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  • Fan Made Conditions

    What new Conditions have you used in your games? Which ones keep coming up again and again?

    Here's one I've had come up several times:

    Swift
    Whether due to seeing it coming or just being faster than your opponent, you reaction time in a conflict is just that extra bit faster.
    Example "Skills": Athletics, Wits + Composure
    Resolved: Gain a +5 bonus to Initiative.
    Beat: N/A

  • #2
    How do you get that one? Your missing a rather vital piece of it there.

    Also +5 is pretty OP even for initiative, I'd say +2

    Comment


    • #3
      I should have been clearer on the Example Skills: an exceptional success on those rolls.

      I disagree on the OP though. Given you are rolling a d10 and adding a static bonus (usually between 4 and 8) a +5 does not guarantee you will go first. I've only seen someone go first with this once in all the times I've granted this. Usually it just turns that 2 into a more useful 7.

      Comment


      • #4
        Here's a few I rather like.

        Bargain

        The character can find a piece of equipment or a service for a bargain price. He might have a coupon, or get a promotional discount, or just have an amazing stroke of luck. When he wants to make a purchase, he may resolve the Condition to reduce the Availability of the equipment or service he’s buying by 1 dot.
        Resolution: The character purchases something at a reduced price.

        Overconfident

        The character rushes in where angels fear to tread. She has complete confidence in her ability to overcome any challenge fate puts in her way, and is ready to take on near-impossible tasks without the least hesitation.
        Resolution: The character’s blithe self-confidence leads her into a situation she can’t deal with, and someone else has to rescue her or bail her out. The character must receive help from another person, who sacrifices significant time or resources to provide it, to resolve the Condition.

        Doomed (persistent)

        The character is almost certain to suffer a dire fate. The Storyteller has a pool of dice equal to the level of this Condition, which refills at the start of each session; he may apply those dice as a modifier to any roll made for the character, if that roll is relevant to the character’s Doom. Actions which, if successful, would help to bring the Doom about may be given a positive modifier, while actions which would help prevent the Doom may be given a negative modifier.
        Resolution: The Doom comes to pass; or, the character does something which makes the Doom impossible.
        Beat: The character succeeds in a task that contributes to his Doom - any roll that gained bonus dice from this Condition qualifies, and the Storyteller may give Beats for other rolls as well.

        Comment


        • #5
          Originally posted by Derendel View Post
          I should have been clearer on the Example Skills: an exceptional success on those rolls.

          I disagree on the OP though. Given you are rolling a d10 and adding a static bonus (usually between 4 and 8) a +5 does not guarantee you will go first. I've only seen someone go first with this once in all the times I've granted this. Usually it just turns that 2 into a more useful 7.
          When an Exceptional Success amounts to having a 5 in Dex or Wits in regard to initiative, its pretty OP. It doesn't guarantee, but it sure helps, especially if you've already got a higher modifier. You can't balance around sheer bottom end, I'd say on a roll of 1 bottom end this is going to average to a 10 on the initiative roll, on an average roll its going to be a 14. That seems like a relatively reliable way to do it.

          Conditions pretty well stay within +/- 2, (I think there are a couple of exceptions, but not many), and even on Initiative more than that can really push it over the top when its something that can be rather passive without investment.

          Comment


          • #6
            Out of curiosity, what sort of conditions have you granted (or as a player been granted) for exceptional successes on Perception or Athletics rolls. I'll admit part of my purpose in this thread is to gather more ideas for my own use.

            Michael Brazier, those look great.

            Comment


            • #7
              I can't quite recall,did we have Conditions/Tilts identical to these in the GMC rules?

              Most of the suggested Tilts below are medicine related, and some may be too harsh for casual games.

              Dehydrated
              The character is suffering from a lack of water. This may negatively affect all die pools (but primarily defensive stats: Stamina (issues with physical performance, heart rate and thermoregulation), Composure (irritability and moodiness) and Resolve (headaches, reduced ability to focus)).

              Causing the Tilt:
              1. The character goes without drinking water for some amount of time. Under normal conditions this is measured in days, but may occur much more frequently up to a check every hour in hot desert climates. (Every check after the latest successful one after exceeding Stamina number of times gives a cumuliative -1 penalty.)
              2. The character may gain this as a side effect of other Tilts like Blood Loss or Nausea.

              Resolving the Tilt:
              The character finally drinks some water.

              Nausea
              The character's stomach is acting up.The character will feel dizzy and light-headed, though the condition is not painful and only slightly uncomfortable. However, any sudden shock or surprise may cause the character to vomit uncontrollably, which resolves the Tilt but may put the character in an uncomfortable situation. (Make a Resolve, Stamina or Composure roll every time the character is exposed to sudden stress while carrying this Tilt to see if they can maintain their composure.)

              Causing the Tilt:
              1. The character is hit in the stomach in battle.
              2. The character eats something that causes food poisioning.
              3. The character suffers from a persistent Condition that causes this Tilt when some trigger is met. Example Conditions: Motion Sickness, Seasickness, Acrophobia, Low Tolerance For Biology.

              Resolving the Tilt:
              The character spends a turn throwing up. Afterwards, she gains the Dehydrated Condition.

              Blood Loss
              The character is losing blood. She can not heal damage over time, and suffers 1 additional Bashing damage periodically. The frequency depends on the severity of the condition:
              1. Mild - 1 Bashing damage every hour
              Causing the Tilt: Suffer any amount of Lethal damage.
              Resolving the Tilt: Gain a single success on a Medicine check to bandage the wound. (The character gains the Bandaged Tiltduring this time.) After being bandaged, the character must refrain from physical activity for 15 minutes or the wound will reopen. Physical activity would be the use of any physical attribute or skill that involves the damaged body part.
              2. Severe - 1 Bashing damage per minute.
              Causing the Tilt: Fill all of a character's Health boxes with Lethal damage. Damage to a major artery with an Exceptional Success with an aimed shot on any one body part. (leg, arm, torso, head)
              Suspending the Tilt: The rapid blood loss can be prevented by applying pressure (with one's hand, usually) to a major pressure points close to the wound. The character must succeed at an Intelligence + Medicine check to even know this or to be able to locate these pressure points. This also means that the character must lie perfectly still until help arrives; ANY physical activity including moving (as opposed the Mild version) will cause the Tilt to continue.
              Resolving the Tilt: Achieve enough successes at a challenging extended Medicine check; every roll takes 1 minute. (minor surgery)
              3. Critical - 1 Bashing damage per turn.
              Causing the Tilt: The character takes a direct hit to the heart.Use the Core or GMC rules for targeting the heart, or use the rules presented here: the attack is made with a -4 penalty (the heart is a Size 1 object) and at least 2 points of damage must penetrate the chest to bypass the ribs (as well as any additional armor).
              Resolving the Tilt: Saving a person who has suffered this Tilt is almost impossible. A character must perform immediate advanced surgery on the patient; a -6 penalty is added for attempting in TURNS what would normally require HOURS. If enough successes are achieved, the patient is stabilized, but will still need to undergo further surgery before they can fully recover.

              Other effects: A character who suffers this Tilt will also suffer from Dehydration (see above).

              Shock
              The character's body starts to partially shut down on the verge of dying. It is not entirely clear if what we call shock is a malfunction or a defense mechanism; its purpose could be to shut down access to damaged body parts to prevent more damage but preserve the healthy parts of the body. Shock can be incredibly damaging because it causes damage specific to just one body part to spread over to the rest of the body. Therefore, it is recommended that you only use it if you want hyper-realistic wounds and do not mind that. Shock may kill or debilitate the character.
              Effect: The character suffers a point of Aggravated damage for every minute that he spends in Shock. This may also cause permanent damage to other organs and body parts (the ST may pick or roll randomly; 1 point of Aggravated damage that would be received like this can be exchanged for a persistent Condition).
              Causing the Tilt:
              1. The character suffers Aggravated damage in excess to their Stamina. Gorey wounds that destroy a large piece of flesh can be as much a cause of shock as damage pile-up or excessiv blood loss (more than 50%).
              2. The character suffers burn damage (from fire or electricity) exceeding his Stamina. Although this type of harm only causes Lethal damage, the body registers burns to a large spot of skin as large scale body damage, making Shock a huge risk for this type of injury.
              Reolving the Tilt:
              A big risk of Shock is that once it is triggered, it is practically impossible to stop until it runs its course. If the characters have access to the proper medical drugs and can administer it in time,
              the condition will resolve quicker.

              (Generally, Shock follows the normal rules for dying characters, except certain events can trigger it earlier.)
              Last edited by Vree; 05-22-2014, 01:16 PM.

              Comment


              • #8
                Pre-emptive Cognition
                You've spotted a potential threat before they saw you. You know where they're coming from and have a good idea of how to hide or how to surprise them.
                Possible Sources: Exceptional success on a Perception Roll.
                Resolultion: Take a +2 to a Stealth roll to hide or surprise the target.

                Comment


                • #9
                  Condition – Disconnected
                  The shock and horror of the situation causes you to disconnect from your emotions.
                  Effect: Your character distances themselves from their emotions. While this insulates and protects the character against further trauma, it also hampers their ability to relate to or understand others. The character gains a +1 bonus to subsequent breaking point rolls, but suffers a -2 penalty to Social Rolls that relay on understanding the feelings and motivations of others. If using Social maneuvering (p. 188), the character must open one extra Door. This Condition can be imposed by undergoing a breaking point roll, and in some cases it may be persistent.
                  Example Skills: Empathy, Persuasion, Socialize
                  Resolution: The character must reconnect with their emotions. This can be done if the character rolls an exceptional success on a Social roll.
                  Beat: n/a

                  Condition - Insomnia [Persistent]
                  Effect: Your character cannot sleep. Whenever a character tries to get eight hours of sleep, roll Resolve + Composure. Success means sleep (and the proper regaining of Willpower in the morning). Failure indicates that the character literally does not sleep at all—he awakens without regaining Willpower and he suffers a -2 penalty to all dice pools during the subsequent “day.”
                  Resolution: Regain a dot of Integrity, lose another dot of integrity, or achieve an exceptional success on a breaking point.
                  Beat: When the character neglects an important commitment or obligation to try to get some rest.

                  Tilt – Suffocate
                  Thin air or crushing pressure cut of your air supply, slowly but surely asphyxiating you.
                  Effect: This Tilt applies a general sense of being suffocated to a character without worrying about holding their breath during combat. For the purposes of this Tilt, suffocation is either “moderate” or “grave”. Moderate Suffocation represents thin or tainted air, or hampered respiration, and causes 1 point of bashing damage per turn of combat. Grave Suffocation represents total oxygen deprivation, and ups the damage to 1 point of lethal damage per turn. If the Storyteller cares to continue the effects of Suffocation outside of combat, he can apply the standard rules for holding one’s breath (“Holding Breath,” p. 49 of the World of Darkness Rulebook).
                  Causing the Tilt: The character might suffer this tilt if they are in an environment with thin, tainted, or absent air (such as in a deep cave, or the smoke filled halls of a burning building). Additionally, this tilt might be inflicted during combat, with an attacker actively trying to prevent the character from drawing breath.
                  Ending the Tilt: Breathing clean air or escaping from the attacker is typically enough to end the tilt. Supernatural powers that heal injury cannot heal damage from suffocation, but such damage heals natural at a faster than normal rate (1 bashing/5 minutes, 1 lethal/15 minutes). Creatures that do not breathe are immune to this tilt.

                  Tilt- Winded
                  You are out of breath, lightheaded, and mildly nauseous.
                  Effect: The character suffers a -2 penalty to physical rolls requiring strength or endurance and cannot run.
                  Causing the Tilt: The character might suffer this tilt after intense physical activity (especially if the character has low scores in Stamina or Athletics). This tilt may also be the result from bashing damage in excess of the characters stamina being inflicted.
                  Ending the Tilt: The character can rest for a turn, taking no actions to “catch their breath”.


                  The Artificer's Workshop - A collection of Exalted Artifacts
                  Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                  The Horror Lab - A collection of Beasts, Monsters and less definable things.
                  Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                  Twilight Menagerie - A collection of Ephemeral Entities

                  Comment


                  • #10
                    This thread is tops. My already massive document of existing Conditions might see some expansion.


                    I am no longer participating in the community. Please do not contact me about my previous work.

                    Comment


                    • #11
                      A few Tilts - fairly easy to create in a fight.

                      Broken Ground
                      The ground in the area is cluttered with heavy or sharp objects (large rocks, empty crates, glass shards, etc.) that force anyone moving through it to take care where they step. Those in the area must move at half Speed or less; anyone going faster than that takes 1 point of bashing damage each turn from tripping over something, barking a shin, or similar misadventure.
                      Causing the Tilt: Throwing a bunch of stuff on the floor will create the Tilt.
                      Ending the Tilt: Occurrences of the Tilt can be removed by cleaning up the mess.

                      Cowed
                      The character is convinced that another person is too dangerous to meddle with. He cannot use violence against the other person, unless he first spends a point of Willpower.
                      Causing the Tilt: Anyone with the Intimidation Skill can try to inflict the Tilt on a target with a contested roll.
                      Ending the Tilt: If the other person is seriously wounded, taking at least one point of lethal damage from an attack, the impression of his invulnerability fades and the Tilt ends. Also, if the character psychs himself up to attack the other nonetheless (spending the Willpower) the Tilt ends whether the attack succeeds or fails.

                      Tangled
                      The character has been caught in a net or tangle of strands that restricts his movements. While he can still move, his Speed and Defense are both halved, and he takes -2 on all Physical actions.
                      Causing the Tilt: Having limbs wrapped up (but not tied) with ropes, or being caught in a dense bramble, will inflict this Tilt.
                      Ending the Tilt: Unwrapping or cutting the strands will remove the Tilt, though that takes an instant action.

                      Comment


                      • #12
                        Apologies for the lack of formatting, I have yet to figure out how to bold or italicize text on this forum from my tablet, even line-breaks require a < br> code to register.
                        Many of these are my hacked versions of old derangements and flaws scattered throughout old NWoD and the splats:


                        Obsessive-Compulsive Disorder, Mild
                        OCD sufferers have a hard time reaching a sense of “completeness” in tasks, and so tend to repeat particular tasks until that sense of completeness finally comes to them. This affliction may manifest in overly repeated hand-washing, specific daily rituals (such as touching everything in a room upon arriving in it), tracing lines of wood grain, compulsive counting in doorways and similar activities. OCD is related to a few other mental disorders and in humans can often be kept under control with anti-depressive medication.
                        Mild OCD manifests when the victim is exposed to extreme stress as the result of a breaking point, at which point the character suffers an overriding compulsion towards some kind of repetitive behavior, often cleaning of some kind. The character cannot spend willpower until they have resolved the condition.
                        Note - the Integrity checks made to resolve this condition are not Breaking Points, except under Storyteller-dictated circumstances, and the character does not risk losing further integrity while making them.
                        Beat: n/a
                        Resolution: The character acts out the compulsion until it is satisfied, requiring an extended Integrity check, making one roll per minute, and requiring successes equal to 10 - (The victim's Integrity)

                        Obsessive-Compulsive Disorder, Severe (Persistent)
                        Like the more mild form of OCD, those who suffer from its severe manifestation have overriding compulsions towards certain repetitive tasks. Unfortunately, these compulsions are not rare occurrences, and can instead become uncontrollable in the sufferer's life.
                        In game terms, this condition has the same effects as Mild Obsessive Compulsive Disorder, but instead of being resolved when an episode it overcome, it is instead merely held at bay. Any time the character is exposed to a significant stress, they suffer another episode.
                        Note that this Condition can feed on itself, as the stress of an episode can easily trigger further episodes.
                        Beat: Any time the character is dramatically inconvenienced or harmed as a result of the condition.
                        Resolution: The character gains an exceptional success on an Integrity check for overcoming an episode of OCD.

                        Isolated (Persistent)
                        For whatever reason, your character doesn’t play well with others. For most people, this isn’t a problem - human misanthropes can get through their lives easily enough, if they try. However, your character needs space away from others and has difficulties working in groups with other people.
                        The character cannot gain assistance from teamwork rolls if he is the primary actor, and cannot spend Willpower when assisting another's roll.
                        Beat: The character fails an action that they could have been meaningfully helped by another in.
                        Resolution: Gain a dot of Integrity or lose a Dot of integrity, or exceptionally succeed on a Breaking Point roll.

                        Essence Vessel
                        Your character carries residual Essence from an unknown source, and spirits can see it. That Essence only leaves the character’s body and becomes consumable by spirits with the character’s death, unless a rare supernatural ability is used. The character may contain neutral Essence, delicious for all spirits, or she may be a strange self-contained locus.
                        Beat: n/a
                        Resolution: The character is drained of the essence in her body.

                        Shadow Aversion (Persistent)
                        Often gained as the result of traumatic or unsettling interactions with spirits, your character has a spiritual aversion to all things Shadow. When knowledgeably near a phenomenon related to spirit, such as being forced into the Shadow Realm or under the effect of a spirit’s Numen, the character feels strongly unsettled. She reacts with unreasonable impatience and wants to escape the situation and suffers a –1 die penalty to all rolls.
                        Beat:The character gains experience when her player allows the discomfort to significantly impede the character’s goals.
                        Resolution: The character exceptionally succeeds on a contested roll against a spirit.

                        Headstrong
                        Your character doesn’t hesitate. Nothing can stand before her. Unfortunately, she doesn’t hesitate when she really should, and finds herself in a lot of trouble that she could have avoided had she paused to think about things. Instead, the rush of physical power makes her dangerously over- confident. This Flaw is often found in characters who were weak or oppressed before they gained some modicum of power, or who haven’t yet found themselves in real danger.
                        Beat: n/a
                        Resolution: The character suffers a significant loss as a result of her headstrong bravado.

                        Bad Healing
                        Gained as the result of a traumatic injury healing badly, your character has suffered a wound in the past that didn’t set right. Healing just made the wound worse, locking bones into odd positions. Nothing short of repeating the old wound and then re-setting the injury will correct the problem — but when causing the wound is worse than living with the consequences, not many choose this course of action, assuming it even works.
                        The character's Health is one lower than normal because of this.
                        Beat: n/a
                        Resolution: The injury is re-inflicted, dealing aggravated damage equal to the original injury that caused this condition. As the character's health is one lower than it was when the injury was suffered, it is possible for this to kill the character.

                        Denial
                        Try as she might, your character can’t accept something as true. No matter what she has witnessed, she finds it hard to believe or extrapolate the consequences. The scientist trying to explain a demonic shadow as a trick of the light even as it bears down on her, or the denier of modern medical practices who refuses to go to the hospital even when grievously injured are both examples of this condition.
                        The character must spend a point of willpower to interact with the subject of their denial. This lasts for a scene before another must be spent if the character wants to continue the interaction.
                        Beat: n/a
                        Resolution: The character is forced into and fails a breaking point as a result of their disbelief.

                        P.S. If anyone could tell me how to do said formatting I'd be deeply appreciative. =P

                        Comment


                        • #13
                          RE: Formatting
                          The is a button in the upper right of the posting window that looks like an "A" with a line beneath it. Clicking it will open your formatting options.

                          -------------------------------
                          Here is my attempt to streamline the Fatigue rules (World of Darkness, pg. 179-180) into a condition.

                          Condition – Fatigue
                          Your character is physically exhausted from intense activity or lack of rest.
                          Effect: The characters body yearns for rest, and the lack thereof has begun to impede their faculties. . This condition is commonly the result of sleep deprivation or prolonged strenuous exercise. The character suffers a -2 penalty to all actions. The character is also very drowsy, must make a Resolve +Stamina roll every two hours or fall asleep. Each day without rest imposes a -1 penalty to this roll. The longest a person can go without sleep is a number of days equal to the lowest of his Stamina or Resolve, at which point he passes out.
                          Resolution: The character resolves this condition by sleeping for at least 8 hours. Sleeping for less than this time does not resolve the condition, but negates any penalties for 8 hours.
                          Beat: Gain a beat when the character fails a roll to stay awake at an inconvenient or dangerous time (such as while driving or standing guard).


                          The Artificer's Workshop - A collection of Exalted Artifacts
                          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                          The Horror Lab - A collection of Beasts, Monsters and less definable things.
                          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                          Twilight Menagerie - A collection of Ephemeral Entities

                          Comment


                          • #14
                            NEW TILT: Catching Fire The character was caught by fire, and now it’s burning. It might be from a candle or an open fire, or even a spell. Effect: Fire automatically inflicts lethal damage per turn of exposure (no attack roll is required). The larger the flame, the more harm that’s inflicted (ex. torch 1, bonfire 2, inferno 3). The hotter the flame, the greater the injury (ex. candle +0, torch +1, small camp fire +2, molten metal +3). Characters who are reduced to zero Health by fire but who still manage to survive (through first aid or mystical healing) might suffer a permanent impairment (reduced Physical Attribute), nerve damage (reduced Mental Attribute) or severe and disfiguring scars (reduced Presence), at the Storyteller’s discretion.
                            Causing the Tilt: After being exposed for more than a turn to fire, the character must roll Wits + Stamina to avoid catching fire.
                            Ending the Tilt: Your character might stop, drop and roll or be targeted with a hose or fire extinguisher. The Storyteller might rule that a fire goes out immediately under some circumstances. Or, a fire could continue to burn despite efforts to put it out, such as with a grease fire when water is poured on it. Most armor can block its rating in fire damage automatically for a number of turns equal to the gear’s rating. Damage that exceeds armor rating in that period is transferred directly to your character. Once exposure exceeds armor’s rating in turns, all fire damage is inflicted directly to your character.

                            Comment


                            • #15
                              Has anyone made some alternative Integrity conditions for Humans? Stuff to add more variety to winning/failing your integrity rolls for normal humans.


                              I am no longer participating in the community. Please do not contact me about my previous work.

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