Conditions

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Conditions List

Here you will find a list of the Conditions used at Tenebrous Isles along with a description of what they're used for.


Changeling

Called: Mark one of this condition’s five boxes to use your PC's Fae Heritage power for a whole scene. When all five are filled, you have three options:
  • Make the Choice to become fully Fae by using another Fae power. This will result in your PC becoming an NPC as True Fae are not an available PC template.
  • Deliberately shun your Fae Powers. You clear out the boxes at a rate of one per 2 weeks IRL. This means that you can go from having a full Called track to an empty one in 10 weeks, provided you do not use your powers in that time frame.
  • Choose to become fully mortal to immediately clear the track. You may no longer use your Fae powers, and you revert fully to a Pure Mortal Mantle after the scene.

Emissary of Power

Borrowed Power: Mark one of this condition’s five boxes to use your PC's Entity/God/Ruler-given power for a whole scene. Each box clears due to specific requirements:
  • You can clear out the boxes at a rate of one per 2 days IRL. This means that you can go from having a full Borrowed Power track to an empty one in 10 days, provided you do not use your borrowed powers in that time frame.
  • Perform a task specifically at the behest of the one that granted you the power. Level 1 boxes require a Mundane task, Level 2 boxes require a Supernatural task, Level 3 boxes require an Otherworldly task, Level 4 boxes require a Legendary task, and Level 5 boxes require a Godlike task.
  • Choose to become fully mortal to immediately clear the track. At any time you may choose to leave the pact with the Entity that gave your powers to you, and you revert fully to a Pure Mortal Mantle after the scene.

Faithful

On a Mission From God: Check this condition when the Heavenly Host calls you to service or the sudden need arises for you to combat evil. While this condition is checked, you gain a +1 to all rolls usable for any game action directly contributing to your mission’s resolution. The check on this condition clears at mission conclusion.

Crisis of Faith: Check this condition if you significantly violate the tenets of your faith or misuse the power granted you. While this condition is marked, the On a Mission From God Condition and all Powers of this mantle are unavailable. Recover this condition after performing appropriate penance, per the GM.

Magic Users

Exhausted: Check this condition to boost your magical power. You can mark Exhausted to gain +2 to a single Evocation or Thaumaturgical game action. Alternatively, you can mark the Exhausted condition to attack multiple targets with Magic without dividing your roll (I.E, turning your typical Spray attack into an Area of Effect Weapon). When you are Exhausted, the GM has one free boost in any scene in which your fatigue may be used against you. Clearing Exhausted, of course, requires an active effort to rest. The Exhausted Condition clears after 2 weeks IRL.

Burned Out: Check this condition to further boost your magical power. You can mark Burned Out to gain +4 to a single Evocation or Thaumaturgical game action. Alternatively, if Exhausted is already marked, you can mark the Burned Out condition to attack multiple targets with Magic without dividing your roll (I.E, turning your typical Spray attack into an Area of Effect Weapon). If the Burned Out condition is checked, you cannot use magic, period, until fully recovered. Begin recovery by eating, meditating, or otherwise deliberately resting as per the Exhausted condition. The Burned Out Condition clears after 4 weeks IRL.

Third Eye: Mark this condition when utilizing your magical Sight to view the mystical, true world overlaid on the material world. While the condition is marked checked, your memory is eidetic and the following are true:

  • You view everything as a metaphorical expression of its true nature. A mugger on the prowl may appear as a starving jungle beast, or a firefighter may attain a seraphic semblance.
  • The Sight ignores supernatural disguises or glamours and grants no guidance in interpretation of what is seen.
  • You may attempt interpretation by making an overcome roll with Lore against Fair (+2) or higher depending on the difficulty or confusing situation that you're seeing for the truth of itself. If you fail, mark a Consequence from the confusing, horrific barrage of images searing into your mind or you are taken out of the scene. On a tie, choose between three options: marking a consequence, being taken out but receiving the clarity sought, or remaining confounded but avoiding harm. A success provides elucidation, which the GM may elect to make an advantage with a free invoke. Succeeding with style grants an extra invoke. Any supernatural being engaged in a contest or conflict against you has the benefit of scale as your mind copes with their continued presence as viewed through the Sight. If they already had scale on you, they get an additional level of it.

Condition Type

 Info about the Condition type and Conditions available goes here

Condition Type

 Info about the Condition type and Conditions available goes here