Actions

Conditions

From City of Shadows Mux

Mental

Addicted (Persistent)

Description: Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition.
Sources: None
Resolution: Regain a dot of Integrity or Wisdom, lose another dot of Integrity or Wisdom, or achieve an exceptional success on a breaking point or Act of Hubris.
Beat: Your character chooses to get a fix rather than fulfill an obligation.
Book: MtA 314

Amnesia (Persistent)

Description: Your character is missing a portion of her memory. An entire period of her life is just gone. This causes massive difficulties with friends and loved ones.
Resolution: You regain your memory and learn the truth. Depending on the circumstances, this may constitute a breaking point.
Beat: Something problematic arises, such as a forgotten arrest warrant or old enemy.
Book: MtA

Broken (Persistent)

Description: Whatever you did or saw, something inside you snapped. You can barely muster up the will to do your job anymore, and anything more emotionally intense than a raised voice makes you flinch and back down. Apply -2 to all Social rolls and rolls involving Resolve and -5 to all use of the Intimidation Skill.
Sources: None, Mind Arcana, gain the Thrall condition
Resolution: Regain a dot of Integrity or Wisdom, lose another dot of Integrity or Wisdom, or achieve an exceptional success on a breaking point or Act of Hubris. Spell ends (No beat rewarded.)
Beat: You back down from a confrontation or fail a roll due to this Condition.
Book: MtA 314

Confused

Description: Your character cannot think straight, either because of some mental power or good old-fashioned cranial trauma. You take -2 die penalty on all Intelligence and Wits rolls.
Sources: A blow to the head, dramatic failure when using some Auspex powers. Facing overwhelming sensory information, some Gifts, Mind Arcana, Life Arcana.
Resolution: Take half an hour to focus and clear your mind. Take any amount of lethal damage. Spell lapses (No beat given)
Book: VtM 302

Deprived

Description: Your character suffers from an addiction. She is unable to get her fix, however, leaving her irritable, anxious, and unable to focus. Remove one from her Stamina, Resolve, and Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes.
Sources: Not set.
Resolution: Your character indulges her addiction
Book: MtA 315

Delusional

Description: You believe something that isn't actually true, maybe you think that someone is poisoning your food, that a doppelganger has replaced your daughter, or that something lives in the shadows of your apartment. You don't actually hallucinate images that reinforce your delusion; you may believe that you're covered in spiders, but just looking at yourself is enough to clarify matters. Germs, on the other hand.' You can't truly repress your belief but spending a point of Willpower lets you come up with an explanation (albeit one that sounds psychotic when you explain it to someone else) as to why your delusion does not apply to a specific situation.
Sources: The Nightmare Discipline, Mind Arcana.
Resolution: You completely disprove your delusion or destroy the vampire who is the source of your paranoia. Spell ends.
Beat: You adhere to your paranoid belief despite evidence to the contrary.
Book: VtM 302

Distracted

Description: Constant confusion and distractions buffet your character from all sides. She cannot take extended actions and suffers a -2-die penalty to all rolls involving perception, concentration, and precision.
Sources: Being in a swarm.
Resolution: Leaving the swarm.
Book: VtM 302

Frightened

Description: Something's scared you to the point where you lose rational thought. Maybe you've just looked down at a hundred-story drop or seen a tarantula the size of your fist crawling up your leg. Whatever the case, you need to leave right now. Your only priority is getting the fuck away from the thing that's frightened you the hell with your stuff, your friends, and your allies. If someone tries to stop you from escaping, you'll fight your way past them. You can't approach the source of your fear or act against it and if the only way out involves going near the source of your fear, you'll collapse on the ground in terror. Supernatural creatures prone to loss of control, including vampires, must roll to avoid frenzy. This Condition lasts until the end of the scene; suppressing its effects for a turn costs a point of Willpower.
Sources: The Nightmare Discipline, coming face to face with a phobia, Mind Sphere.
Resolution: The character escapes from the source of his fear.
Beat: N/A
Book: VtM 304

Fugue

Description: Something terrible happened. Rather than deal with it or let it break you, your mind shuts it out. You are prone to blackouts and lost time. Whenever circumstances become too similar to the situation that led to your gaining this Condition, the player rolls Resolve + Composure. If you fail the roll, the Storyteller controls your character for the next scene; your character, left to his own devices, will seek to avoid the conflict and get away from the area.
Sources: Mind Sphere, other applicable mind powers, other sources not set.
Resolution: Regain a dot of Integrity or Wisdom, lose another dot of Integrity or Wisdom, or achieve an exceptional success on a breaking point or Act of Hubris, spell ends (No beat rewarded).
Beat: You enter a fugue state as described above.
Book: MtA 316

Guilty

Description: Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful breaking point roll (CoD pg 73). While the character is under the effects of this Condition, he receives -2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy, or Intimidation rolls.
Sources: Encountering a breaking point
Resolution: The character confesses his crimes and makes restitution for whatever he did.
Beat: None
Book: CoD 289

Informed

Description: Your character has a breadth of research information based on the topic she investigated. When you make a roll relating to the topic, you may choose to resolve this Condition. If you resolve it and the roll fails, it is instead considered to have a single success. If it succeeds, the roll is considered an exceptional success. The roll that benefits from the Informed Condition can be any relevant Skill roll. For example, a character with Informed (Werewolves) might gain its benefits when using researched information to build a silver bear trap with the Crafts Skill. Combat rolls cannot benefit from this Condition.
Sources: Not set.
Resolution: Your character uses her research to gain information; the Condition is resolved as described above.
Beat: Not set.
Book: MtA 316

Inspired

Description: Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may choose to resolve this Condition. An exceptional success on that roll requires only three successes instead of five and you gain a point of Willpower.
Sources: Exceptional success with Crafts or Expression, the Inspiring Merit.
Resolution: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.
Beat: Not set.
Book: WtF 308

Lost

Description: Your character has no idea where she is or how to reach her target. Characters with the Lost Condition remove one die from their Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes. A Lost character cannot make any headway toward her goal without first navigating and finding her place. This requires a successful Wits + Streetwise action (in the city) or Wits + Survival action (in the wilderness).
Sources: Mind Arcana, Space Arcana, Time Arcana, other sources not set.
Resolution: Your character gives up on reaching her intended destination, or she successfully navigates as described above, Spell ends (No beat given).
Beat: N/A
Book: GMC 182

Madness (Persistent)

Description: Your character saw or did something that jarred her loose from reality. This isn’t a mental illness born of brain chemistry that, at least, might be treatable. This madness is the product of supernatural tampering or witnessing something that humanity was never meant to comprehend. The Storyteller has a pool of dice equal to 10 minus (characters Integrity). Once per chapter (+help durations), the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character.
Sources: Supernatural visions, losing a dot of Integrity, Mind Arcana.
Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point, Spell ends.
Beat: The character fails a roll because of this Condition.
Book: WtF 309

Obsession (Persistent)

Description: Something's on your character's mind and she just can't shake it. She gains the 9 Again quality on all rolls related to pursuing her obsession. On rolls that are unrelated to her obsession, she loses the 10 Again quality. Obsession can be a temporary quality per Storyteller approval.
Sources: Not set.
Resolution: The character sheds or purges her fixation.
Beat: Character fails to fulfill an obligation due to pursuing her Obsession.
Book: MtA 317

Shaken

Description: Something has severely frightened your character. Any time your character is taking an action where that fear might hinder her, you may opt to fail the roll and resolve this Condition. This Condition can be imposed by undergoing a breaking point roll.
Sources: Mind Arcana, other mental powers may be applicable, other sources not set.
Resolution: The character gives into her fear and fails a roll as described above, spell ends (no beat).
Beat: Not set.
Book: MtA 317

Spooked

Description: Your character has seen something supernatural, not overt enough to terrify her, but unmistakably otherworldly. How your character responds to this is up to you, but it captivates her and dominates her focus. Facing a breaking point, encountering the supernatural.
Sources: Facing a breaking point; encountering the supernatural.
Resolution: This Condition is resolved when your character's fear and fascination causes her to do something that hinders the group or complicates things (she goes off alone to investigate a strange noise, stays up all night researching, runs away instead of holding her ground, etc.).
Beat: Not set.
Book: WtF 311

Steadfast

Description: Your character is confident and resolved. When she fails a roll, you may choose to resolve this Condition to treat the result as if you'd rolled a single success. If the roll is a chance die, you may resolve this Condition and roll a single regular die instead.
Sources: Facing a breaking point.
Resolution: You use this Condition as described above.
Beat: Not set.
Book: WtF 311

Swooning

Description: Your character is attracted to someone and is vulnerable where he or she is concerned. He may have the proverbial 'butterflies in his stomach' or just be constantly aware of the object of his affection. A character may have multiple instances of this Condition, reflecting affection for multiple individuals. He suffers -2 to any rolls that would adversely affect the specified individual, who also gains +2 on any Social rolls against him. If the individual is attempting Social maneuvering on the Swooning character, the impression level is considered one higher (maximum of perfect; see p. 164).
Sources: Be on the receiving end of an exceptional success of a Persuasion or Subterfuge roll, have another character help you fulfill your Vice (if human), Mind Arcana.
Resolution: Your character does something for his love interest that puts him in danger, or he opts to fail a roll to resist a Social action by the specified character.
Book: WtF 311



Physical

Blind (Persistent)

Description: Your character cannot see. Any rolls requiring sight may only use a chance die. If another sense can be reasonably substituted, make the roll at -3 instead. In a combat situation, she suffers the drawbacks of the Blinded Tilt (see p. 319). This Condition may be temporary, but that is usually the result of a combat effect, in which case the Blindness Tilt would apply.
Sources: Any attack that deals aggravated damage to the eyes, certain supernatural powers.
Resolution: Your character regains her sight.
Beat: Your character encounters a limitation or difficulty that inconveniences her.
Book: MtA 314

Disabled (Persistent)

Description: Your character has limited or no ability to walk. Her Speed trait is effectively 1. She must rely on a wheelchair or other device to travel. A manual wheelchair's Speed is equal to your character's Strength and requires use of her hands. Electric wheelchairs have a Speed of 3 but allow the free use of the character's hands. An injury can cause this Condition temporarily, in which case it is resolved when the injury heals, and the character regains mobility.
Sources: Certain supernatural powers, lethal or aggravated damage to a body part.
Resolution: The character's disability is cured by mundane or supernatural means.
Beat: Your character's limited mobility inconveniences your character and makes her slow to respond.
Book: MtA 315

Drained

Description: Your character has been fed from extensively and suffers from blood loss. He suffers a -2-die penalty to any physical actions, and rolls to stabilize and survive injuries. As well, after any scene where he exerts himself physically, he must make a Stamina roll or fall unconscious for an hour or more. The Drained penalty does not apply to the Stamina roll, but any wound penalties do apply. Taking damage, being fed from, or spending Willpower on a physical roll applies as physical exertion for this Condition.
Sources: A vampire's feeding.
Resolution: All lethal damage healed through normal means.
Beat: Not set.
Book: VtM 303

Intoxicated

Description: Your character is drunk, drugged, or otherwise dulled to the world around her. While she’s probably not hallucinating, her inhibitions and reactions are both lower than they should be. Your character suffers a 2-die penalty to all Dexterity and Wits dice pools. Characters using Social Maneuvering against her face two fewer Doors than usual.
Sources: Heavy drinking or drug use, certain arcana.
Resolution: You sleep it off or face a breaking point.
Beat: Not set.
Book: VtM 304

Lethargic

Description: Your character is drained and lethargic, feeling the weight of sleeplessness. With this Condition, your character cannot spend Willpower. As well, for every six hours he goes without sleeping, take a cumulative -1 die penalty to all actions. At every six-hour interval, make a Stamina + Resolve roll (with the penalty) to resist falling asleep until the sun next sets.
Sources: Fighting daysleep.
Resolution: Sleeping a full day.
Beat: Not set.
Book: HL 150

Mute (Persistent)

Description: Your character cannot speak. Any communication must be done through writing, gestures, or hand signs. Illness, injury, or supernatural powers can inflict this Condition on a temporary basis.
Sources: Certain supernatural powers, others not set.
Resolution: The character regains her voice through mundane or supernatural means.
Beat: Your character suffers a limitation or communication difficulty that heightens immediate danger.
Book: MtA 317

Scarred

Description: Your character was subject to a violent bite from Kindred fangs. He’s disturbed, angry, paranoid, and prone to lashing out. With this Condition, take a 2-die penalty to any rolls to resist fear, such as with the Nightmare Discipline or the Intimidation Skill. As well, any creature exhibiting a Predatory Aura attempting to frighten or intimidate your character receives a +2-die bonus.
Sources: A violent bite from a vampire.
Resolution: Lash out physically, causing three or more levels of lethal damage to someone.
Beat: Not set.
Book: VtM 304

Stumbled

Description: Your character has hit a complication during an extended action. Each successive roll on the extended action is at a -3 penalty. This condition does not grant a Beat when resolved.
Sources: Failure during a rite or Facet use.
Resolution: The extended action ends.
Beat: Not set.
Book: WtF 2E 311



Supernatural Powers

Bestial

Description: Your character acts on primal, physical impulses. Frightening things make him run. He meets aggressive threats with violence and anger. Take a -2-die penalty to all rolls to resist frenzy or physical impulse. As well, take a -2-die penalty to Defense due to impulsive action. Any rolls to compel your character to impulsive, aggressive action or escape achieve exceptional success on three successes instead of five. This could apply to Disciplines such as Nightmare or Dominate under the right circumstances. This Condition fades naturally after a number of nights equal to the Blood Potency of the vampire who caused it. In the case of the Predatory Aura, this is the vampire who won the conflict. In the case of testing for detachment, this is the vampire's own Blood Potency. After resolving Bestial, your character cannot be subject to this Condition again for a full month. A Monstrous Predatory Aura conflict, facing a breaking point.
Sources: Cause damage in someone's last three Health boxes.
Resolution: Not set.
Beat: Not set.
Book: VtM 301

Charmed

Description: Your character enjoys the protection of magical good fortune. This may spare her from serious injury, ensure that she meets someone whose acquaintance will be valuable to her later, guarantee that she isn't the one who gets the short straw, or help her win an important game of chance. You may invoke this twist of fate at any time as a reflexive action. If used to avoid injury, resolving this Condition reduces the damage to 1. Otherwise, neither you nor the mage knows the exact nature this good fortune will take when it manifests, only that it will have a significant impact.
Sources: This is commonly the effect of a boon granted by Fate magic.
Resolution: Your character narrowly avoids some misfortune or enjoys a lucky break; the Condition is resolved as described above.
Beat: Not set.
Book: MtA 315

Competitive

Description: Your character must assert dominance and superiority. Either she gives it her all, or she falters. Any time she's in direct competition with another character, she suffers -2-die penalty on any rolls where she doesn't spend Willpower. This includes contested and extended rolls. Any rolls to tempt or coerce her into competition achieve exceptional success on three successes instead of five. This Condition fades naturally after a number of nights equal to the Blood Potency of the vampire who caused it. In the case of the Predatory Aura, this is the vampire who won the conflict. In the case of testing for detachment, this is the vampire's own Blood Potency. After resolving Competitive, your character cannot be subject to this Condition again for a full month. A Challenging Predatory Aura conflict, facing a breaking point.
Sources: Win or lose a competition where someone reaches a breaking point.
Resolution: Not set.
Beat: Not set.
Book: VtM 301

Dominated

Description: A vampire has given your character a specific command that she cannot go against. You don't have a choice whether or not to follow the command, your will is no longer your own. If your task has a natural end, such as 'Follow that man until he enters an apartment then call me with the address,' you resolve the Condition once you complete it; otherwise it ends at sunrise. Once you resolve this Condition, you can't quite remember what happened while you were under the vampire's spell.
Sources: The Dominate Discipline.
Resolution: Take more bashing or lethal damage than your Stamina. Experience a breaking point when following the command and succeed at the related Resolve + Composure roll. Follow the vampire's command.
Beat: Not set.
Book: VtM 303

Enslaved (Persistent)

Description: You're totally in thrall to the vampire who inflicted this Condition. You can no longer tell when her instructions end and commands issued by Dominate begin. She tells you to do something and you do it. She tells you what you remember, and you remember it. This Condition counts as the Mesmerized Condition for the purpose of the Dominate Discipline. She doesn't have to look at you to issue a command as long as you can hear her voice. You do not apply your Resolve as a penalty to the vampire's dice pool for Entombed Command and Possession.
Sources: The Dominate Discipline.
Resolution: Kill the vampire who controls you. Undo her mental control by supernatural means.
Beat: You're made to do something that you wouldn't normally do.
Book: VtM 303

Enthralled (Persistent)

Description: You're fanatically loyal to a vampire, willing to go to any length for him. You'll happily take actions that threaten your own life, ramming a speeding truck head-on, jumping in front of a gun-wielding psycho, or handing over your spouse and children for the vampire to play with. The compulsion lasts for one night for each dot of the vampire's Blood Potency. You need to spend a point of Willpower just to take an action that goes against your master's commands. Doing so is an immediate breaking point at Humanity 1. If you fail, you chicken out at the last minute; only if you succeed can you do something that the vampire doesn't want you to do.
Sources: The Majesty Discipline.
Resolution: You take serious harm (more lethal damage than your Stamina) when protecting the vampire, or you succeed at a breaking point roll related to the Condition.
Beat: You put yourself in harm's way to protect the vampire.
Book: VtM 303

False Memories (Persistent)

Description: The way you remember things doesn’t match up with how they happened. You might remember a son who didn’t exist, your alcoholic father abusing you despite being raised an orphan, or never getting married. You believe your memories to be true no matter what; even conclusive proof has a hard time getting through to you. Being faced with proof that your memory is fake is a breaking point for you at a level set by the Storyteller.
Sources: The Dominate Discipline.
Resolution: Face proof that your memory is false and succeed at the breaking point.
Beat: Your character trusts someone or takes a risky action based on his faked memories alone.
Book: VtM 304

Mesmerized

Description: Your characters will is subordinate to that of a vampire. You're not obviously hypnotized. You're a bit quiet and reserved compared to normal, but nothing out of the ordinary. When the vampire who inflicted this Condition gives you a command, you cannot resist. If it’s something that you wouldn’t normally do, you might look like you’ve been hypnotized or that you’re sleepwalking, but otherwise you look and act normally. If you resolve this Condition, gain a +3-die bonus to resist further attempts to Mesmerize you in the same scene; you also can’t quite remember what happened while you were under the vampire’s spell. This Condition fades naturally after a scene, which does not count as resolving the Condition.
Sources: The Dominate Discipline.
Resolution: Take any amount of bashing or lethal damage. Experience a breaking point as part of a vampire’s command.
Beat: N/A
Book: VtM 304

Subservient (Persistent)

Description: A vampire has pressed down on your will, and you find it hard to resist doing what she wants even when she doesn’t use her supernatural powers of command. She can give you commands as though you were Mesmerized even when you do not have that Condition. You can spend a Willpower point to resist her commands, but she can just Mesmerize you and order you that way. She still needs to use Dominate to alter your memory. This Condition fades naturally after a week unless the vampire applies it to you again during that time.
Sources: The Dominate Discipline.
Resolution: Take more lethal damage than you have Stamina when following the vampire's command. Experience a breaking point when following the command and succeed at the roll.
Beat: The vampire makes you do something that you wouldn't normally do.
Book: VtM 306

Wanton

Description: Your character wants, for the sake of wanting. He’s distracted with temptations of excess and indulgence. Any Composure or Resolve rolls to resist temptation suffer a 2-die penalty. As well, the character that brought forth this Condition achieves exceptional success on three successes instead of five when making any rolls to tempt your character. This could apply to Majesty rolls as well as mundane social rolls. This Condition fades naturally after a number of nights equal to the Blood Potency of the vampire who caused it. In the case of the Predatory Aura, this is the vampire who won the conflict. In the case of testing for detachment, this is the vampires own Blood Potency. After resolving Wanton, your character cannot be subject to this Condition again for a full month.
Sources: A Seductive Predatory Aura conflict, facing a breaking point.
Resolution: Indulge in something that constitutes a breaking point.
Beat: N/A
Book: VtM 306



Vampire

Dependent (Persistent)

Description: Your character has become obsessed with a mortal. This obsession is for both attention and for blood. She suffers all the effects of a second-stage blood bond (see p. 100) as if she were bound to the mortal.
Sources: Daeva clan bane.
Resolution: Death of the mortal.
Beat: Your character suffers loss because she avoided responsibility for her obsession.
Book: VtM 302

Ecstatic

Description: Your Beast has been temporarily sated through the use of blood sorcery. For as long as the Beast is quiet, the character may feed as though her Blood Potency were three dots less than her rating (minimum one), and has a +2 die bonus to avoid frenzy.
Sources: Exceptional success on a Cruac ritual.
Resolution: Feeding, sleeping, or resisting a frenzy.
Beat: Not set.
Book: VtM 303

Embarrassing Secret (Persistent)

Description: Your character has a secret from his past that could come back to haunt him. If this secret gets out, he could be ostracized or maybe even arrested. If it becomes known, this Condition is exchanged for Notoriety.
Sources: Not set.
Resolution: The character's secret is made public, or the character does whatever is necessary to make sure it never comes to light.
Beat: Not set.
Book: MtA 315

Humbled

Description: Your character has felt the touch of the divine and trembled. She feels unworthy and wretched. For as long as the Condition lasts, she suffers -2-die penalty to Resolve rolls and may not regain Willpower from her Requiem.
Sources: Dramatic failure on a Theban Sorcery ritual.
Resolution: The character regains Willpower using her Mask.
Beat: None
Book: MtA 316

Jaded

Description: Your character has no interest in the ways of the living. He eschews mortal society and only acts to better himself. Because of this, his Beast takes tighter hold on his actions. Any rolls to resist frenzy suffer his Humanity dots as a cap, and he cannot spend Willpower to hold back frenzy. He may still ride the wave.
Sources: Detachment failure.
Resolution: Meaningful interaction with a Touchstone.
Beat: N/A
Book: VtM 304

Languid

Description: Your character feels the draw of torpor. His actions grow sluggish each night that passes, until eventually he falls to the sleep of ages. Every night that passes with this Condition, levy a cumulative 1 die penalty on all actions. As well, rising from daysleep requires a point of Vitae for each dot of Blood Potency.
Sources: Losing a Touchstone.
Resolution: Falling to torpor.
Beat: N/A
Book: VtM 304

Raptured

Description: Your character is filled with the glory of God’s admonishment, the grace of her damnation. She finds an unsettling harmony with her Beast, due to the fire of Longinus’s words. She does not need to use Willpower to ride the wave and can ride the wave on three successes instead of five.
Sources: The Anointed Merit.
Resolution: Falling to frenzy or riding the wave.
Beat: N/A
Book: VtM 304

Sated

Description: Your character gave her Beast an outlet that stopped it from driving her to frenzy. Until she resolves this Condition, she has a +1-die modifier to rolls to resist Frenzy.
Sources: Possible
Sources: The Animalism Discipline.
Resolution:
Resolution: Frenzy; resist significant provocation to frenzy (a situation with a modifier of -3 or more to resist).
Beat: Not set.
Book: VtM 304

Tainted

Description: Your character committed diablerie, and now retains traces of her victim’s soul. Once per chapter, the victim can come back to haunt your character and try to force her destruction. This brief burst penalizes any one dice pool by the victim’s Blood Potency dots or adds to a dice pool opposing your character. This takes the form of subtle manifestations, or whispers that urge and distract. Your character may have multiple instances of this Condition, reflecting different victims.
Sources: Diablerie.
Resolution: A number of months pass equal to the victim's Blood Potency score. Every level of aggravated
Beat: Not set.
Beat: N/A
Book: VtM 306

Tempted

Description: Your character came close to losing control. Her Beast came at her, and she refused the call. Now, the Beast remains close to the surface. She gets a 1-die penalty to any rolls to resist frenzy. Until she sheds this Condition, each time she resists frenzy, the penalty increases by one. For example, after three successful resistances, note this Condition as Tempted 3 on your character sheet.
Sources: Successfully resisted frenzy.
Resolution: Kill. Fall to frenzy. Have a meaningful connection with a Touchstone.
Beat: N/A
Beat: N/A
Book: VtM 306



Social

Bonded

Description: Your character has established an extensive bond with a specific animal. She gains +2 on any rolls to influence or persuade her bonded animal. It may add your Animal Ken to any rolls to resist coercion or fear when in your character's presence. The animal may add your character's Animal Ken to any one die roll.
Sources: Not set.
Resolution: The bonded animal dies or is otherwise parted from the character.
Beat: Not set.
Book: MtA 314

Connected (Persistent)

Description: Your character has made inroads with a specified group. While she has this Condition, she gets a +2 to all rolls relating to that group. Alternately, she can shed this Condition to gain a one-time automatic exceptional success on the next roll to influence or otherwise take advantage of the group. Once Connected is resolved, the character is considered to have burned her bridges and is no longer an accepted member. The character may be able to regain Connected with the specified group per Storyteller approval.
Sources: Not set.
Resolution: The character loses her membership or otherwise loses her standing with the group.
Beat: The character is asked to perform a favor for the group that inconveniences her.
Book: MtA 315

Leveraged

Description: Your character has been blackmailed, tricked, convinced, or otherwise leveraged into doing what another individual wishes. You may have the Leveraged Condition multiple times, imposed by different characters. Any time the specified character requests something of you, you may resolve this Condition if your character does as requested without rolling to resist.
Sources: Another character finds out damning information about your character.
Resolution: Your character may either resolve the Condition by complying with a request as above, or if you apply the Leveraged condition to the specified individual.
Beat: Not set.
Beat: None
Book: CoD 289

Notoriety

Description: Whether or not your character actually did something heinous in the past, the wrong people think he did and now he's ostracized by the general public. Your character suffers -2 on any Social rolls against those who know of his notoriety. If using Social maneuvering (p. 215), the character must open one extra Door if his target knows of his notoriety.
Sources: Not set.
Resolution: The story is debunked or the character's name is cleared.
Beat: Not set.
Book: MtA 317

Tasked

Description: Your character’s clan, covenant, or family tasked her with a duty, and the responsibility carries weight. Take the 8-again quality on all rolls relating to the task. Any rolls not pertaining to the task lose the 10-again quality.
Sources: Dynasty Membership Merit.
Resolution: Complete the task; fail the task.
Beat: N/A
Book: VtM 306



Soulless

Enervated

Description: The character is in the second stage of soul loss. Her instinctive efforts to shore up her Willpower by giving into her urges have failed, her Integrity has gone, and her Willpower is now fading. In addition to the effects of Soulless, she can no longer regain Willpower through her Virtue, only her Vice. Indulging herself brings diminishing returns, whenever she does so, her permanent Willpower drops by one dot before she regains Willpower points to the new maximum. Mages lose a dot of Gnosis every time their Willpower drops, to a minimum of 0.
Sources: Death Arcana, other supernatural sources.
Resolution: This Condition is only removed if the character regains her soul.
Beat: You lose a dot of Willpower
Book: MtA 315

Soul loss (persistent)


Description:The character is in the first stage of soul loss. Without a soul, she is more susceptible to possession — any dice pools to resist being taken over or possessed by another entity are at a –2 die penalty. The effects on Wisdom and Willpower, though, are more severe. For as long as she has this Condition, she does not regain Willpower through surrender or rest, and her use of Virtue and Vice is reversed. She may regain one Willpower point per scene by fulfilling her Virtue without having to risk herself, and regains full Willpower once per chapter by fulfilling her Vice in a way that poses a threat to herself. Regaining Willpower through Vice, though, is now a breaking point against Integrity with a –5 penalty unless the character has reached Integrity 1, or an Act of Hubris (roll 1 die) unless she has reached Wisdom 1 for mages.
Sources: Death Arcana, other supernatural sources.
Resolution:Regain a soul.
Beat:You lose Wisdom or Integrity because you indulged your Vice.
Book: MtA 318

Thrall

Description: The character has fully succumbed to the effects of soullessness. She may not spend Willpower points for any reason, may not use her Defense in combat, may not spend Experiences, and suffers all the effects of the Broken Condition (see p. 181) as well. Mages can no longer cast spells. The player should only continue playing a character with this Condition if she stands a chance of regaining a soul.
Sources: Death Arcana.
Resolution: Regain a soul.
Beat: Gain a Beat whenever the character is victimized as a result of her Condition.
Book: MtA 318