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Appendix 1: New Conditions

[These are formatted as Conditions.]

Dissenting

You’ve made your skepticism about the operation clear. Maybe you question its strategic value. Maybe you dispute its tactical feasibility. Or maybe you just have a bad feeling about it. Your commitment to the cohort means you’ll still be there for them, if only so you can remind them that you told them so when it all goes wrong.

Once per scene, you (or one other character with this Condition) may suggest a specific complication external to the cohort and their plans for the operation — such as that a Storyteller character you name will betray them during the operation or that an ambush awaits them in the hangar they’re sneaking into. If the Storyteller implements your suggestion (or if you correctly guess a plot twist she already had planned), you earn a point of Static, and the Operation Pool gains one point of Static.

Beat: The operation suffers a complication external to the cohort and their plans, such as an attack by a Devoted they didn’t know about, an unexpected hostage situation, or the revelation that they were lured into the operation by their enemies.

Resolution: The operation ends. If it ended in mutiny, was aborted, failed, or was inconclusive, you earn a point of Static.

Doghouse

You’re on the outs with the rest of the cohort, whether due to a big fuckup or a pattern of smaller indiscretions. They still need you too much to kick you out, but their collective disapproval of your behavior is palpable.

This Condition has several effects:

•            You no longer lose Static when you stray (p. XX). However, if your actions would entitle another player character to Compensation, you can and must pay that Compensation to them by taking on additional Static debt.

•            You do not earn an automatic point of Static at the end of each chapter, but your Static debt doesn’t prevent other members of your cohort from earning a point of Static automatically at the end of each chapter. The one who imposed this Condition on you earns one additional point of Static at the end of each chapter.

Beat: Take a Beat whenever you stray. If your troupe is using individual Beats (Deviant, p. 97), the Beat instead goes to the one who gave you this Condition.

Resolution: You pay off your Static debt and have at least one point of Static.

Emptiness

You know you should feel something. Perhaps you gave in to temptation, took a risk in the name of a higher principle, or achieved a goal you thought was important to you. Or maybe you witnessed, suffered, or inflicted violence or an overt supernatural marvel. Before your Divergence you know it would have made you feel shame, guilt, unease, or shock — anything — but instead you feel nothing. Worse, this isn’t the first time it’s happened. Frankly, you’d do nearly anything just to give a shit.

While this Condition lasts, you suffer a –2 penalty to all rolls on which you do not spend Willpower, excluding Scar Finesse and Scar Resistance rolls.

Possible Sources: Triggering the False Cope Merit; the Emotion Amplification Variation.

Beat: Take a Beat when you spend Willpower to add dice to a roll and the roll still fails. You also regain the expended point of Willpower.

Resolution: Taking an action that would trigger the False Cope Merit (p. XX) when you already have this Condition, or taking an action that fully replenishes your Willpower (but not one that restores a single point of Willpower), even if you are at full Willpower.

Invested

You have committed yourself to the operation, staking some of your reputation within the cohort on its success.

During the operation, whenever you spend Willpower to increase your resistance or add dice to a roll, you may discharge one point of Static from the Operation Pool. If you do so, you add five dice instead of three to the roll or increase resistance by three instead of by two.

Resolution: The operation ends. If it was successful or inconclusive, you also earn one point of Static.

Operation Leader

Whether or not this operation was your idea, you were its most outspoken supporter, so now it’s your operation as far as your cohort is concerned — for better or worse.

•            For the duration of the current operation, you are considered the operation leader.

•            During the operation, whenever you or another member of the cohort spends Willpower to increase resistance or add dice to a roll, you may discharge one point of Static from the Operation Pool. If you do so, the player adds five dice instead of three to the roll or increases resistance by three instead of by two. You may instead discharge 1 Static from the Operation Pool to reset a cohort member’s per-chapter use of an improvised Technique; this does not require a Willpower expenditure. In either case, you may apply the effect regardless of whether your character is present in the same scene.

•            If the operation succeeds, you decide how to divide any Static remaining in the Operation Pool. This division can be as fair or as uneven as you choose.

Beat: Once per scene, take a Beat whenever another member of your cohort fails to execute a part of the operation.

Resolution: The operation ends. If it was successful or inconclusive, you also earn one point of Static.

Soulless (Persistent)

Deviants are immune to this Condition, and those who have it can’t become Remade.

A creature or phenomenon has stripped the character of her soul. Without a soul, she is more susceptible to possession — any dice pools to resist being taken over or possessed by another entity are at a –2 dice penalty. For as long as she has this Condition, she does not regain Willpower through rest, and her use of Virtue and Vice is reversed. She may regain one Willpower point per scene by fulfilling her Virtue and regains full Willpower once per chapter by fulfilling her Vice. Regaining Willpower through Vice, though, is now a breaking point with a –5 penalty to the roll unless the character has reached Integrity 1.

Beat: Gain a Beat whenever the character loses Integrity because she indulged her Vice.

Resolution: This Condition is only resolved if the character regains a soul, whether hers or someone else’s.

Symbiote Punishment

You have displeased the entity for which you serve as host, and it will take its revenge later. The Storyteller may choose to resolve this Condition to subtract dice based on how much you angered the entity — from –1 to –5, usually equal to the penalty it would have imposed on the roll to take the action. This must be a roll that can be affected by a Willpower expenditure and cannot be an action that furthers the entity’s Aspirations or Anchors.

Possible Sources: The Punishment effect of the Symbiote Form (p. XX).

Resolution: The Storyteller calls upon the Condition to impose a penalty to a roll.

Symbiote Reward

You have pleased the entity with whom you have a strange partnership, and it has chosen to reward you. On a future action of your choice, you may resolve this Condition to add dice based on the favor you performed for the entity — from +1 to +5, usually equal to the bonus it would have granted to the roll to take the action. This must be a roll that can be affected by a Willpower expenditure and must not be an action that contradicts the entity’s Aspirations or Anchors.

Possible Sources: The Reward effect of the Symbiote Form (p. XX).

Resolution: You call upon the Condition to add a bonus to a roll.

[End Condition Formatting]

Appendix 2: Variation Quick Reference

Universal Variations

[table]

Variation Name (Magnitude Range)             Summary           Keywords

Aerokinesis (• to •••••)   Controls wind and air (p. XX). Overt; Directed, Tiered, Toggled

Chronological Alignment (• to •••••)             Broken is in the right place at the right time (p. XX).         Subtle; Reflexive, Tiered, Toggled

Conjuration (• to •••••)   Remade conjures objects (p. XX). Overt; Tiered, Toggled

Cryokinesis (• to •••••)   Controls and creates cold and ice (p. XX).       Overt; Directed, Tiered, Toggled

Delude (• to •••••)           Create illusions in target’s mind (p. XX).             Subtle; Directed, Tiered, Toggled

Dream Invader (• to •••••)             Manipulates target’s dreams (p. XX).     Subtle; Directed, Tiered, Toggled

Extra Appendages (• to •••••)      Broken has additional limbs (p. XX).      Overt; Tiered, Toggled

Fate-Bind (• to •••••)      Enforces promises and binds together life-forces (p. XX).             Subtle; Directed, Discrete, Toggled

Gravity Intensification (• to •••••)             Strengthens gravity affecting a target (p. XX).   Overt; Directed, Tiered, Toggled

Gravity Reduction (• to •••••)      Remade loosens grip of gravity on herself (p. XX).     Overt; Reflexive, Tiered, Toggled

Hydrokinesis (• to •••••) Controls water (p. XX).             Overt; Tiered, Toggled

Internet Acuity (• to •••••)             Leverages power of the internet (p. XX).             Subtle; Perpetual, Tiered

Magnetic Control (• to •••••)             Manipulates magnetism (p. XX).             Overt; Directed, Tiered, Toggled

Matter Control (• to •••••)           Analyze, shape, and transmute inanimate material (p. XX). Overt; Directed, Tiered, Toggled

Occult Singularity (• to •••••)      Draws targeted occult powers towards the Deviant (p. XX).            Subtle; Perpetual, Tiered

Opener of Ways (• to •••••)         Power over doors (p. XX).        Overt; Directed, Tiered, Toggled

Plant Control (• to •••••) Analyze, shape, and transform plants (p. XX).     Subtle; Directed, Tiered, Toggled

Refuge (• to •••••)           Access to an extradimensional space (p. XX). Overt; Tiered, Toggled

Shadow Command (• to •••••)     Power over shadows (p. XX).   Overt; Directed, Tiered, Toggled

Sticky Filaments (• to •••••)             Generates sticky fibers to entangle or climb (p. XX).          Overt; Tiered, Toggled

Stretching (• to •••••)      Remade can bend and stretch her body (p. XX).             Overt; Tiered, Toggled

Terrakinesis (• to •••••)  Controls earth and stone (p. XX).          Overt; Tiered, Toggled

Tool Mastery (• to •••••) Broken has an affinity with tools and weapons (p. XX).             Subtle; Directed, Tiered, Toggled

Traumavore (• to •••••)   Sense and feed on trauma (p. XX).         Subtle; Perpetual, Tiered

Vocalization (• to •••••)  Sonic powers (p. XX).     Subtle; Directed, Tiered, Toggled

[End table]

Cephalist Variations

[Table]

Variation Name (Magnitude Range)             Summary           Keywords

Clairvoyance (• to •••••) Deviant can track and observe faraway targets (p. XX).     Subtle; Directed, Tiered, Toggled

Emotion Amplification (• to •••••)             Sense and draw forth target’s emotions (p. XX).          Subtle; Directed, Tiered, Toggled

[end table]

Chimeric Variations

[Table]

Variation Name (Magnitude Range)             Summary           Keywords

Beast Mastery (• to •••••)            Control animals (p. XX).             Subtle; Tiered, Toggled

Body Modification (•• to •••••)   Gain physical traits of other animals (p. XX).             Overt; Discrete, Toggled

[end table]

Coactive Variations

[Table]

Variation Name (Magnitude Range)             Summary           Keywords

Emulate (• to •••••)         Mimic another Deviant’s Variations (p. XX).     Subtle; Directed, Tiered, Toggled

Soul Seer (• to •••••)       Sense, control, and manipulate souls (p. XX).    Subtle; Directed, Tiered, Toggled

[end table]

Invasive Variations

[Table]

Variation Name (Magnitude Range)             Summary           Keywords

Matter Emulation (•• to •••••)             Remade’s body gains qualities of nonliving matter (p. XX).            Overt; Discrete, Toggled

Mechanical Transformation (• to •••••)             Broken turns into inanimate object (p. XX).  Overt; Tiered, Toggled

[end table]

Mutant Variations

[Table]

Variation Name (Magnitude Range)             Summary           Keywords

Cursed Flesh (• to •••••) Imposes Scar on target (p. XX).   Subtle; Discrete, Toggled

Gestalt (• to •••••)           Deviant’s body merges into another person’s (p. XX).             Overt; Tiered, Toggled

[end table]

 


 

Appendix 3: Scar Quick Reference

Controlled Scars

[table]

Scar Name (Magnitude Range)             Summary           Keywords

Aftermath (• to •••••)      Deviant suffers Persistent Scar when Variation wears off (p. XX).             Secondary; Subtle; Repeatable

Scapegoat (• to •••••)      Remade’s allies or bystanders suffer a Scar when Variation is active (p. XX).         Social; Subtle

Shame (• to •••••)           Broken is ashamed of using Variation (p. XX).             Mental, Social; Subtle; Repeatable

[end table]

Involuntary Scars

[table]

Scar Name (Magnitude Range)             Summary           Keywords

Asset (• to •••••) Imparts Variation to enemies and those who hurt Deviant (p. XX).     Social; Overt

Obligation (• to •••••)     Remade bound to activate Variation based on social bonds (p. XX).  Social; Subtle; Repeatable

[end table]

Persistent Scars

[table]

Scar Name (Magnitude Range)             Summary           Keywords

Animal Enmity (• to •••••)           Broken makes animals uncomfortable or hostile (p. XX).             Social; Overt

Cyclical Scar (•••)          Remade has Scar that waxes and wanes (p. XX).             Secondary; Subtle; Repeatable

Evil Twin (• to •••••)      Broken constantly mistaken for her doppelganger (p. XX).             Social; Subtle

Hubris (• to •••••)           Deviant thinks he’s very smart and needs everyone to know it (p. XX).             Mental, Social; Subtle

Lumbering (• to •••••)    Remade is slow and heavy (p. XX).         Physical; Subtle

Masochism (• to •••••)    Broken is addicted to her own pain (p. XX).             Mental, Physical; Subtle

Nameless (• to •••••)       Deviant suffers unwanted anonymity (p. XX).    Social; Subtle

Noblesse Oblige (• to •••••)         Remade is compelled to serve strangers (p. XX).             Mental, Social; Subtle

Omega (• to •••••)           Everyone treats Broken like a child (p. XX).       Social; Subtle

Overconfident (• to •••••)            Deviant is a social blowhard (p. XX).      Mental, Social; Subtle

Reckless (• to •••••)        Remade leaps without looking (p. XX).             Mental; Subtle

Sleepy (• to •••••)           Broken struggles to get restful sleep (p. XX).         Mental, Physical; Subtle

Traumatic Memories (• to •••••) Remade suffers flashbacks (p. XX).         Mental; Subtle

Undesirable (• to •••••)   Broken is targeted for suspicion and abuse (p. XX).             Social; Overt

Weak Point (• to •••••)   One part of Deviant’s body is very sensitive (p. XX).             Physical; Subtle

[end table]

Standard Deviations

[table]

Deviation Name (Magnitude Range)             Summary           Scar Type; Keywords

Blight   (–4 to +2 Magnitude)     Scar only manifests in presence of certain people, places, or things (p. XX).             Any; Secondary

Capacitor (–2 to –1 Magnitude)  Can save up a Variation activation for later (p. XX).     Controlled

Caveat (+0 to +2 Magnitude)             Variation has a special limitation (p. XX).             Any

Cyclical Variation (–1 to +0 Magnitude)             Remade has Variation that waxes and wanes (p. XX).        Any; Tiered-Only

Dependent Variation (+1 Magnitude)             Variation doesn’t work unless another is active (p. XX).            Any; Toggled-Only

Exclusive (+1 Magnitude)             Variation doesn’t work if another is active (p. XX).            Any; Toggled-Only

Intimate (+1 Magnitude)             Directed Variation doesn’t work at range (p. XX).             Any; Directed-Only

Naked Variation (+1 Magnitude)             Variation doesn’t work on Broken’s clothes (p. XX).           Any

Tethered (–4 to +2 Magnitude)   Scar manifests unless Deviant stays near a certain person, place, or thing — or else (p. XX).             Any; Secondary

Twined Scars (+1 Magnitude)             Variation has two Scars (p. XX).             Any; Secondary

Unreliable (+1 to +3 Magnitude)             Variation is more prone to failure (p. XX).             Controlled, Involuntary

Vampiric (–2 to +2 Magnitude)  Deviant passes cost of Variation to another (p. XX).     Controlled

[end table]

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