lost Tracker • Lunatic • Omega • Packbound • Rook-Crazed • Territorial • Unanchored • Untamed • Untraceable
Sacred Hunt Conditions
New Moon Hunt • Crescent Moon Hunt • Half Moon Hunt • Gibbous Moon Hunt • Full Moon Hunt
Hunter's Aspect Conditions
Downtime Conditions
Athletic • Diverted • Devoted • Hardworking • Sociable • Studious
Stages of Grief Conditions
Denial => Anger => Bargaining => Depression => Acceptance
Blank Template
xxx
|
xxx Possible Sources: xxx Resolution: xxx Beats: xxx |
Condition Mechanics
- Grant an additional Social Maneuver with a given Skill during an interval, as long as it occurs within the area.
- Grant an additional Social Maneuver with a given target during an interval, as long as it occurs within the area.
- Grant an additional Social Maneuver with a given goal during an interval, as long as it occurs within the area.
- Reduce exceptional successes of a given Skill from 5 to 3 while in the place.
- Restorative locale, granting recovery of Willpower as though fulfilling a Vice.
- Healing locale, granting additional roll on a Healing Interval while there.
- Exceptional successes grant specific Conditions.