Conditions and Tilts

Conditions
The following Conditions may easily appear in a campaign of Princess: the Hopeful. They are created by the Nobility, or by one of their enemies; or the Nobility are likely to experience them.

Abdicated

 * The Noble has abandoned her duties to the Light. On any action related to her Calling, she takes a penalty equal to her Shadows. She must spend a point of Willpower each time she wants to attack a creature of Darkness; she can apply her Defense, Dodge or run from the fight, but not take an aggressive action.
 * Causes: Choosing catharsis during a Haunting.
 * Resolution: The Noble achieves an exceptional success on an action related to her Calling, or when attacking a creature of Darkness.

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.
 * Causes: The Charm Small Providence.
 * Resolution: The character purchases something at a reduced price. The Condition does not grant a Beat when resolved.

Blackmailed (persistent)

 * Someone who absolutely does not have the Noble’s interests at heart has discovered her double life and intends to exploit his knowledge. Often this takes the form of extorting favors - only the least imaginative blackmailers demand money. A Noble’s blackmailer is more likely to ask her to use her unique powers on his behalf. While his motives can range from the criminal to the altruistic, his demands will badly complicate her affairs.
 * Causes: Resolving the Indiscreet Condition.
 * Resolution: The blackmailer makes his knowledge public; the Noble finds a counter-threat against him; the blackmailer dies or is discredited.
 * Beat: The blackmailer’s demand blocks the Noble from doing an important task, or complicates her situation.

Blessed

 * The character has a mission, and at crucial moments he receives magical help to accomplish it. He has a bank of bonus dice which he can apply to any dice pool, so long as the action in question serves the mission. Each die applies to only 1 roll of a dice pool, but the character may apply any number of dice to a roll. Using up all the dice ends the Condition without resolving it.
 * Causes: The Charms We Rely on You, Love Conquers All and Jumping Jack Flash; a Regent of Novaculite's Privilege.
 * Resolution: None; the Condition ends when all the dice are used up.

Blighted

 * The character's raw faculties and talents have been magically degraded; dots have been taken from one or more of his Attributes. Any traits derived from the reduced Attribute(s) are recalculated.
 * It is possible for a character to have two or more instances of the Blighted Condition, but different instances cannot reduce the same Attribute.
 * Causes: The Charm Tendril of Nothing.
 * Resolution: The expiration of the magic that created the Condition ends it, without granting a Beat.

Broken Circle (persistent)

 * Someone important to the Noble's mundane life has discovered her secret life's existence, and reacted... poorly. He may be worried or frightened by the threats the Noble faces; he may think the Noble is deluded, or covering up reprehensible deeds with lies; he may even want to help her, but in ways that put him in greater peril, and be offended that the Noble doesn't want his help. Whatever the reaction, it's strained their relationship. The Noble takes a -2 penalty on Social rolls related to the person in question, and social maneuvers with him start with an impression one step worse than normal.
 * Causes: Resolving the Indiscreet Condition.
 * Resolution: The Noble cuts her ties with the other person (losing any Merits connected to him), or reaches a better understanding with him.
 * Beat: The other person blocks the Noble from doing an important task, or complicates her situation, due to the coolness between them.

Cherishing

 * The Noble holds the memory of another person as a precious treasure. She may use that memory as a sympathetic connection to the person, at a level set when she gained the Condition; doing so resolves the Condition. However, if the other person has a power that exploits sympathetic connections, he can use that power on the Noble through the connection, which also resolves the Condition.
 * A stronger version of the Condition weakens the level of Sympathy created by the memory by one step each time one of the parties uses it for magic. In this case the Condition resolves when the strength of the connection drops to the level the Noble naturally has for the other person.
 * Causes: The Charm Cherish.
 * Resolution: The Noble or the other person breaks the link as described.

Cowed

 * The character is convinced that another person is too dangerous to meddle with. He suffers a –2 penalty on any Physical and Social rolls to oppose the character who inflicted the Condition, if he does not spend Willpower.
 * Causes: Anyone with the Intimidation Skill can try to inflict Cowed on a target with a contested roll; dramatic failure with the Charm Giggle at the Ghostie.
 * Resolution: The character successfully intimidates or injures the Condition’s source; the character regains Willpower from his Virtue.

Cynical (persistent)

 * The character loses belief in her guiding principle, and abandons herself to self-indulgent comforts. She actively avoids taking actions which reflect her Virtue, even when they don't involve personal risk; she may not spend Willpower on such actions, and does not regain Willpower from them. If forced to act according to her Virtue, the character suffers a -2 penalty to her rolls.
 * Causes: Dramatic failure on a compromise roll.
 * Resolution: The character regains a dot of Integrity, loses another dot of Integrity, or achieves an exceptional success on a breaking point roll.
 * Beat: The character fails to fulfill an obligation she incurred because of her Virtue.

Darkened (persistent)

 * Long exposure to Tainted areas has infected the character. He has become a creature of the Darkness, with the abilities and drawbacks thereof, but hasn't lost his Integrity yet. When a Noble has this Condition, she must go to and from the Dark World as Dark creatures do; she cannot escape in the way the Light-touched can.
 * Remaining in touch with human emotions and morals can protect the character from banes of the Darkness for a while. The first time in a scene that jade touches him, he rolls his Integrity as a dice pool. If he fails this roll, jade damages him as stated for the rest of the scene; if he succeeds, his flesh just breaks out in a lurid rash where the jade touches it, and the itching inflammation gives him a -2 penalty on all Physical actions until the contact is withdrawn. (Many Darkened first realized something was badly wrong with them when their jewelry burned their fingers.)
 * Causes: Gaining too many instances of Tainted; the Charms Empty Heart and Shadowmask.
 * Resolution: The character makes a great sacrifice, either as restitution for his sins, or to save someone from death or grave injury; the character raises his Integrity to 8 or more (Just having Integrity above 7 won’t resolve Darkened - the character must buy at least one dot in the trait).
 * Beat: The character expands the Size or deepens the Severity of a Tainted area.

Demoralized (persistent)

 * The Noble's morale has faltered in the face of the Darkness in the world. Spending Willpower adds only +2 to her dice pool, or +1 to a static value. In any confrontation with a creature of Darkness, such as combat or a contested action, the Noble takes a penalty equal to her Shadows.
 * Causes: A Haunting.
 * Resolution: The Noble defeats a creature of Darkness in a confrontation lasting for at least a scene.
 * Beat: The Noble concedes a conflict with a Dark creature and suffers serious loss by doing so.

Dethroned Follower (persistent)

 * The character has fallen into the power of a Dethroned. He is compelled to help her reenact her fall from Nobility and humanity, either by taking the role of another person involved in the events, or by bringing other people to her Fortress to play the needed parts. If the character still has Integrity, refusing to participate in the Dethroned's personal tragedy is a breaking point at a -5 penalty, and if he fails the roll he must fall into line and play out his part. The Condition ends without resolving if the character leaves the Dethroned's presence and her Fortress for a number of days equal to her Inner Night.
 * Causes: The Chain Companions in Misery (Inner Night ••).
 * Resolution: The character takes serious harm (lethal damage exceeding his Stamina) while serving the Dethroned, or succeeds at a breaking point roll caused by the condition.
 * Beat: The character puts himself in harm's way to serve the Dethroned.

Doubting

 * The character's higher calling or guiding principle has been put in question, and she is beset by doubts. While the character is affected by this Condition, she cannot spend Willpower on any action that reflects her Virtue.
 * Causes: Failing a compromise roll; dramatically failing with Comfortably Numb.
 * Resolution: The character gains an exceptional success on an action that reflects her Virtue, or regains Willpower for performing such an action at personal risk.

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.
 * Causes: A Regent of Fused Quartz uses her Privilege.
 * 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.

Drama Queen
The character desperately wants attention - needs it - and doesn’t much care how she gets it. In any scene where she isn't the center of attention, she's tempted to extreme behavior just to grab the spotlight.
 * Causes: Failing a compromise roll, especially when Unbalanced; dramatically failing with She's So Fine.
 * Resolution: The character embarrasses or humiliates herself while trying to make people notice her.

Dream-Hounded

 * The character has dreams every night of being mercilessly hunted. The point of Willpower he would normally recover when he sleeps is taken from him by the person who set the Condition on him, and is wasted if that person's Willpower is fully refreshed.
 * Causes: The Caligo Call the Black Dog.
 * Resolution: Immediately after waking, roll Resolve + Composure. When the character has made successful rolls equal to the Shadows of the person who gave him the dreams, resolve the Condition.

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.
 * Causes: Falling to Integrity 1 while Soulless [CofD 290]; falling to Belief 0.
 * Resolution: Regaining a lost soul; returning to Belief 1.
 * Beat: Lose a dot of permanent Willpower.

Enhanced

 * The character's raw faculties and talents have been magically improved; dots have been added to one or more of his Attributes. Any traits derived from the enhanced Attribute(s) are recalculated. It is possible for a character to have two or more instances of the Enhanced Condition, but different instances cannot enhance the same Attribute.
 * Causes: Several Bless Charms.
 * Resolution: The expiration of the magic that created the Condition ends it, without granting a Beat.

Enraged (persistent)

 * The Noble is obsessed with punishing whoever is responsible for a tainting. Any roll not related to attacking him, finding him or compelling him to make restitution to his victim is penalized by her Shadows. If the Noble is the one responsible, she is driven to self-hatred, which immediately disguises itself as an unshakable belief that her victim hates her and means her harm. She is obsessed with punishing the sufferer, as above.
 * Causes: A Haunting.
 * Resolution: The object of the Noble's anger admits guilt and makes amends, or is incapacitated; or, the Noble achieves an exceptional success on a breaking point roll.
 * Beat: The Noble neglects another obligation to pursue the object of her anger.

False Memory (persistent)

 * The character’s memories have been magically altered. This may modify some Mental or Social dice pools, depending on what was changed. The magic that changed his memories imposed a barrier against recalling the truth; if the character is shown compelling evidence of the falsification he reaches a breaking point, at a penalty equal to the level of the Condition.
 * Causes: The Charm Their Blood Cries Out; the Caligo Everyone Dies Alone; a Governor of Malachite’s Free to Serve Privilege.
 * Resolution: The character is confronted with proof that his memories are false, and succeeds on the resulting breaking point roll.
 * Beat: The character trusts someone or takes a risky action based on his false memories alone.

Fearful

 * Something has inspired a nearly paralyzing fear in the character. He cannot willingly approach within his Speed in yards of the fear’s source. All his interactions with the source of his fear take a -5 penalty.
 * Causes: The Charms Gold Abhors Ebon, Ofuda, I am Become Light; the Caligo Bogeyman; the Reprisal Taken Revelation; a Governor of Blue Topaz’s Cuckoo's Egg Privilege.
 * Resolution: The character escapes from the source of his fear, and does not return during the current scene.

Flashbacks (persistent)

 * The Noble went through terrible suffering once, and now associates some stimulus (regarded by others as innocuous) with that past pain, so strongly that experiencing it again can overwhelm her. Each time she encounters the stimulus, she must check her Sensitivity, using her unmodified pool.
 * This Condition should be taken only for stimuli that have no obvious connection with suffering - for instance, a Noble grieving for her dead mother may flash back on smelling her mother's favorite perfume.
 * Causes: A horrible experience, such as (but not limited to) an especially severe Haunting.
 * Resolution: Time or therapy wears down the Noble's old trauma.
 * Beat: The Noble undergoes a Haunting because she encountered the stimulus.

Forgettable (persistent)

 * The character's face and voice are bland and unmemorable; he doesn't stand out in a crowd or attract much notice when alone. All his Social rolls that would be influenced by his appearance take a -1 penalty. On the other hand, any rolls by others to spot, notice or remember the character take a -1 penalty.
 * Causes: The Charm Enduring Beauty.
 * Resolution: The character gets plastic surgery, or some other treatment that alters his appearance.
 * Beat: The character is overlooked or ignored, when he doesn't want to be.

Gale-touched

 * The character has been brushed lightly by the Dreamlands' Gales, and memories of the land beyond the wall of sleep sustain her in the face of fear or horror. When the character reaches a breaking point, she may resolve this Condition to add +1 to her roll.
 * While a character has this Condition, small fragments of beauty that remind her of the Dreamlands appear as she goes about her daily life, in places she can't reach quickly, and vanish if she approaches them closely; they are not visible to anyone else. This has no mechanical effect but might be unsettling to the inexperienced.
 * Causes: Spending time in the Dreamlands.
 * Resolution: The character draws on memories of the Dreamlands to preserve herself from a breaking point.

Galemark (persistent)

 * The Dreamlands' Gales have marked the character's mind, giving her an intermittent delusion that she is a Dreamlander. Each level in the Condition represents one Galemark. Each Galemark is attached to one of the character's Willpower dots, starting with the leftmost and moving right. When the character spends a point of Willpower from a dot with a Galemark, she temporarily assumes the role the Dreamlands have given her, abandoning thoughts of the waking world as fictions of no importance. This delusion lasts for the rest of the current scene.
 * When the character is summoning Crawlspace to leave the Dreamlands, add one Door to the total for each Galemark she currently has.
 * Causes: Spending time in the Dreamlands.
 * Resolution: After the character has had one full night's sleep without entering the Dreamlands for each level of the Condition, she loses one level, recovering from its baneful effect on her mind. The effects of the lost Galemark on the character's Dreamlands appearance, and on the Dreamlands, may remain or fade away at the player's discretion - if they remain, the character can enact the role the Dreamlands wish her to play, and not become lost in it.
 * Beat: The character abandons an obligation to play her Galemark-created role, or an event or person linked to that role complicates the current situation. The character's player may invent such an event to claim the Beat.

Haunted

 * Witnessing an example of human cruelty has hurt the Noble's connection to the Light. The Noble adds 1 dot to her Shadows when she gains the Condition; if she resolves it, she loses that dot. The Condition ends without resolving at the end of the current scene; the Noble does not take a Beat and doesn't remove the Shadows dot in that case.
 * Causes: A Sensitivity check.
 * Resolution: The Noble relieves the pain that inflicted this Condition, or punishes the one responsible for it.

Heartfire

 * The character's affections for another person are being sustained by a magical fire. The flame created is candle-sized (base damage of 0) and dances on the tip of the Noble's finger; its color and Intensity depend on the nature and strength of the affection. The flame will last indefinitely if transferred to a flammable substance such as a candle wick. It will continue to burn without consuming its source until it is deliberately extinguished (which is as easy as snuffing out a non-supernatural flame of the same size) or the character dies. Extinguishing a flame manually (to let the Noble start a new flame, for example) ends the Condition without resolving it.


 * Anyone can use the flame to set something else on fire. However, its proper use is to preserve the relationship that inspired it. If either the character or the subject of his affections concentrates on the flame, cupping it in their hands or staring into it, that person gains the Swooning Condition [CofD 291] for the other, and the Heartfire Condition resolves.
 * While the Condition lasts, the Noble who lit the fire has at least a Known sympathetic connection with the character, and an Acquainted connection with the person he feels affection for.
 * Causes: The Charm Flame in the Heart.
 * Resolution: The flame is used to ignite something material; or someone uses the flame to gain the Swooning Condition. Either way, the flame extinguishes itself.

Hypersensitive (persistent)

 * For the Hopeful, courage in the face of Darkness is basic to their powers; if it falters, so might their magic. All Nobles suffer from Sensitivity, but a few are unnerved by displays of cruelty. The Noble's Shadows hamper nearly all of her magic; every roll she makes to activate a Charm, and every roll to which she applies an Invocation, takes a penalty equal to her current Shadows dots. Transformation actions and regaining Wisps are penalized too, as with normal Sensitivity. Charms which work without an activation roll, and Practical Magic, aren't penalized.
 * Causes: A Haunting; dramatically failing with Unweaving or a Performative Living Image.
 * Resolution: The Noble checks her Sensitivity, and the roll fails.
 * Beat: The Noble suffers serious inconvenience because her magic fails her.

Indiscreet

 * The Noble has been careless; evidence of her secret identity exists, which she can’t retrieve or deny, waiting for a savvy investigator to discover. Levels in this condition add to the Storyteller’s dice pool when the Noble risks exposure, as explained in The Need for Discretion. Removing the last level ends the Condition without resolving it.
 * Causes: The Noble risks exposing her secret identity, and loses or declines the contested roll.
 * Resolution: Someone puts the evidence together, and realizes what the Noble is. Replace Indiscreet with Blackmailed, Broken Circle, Nemesis or another persistent Condition approved by the Storyteller.

Insightful

 * The character has picked up a key bit of knowledge that will unlock a problem for him, and make one of his tasks a great deal easier. He may resolve the Condition to reroll his dice pool for an action related to a single topic after seeing the results; he must accept the second roll. The roll affected may be any relevant Skill roll, except for combat actions.
 * Causes: The Charm Sea-Foam's Touch.
 * Resolution: The character takes advantage of the information he gleaned, altering his roll as described above.

Legal Minor (persistent)

 * The character is not considered to be a responsible adult, generally because she hasn't reached the age of majority. She has parents, other relatives or guardians who are responsible for her, pay her expenses, and hold her to a standard of behavior. In addition, there are a number of things adults may legally do which she may not - in most US jurisdictions, for instance, minors may not buy liquor, drive or sign contracts, and must attend school.
 * If you take this Condition for your character, you and the Storyteller should work out what your character's guardians expect from her before play begins. Parents will, as a rule, set rules designed to keep their children away from danger, and help them grow into responsible adults; but parents' judgments on what is dangerous, what constitutes responsibility, and how far their child has grown vary widely.
 * Storytellers should not allow characters to take this Condition if all the PCs are underage (as can easily happen in a Princess chronicle) as in such games the legal problems of minors are part of the campaign background. It's mainly appropriate when some characters are underage and others aren't. (Of course Storytellers are free to award Beats as if all the PCs have this Condition in a chronicle set in high school!)
 * Causes: Being born recently; being judged incompetent by a court.
 * Resolution: The character attains the age of legal adulthood.
 * Beat: The character does something prohibited to minors, or violates the standard laid down by her guardians, and her transgression becomes known to the relevant authority. (A breach the character gets away with doesn’t give her a Beat; a Beat is awarded only if her guardians learn of it and respond, or the police do, when the action breaks the law.) Alternately, an adult stops the character from doing an important task because of her youth.

Loathing

 * The character is filled with hatred for someone or something; he wants to see them destroyed or dead. Any Composure or Resolve rolls to resist the temptation to do the hated object harm take a -2 penalty. A hated person has a -2 penalty on any Social rolls against the character. Also, any rolls to induce the character to harm the hated object achieve an exceptional success on three successes instead of five.
 * Causes: The Charm Freed By Burning Hate.
 * Resolution: The character reaches a breaking point because of an attempt to harm the object of his hatred.

Maddened

 * Provoked by a tainting, the Noble falls into a berserk fury and thinks of nothing but the death of the one responsible. When facing that person, she must make all-out attacks each turn; to do otherwise she must spend a Willpower point. The Noble is also prone to lashing out when in danger or under stress; she must spend a Willpower point to take a nonviolent action in such situations.
 * Causes: Choosing catharsis during a Haunting.
 * Resolution: The Noble reaches a breaking point because she resorted to violence; or she achieves an exceptional success against the object of her fury.

Magicless

 * The Noble is so profoundly shocked by a tainting that she cannot reach the Light at all. She must return to mundane form when she first gains the Condition, and may not transform or spend Wisps until the Condition resolves.
 * Causes: Choosing catharsis during a Haunting.
 * Resolution: The Noble gains a new Shadows dot from a Haunting.

Manic

 * The character is awash with energy and cannot sit still. He takes a -2 penalty to all rolls to resist impulsive behavior or temptation; the penalty increases to -5 when the impulse aligns with his Vice. His attention to a task is easily diverted; in any extended action, his maximum number of rolls drops by two.
 * Causes: Failing a compromise roll while Unbalanced; Ambassadors to the Ocean suffer from this Condition daily.
 * Resolution: The character suffers a significant drawback because he couldn’t resist acting.

Misled

 * The character has been persuaded to believe something that isn't actually true. When he is taking an action where the false belief could be relevant, you may choose to fail the roll and resolve this Condition. If the character discovers clear evidence that his belief is false, you may choose to shed the Condition without resolving it.
 * Causes: Dramatic failures on several Learn Charms.
 * Resolution: The character acts on his false belief and fails a roll as described.

Narcissist (persistent)

 * The character is so strongly convinced of her superiority to her fellows that she regards them with scorn, or insists on being at the focus of every social event she participates in. As a result she creates unpleasant scenes everywhere she goes, or offends those she meets by unconscious arrogance. (Just how the social problems manifest is up to the player.) 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 Social roll made for the character.
 * Causes: Dramatically failing a compromise roll, especially when Unbalanced.
 * Resolution: The character regains a dot of Integrity, loses another dot of Integrity, or achieves an exceptional success on a breaking point roll.
 * Beat: The character fails a roll because of this Condition.

Nemesis (persistent)

 * The character has a personal enemy among the creatures of Darkness, who knows enough about her social connections to assault them. This doesn't mean the enemy knows who she is (though he may) but that he knows certain places or people are important for her, and if they suffer she will be weakened. The enemy's attacks on the character's associates need not be violent; the Storyteller may design him as a social antagonist if that fits the campaign better.
 * The character cannot have the Tracked Condition. Instead, when she would normally gain it, her enemy acquires more knowledge of her; he gains the Informed Condition, which he may resolve during a later attack.
 * Causes: Resolving the Indiscreet Condition.
 * Resolution: The character decisively defeats her enemy, removing his means of attack; or, the character cuts her ties with the people in her life who are known to the enemy.
 * Beat: The enemy mounts an attack on someone or something precious to the character, and she acts to defend them.

Nervous

 * Something is watching the character, something that does not approve of what he's up to ... or at least he thinks so. He has a hard time concentrating, and loses his cool with little provocation. He subtracts 1 die from Wits and Composure dice pools (but not from derived traits based on the Attributes) and when taking an extended action his maximum number of rolls is reduced by 1.
 * Causes: The Charm Hallowed Hearth; dramatically failing with Bejeweled Visage or Read the Wind.
 * Resolution: The character abandons the course of action that led to his gaining the Condition.

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.
 * Causes: Failing a compromise roll, especially when Unbalanced; dramatically failing with For the First Time.
 * 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.

Reckless

 * The Noble throws herself into danger with little regard for her safety. Her Defense is halved.
 * Causes: The Charm Their Blood Cries Out.
 * Resolution: The Noble takes enough bashing damage to suffer wound penalties, lethal damage exceeding her Stamina, or any aggravated damage.

Shield of Innocence

 * The character has an assurance that even the worst pains and terrors of the World of Darkness will pass; that good, not evil, is the first principle of the world. Therefore, when he confronts such pains or terrors, he is steadfast. While this Condition lasts the character adds a bonus to all breaking point rolls not caused by his own actions. In addition, if he has a Condition that resolves when he loses Integrity, the effects of that Condition are suppressed until this Condition ends.
 * If the character takes an action that is a breaking point for him, the Condition ends immediately without resolving.
 * Causes: The Charm Don't Stop Believing.
 * Resolution: The character may resolve the Condition to get an automatic exceptional success on a breaking point roll, if the breaking point is not caused by his own actions.

Sight of the Pit

 * The character has nearly been corrupted by a Tainted area, but came through it with nothing more than a true perception of its evil.
 * Causes: Exposure to a Tainted area.
 * Resolution: If the character is trying to purify the area where he gained the Condition, he may resolve it to improve his impression for the attempt by one step.

Soul Shocked

 * The character has “died” while on a journey outside his physical body. On gaining this Condition, roll the character's current Willpower points (not dots), unless he has none left; don't apply 10-again to the roll. He keeps 1 Willpower per success and loses all the rest.
 * Until the Condition resolves, the character does not regain Willpower from Virtue, Vice, or equivalent traits. He still regains Willpower from rest, and any other sources of Willpower.
 * Causes: “Dying” while in the Dreamlands.
 * Resolution: Regaining full Willpower.

Stolen Sight

 * The character can see through the eyes of another person. As an instant action (which resolves the Condition) he closes one or both eyes, and through the closed eye(s) sees what the Condition's target does at that moment, until he next opens his eye(s) or the end of the scene (whichever comes first.) The character gains the Blinded Tilt [CofD 281] while he looks through another's eyes.
 * Causes: The Caligo Such Pretty Eyes, I Think I'll Keep Them.
 * Resolution: The character looks through the target's eyes.

Stumbling (persistent)
The character has lost confidence in his abilities and talents. Choose a Skill the character knows; all actions he takes based on that Skill take a -3 penalty. The Condition can be taken multiple times, once for each Skill.
 * Causes: The Caligo Handful of Dust; dramatically failing with Sea-Foam's Touch, Mercury's Blessing or Living Index.
 * Resolution: When a supernatural power created the Condition, the power's expiration resolves it. Otherwise, the character regains a dot of Integrity, loses another dot of Integrity, or achieves an exceptional success on a breaking point roll.

Beat: The character fails a roll because of this Condition.

Tainted (persistent)

 * This Condition may be taken multiple times. The character has been partly corrupted by exposure to a Tainted area. Each instance of the Condition adds a +1 bonus to corruption checks against him. For each three days the character stays away from Tainted areas and does not regain Willpower from his Vice, one instance of the Condition ends without resolving. If the character ever has more instances in the Condition than his Integrity, all instances end without resolving and the character becomes one of the Darkened.
 * The touch of jade is mildly irritating to the character. This has no mechanical effect, and the character may not even notice it consciously, but an attentive observer might take note of his aversion to handling the gemstone.
 * Causes: Exposure to a Tainted area; the Capitation Charm.
 * Resolution: A corruption check against the character is a dramatic failure.
 * Beat: A Tainted area makes a corruption check against the character.

Terrified

 * The character is frightened by something to the point of losing rational thought. He must flee the source of his fear as quickly as possible when it is present, ignoring all other considerations (including the safety of their belongings, friends, and allies). If something blocks his way he must attempt to bypass it, even resorting to violence. If the source of the fear itself stands in his way he may not act against it, or approach in any way, collapsing in terror if cornered.
 * This Condition may be repressed for one turn by spending a point of Willpower.
 * Causes: The Charms The Finest Hour, the Last Hour, Gold Abhors Ebon, Ofuda, I am Become Light; the Umbra Scuttling Spider's Sense; the Caligo Bogeyman; the Reprisal Taken Revelation.
 * Resolution: The character escapes from the source of his fear, and does not return during the current scene.

Tranced (persistent)

 * The character falls into a deep trance whenever exposed to a specific trigger event, in which anything said in his hearing that he can plausibly interpret as an order or a request becomes an overriding imperative. The character remains primed for orders for a number of turns equal to 10 - his Resolve; if he receives no orders in that time the trance ends, otherwise it continues as long as it takes for him to carry out the order. If obeying the order or request would be a breaking point for the character, he makes the roll; failing the roll means he carries out the order, while success breaks the trance. The character does not lose Integrity or suffer any other consequences from the breaking point. The character forgets his own actions after he has finished; only supernatural powers can restore his memory.
 * Each time the character enters a trance, he rolls Resolve + Composure - the Condition's level.
 * Dramatic Failure: The Condition's level increases by 1.
 * Failure: The Condition's level is unchanged.
 * Success: The Condition's level decreases by 1.
 * Exceptional Success: The Condition's level decreases by 2.
 * Causes: The Charm No Choice, No Hope; the Caligo Oblivion's Sign.
 * Resolution: The Condition's level reaches or passes 0.
 * Beat: The character hears and obeys an order while in a trance.

Tracked

 * The character has come to the attention of a dangerous creature of the Darkness, who is actively investigating her. Levels in the Condition represent how close the enemy is to finding her. When the character's levels in the Condition equal or exceed the lower of her Wits and Manipulation, plus her dots in the Veiling Merit, resolve the Condition and replace it with Nemesis.

Causes: Drawing attention from the forces of Darkness. Resolution: The character realizes she's being investigated and successfully misleads her tracker; or the tracker gathers enough clues to become a Nemesis.

Unbalanced

 * The Noble's psyche is in a fragile state, and the slightest stress placed on it may well break her. Her effective Belief is reduced by her dots in the Specchio Invocation (to a minimum of 1) for the purpose of modifying her breaking point rolls. The Conditions gained from compromises met in this state of mind are generally not the usual ones for the Hopeful - Overconfident and Narcissist are more likely.
 * Causes: Applying the Specchio Invocation.
 * Resolution: The Noble loses or regains a dot of Belief, or achieves an exceptional success on a breaking point roll. If she gets a full night's rest, the Condition ends without resolving.

Vice-Ridden (persistent)

 * The character is tempted to commit a new category of sins. He gains a second Vice, as if he had the Vice-Ridden Merit [CofD 46]. If the character does not lose Integrity before the next sunrise, the Condition expires then; however, if he does lose Integrity before then the Condition becomes permanent until resolved.
 * Causes: The Umbra Tainted Allure of Vice; the Caligo Drink Pain Like Wine.
 * Resolution: The character regains Willpower from his Virtue; this restores him to his true character. Alternately, the character loses or gains a dot of Integrity, or gets an exceptional success on a breaking point roll.
 * Beat: The character creates a problem for himself or his group by acting according to the Condition's Vice.

Waiting Charm

 * The subject (a character or object) has a Charm on it, waiting to be activated. The suspended Charm takes effect when the Condition is resolved. If the Condition ends without resolving the suspended Charm dissipates.
 * Until the Condition resolves, the subject's presence will trigger an Unseen Sense for Light-related phenomena.
 * Causes: The Charm Living Image.
 * Resolution: The upgrades the Noble chooses for Living Image define a situation in which the Condition resolves.

Walking Stain (persistent)

 * The character's mystical abilities have been stained by exposure to the Darkness. All supernatural abilities she may exhibit, including Practical Magic, Echoes, Charms, Transformation, etc. as well as Disciplines, spells, Gifts and any non-Radiant powers, become disgusting parodies of themselves. The character suffers a penalty on Social rolls with anyone who witnesses or is affected by her powers equal to her Supernatural Tolerance, and during social maneuvers she sets her impression level with all such people to Hostile. This effect stacks with all reactions that the character's powers would normally create in witnesses.
 * Causes: The Caligo One of Us.
 * Resolution: The character loses a dot in his trait equivalent to Integrity, or exhausts all his supernatural fuel (Wisps, Vitae, Essence, Mana, etc.) The Condition ends without resolving after a week has passed.
 * Beat: Someone with whom the character has an existing relationship suspects or turns on him due to his stained state.

Phylactery Conditions
Some of the Nobility suffer from unusual limits on their transformations, presumably because of quirks in their Blossoming. All of the following Conditions are persistent and may be taken at character creation, with the Storyteller's agreement. Like other persistent Conditions, they are resolved only with specific, impressive effort.

Assertive Past (persistent)

 * The Princess's character has been shaped by her previous life, during the Kingdom or Long Night, as much as or more than her experiences in the present - to the point where she sometimes forgets who she is now. She might be desperately seeking the reincarnations of people she knew in the past, driven to complete a task left unfinished at her death, or prone to claim a status she once held that she lacks in the present. Princesses with this Condition are normally precocious, gaining transformed dots and Charms at a fast clip, but detached from mundane society and obsessed with goals alien to the people she meets.
 * When she reaches a breaking point, regardless of its result, the Princess regresses mentally, forgetting the present and pursuing what her past self desires. Her mundane Aspirations (but not her Vocations) are suspended, replaced by goals related to her previous life. When one of her Aspirations from the past has been fulfilled, the Princess recalls her present life and Aspirations.
 * A Princess with the Onceborn Merit cannot have this Condition - she has no past life to regress to.
 * Causes: A Princess's previous life.
 * Resolution: The Princess reconciles her present and her past, attaining a stable personality.
 * Beat: The Princess alienates someone, faces serious hardship or neglects an obligation while pursuing an Aspiration from her previous life.

Blatant Transformation (persistent)

 * The Noble creates a spectacle when she changes from her mundane form. Any other character within sight will notice the process of her transformation, even if she transforms reflexively; flashes of light, loud martial music, and swirls of clothing and jewelry materializing around her make it obvious to all around her that she is a magical being. Going from one transformed state to another, switching pieces of Regalia or returning to mundane form don't have this problem - only the shift from mundane to transformed does.
 * Causes: A Noble's Blossoming.
 * Resolution: The Noble reshapes her phylactery to tone down her transformation sequence.
 * Beat: Her transformation alerts an enemy to the Noble's presence or true capabilities.

Body Dysmorphia (persistent)

 * For whatever reason the Noble does not feel comfortable in her mundane identity. To the Noble transformation is an escape, her perfected self is naturally free from whatever flaws she feels in her mundane body.

The price of this freedom is how her mundane form feels even worse by comparison. The Noble has some form of trigger; it could be hearing an insult about her appearance, being obliged to act in a gender appropriate manner or failing a roll with a Skill she has Transformed dots in. When she encounters it she immediately seeks to escape the situation and go to a safe place to transform, remaining transformed for the remainder of the scene. The Noble may spend a point of Willpower to control herself; if she physically cannot leave she must spend the point of Willpower.
 * Nobles with this Condition often have trouble keeping their two identities apart. Many try to transfer their friendships and obligations to their Transformed self. They are also known to take risks to enjoy any alone time in their Transformed identity.
 * Causes: Social causes are common, usually in the teenage years. Other Nobles are transgender or otherwise born in the wrong body. A few developed the Condition from feelings of inadequacy without their Trans- formed Attributes and Skills.
 * Resolution: The Noble makes peace with the flaws of her mundane form, has them altered by surgery, or swears fealty to the Queen of Mirrors. Mirrors' Practical Magic doesn't fix the Condition, but it relieves the Noble of the need to endure her mundane form.
 * Beat: The Noble walks away from an obligation to transform herself.

Embarrassing Phylactery

 * The Noble has a Phylactery which has an uplifting, even moral meaning to her personally but if presented in public causes nothing but trouble. This may be because the Noble is from an oppressed minority group and her Phylactery is a symbol of her people. It could be because her Phylactery has a different meaning to different cultures or because her Phylactery isn't appropriate for her age, social standing or gender.
 * Causes: A Noble's Blossoming.
 * Resolution: The Noble moves to a different cultural area where its troublesome meaning is unknown, or reshapes her Phylactery into something less embarrassing.
 * Beat: Misconceptions about her Phylactery or an attempt to conceal it cause the Noble a significant hardship.

Heartfelt Vow (persistent)

 * The Noble's Belief and magic rest on a great vow, which demands that she follow a specific code of conduct while acting as a champion of the Light. Her Charms fail to activate, or give no help to mundane actions, if the result of a success would break her vow. Moreover, if the Noble does break the vow, she must immediately return to her mundane form and cannot transform for the rest of the scene.
 * Causes: A Noble's Blossoming.
 * Resolution: The Noble undergoes a moral crisis, resolves it by abandoning her vow, and reshapes her Phylactery to match her new perspective.
 * Beat: The Noble suffers a significant setback due to keeping her vow.

Slow Transformation (persistent)

 * For whatever reason, the Noble needs time to transform, roughly about five minutes. Her Phylactery might be a small bag that somehow contains her entire regalia, which she must change into as with any other clothes. She may simply hover and sparkle for five minutes before the transformation is complete.
 * Causes: A Noble's Blossoming.
 * Resolution: The Noble reshapes her Phylactery to make it transform her quickly.
 * Beat: The Noble's slower Transformation causes her a significant hardship.

Truly Mundane (persistent)

 * The Princess's connection to the Light is hampered while untransformed; in her mundane form she is no more than an ordinary human. A Princess with this Condition has no Practical Charms, and while in her mundane form she has no Echo; she cannot raise an Echo, call on Practical Magic, use her Inner Light as Supernatural Tolerance, or spend Wisps for any reason other than to transform reflexively. On the other hand, powers that distinguish mundane from supernatural beings treat her as mundane when she's in her mundane form - for instance, Magical Eyes will not mark her as supernatural.
 * Causes: A Princess's Blossoming.
 * Resolution: The Princess reshapes her Phylactery to have a looser hold on her powers. When resolving the Condition, she immediately selects as many Practical Charms as she qualifies for based on her Inner Light.
 * Beat: The Princess risks discovery to use her powers, or falls prey to a hostile supernatural effect while in her mundane form.

Two Hearts, One Soul (persistent)

 * There is nothing the Light cherishes more than a true bond between people, but sometimes the Light itself Blossoms through such a bond. In rare cases two Nobles are connected at the most fundamental level. They Blossom side by side and they share a bond closer than sisters, closer than lovers.
 * A Noble with this Condition needs another Noble to transform. She and her partner must invoke their transformations together while standing within a few feet of each other. She has no problem using other abilities, such as Practical Magic and Charms, without her partner; only transformations need the partner's presence. (In every known example of a Noble with this Condition, the partner has it as well, and the pair transform together.)
 * Causes: A Noble's Blossoming.
 * Resolution: The Noble reshapes her Phylactery to weaken the bond it has with the other Noble.
 * Beat: The Noble is separated from her partner and needs to transform.

Unstable Transformation (persistent)

 * The Noble doesn't have full control over her transformations. Meeting with a specific trigger while transformed makes her lose control, and she reverts to mundane form. The trigger must be an event not under the Noble's control, though it shouldn't be frequent. (A few examples: being splashed with hot water, hearing a specific nonsense phrase.) After losing control the Noble can't transform again during the current scene.
 * Causes: A Noble's Blossoming.
 * Resolution: The Noble reshapes her Phylactery to make her transformations controllable.
 * Beat: The Noble gets into difficulties due to involuntarily returning to her mundane form.

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: The Earthquake Charm creates the Tilt in its area of effect. So does a straightforward jumble of stuff scattered on the floor.
 * Ending the Tilt: Natural occurrences of the Tilt can be removed by cleaning up the mess.

Burning

 * The character is on fire. He takes automatic damage each turn equal to the fire's Intensity + 1 [CofD 98] and also suffers the effects of the Blinded Tilt [CofD 280].
 * Causing the Tilt: Spending more than a turn unprotected in a blaze; being caught in an incendiary explosive's blast.
 * Ending the Tilt: Fires can be smothered by dousing oneself in water, using a fire extinguisher, rolling on the ground or beating with rugs; each turn smothering a fire reduces its Intensity by 1, and the fire is extinguished when its Intensity reaches 0.

Consecrated
The subject of this Condition - normally a location - has been blessed by one of the Hopeful and dedicated to the Light. In itself this does nothing, but several Charms benefit from being tied to the Condition.
 * Causing the Condition: The Consecrate Charm creates this Condition on a location. Upgrades to that Charm change the Condition's effects; note which were applied.
 * Ending the Condition: When the Charm expires the Condition ends with it. This can happen naturally, because someone Tainted the location, or because the last symbol of the consecrator was removed.

Drowning

 * The character's breath has run out while he's swimming, and his lungs are filling with water. He takes one point of bashing damage each turn as loss of oxygen takes its toll.
 * Causing the Tilt: Prolonged immersion in water, or being deprived of air in general.
 * Ending the Tilt: Reaching a source of air and removing any liquid present in the lungs.

Earworm

 * A song is running through the character's head, driving him to distraction. He cannot take extended actions (if he is in progress with one, it automatically fails) and takes a -1 penalty to all actions that involve perception, concentration and precision. This penalty rises by -1 for each turn the character attempts such an action, to a maximum of -5.
 * Once a character has reached the maximum penalty, failing an action that the Tilt penalizes replaces it with Insensate [CofD 285]; the character does nothing but hum the tune in his head.
 * Causing the Tilt: Goosedown Lullaby can impose this Tilt.
 * Ending the Tilt: If not replaced by Insensate, the Tilt wears off at the end of the scene, bringing the character back to alertness.

Echo
Someone touched by the Light has echoed herself into the area, breathing confidence and energy into people who imitate her, and stealing them from those who act contrary to her suggestion. The Tilt has two versions; a Light Echo reflects its creator's higher calling, and a Shadow Echo reflects her worst temptation.
 * Light: The area is suffused with the Virtue of the person who made it; any character in the current scene finds that actions appropriate to that Virtue gain the 9-again quality, while actions directly opposed to the Virtue lose the 10-again quality.
 * Shadow: The area is suffused with the Vice of the person who made it; any character in the current scene finds that actions appropriate to that Vice gain the 9-again quality, while actions directly opposed to the Vice lose the 10-again quality.
 * Rolls that already have 9-again, or any stronger quality, and rolls that lose 10-again are not affected by the Tilt.
 * Causing the Tilt: A Noble, Sworn or Beacon creates the Tilt by raising an Echo.
 * Ending the Tilt: The Echo lasts for turns equal to the Resolve or Inner Light of the Noble who raised it, whichever is higher. It may be ended before then if another Noble raises an Echo against the Tilt, or if a supernatural being opposes the Echo with his aura.

Enervating Hex

 * The object with this Condition drains Willpower from those who approach it. A character unfortunate enough to remain within five yards of the object for 10 minutes rolls Resolve + Supernatural Tolerance vs. the Shadows of the person who prepared the Hex. If he loses the contest, the Hex steals a point of Willpower from him. The stolen Willpower is trapped within the Hex, and any character with Enervation (or another power that steals Willpower) may use that power on the Hexed object to remove the stolen points. The Hex can store Willpower points up to a level specified when the Condition was imposed; it goes dormant when filled, but reactivates if Willpower is removed.

Touching the object triggers Sensitivity in characters who have it.
 * Causing the Condition: The Enervating Hex Caligo creates the Hex on an object.
 * Ending the Condition: The object is destroyed, or touches a piece of jade. If the Hex is Fragile, resolving Fragile also removes the Hex.

Extreme Taint

 * The area has been blighted by the life-draining quality of the Dark World. Normal characters can't heal bashing damage — the extreme temperature deals damage at the same rate they heal it. Supernatural beings and characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is continuously affected by this Tilt, he accrues a -1 penalty to all rolls. When that penalty hits -5, he instead suffers a point of lethal damage per hour, until his Health track fills. The Tilt does not upgrade damage to aggravated; instead, a character whose last Health box has lethal damage falls into permanent coma, and remains in that state until removed from the area.
 * Causing the Tilt: The Hope's Eclipse Caligo; the whole Dark World has the Tilt, save for images of Tainted areas.
 * Ending the Tilt: Leaving the blighted area is the only way to escape the Tilt's effects.

Fog

 * The area is filled with dense vapor - usually fog or smoke - that obscures vision. Unless the target of the action is within arm's reach, all rolls based on vision take a -3 penalty.
 * Causing the Tilt: Except for supernatural powers (such as Mist's Protection) the Tilt is a result of normal weather conditions.
 * Ending the Tilt: Without supernatural powers, characters cannot disperse a fog.

Fortunate, Greatly Fortunate, Perfected

 * The subject of these Tilts (which may be a person or a piece of equipment) has been enchanted with a dollop of good fortune. A number of rolls made by the person, or the one using the equipment, gain a quality:
 * Fortunate: 9-again
 * Greatly Fortunate: 8-again
 * Perfected: rote
 * No person or object can have two of these three Tilts at the same time.
 * Causing the Tilt: Touch of Fortune gives the Tilts to a person; Friendly Gremlin gives them to machinery.
 * Ending the Tilt: The Tilts fade at the end of the scene. Any chances to roll not used by then are lost. The Tilts also end if the full count of enhanced rolls have been made.

Jury-Rigged

 * The piece of equipment with this Condition has been temporarily repaired by magic. It is fully functional and works without penalty for its intended purpose, but the repairs are held together by spit, tape and enchantment and that stuff won't last. When the Condition ends, the equipment returns to the state of disrepair it was in before the magic touched it.
 * Causing the Condition: Jury Rigger creates this Condition.
 * Ending the Condition: The repairs will last indefinitely until someone uses the equipment, or damages it again. Even one point of structural damage ends the Condition. One scene or one hour of using the equipment also ends the Condition.

Listless

 * The character has been hit by a draining attack that leaves him clumsy and slow-witted. All his rolls in combat take a penalty equal to the Tilt's level, and his Speed and static Defense are reduced by half the level, rounding down.
 * Causing the Tilt: Dark Thoughts Consume and being hit by a Shadowblade or a Voidblast can impose this Tilt.
 * Ending the Tilt: The Tilt wears off at the end of the scene. The character may spend 1 point of Willpower to ignore the penalties for 1 turn.

Lullaby

 * A song is running through the character's head, making him drowsy and ready to sleep. Each turn counts as a six-hour period for the purpose of fatigue; the character must roll to stay awake and takes cumulative penalties as if he had been awake and active for six hours per turn under the Tilt, plus the time since he really slept.
 * The Tilt does not produce true sleep; instead characters who fail to stay awake replace it with Insensate [CofD 285], sitting or lying down with closed eyes.
 * Causing the Tilt: Goosedown Lullaby imposes this Tilt.
 * Ending the Tilt: If not replaced by Insensate, the Tilt wears off at the end of the scene, bringing the character back to alertness.

Numbed

 * The character's ability to feel pain has been removed. While under this Tilt he ignores all wound penalties, and doesn't fall unconscious when all his boxes are filled with bashing damage. In addition, powers that function solely by causing pain automatically fail against the character, and any interrogation rolls that use torture not only lose the bonus that it would apply, but instead take a penalty equal to his Composure. (A person who blithely ignores physical torture is freaky enough to put even the best interrogator off balance).
 * However, the character is likely not to notice when he's injured, either by accident or in battle. If he takes bashing damage, he rolls the amount of damage done as a dice pool reflexively to notice the cause; if he takes lethal damage, he rolls double the amount of damage to notice its cause. Aggravated damage is serious enough that the character can't fail to notice it.
 * Causing the Tilt: The Charm Only a Flesh Wound; a Consul to Death's Euthanasia Privilege.
 * Ending the Tilt: When supernaturally imposed, the Tilt wears off at the end of the scene.

Phantom Damage

 * The character is suffering frightful pain from an illusionary wound. Each level in the Tilt fills one box in the character's Health track with an illusion of damage (we suggest marking it as a dot.) The character suffers wound penalties from this “damage” if it goes into the last three boxes, and must check their Stamina to remain conscious if it fills the last box.
 * However, when the Tilt ends all phantom damage “heals” instantly. Further, phantom damage does not upgrade any damage type, including itself, and if the character takes real damage when his track is full, that damage replaces phantom damage first.
 * Causing the Tilt: The Charms Know My Pain, Strike False and Goosedown Lullaby; dramatic failure with Only a Flesh Wound.
 * Ending the Tilt: The Tilt wears off at the end of the scene. Phantom damage can also be healed magically, or mitigated as it's inflicted by targets who have that ability.

Poor Light

 * Dim illumination, strobes, or flickering lights make it difficult to track movement and see clearly. Affected characters suffer a –2 penalty to vision-based Perception rolls, including ranged combat; this stacks with range penalties.
 * Causing the Tilt: The Hope's Eclipse Caligo; inadequate light sources.
 * Ending the Tilt: When natural, bringing better lights into the area. When supernaturally caused, the effect must expire.

Reflected

 * The area under this Tilt confuses the sense of direction. People go left when they mean to go right; which way is “up” is skewed, inverted, or impossible to tell. Being here feels like standing within a painting by Escher. All characters in the affected area take a -2 penalty to Physical actions and to their Defense, due to the unexpected directions of their movements.
 * Causing the Condition: The Reverse Ideology Charm.
 * Ending the Condition: Expiration of the Charm that created the Tilt.

Salted Wound

 * The character has been subjected to a curse that blocks healing magic. Any supernatural power that normally heals damage cannot do more for him than downgrade lethal or aggravated damage to bashing damage; any bashing damage he has must be healed naturally, by the passage of time and medical attention. For the purposes of this Tilt, any innate self-healing ability of a supernatural being (e.g. vampires burning Vitae, werewolf regeneration) counts as natural healing and is not blocked.
 * Causing the Tilt: Salted Wounds imposes the Tilt on its target.
 * Ending the Tilt: The Charm's effect is linked to one of the character's Health boxes. When that Health box is completely clear of damage, the Tilt expires.

Shadow-Worked

 * Each level of this Condition gives one of the following benefits to an object.
 * Remove the penalty for using the object as an improvised weapon (if it isn't designed as a weapon.)
 * Add 1 to the object's Damage (maximum of the character's Shadows.)
 * Decrease the object's Initiative penalty and the minimum Strength to wield it by 1, to a minimum of -0.
 * Add 1 point of Armor Piercing to the object (maximum of 3.)
 * Give attacks with the object the 9-again quality.
 * Give the object the Concealed or Stun quality [CofD 269]
 * Anyone damaged by the object gains the Listless Tilt, at a level equal to half the character's Shadows (rounding up.)
 * Causing the Condition: Shadowblade creates this Condition.
 * Ending the Condition: The object is destroyed, or touches a piece of jade. A weapon made of Taint and shadow dissolves when the Condition ends.

Silenced

 * The character or object cannot speak or make any other sound; she can walk over ground littered with twigs and leaves or open a squeaky door without being heard. Things the character touches remain silent only while she is touching them, so she can still make noise indirectly. For example, if she bumps into a table with a vase on it, her impact makes no noise but the table's scrape against the floor might, and if the vase falls over it will make noise.
 * Causing the Tilt: Voice-Eating Hunger and the Quiet upgrade to Unseen Traveller impose this Tilt.
 * Ending the Tilt: The power that created the Tilt expires.

Strip-Mined

 * Someone touched by the Darkness is stealing the virtue out of the area for his own profit. Each time the character who imposed this Condition causes the area to gain Taint - either by his own hands, or getting others to taint it for him - he acquires a valuable object that can be easily sold; the object is effectively cash [CofD 277] with an Availability rating equal to the area’s Size. The Storyteller should connect the object in some way to the damage the character did: metal fittings ripped from an old house, toxic runoff from a secret industrial process, drug precursors in a tortured animal’s organs, are all appropriate.
 * Causing the Condition: The Caligo Blood Diamonds.
 * Ending the Condition: The character doesn’t collect any valuables from the area for a full month.

Studied Fighting

 * The Noble understands her current opponent's fighting style well enough to predict, and eventually influence, what he will do in the field. For each turn in which she attacks the character she has studied, or in which he attacks her, her attack gains a cumulative +1 bonus die - that is, +1 on the first turn, +2 on the second, +3 on the third, and so on. The bonus rises by at most +1 in one turn, and is unchanged if neither attacks the other. The Noble also adds the bonus to her Defense (or her Dodge pool after doubling) against attacks from the studied character.
 * Causing the Tilt: Refutation in Arms creates this Tilt.
 * Ending the Tilt: The Tilt ends when the Charm activation expires, at the scene's end or when the Noble activates it on another target.

Swarm

 * Animals of Size 1 are generally best represented by swarms, flocks and other groupings of the animals. Swarms are measured by their radius in yards. A swarm inflicts one point of bashing damage to anyone within its radius. A swarm can inflict more damage by condensing. Every time the swarm condenses to cover half of its full area, it inflicts one additional point of damage per turn. Therefore, a swarm of eight yards in radius inflicts two bashing damage per turn if it constricts down to a four-yard radius, three bashing if it halves that again to a two-yard radius, and four bashing damage per turn it if condensed itself down to a one-yard radius. Though condensing doesn't usually happen all that often in nature (save in the case of creatures such as killer bees), it is an easy enough thing for a being with supernatural powers to command them to do so.
 * Armor is effective against a swarm only if it covers one's full body, but even then it provides only half its rating. In addition, targets are distracted by the swarm, suffering – 2 dice on all rolls while they are within the radius, even if they're not specifically attacked.
 * Causing the Tilt: Soothe the Savage Beast can cause this Tilt with an upgrade, and Spray of Embers causes a variation of it. The Tilt can occur naturally if someone disturbs a nest of bees.
 * Ending the Tilt: The swarm cannot be attacked with fists, clubs, swords or guns. Only area-affect attacks such as a torch affect it. Each point of damage inflicted by a flame or other applicable attack halves the swarm's size. Once the swarm is reduced below a one-yard radius, either all insects are dead or the few remaining disperse.

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 will inflict this Tilt. The thicket created by Hedge Magic also inflicts it.
 * Ending the Tilt: Unwrapping or cutting the strands will remove the Tilt, though that takes an instant action.

Tax-Farmed

 * A Noble (usually from the court of Tears) is levying a tax of Wisps on the area with this Condition. After spending a scene or hour in the area, the Noble who made the Condition may extract Wisps from it as an instant action. The dice pool for this action is Inner Light + Politics; if the area is Tainted, subtract its Severity from the pool, and if it's Blessed add its Beauty to the pool. The Noble may do this at most once a session, or once a day, whichever is longer. The Noble can also force the area to yield a bounty of Wisps, getting an automatic exceptional success on the extraction roll; doing so ends the Condition.
 * Dramatic Failure: The Noble's extraction digs too deeply. She gains no Wisps and triggers her Sensitivity, adding +2 to the pool.
 * Failure: The Noble gets no Wisps out of the area.
 * Success: The Noble extracts a number of Wisps from the area equal to its rating as a Sanctuary, or enough to fill her pool, whichever is less.
 * Exceptional Success: The Noble extracts Wisps equal to the area's rating plus her Lacrima.
 * Taking the beauty and hope of an area away gives the Darkness a chance to claim it. The Storyteller rolls a dice pool equal to the Wisps extracted. Each success on this roll adds 1 point of Taint to the area; this can destroy Blessings, create new curses, or expand an existing Tainted area's Size, as the Storyteller sees fit. If this occurs the Noble reaches a breaking point with a penalty equal to the points of Taint she added to the area.
 * Causing the Condition: Publican imposes this Condition on an area.
 * Ending the Condition: The Noble who created the Condition forces an exceptional success when extracting Wisps.

Trusting

 * The character feels a bond of fellowship with everybody; he accepts friendly overtures without suspicion. Anyone beginning a social maneuver on the character can accept a Condition to open two Doors without rolling, as if they had the Sympathetic Merit [CofD 55]; a character who actually has that Merit also raises their impression by one step when using it.
 * Causing the Tilt: The Charm Sweet Fragrance.
 * Ending the Tilt: The perfume from the Charm, and its influence, fade when the current scene ends.