Master Conditions List

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Master List of Conditions

This is a compilation of the possible Conditions that can be imposed on a character under GMC rules, the effect of the Condition, and its duration and resolution. Conditions and certain other criteria allow you to “take a Beat.” A Beat, in dramatic terms, is time enough for the audience to recognize a plot point or a change for a character. For our purposes, think of it as a unit of drama. Once you’ve taken five Beats, you gain an Experience. You may only take one Beat for a Condition in a given scene. The list in the GMC core starts on page 180

General Conditions (Characters)

  • Addicted (Persistent) - Choose what you are addicted to when this Condition is applied. You can have it multiple times, with different sudstances/situations. Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more damgerous then others but they all share the key factor of impeding the character in a significant way. If you are addicted, you need to indulge your addiction regularly to keep it under control. Being unable to feed your addiction can result in the Deprived Condition.
    • 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.


  • 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.
    • 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.


  • Blind (Persistent) - Your character cannot see. All rolls requring sight use a chance die. If another sense could reasonably substiturte for sight, the roll can be made at -3. If in a combat situation, the character suffered the effect of the Blinded Tilt. (See page 208, GMC).
    • Resolution: Your character regains her sight.
    • Beat: Your character encounters a limitation or difficulty that inconveniences her.


  • Broken (Persistent) - Your character has seen, done or experienced something shattering. Anything more intense then a raised voice causes you to flinch and back down. Apply a –2 to all Social rolls and rolls involving Resolve and a –5 to all use of the Intimidation Skill.
    • 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.


  • 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


  • 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.


  • Disabled (Persistent) - Your character has little to no ability to walk. Speed is effectively 1, and a wheelchair or other device is needed 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. This Condition can be caused by an injury, and resolved when the injury heals.
    • 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.


  • Deprived - When a character with an Addiction cannot get their 'fix'. This leaves them 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.
    • Resolution: Your character indulges their addiction.
    • Beat: n/a


  • Embarrassing Secret - Your character has a secret from the past that could come back to haunt them. If the secret gets out, the character might be ostracized or suffer other consequences. If it becomes known, this Condition is exchanged for Notoriety (p. 183, GMC).
    • 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


  • Fugue (Persistent) - Something terrible happened. Rather then deal with it, or be broken by it, your mind shut 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.
    • 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.


  • Guilty - Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful breaking point roll (p. 185, GMC). While the character is under the effects of this Condition, he receives a –2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy or Intimidation rolls.
    • Resolution: The character confesses his crimes and makes restitution for whatever he did.
    • Beat: n/a


  • Informed - Your character has a breadth of information based on a topic they investigated. When you make a roll related to this topic you can choose to Resolve this Condition; if you do so and the roll fails, it is treated as having 1 success. If it succeeds it is treated as an Exceptional success. The roll that benefits from this Condition can be amy relevnt Skill roll. This cannot be used in combat.
    • Example Skills: Academics, Investigation, Occult, Science
    • Resolution: Your character uses her research to gain information; the Condition is resolved as described above.
    • Beat: n/a


  • 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.
    • Example Skills: Crafts, Expression
    • Resolution: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.
    • Beat: n/a


  • Leveraged - Your character has been blackmailed, tricked, convinced, or otherwise leveraged into doing what another character wishes. You may have the Leveraged Condition multiple times for 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.
    • Example Skills: Empathy, Persuasion, Subterfuge
    • 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 character.
    • Beat: n/a


  • Lost - 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).
    • Resolution: Your character gives up on reaching her intended destination, or she successfully navigates as described above.
    • Beat: n/a


  • 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.
    • 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.


  • 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.


  • 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 (p. 188), the character must open one extra Door if his target knows of his notoriety.
    • Example Skills: Subterfuge, Socialize
    • Resolution: The story is debunked or the character’s name is cleared.
    • Beat: n/a


  • 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.


  • 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. This Condition can be imposed by undergoing a breaking point roll.
    • Example Skills: Brawl, Firearms, Intimidation, Weaponry
    • 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 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


  • Steadfast - Your character is confident and resolved. When you’ve failed a roll, you may choose 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.
    • Resolution: Your character’s confidence carries him through and the worst is avoided; the Condition is resolved as described above.
    • Beat: n/a


  • 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 to any rolls that would adversely affect the specified character, who also gains +2 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; see p. 193).
    • Example Skills: Persuasion, Subterfuge
    • 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


Conditions Related to Soul Loss

Information and rules for Soul Loss are on p 186 of the GMC book. Information for regaining the soul is on p 186-187.

  • Soulless (Persistent) - The character is in the first stage of soul loss. Without a soul, she can’t attempt abjuration, warding, or binding (see p. 231). She is also more susceptible to possession — any dice pools to resist being taken over or possessed by another entity are at a -2 dice 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 penalty unless the character has reached Integrity 1.
    • Resolution: Gain a beat whenever the character loses Integrity because she indulged her Vice. This Condition is only removed if the character regains her soul.


  • 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.
    • Resolution: Gain a beat whenever the character loses a dot of Willpower. This Condition is only removed if the character regains her soul.


  • 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 (see p. 181) as well. The player should only continue playing a character with this Condition if she stands a chance of regaining the Soul.
    • Resolution: Gain a beat whenever the character is victimized as a result of her Condition. This Condition is only removed if the character regains her soul


Ephemeral Beings: Ghosts, Spirits, and Angels

If something falls into an ephemeral being’s sphere of influence, this is handled mechanically by declaring an Influence Condition. Influence Conditions resemble Tilts and character Conditions. The different forms of Manifestation Effect are also Conditions applied to the location, object, or character the entity is Manifesting into or, in cases like Reaching, to the entity itself. See P 223 of GMC for more information.

Manifestation

See P 223 of the GMC book. Entities begin with the Twilight Form Manifestation and a number of Manifestation Effects from the list below equal to Rank. Some effects are only available to certain kinds of Entities.

  • Twilight Form - If the entity enters the material world, it does so in Twilight (see p. 218). The Effect has no cost.
  • Discorporate - In emergencies, the entity can voluntarily Discorporate as though it had lost all Corpus to lethal injury — a painful way to escape a greater entity threatening to permanently kill it. The Effect has no cost.
  • Reaching (Spirits Only) - By spending one Essence, the spirit applies the Reaching Condition to itself. The activation roll is penalized by the local Gauntlet Strength.
  • Gauntlet Breach (Spirits only — requires Resonant Condition) By spending three Essence, the spirit forces itself through the Gauntlet — returning to Shadow from the World of Darkness, or appearing in Twilight Form by entering the material world. The activation roll is penalized by the local Gauntlet Strength.
  • Avernian Gateway (Ghost, angel or death-related spirits only — Requires Open Condition) By spending three Essence, the entity opens a nearby gateway to the Underworld, and applies the Underworld Gate Condition to the location.
  • Shadow Gateway (Rank 3+ spirit or angel only — Requires Open Condition) By spending Essence equal to Gauntlet Strength, the entity opens a portal to the Shadow that it and other entities may use, applying the Shadow Gate Condition to the location. The activation roll is penalized by the local Gauntlet Strength.
  • Image (Requires Anchor, Resonant or Infrastructure Condition) By spending one Essence, the entity may make its Twilight form visible to material beings for a scene.
  • Materialize (Requires Open Condition) By spending three Essence, the entity may shift from Twilight form into the Materialized Condition.
  • Fetter (Requires Open Condition) By spending two Essence, the entity adds the Fettered Condition to itself. Living beings targeted by this Effect contest the roll with Resolve + Composure + Supernatural Tolerance. If the Effect is successful, living targets gain the Urged Condition.
  • Unfetter (Requires Fettered Condition) By spending one point of Essence, the entity temporarily suppresses the Fetter Condition for a Scene, allowing it to use other Manifestation Effects or roam in Twilight. When the Scene ends, any Manifestation Effects used during it immediately end. If the entity isn’t back within range of its Fetter (see p. 227) when Unfetter ends, it immediately goes dormant.
  • Possess (Requires Open Condition) By spending three Essence, the entity gains temporary control over an object, corpse, or creature, applying the Possessed Condition to the subject. Living subjects contest the roll with Resolve + Composure + Supernatural Tolerance.
  • Claim (Requires Controlled Condition) By spending five Essence, the entity gains permanent control over an object, creature or corpse, applying the Claimed Condition to the subject. Living subjects contest the roll with Resolve + Composure + Supernatural Tolerance. An entity must be capable of both the Fetter and Possess Manifestations to buy Claim.

Please see the Spirit Flowchart on GMC P 225 for an explanation of how Manifrestations, Influence and Condtions work together when dealing with spirits.


Conditions affecting Ephemeral Beings and Characters affected by them

  • Anchor - The subject of this Condition — usually a location or object, though it can be a person in rare cases — is within the sphere of influence of a ghost. Ghosts in or within Rank x3 yards of their Anchors do not suffer Essence bleed.
    • Causing the Condition: - This Condition is immediately created when a new ghost is formed, based on whatever subject anchors the ghost’s identity. Summoning rituals intended to release ghosts from the Underworld or call them from elsewhere temporarily create this Condition in their target. Finally, a high-Rank ghost can use a Create Influence to mark a target as an Anchor.
    • Ending the Condition: - The easiest way to end an Anchor condition is to destroy the subject. Some ghosts cling to Anchors that represent unfinished business, in which case resolving those issues can remove the Condition. Abjuration temporarily suppresses the Condition as described on p. 232, forcing the ghost to retreat to another Anchor if it has one.


  • Resonant - The subject of this Condition is within the sphere of influence of a spirit.
    • Causing the Condition: This Condition is common and naturally-occurring — if an object, phenomenon, person, or place matches the spirit’s purview in some way, it has this Condition. Anything matching the description of one of a spirit’s Influences counts as having this Condition tagged to the spirit. Summoning rituals intended to entice a particular spirit to a location work by instilling the qualities that result in this Condition. Finally, a high-Rank spirit can use a Create Influence to cause the prerequisites for the Condition itself.
    • Ending the Condition: The Condition ends if the phenomenon creating it ends. A forest stops being Resonant for a tree spirit when all the trees are logged, a grief spirit can’t Influence someone who has healed and let go of his pain, and a fire spirit must move on when the fire is extinguished. Abjuration and Exorcism may temporarily suppress the Condition or be the cause of it “naturally” ending if the ritualists remove the causal phenomenon as part of the ritual.


  • Infrastructure - The subject of this Condition is within the sphere of influence of an angel.
    • Causing the Condition: The Infrastructure Condition, unlike Anchor and Resonant Conditions, is never naturally-occurring. The God-Machine requires effort to prepare the way for its angels: extended actions by cultists, unwitting pawns, or even other angels to create Infrastructure. High-Rank angels can use the Create Influence to instill this Condition on behalf of themselves or a subordinate angel. In addition, characters with the Destiny Merit are always subject to this Condition.
    • Ending the Condition: Infrastructure’s intricate nature makes it much more difficult to remove. Multiple extended actions taking place over whole stories are necessary to dismantle the Condition, opposed by the Angel itself.


  • Open - The place, object, animal, or person covered by a previous Condition has now been conditioned to accept the entity. That entity can now attempt to Fetter itself to the subject of the Condition, or, if the Condition is on a location, Manifest.
    • Prerequisites: The Anchor, Resonant, or Infrastructure Condition for the same phenomenon to which this Condition is tagged.
    • Causing the Condition: This Condition is usually the result of fine-tuning the prerequisite Condition as part of an extended action, involving the subject and entity acting in concert for a number of scenes equal to Rank or a living subject’s Resolve, whichever is higher. Using a Control Influence allows an entity to temporarily create the Open Condition as an instant action.
    • Ending the Condition: The Condition ends if the prerequisite Condition is removed. Exorcism rituals work by removing this Condition, reverting it to the prerequisite.


  • Controlled - The object, creature, or person covered by an Open Condition has now been so conditioned that the entity may attempt to Claim it, permanently merging with it.
    • Prerequisites: The intended subject of this Condition must have the Open Condition, tagged to the entity attempting to cause it.
    • Causing the Condition: This Condition is the result of repeated use of the Possess Manifestation effect by the causing entity. It must have succeeded in possessing the subject on a number of separate occasions equal to the Willpower of entity or subject (whichever is higher). If any Possessed Condition is removed before its duration ends, progress is lost on building to the required number of possessions.
    • Ending the Condition: Successfully ending the Claimed Condition against the entity’s will, whether by Exorcism or by forcing the Claimed subject into contact with the entity’s bane, removes this Condition and reverts the subject to Open.


  • Reaching - The spirit has opened a conduit through the Gauntlet, allowing it to use Influences and Numina to affect the other side. Numina with [R] after their name can be used with this Condition. Characters capable of perceiving spirits in Twilight can sense the conduit’s presence with a successful Wits + Composure roll.
    • Causing the Condition: This Condition is the result of the Reaching Manifestation Effect and lasts for one Scene
    • Ending the Condition: At the end of the scene, the Condition fades. Mortals may attempt an Abjuration with a 3 dice penalty to close the conduit and end the Condition early.


  • Underworld Gate - The location has an open gateway to the Underworld. All ghosts regain one Essence per scene that they are in the gateway’s presence. Ghosts without anchors may use it to reenter the world.
    • Causing the Condition: This Condition can be created by using the Avernian Gateway Manifestation Effect on an Open Condition. Some supernatural beings with ties to death are also able to open Avernian Gateways. Even mortals can open a gate if one is present and they know the proper means. Mortals who conduct rituals to first Open a Death-Resonant location that houses a gate can unlock it, causing this Condition, but require the key to do so. Every Gateway has a key — an item or action that will open it. Keys can be physical objects, but are also sometimes actions or emotions or are tied to times and events: a Gate might open for a murder at midnight, when touched with a certain doll, or when a woman betrayed in love turns her back on it three times. Researching a proper key is a difficult Intelligence + Occult roll, with a –3 to –5 dice modifier.
    • Ending the Condition: At the end of the scene, the Condition fades. An Exorcism directed at the gate can end the Condition early.


  • Shadow Gate - The location has a hole punched through the Gauntlet. Spirits — and even incautious people — can cross through it without the use of any powers. The Shadow Gate is visible even to material beings, as the Shadow world and material worlds mix.
    • Causing the Condition: This Condition can be created by using the Shadow Gateway Manifestation Effect on an Open Condition. Very rare summoning rituals can also create this Condition, allowing the spirit being called to access the material world.
    • Ending the Condition: At the end of the scene, the Condition fades. An exorcism directed at the gate can end the Condition early.


  • Materialized - The entity has shifted from ephemeral to material substance, manifesting in physical form. All the rules for ephemeral entity’s traits still apply except for the effects of being in Twilight. This Condition protects the entity from Essence Bleed for its duration.
    • Causing the Condition: This Condition is created by an entity using the Materialize Manifestation Effect on an Open Condition. If the Open Condition used is on an object or person, the entity must materialize within its Rank in yards.
    • Ending the Condition: Materialization lasts for one hour per success on the activating roll. When the duration ends, the entity fades back into Twilight. Physical contact with a Bane or removal of a prerequisite condition can cause the Condition to end early.


  • Fettered - The entity has secured itself to an object or creature. As long as it remains Fettered, the entity is safe from Essence Bleed. The entity remains in Twilight and must stay within five yards of the Fetter. Most entities Fettering themselves literally hide inside their Fetters if they are small enough. The entity pays one less Essence for using Influences on the Fetter, but may not use them or Numina on another target as long as the Fetter lasts.
    • Prerequisites: The intended subject of this Condition must have the Open Condition, tagged to the entity attempting to cause it.
    • Causing the Condition: This Condition is created by an entity using the Fetter Manifestation Effect.
    • Ending the Condition: Fetters are permanent unless the prerequisite Conditions are ended, or if the subject of the Fetter is destroyed or killed (if a living being). The entity can voluntarily end the Condition by using the Unfetter Manifestation Effect. A successful Exorcism removes this Condition.


  • Urged - This animal or human host has been used as a Fetter by an ephemeral being. The entity may read the subject’s thoughts with a successful Power + Finesse roll, contested by Resolve + Supernatural Tolerance. Success reveals surface thoughts. The entity may urge the host to take a specified action with a successful Power + Finesse roll contested by Resolve + Composure with an extra die. If the entity wins, the urge is created. Following it rewards the host with a Beat.
    • Causing the Condition: This Condition is created by an entity using the Fetter Manifestation Effect.
    • Ending the Condition: The Urged Condition ends whenever the linked Fetter ends.


  • Possessed - This object, corpse, or living being is temporarily controlled by an ephemeral entity. Living hosts are put into a coma-like state while being possessed — they experience the possession as missing time, except for flashbacks that might come out in dreams or times of stress such as losing Integrity. The entity may not use Numina or Influences while controlling the host, but is safe from Essence Bleed as long as the possession lasts. The entity may pay one Essence per turn to heal one lethal or bashing wound or a point of structure lost to damage. Corpses that died through damage begin Possession incapacitated and must be “healed” with Essence. Entities possessing inanimate objects or corpses have a great deal of control over their host. An entity controlling an object can’t make it do anything it couldn’t do while being operated, but it can turn switches on and off, operate machinery, use keyboards, and turn dials. Use the entity’s Finesse if dice rolls are necessary. Corpses and other articulated hosts capable of movement, such as shop mannequins or industrial robots, use their own Physical Attributes but the entity’s Attributes in Social or Mental rolls. By spending a point of Essence, the entity can use its own Attributes instead of the host’s for Physical tasks for a turn, but doing so causes one point of lethal damage or structure loss to the host. Living hosts require more time for the entity to gain full control and always use their own Attributes. The entity may read the host’s mind with a Finesse Roll at a –4 die penalty, use the host’s Physical Skills at a –3 penalty, and the host’s Social and Mental Skills at –4. These penalties are all reduced by one die per day that the entity has been Fettered to the host. Most possessing entities Fetter themselves to their intended hosts and use the Possess Manifestation Effect to take full control only in emergencies. To possess a host, the entity must remain in Twilight, superimposed over the host. This means that if the host touches the entity’s bane or is injured by a weapon made of the bane, the entity will suffer wounds to its Corpus.
    • Causing the Condition: This Condition is created by an entity using the Possess Manifestation Effect. The object or victim must be under the Open Condition, tagged to the entity.
    • Ending the Condition: The possession lasts for a single scene, unless the entity abandons it early or the host is killed or destroyed. Abjurations, Exorcisms and forced contact with banes and bans can all motivate an entity to release a host.


  • Claimed - A Claimed object, corpse, creature, or person has been permanently possessed and merges with the entity involved. Unlike Possess, living Claimed aren’t put into a fugue state, but remain mentally active while their soul and the Claiming entity merge together over the course of several days. During the period of fusion, the subject is under all the effects of the Urged Condition, described above. Once per day, starting with the moment the Claimed Condition is created, add one dot of the entity’s Attributes to the host’s, permanently raising them. Power may be assigned to Strength, Intelligence, or Presence, Finesse to Wits, Dexterity, or Manipulation, and Resistance to Stamina, Composure, or Resolve. The host’s physical form begins to mutate, taking on an appearance influenced by the original host and the entity. Claimed corpses add points to Attributes as above, but start with all Mental and Social Attributes at 0. Inanimate objects use the statistics appropriate for their type (Adding Resistance to Structure and Durability, Power to Acceleration and Finesse to Handling) instead of Physical Attributes, and also start the claiming process with all Mental and Social Attributes at 0. Corpses and inanimate hosts don’t spend the claiming period under the Urged Condition, having no minds of their own to warp. Claimed may use the entity’s Influences, but not Numina or Manifestation Effects. They may develop supernatural powers as Merits. From the moment the Claimed Condition is laid, the entity is safe from Essence Bleed. The hybrid being that results has the entity’s Essence trait, Virtue, Vice, Fate, Ban, and Bane, but is a material being. Claimed that were once spirits may cross the Gauntlet at a Locus with a successful Intelligence + Presence roll. Claimed that were inanimate objects are fully animate, fusions of spiritual power, metal and plastic.
    • Causing the Condition: This Condition is created by an entity using the Claim Manifestation Effect.
    • Ending the Condition: Claim is permanent in living hosts unless the entity decides to detach itself, rolling its original Power + Finesse penalized by Rank in dice and contested by the Claimed hybrid’s Resolve + Composure, including any dots gained from being Claimed. If the entity succeeds, the entity and host are separated. Former hosts are physically and mentally scarred — the physical appearance changes back at the same rate it mutated and the extra Attribute dots fade at a rate of two per day. The Essence trait and any supernatural powers the Claimed developed immediately vanish. Former Claimed, however, retain the Virtue and Vice of the entity that took them over. In nonliving hosts, Claim is only temporary – once the Claim has fully formed, the host loses one dot of a Physical Attribute (or equivalent for formerly inanimate objects) per three days. When any of these Attributes reaches 0, the host disintegrates and the entity is released into Twilight.