Differences on Conditions List
This is a very//very// long list and is not meant to be read through like a book (unless you want to punish yourself). Rather, if a power invokes a Condition or the ST says your character is suffering from one, use Control + F to find the appropriate condition on the list. Some of them have similar names so please double check you have the right one.
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**ADDICTED (PERSISTENT)**
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 (see below).
**Possible Sources**: Alcoholism, substance abuse, Vitae Addiction.
**Resolution**: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
**Beat**: Your character chooses to get a fix rather than fulfill an obligation.
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**AMNESIA (PERSISTENT)**
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.
**Possible Sources**: Physical or psychological trauma, the Dominate Discipline.
**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.
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**ATAVISM**
You suffer ancient, ancestral memories that rouse anger and violent urges; the cause of these memories must be destroyed. When facing the source of the Atavism, your character must make all-out attacks each turn, or spend Willpower points to avoid attacking. When in danger or heavy stress, she lashes out violently. She must spend Willpower points to take nonviolent actions in response to threats or stressors.
**Possible Sources**: Succumbing to Lunacy.
**Resolution**: Your character achieves an exceptional success against the source of her rage, or the source of her rage achieves an exceptional success against her. Alternatively, she can suffer a breaking point for harming an innocent person.
**Beat**: n/a
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**AWESTRUCK (PERSISTENT)**
Your character sees before her a glorious and terrifying figure, and something in her brain kicks her to kneel and grovel. She suffers a –2 penalty to attack rolls against the source of the Condition. She also suffers a –3 penalty to contested rolls against social actions from the source of the Condition, and a –3 penalty to her Composure and Resolve against actions and powers that the source of the Condition uses on her.
**Possible Sources**: Compulsion from supernatural powers.
**Resolution**: The source of the Condition leaves your character’s presence, or stops inflicting Lunacy.
**Beat**: Your character takes an action that serves the demands of the Condition’s source.
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**BAN**
Your character suffers from a powerful spiritual compulsion that demands specific behavior. It is difficult to contravene the ban, and attempting to do so elicits a sense of revulsion or wrongness in the character. She suffers a –3 penalty to all dice pools that are rolled as part of an action that breaks the ban’s dictated behavior. If breaking the ban’s compulsion would not involve any dice pools, she instead suffers a –2 penalty to all dice pools until she corrects her breach or the Condition ends.
In the case of a ban imposed by a pack totem, the totem immediately becomes aware that a breach has occurred and loses a single point of Essence. If it has no Essence remaining, it instead suffers the Deprived Condition until it regains any Essence.
**Possible Sources**: Low Harmony, violating a totem’s ban, or a number of Gifts and rites.
**Resolution**: If the ban is not persistent then the Condition is resolved when your character’s adherence to the ban causes her a significant setback. Otherwise, the resolution depends on the nature of the ban.
**Beat**: Your character’s adherence to the ban causes her a significant setback.
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**BERSERK**
Your character has had a spark of berserk rage lit within her. The fury inside demands that she lash out, and the descending red mist makes it hard to tell friend from foe. Each turn, she must succeed at a Resolve + Composure roll or attack the nearest target with whatever weapons she has to hand. Even if she succeeds, she suffers a –3 penalty on all actions other than attacking the nearest target.
**Possible Sources**: A number of Gifts and abilities that kindle a form of the Uratha’s rage in non-werewolves.
**Resolution**: The character becomes unconscious. There are no targets left to attack. The source of the Lunacy leaves your character’s presence, or stops inflicting Lunacy.
**Beat**: n/a
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**BESTIAL**
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.
**Possible Sources**: A monstrous predatory aura conflict, facing a breaking point.
**Resolution**: Cause damage in someone’s last three Health boxes.
**Beat**: n/a
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**BLIND (PERSISTENT)**
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. This Condition may be temporary, but that is usually the result of a combat effect, in which case the Blindness Tilt would apply.
**Resolution**: Your character regains her sight.
**Beat**: Your character encounters a limitation or difficulty that inconveniences her.
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**BROKEN (PERSISTENT)**
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 a –2 die penalty to all Social rolls and rolls involving Resolve, and a –5 die penalty to all use of the Intimidation Skill.
**Possible Sources**: Tremendous psychological trauma, the Nightmare Discipline, some Ghoul Merits.
**Resolution**: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
**Beat**: You back down from a confrontation or fail a roll due to this Condition.
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**BONDED**
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.
**Resolution**: The bonded animal dies or is otherwise parted from the character.
**Beat**: n/a
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**CHARMED (PERSISTENT)**
You’ve been charmed by a vampire’s supernatural force of personality. You don’t want to believe that anything he says is a lie, and you can’t read his true intentions. The vampire adds his Awe successes to Manipulation rolls against you, and any Wits + Empathy or Subterfuge rolls you make to detect his lies or uncover his true motives suffer a penalty equal to his Majesty dots. Using supernatural means to detect his lies become a Clash of Wills.
You want to do things for the vampire, to make him happy. If he asks, you’ll do favors for him like he was one of your best friends — giving him a place to crash, lending him your car keys, or revealing secrets that you really shouldn’t. You don’t feel tricked or ripped off unless you resolve the Condition. It expires normally (without resolving) after one hour per dot of the vampire’s Blood Potency.
**Possible Sources**: The Majesty Discipline. Common effect of a boon granted by a Fate mage.
**Resolution**: The vampire attempts to seriously harm you or someone close to you, you make a significant financial or physical sacrifice for him.
**Beat**: You divulge a secret or perform a favor for the vampire.
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**COMPETITIVE**
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 a –2 die penalty on any rolls where she doesn’t spend Willpower. This includes contested and extended rolls. As well, 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.
**Possible Sources**: A challenging predatory aura conflict, facing a breaking point.
**Resolution**: Win or lose a competition where someone reaches a breaking point.
**Beat**: n/a
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**CONFUSED**
Your character cannot think straight, either because of some mental power or good old-fashioned cranial trauma. You take a –2 die penalty on all Intelligence and Wits rolls.
**Possible Sources**: A blow to the head, dramatic failure when using some Auspex powers. Facing overwhelming sensory information, some Gifts.
**Resolution**: Take half an hour to focus and clear your mind. Take any amount of lethal damage.
**Beat**: n/a
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**CONNECTED (PERSISTENT)**
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.
**Example Skills**: Politics, Socialize
**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.
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**COWED**
Your character has been put in her place through the violence and dominance of another. She suffers a –2 penalty on any Physical and Social rolls to oppose the character who inflicted this Condition if she does not spend Willpower.
**Possible Sources**: Having another character determine her superiority to yours, some supernatural powers.
**Resolution**: The character successfully injures or intimidates the character who inflicted the Condition. The character regains Willpower through her Blood Archetype.
**Beat**: n/a
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**CUNNING**
Your character is Cunning. She beguiles, tricks, sneaks, and charms. This makes everyone around her suspicious of her because they know she’s shifty and clever. Characters trying to detect lies or notice your character sneaking enjoy a +2 bonus to any relevant Empathy, Investigation, or other rolls. Your character knows this, and can use this as a diversion for her true goals.
**Possible Sources**: Flaring Cunning Renown brands with Essence.
**Resolution**: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add the character’s Cunning Renown in automatic successes to any Larceny, Stealth, or Subterfuge action, even if she rolls no successes.
**Beat**: n/a
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**DEFEATED**
Your character has been beaten in the Duel Arcane, humiliated, and made completely open and exposed to an enemy. For the duration of this Condition, the character cannot spend Willpower or use magic in any way to harm the mage she was defeated by. Further, the mage who won the Duel has Strong sympathy with the loser.
**Resolution**: This Condition lingers until the character can greatly humble himself in public at great personal cost, or until the winner of the Duel takes advantage of the sympathy in a way that injures or abuses the loser. Take a Beat.
**Beat**: Take a Beat whenever your character is abused or humiliated as a result of her defeat.
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**DELUSION**
Your character cannot make sense of the world she perceives, and because of this, she avoids that which would make her question. When facing the supernatural, or something she suspects to be the source of this Condition, she flees. If she cannot flee, she shuts down. Every action she takes that is not fleeing requires a Willpower point.
**Possible Sources**: Succumbing to Lunacy.
**Resolution**: Your character reaffirms her sense of reality by expending Willpower and learning something new, something deeply secret about the source of the Condition.
**Beat**: n/a
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**DELUSIONAL (PERSISTENT)**
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.
**Possible Sources**: The Nightmare Discipline.
**Resolution**: You completely disprove your delusion, or destroy the vampire who is the source of your paranoia.
**Beat**: You adhere to your paranoid belief despite evidence to the contrary.
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**DEMORALIZED**
Your character is demoralized and hesitant in the face of the enemy. Spending a Willpower point only adds one die to her attack pool rather than the usual three. She also suffers a –4 penalty to her Initiative, and a –2 penalty to her Resolve and Composure whenever they are used to resist or contest a dice pool.
**Possible Sources**: Attempting something momentous and failing at the last hurdle, some Gifts.
**Resolution**: The character achieves an exceptional success on an attack roll, wins a combat, or survives a combat unharmed. A week passes.
**Beat**: n/a
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**DEPENDENT (PERSISTENT)**
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 as if she were bound to the mortal.
**Possible Sources**: Daeva clan bane.
**Resolution**: Death of the mortal.
**Beat**: Your character suffers loss because she avoided responsibility for her obsession.
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**DEPRIVED**
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.
**Possible Sources**: Your character is Addicted but cannot get a fix.
**Resolution**: Your character indulges her addiction.
**Beat**: n/a
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**DISABLED (PERSISTENT)**
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.
**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.
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**DISTRACTED**
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.
This Condition does not grant a Beat when resolved.
**Possible Sources**: Being in a swarm.
**Resolution**: Leaving the swarm .
**Beat**: n/a
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**DOMINATED**
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.
**Possible 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**: n/a
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**DRAINED**
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 a physical exertion for this Condition.
**Possible Sources**: A vampire’s feeding.
**Resolution**: All lethal damage healed through normal means.
**Beat**: n/a
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**EASY PREY**
Through carelessness or ignorance, your character leaves a clear trail for any hunter to follow. All attempts to find the character through searching or tracking gain +2 dice.
**Possible Sources**: Dramatically failing in a contested tracking action.
**Resolution**: A hunter locates your character and harms him — physically, mentally, or socially — raising his awareness of his carelessness.
**Beat**: n/a
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**ECSTATIC**
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.
**Possible Sources**: Exceptional success on a Crúac ritual.
**Resolution**: Feeding, sleeping, or resisting a frenzy.
**Beat**: n/a
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**EMBARRASSING SECRET**
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 (see below).
**Resolution**: The character’s secret is made public, or the character does whatever is necessary to make sure it never comes to light.
**Beat**: n/a
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**ENERVATED (PERSISTENT)**
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.
**Possible Sources**: Soul loss.
**Resolution**: The character regains her soul.
**Beat**: Lose a dot of permanent Willpower.
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**ENSLAVED (PERSISTENT)**
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.
**Possible 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.
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**ENTHRALLED (PERSISTENT)**
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. 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.
**Possible 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.
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**ESSENCE OVERLOAD**
Your character has attempted to channel immensely powerful forces through her Essence, and has lost control. Sparks and heatless flame sputter and limn her. Whenever she spends a point of Essence, she must succeed at a Stamina roll or suffer one point of lethal damage. Whenever she suffers an injury from an attack, she also bleeds out one point of Essence.
**Possible Sources**: Some Gifts.
**Resolution**: The character empties her Essence pool or earths the overloaded energies through a powerful spiritual conduit.
**Beat**: n/a
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**EXHAUSTED**
Your character has been run ragged and desperately needs a good rest. She suffers a –2 penalty to all physical actions and rolls to remain conscious.
**Possible Sources**: Sleep deprivation or persistent nightmares, some Gifts.
**Resolution**: The character has restful sleep.
**Beat**: n/a
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**FALSE MEMORIES (PERSISTENT)**
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.
**Possible 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.
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**FRIGHTENED**
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.
**Possible Sources**: The Nightmare Discipline, coming face to face with a phobia.
**Resolution**: The character escapes from the source of his fear.
**Beat**: n/a
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**FUGUE (PERSISTENT)**
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 the character 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.
**Possible Sources**: Psychological trauma, encountering a breaking point, some Ghoul Merits.
**Resolution**: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
**Beat**: You enter a fugue state as described above.
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**GLORIOUS**
Your character is Glorious. She’s faced down superior opponents, committed great acts of courage, and lived to tell the tale. This impresses onlookers, and draws their attention. Individuals so impressed will confront your character first. Arguments and attacks against your character gain +2 dice. Your character may impress witnesses by weathering the storm and turning it around on her opponents.
**Possible Sources**: Flaring Glory Renown brands with Essence.
**Resolution**: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Glory Renown in automatic successes to any Expression, Intimidation, or Persuasion action, even if she rolls no successes.
**Beat**: n/a
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**GUILTY**
Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful detachment roll. While the character is under the effects of this Condition, he receives a –2 die penalty to any Resolve or Composure rolls to defend against Subterfuge, Empathy, or Intimidation rolls.
**Possible Sources**: Encountering a breaking point, some Ghoul Merits.
**Resolution**: The character confesses his crimes and makes restitution for whatever he did.
**Beat**: n/a
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**HONORABLE**
Your character is Honorable. She wields honesty the way some Uratha wield their claws. She fights fairly, and pursues fair prey. She does not abuse the already downtrodden, or take advantage of the innocent. Individuals knowing of her Honor will attempt to fool or take advantage of her. Any such rolls gain +2 dice. When your character bears that weight, her humble dignity gives her an aura of grace and respect.
**Possible Sources**: Flaring Honor Renown brands with Essence.
**Resolution**: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Honor Renown in automatic successes to any Empathy, Politics, or Socialize action, even if she rolls no successes.
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**HUMBLED**
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 a –2 die penalty to Resolve rolls and may not regain Willpower from her Dirge.
**Possible Sources**: Dramatic failure on a Theban Sorcery ritual.
**Resolution**: The character regains Willpower using her Mask.
**Beat**: n/a
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**INFORMED**
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.
**Resolution**: Your character uses her research to gain information; the Condition is resolved as described above.
**Beat**: n/a
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**INSPIRED**
Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. An exceptional success on that roll requires only three successes instead of five and you gain a point of Willpower.
**Possible Sources**: Exceptional success with Crafts or Expression, the Inspiring Merit, the Auspex Discipline. **Resolution**: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.
**Beat**: n/a
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**INTOXICATED**
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.
**Possible Sources**: Heavy drinking or drug use.
**Resolution**: You sleep it off, or face a breaking point.
**Beat**: n/a
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**INVISIBLE PREDATOR**
Your character has so successfully infiltrated her prey’s domain that he is oblivious to her presence. The prey suffers –2 to all rolls to detect or prepare for the hunter’s arrival while this Condition is active.
**Possible Sources**: Exceptional success in a tracking action.
**Resolution**: The hunter deals damage or otherwise hurts her prey, either through attack, social manipulation or stealing her possessions.
**Beat**: n/a
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**ISOLATED**
Your character has been split from his crew, drawn and called out, cornered and quartered. His friends hesitate to assist him; they’re resigned to his fate. With this Condition, your character cannot benefit from or participate in teamwork rolls. Additionally, your character cannot take advantage of the Defense reduction for multiple attackers; every enemy he faces has access to its full Defense, no matter how many times it’s been attacked in a turn.
**Possible Sources**: The Elodoth’s Isolating hunter aspect.
**Resolution**: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.
**Beat**: n/a
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**JADED**
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.
**Possible Sources**: Detachment failure.
**Resolution**: Meaningful interaction with a Touchstone.
**Beat**: n/a
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**LANGUID**
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.
**Possible Sources**: Losing a Touchstone.
**Resolution**: Falling to torpor.
**Beat**: n/a
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**LETHARGIC**
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.
**Possible Sources**: Fighting daysleep.
**Resolution**: Sleeping a full day.
**Beat**: n/a
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**LEVERAGED**
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.
**Possible 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**: n/a
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**LURED (PERSISTENT)** Your character has been lured into an action; she is absolutely convinced she saw or heard something over there that she needs to check out, or has seen something she wants to investigate, becoming completely focused on it. She will move away from a group of allies who are not also Lured without informing them; calling for back-up won’t even cross her mind until an actual threat makes itself real. If she investigates the distraction and finds nothing, she will react the same way to any other distractions of the same sort that she encounters while under the Condition.
If allies who are not Lured notice what she is doing and try to get her to stay with the group, she will give the best argument she can as to why they should let her split off, and attempts to convince her otherwise suffer a –5 penalty. Attempts to forcibly restrain her or prevent her from going will likely convince her that something is wrong with her allies — they’re being blinded to the danger that she has to check out, or they’re going mad and they’re now a danger that she needs to get away from. She will attempt to do so as intelligently as she can.
**Possible Sources**: Some Gifts.
**Resolution**: The character investigates the lure and encounters a threat. An hour passes.
**Beat**: Your character causes disruption and confusion amongst her allies.
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**MADNESS (PERSISTENT)**
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 – (character’s Integrity). Once per chapter, the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character.
**Possible Sources**: Supernatural visions, losing a dot of Integrity.
**Resolution**: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
**Beat**: The character fails a roll because of this Condition.
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**MEGALOMANIACAL**
Your character is consumed by her own aptitude. She sees greatness in her every action, and that sense of greatness breeds righteousness. She cannot see her behavior as hubris, and she refuses to acknowledge any failings. After all, she’s mastered the forces of the universe, right?
Your character automatically fails any actions using the Empathy Skill. As well, she gains an additional “Selfish” Vice and a “Dominate Others” Obsession that replaces one of her current Obsessions so long as she maintains this Condition.
**Resolution**: Hurt someone important to you in such a way that it risks further Wisdom loss.
**Beat**: N/A
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**MESMERIZED**
Your character’s 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.
**Possible 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
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**MOON TAINT**
Your character has been infected with the warping taint of Luna. From time to time, her skin crawls or shivers in strange and unpleasant ways. She suffers from the Sick Tilt while the Condition lasts. The first time she sees the full moon after suffering Moon Taint, she is afflicted by spasming agony and must achieve 5 successes on an extended Resolve + Composure roll with each roll representing 1 minute. If she succeeds then the Condition ends and the pain ceases. If she fails any of the rolls, she immediately enters Dalu and gains regeneration as if she were a werewolf with Primal Urge 1. She also enters //Wasu-Im//. She returns to normal when the sun rises, whereupon this Condition ends.
**Possible Sources**: Being bitten by a werewolf using some Gifts.
**Resolution**: Resisting the change. The sun rises after changing. The character poisons herself with wolfsbane.
**Beat**: n/a
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**MUTE (PERSISTENT)**
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.
**Resolution**: The character regains her voice through mundane or supernatural means.
**Beat**: Your character suffers a limitation or communication difficulty that heightens immediate danger.
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**MYSTERY COMMANDS (PERSISTENT)**
Your character hears the voice of the Exarchs, sees their words scrawled in her mind, and otherwise receives commands from deep within her Oneiros. Her Exarch’s will becomes an additional Obsession, with all according benefits.
The Storyteller will occasionally give commands as part of this Merit. Additionally, your character can take actions in the name of her Exarch and reverse-engineer messages out of the context. Most any action that aligns with her Exarch’s basic whims should apply to this Condition.
**Resolution**: Your character cuts off ties to her Exarch. Traitors are not tolerated, and other characters with this Condition will be sent to punish her, or kill her if she will not return to the Throne’s service.
**Arcane Beat**: Your character faces meaningful setback, danger, or sacrifice on account of the commands.
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**MYSTIFIED**
Your character faced an Ithaeur, and now he feels the dread of the spirit wilds wherever he goes. He finds solace only in the Gauntlet. Subtract the current Gauntlet rating from 6. That number acts as a penalty to all your character’s Mental actions. If that penalty exceeds your character’s Composure dots, your character does not benefit from the 10-again quality on any rolls. If used on a spirit, this works in reverse. Subtract the Gauntlet modifier from all actions, as the spirit becomes afraid of the human world.
**Possible Sources**: The Ithaeur’s Mystic hunter aspect.
**Resolution**: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.
**Beat**: n/a
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**NOTORIETY**
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 a –2 on any Social rolls against those who know of his notoriety. If using Social maneuvering, the character must open one extra Door if his target knows of his notoriety.
**Resolution**: The story is debunked or the character’s name is cleared.
**Beat**: n/a
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**OBSESSION (PERSISTENT)**
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.
**Resolution**: The character sheds or purges her fixation.
**Beat**: Character fails to fulfill an obligation due to pursuing her obligation.
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**PARANOID**
Your character has been reduced to a state of rampant paranoia. She jumps at shadows, sees threats everywhere, and finds it hard to trust. She suffers a –2 penalty to Perception rolls, Social actions, and dice pools to draw upon the Allies, Contacts, Mentor, Retainer, Staff, and Status Merits.
**Possible Sources**: Some Gifts.
**Resolution**: A week without any threat actually manifesting; a friend or ally achieving an exceptional success on a Social action to convince you of their trustworthiness.
**Beat**: n/a
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**PURE**
Your character is Pure. She adheres to the Oath of the Moon in all things. She’s known to put her ancestral duties above everything in her life. To some, this looks a weakness to exploit. It tempts others to challenge her adherence to her Oath. Sometimes this is due to malice, sometimes jealousy, sometimes disbelief. Any such rolls to tempt her to disgrace gain +2 dice. When your character stands up to that temptation, she carries the terrifying mantle of her ancestors.
**Possible Sources**: Flaring Purity Renown brands with Essence.
**Resolution**: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Purity Renown in automatic successes to any Athletics, Brawl, or Survival action, even if she rolls no successes.
**Beat**: n/a
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**RAMPANT**
Your character is reckless and forceful with her magic. She will not hesitate to use it to solve any minor problem. If your character has a reasonable magical solution to a problem, to use a mundane solution requires a point of Willpower. This Willpower does not add to the dice roll. As well, she gains a “Wield Magic Indiscriminately” Obsession that replaces one of her current Obsessions so long as she maintains this Condition.
**Resolution**: Suffer a Paradox.
**Beat**: n/a
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**RAPTURED**
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.
**Possible Sources**: The Anointed Merit.
**Resolution**: Falling to frenzy or riding the wave.
**Beat**: n/a
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**SATED**
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.
**Possible Sources**: The Animalism Discipline.
**Resolution**: Frenzy, or resist significant provocation to frenzy (a situation with a modifier of –3 or more to resist).
**Beat**: n/a
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**RECEPTION**
Your character has opened to the spirit world, as result of her experience with Lunacy. She cannot resist possession, and she bleeds Essence. Every day, she generates Essence equal to her Resolve score. Spirits can consume the Essence by touching her, but werewolves must eat her flesh — gaining the Essence in addition to the amount normally given by eating human meat. If she dramatically fails an action, she may slip into the //Hisil// instead of suffering the normal dramatic failure for the action.
**Possible Sources**: Succumbing to Lunacy.
**Resolution**: Your character experiences grave danger as result of her experience with the //Hisil//.
**Beat**: n/a
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**RESIGNED**
Your character faced down his hunter, and the frightening beast has shown him the essence of doom. While he may still fight or flee, there’s a part of him inside that welcomes the release of death. Your character may not spend Willpower to add dice or resistance for any action to defend himself from a deadly threat. He can fuel Gifts or use other actions, but his self-defense becomes lackluster at best.
**Possible Sources**: The Cahalith’s Monstrous hunter aspect.
**Resolution**: Suffer a wound penalty from lethal or aggravated damage, or suffer a lethal wound in your character’s last Health box.
**Beat**: n/a
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**SCARRED**
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.
**Possible Sources**: A violent bite from a vampire.
**Resolution**: Lash out physically, causing three or more levels of lethal damage to someone.
Beat: n/a
**SHAKEN**
Something----
**SHADOW PARANOIA**
Your character has severely frightened your characterbeen afflicted with a supernatural panic; she is jumpy and on edge, afraid that every shadow might contain sharp teeth and sudden death. She suffers a –2 penalty to all Perception rolls. Any time your character is takingfailure on a Perception roll becomes a dramatic failure as she thinks she sees an action where that fear might hinder her, you may opt to fail the rollttacker or threat out of the corner of her eye, and resolve this Condition.
**Possible Sources**: Facing a breaking point, the Auspex
Discipline.
**Resolution**: The character gives into her fear and fails a roll as described above.
**Beat**: n/a
**SPOOKED**
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.
**Resolution**: This Condition is resolved when your charactershe will react with panic; if she’s carrying a firearm she will likely start firing at shadows. Thinking rationally is difficult in the face of such fear and fascination causesshe suffers a –2 penalty on all Intelligence- and Wits-based dice pools.
**Possible Sources**: Some Gifts.
**Resolution**: The character reaches a place of safety. The character achieves an exceptional success on a Perception roll.
**Beat**: n/a
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**SHAKEN**
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.
**Possible Sources**: Facing a breaking point, the Auspex Discipline.
**Resolution**: The character gives into her tofear and fails a roll as described above.
**Beat**: n/a
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**SHADOWLASHED**
Your character failed to master the laws of the Shadow and now suffers for her hubris. For as long as the Condition lasts, she suffers a –2 penalty on all rolls involving interaction with the Shadow and its denizens.
**Possible Sources**: Dramatic failure on a rite.
**Resolution**: Successfully perform a rite. Have a meaningful interaction with a spiritual Touchstone. Meditate in the Shadow.
**Beat**: n/a
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**//SISKUR-DAH// (PERSISTENT)**
Your character is on the //Siskur-Dah//, the Sacred Hunt. She gains a specific benefit depending on the ritemaster’s tribe.
The Blood Talon Sacred Hunt grants your character the ability to perceive the Renown brands of werewolf prey. She can see them as a clear silver glow (or a fiery red for Pure) and can read the prey’s value in each Renown with a reflexive action.
The Bone Shadow Sacred Hunt grants your character the ability to touch and strike ephemeral entities nominated as prey with her natural weapons.
The Hunter in Darkness Sacred Hunt grants your character the ability to sense the state of the Gauntlet in your presence; you are constantly aware of its current strength and if it has been increased or decreased compared to its normal strength; if the hunt’s prey is responsible then you know this. You can also sense any other breaches in reality that your prey has moved through in the last lunar month — gateways to places and realms other than the Shadow.
The Iron Master Sacred Hunt grants your character the ability to choose which of the Lunacy Conditions she inflicts on humans while hunting the prey.
The Storm Lord Sacred Hunt grants your character the ability to clearly perceive prey that is possessed, Urged, or Claimed. If your character looks at a Ridden human who is the prey of the hunt, for example, she will see the spirit coiled up within him.
**Possible Sources**: The Sacred Hunt rite, or being personally blessed by a Firstborn.
**Resolution**: The prey is brought down (a kill is not necessary) or the pack breaks off the //Siskur-Dah// by taking any significant actions towards ends other than the hunt.
**Beat**: Your character achieves an exceptional success on an action involving the prey.
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**SOUL SHOCKED**
Your character has been killed while on a sojourn outside her physical body, resulting in a shocked sense of self. Upon gaining this Condition, roll her current Willpower points (not dots) as a dice pool. Ignore 10-Again on this roll, and do something that hinders the groupnot roll a chance die if she has no Willpower left. She keeps one Willpower point per success, and immediately loses the remainder. While this Condition is in effect, your character does not regain Willpower from Virtue, Vice, 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.)equivalent traits. She still regains Willpower from rest, surrender, and any other means of regaining Willpower.
**Resolution**: Regaining full Willpower.
**Beat**: n/a
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**SOULLESS (PERSISTENT)**
The character is in the first stage of soul loss. Without a soul, she can’t attempt abjuration, warding, or binding. She is also more susceptible to possession — any dice pools to resist being taken over by another entity are at a –2 die penalty. The effects on Integrity 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 with a –5 die penalty unless the character has reached Integrity 1.
**Possible Sources**: Soul loss.
**Resolution**: The character regains her soul.
**Beat**: The character loses Integrity because she indulged her Vice.
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**SPOOKED**
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.
**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**: n/a
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**STEADFAST**
Your character is confident and resolved. When you’ve failed a roll, you may choose to resolve this Condition to instead treat the action as if you’d rolled a single success. If the roll is a chance die, you may choose to resolve this Condition and roll a single regular die instead.
**Possible Sources**: Encountering a breaking point
**Resolution**: Your character’s confidence carries him through and the worst is avoided; the Condition is resolved as described above.
**Beat**: n/a
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**STRAINED**
Your character has narrowly avoided Integrity loss due to witnessing magic. Take –1 to resist the next time you suffer a breaking point and must roll. If you have the Strained Merit, you may opt to not roll, and the Condition will build: each consecutive time you avoid rolling a breaking point contributes an additional –1 to your next breaking point roll, to a maximum of –5. After –5, you can no longer push the horror away, your character snaps, and you automatically roll for the breaking point at –5.
**Resolution**: The character suffers Integrity loss. Take an additional Beat atop that of the breaking point.
**Beat**: n/a
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**STUMBLED**
Your character has hit a complication while attempting a blood sorcery ritual. Each successive roll in the extended action is at a –3 die penalty.
This Condition does not grant a Beat when resolved.
**Possible Sources**: Dramatic failure on a blood sorcery ritual.
**Resolution**: The ritual ends.
**Beat**: n/a
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**SUBMISSIVE**
Your character faced the full bore of a Rahu’s essence. He’s cowed, and cannot bear to face the Rahu’s fury. He can not directly attack, insult, or defy the Rahu, or the Rahu’s pack, without first spending a Willpower point and making an extended, reflexive Resolve + Composure roll. You may make one roll per turn, but each roll requires an additional point of Willpower. The target number of successes is equal to the Rahu’s Purity. You don’t need to spend Willpower or roll if the Rahu or one of her pack has attacked your character this turn.
**Possible Sources**: The Rahu’s Dominant hunter aspect.
**Resolution**: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.
**Beat**: n/a
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**SUBSERVIENT (PERSISTENT)**
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.
**Possible 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.
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**SWOONING**
Your character is attracted to someone and is vulnerable where they are 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 characters. He suffers a –2 die penalty to any rolls that would adversely affect the specified character, who also gains +2 die bonus on any Social rolls against him. If the specified character is attempting Social maneuvering on the Swooning character, the impression level is considered one higher (maximum of perfect).
**Possible Sources**: Be on the receiving end of an exceptional success of a Persuasion or Subterfuge roll, dramatic failure on using the Majesty Discipline, fed on non-violently by a vampire, have another character help you fulfill your Vice (if mortal).
**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.
**Beat**: n/a
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**SYMBOLIC FOCUS**
Your character is filled with the symbolic power of the rite that she has invoked, becoming a channel for it. She achieves an exceptional success on interactions with spirits with three successes instead of five, and her effective spirit Rank is increased by one.
**Possible Sources**: Exceptional success during a rite.
**Resolution**: Exceptional success on an interaction with a spirit. Falling into //Wasu-Im//. Breaking any ban she possesses.
**Beat**: n/a
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**TAINTED**
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.
**Possible Sources**: Diablerie.
**Resolution**: A number of months pass equal to the victim’s Blood Potency score. Every level of aggravated damage your character takes reduces this time by one month.
**Beat**: n/a
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**TASKED**
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.
**Possible Sources**: Dynasty Membership Merit.
**Resolution**: Complete the task; fail the task.
**Beat**: n/a
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**TEMPTED**
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.
**Possible Sources**: Successfully resisted frenzy.
**Resolution**: Kill. Fall to frenzy. Have a meaningful connection with a Touchstone.
**Beat**: n/a
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**THRALL (PERSISTENT)**
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 as well. The player should only continue playing a character with this Condition if there’s a chance of regaining the soul.
**Possible Sources**: Soul loss.
**Resolution**: The character regains her soul.
**Beat**: The character is victimized as a result of her Condition.
**WANTON----
**TRIUMPHANT**
The character has won a Duel Arcane and her triumph radiates through her Nimbus for any Awakened to sense. Until the Condition is resolved, the character gets an exceptional success on three successes rather than five on any Social rolls with anyone in Awakened society aware of the victory.
**Resolution**: The first time you fail a Social roll with a member of Awakened society, take a Beat, and the Condition ends.
**Beat**: Gain a Beat any time you throw your success in someone’s face, even if it risks making him angry or resentful.
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**UNAWARE**
Your character wants, for the sake of wantinghas been dazed and confused, distracted, and internalized. He’s so withdrawn inward, that he cannot notice the proverbial (or literal) wolf at his door. Reduce his Composure by (the Irraka’s Cunning –1), with a minimum of –1 — if the Irraka has Cunning 4, it reduces Composure by –3.)
**Possible Sources**: The Irraka’s Blissful hunter aspect.
**Resolution**: Suffer a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in your character’s last Health box.
**Beat**: n/a
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**UNTRACEABLE**
Through care and attention to detail, your character leaves little evidence of her passage for others to follow. All attempts to track her suffer –2 dice.
**Possible Sources**: Exceptional success on a tracking action.
**Resolution**: This Condition hampers a number of tracking attempts against her equal to the greater of her Survival or Streetwise.
**Beat**: n/a
**WANTON**
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 vampire’s own Blood Potency.
After resolving Wanton, your character cannot be subject to this Condition again for a full month.
**Possible Sources**: A seductive predatory aura conflict, facing a breaking point.
**Resolution**: Indulge in something that constitutes a breaking point.
**Beat**: n/a
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**WISE**
Your character is Wise. She seeks the intelligent, reasoned answer in all things. She looks to past successes and failures, and those successes and failures of others so as to take a smarter course of action. This inspires others to challenge her wisdom, and question her foundation of knowledge. Any rolls to defy or question her advice gain +2 dice. When she’s proven her reason sound, she’s redoubled in her understanding of the world.
**Possible Sources**: Flaring Wisdom Renown brands with Essence.
**Resolution**: Once at least one individual has used the +2 bonus, you may choose to shed this Condition to add your character’s Wisdom Renown in automatic successes to any Investigation, Medicine, or Occult action, even if she rolls no successes.
**Beat**: n/a