An Urban Fantasy Horror LARP

Conditions are a system that represents temporary assets and consequences, as well as the character development that results from interacting with them. Certain merits and actions can apply them, such as [example], which applies the [name] Condition. Conditions also come into effect when any player achieves an Exceptional Success (5+ successes), at which point they can choose to work with the Storyteller to bring a Condition into play.

When a character acquires a Condition, the player will be told the duration of the Condition as well as the resolution criteria. Persistent Conditions are long-term problems that a character has, such as an addiction or being hunted personally by a powerful enemy with a grudge.  Persistent Conditions may be resolved permanently only with a specific and impressive effort, along with Storyteller discretion.

You receive a beat when a Storyteller agrees that you’ve met the experience criteria on the Condition that has one.

Resolving Conditions

A Condition is removed from your sheet once you meet the resolution criteria. In addition, if events progress such that it makes narrative sense that the condition would no longer affect a character, the Condition may also be removed.

Example Conditions

Addicted (Persistent)

Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: Your character chooses to get a fix rather than fulfill an obligation.

Amnesia (Persistent)

Your character is missing a portion of her memory. An entire period of her life is just gone. This causes massive difficulties with friends and loved ones.

Resolution: You regain your memory and learn the truth. Depending on the circumstances, this may constitute a breaking point.

Beat: Something problematic arises, such as a forgotten arrest warrant or old enemy.

Blind (Persistent)

Your character cannot see. Any rolls requiring sight may only use a chance die. If another sense can be reasonably substituted, make the roll at –3 instead. In a combat situation, she suffers the drawbacks of the Blinded Tilt (see p. 208). This Condition may be temporary, but that is usually the result of a combat effect, in which case the Blindness Tilt would apply.

Resolution: Your character regains her sight.

Beat: Your character encounters a limitation or difficulty that inconveniences her.

Broken (Persistent)

Whatever you did or saw, something inside you snapped. You can barely muster up the will to do your job anymore, and anything more emotionally intense than a raised voice makes you flinch and back down. Apply a –2 to all Social rolls and rolls involving Resolve and a –5 to all use of the Intimidation Skill.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: You back down from a confrontation or fail a roll due to this Condition.


Your character has established an extensive bond with a specific animal. She gains +2 on any rolls to influence or persuade her bonded animal. It may add your Animal Ken to any rolls to resist coercion or fear when in your character’s presence. The animal may add your character’s Animal Ken to any one die roll.

Resolution: The bonded animal dies or is otherwise parted from the character.

Beat: n/a

Connected (Persistent)

Your character has made inroads with a specified group. While she has this Condition, she gets a +2 to all rolls relating to that group. Alternately, she can shed this Condition to gain a one-time automatic exceptional success on the next roll to influence or otherwise take advantage of the group. Once Connected is resolved, the character is considered to have burned her bridges and is no longer an accepted member. The character may be able to regain Connected with the specified group per Storyteller approval.

Example Skills: Politics, Socialize

Resolution: The character loses her membership or otherwise loses her standing with the group.

Beat: The character is asked to perform a favor for the group that inconveniences her.

Disabled (Persistent)

Your character has limited or no ability to walk. Her Speed trait is effectively 1. She must rely on a wheelchair or other device to travel. A manual wheelchair’s Speed is equal to your character’s Strength and requires use of her hands. Electric wheelchairs have a Speed of 3, but allow the free use of the character’s hands.

An injury can cause this Condition temporarily, in which case it is resolved when the injury heals and the character regains mobility.

Resolution: The character’s disability is cured by mundane or supernatural means.

Beat: Your character’s limited mobility inconveniences your character and makes her slow to respond.


Your character suffers from an addiction. She is unable to get her fix, however, leaving her irritable, anxious, and unable to focus. Remove one from her Stamina, Resolve, and Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes.

Resolution: Your character indulges her addiction.

Beat: n/a

Embarrassing Secret

Your character has a secret from his past that could come back to haunt him. If this secret gets out, he could be ostracized or maybe even arrested. If it becomes known, this Condition is exchanged for Notoriety (p. 183).

Resolution: The character’s secret is made public, or the character does whatever is necessary to make sure it never comes to light.

Beat: n/a

Fugue (Persistent)

Something terrible happened. Rather than deal with it or let it break you, your mind shuts it out. You are prone to blackouts and lost time. Whenever circumstances become too similar to the situation that led to your gaining this Condition, the player rolls Resolve + Composure. If you fail the roll, the Storyteller controls your character for the next scene; your character, left to his own devices, will seek to avoid the conflict and get away from the area.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

Beat: You enter a fugue state as described above.


Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful breaking point roll (p. 185). While the character is under the effects of this Condition, he receives a –2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy or Intimidation rolls.

Resolution: The character confesses his crimes and makes restitution for whatever he did.

Beat: n/a


Your character has a breadth of research information based on the topic she investigated. When you make a roll relating to the topic, you may choose to resolve this Condition. If you resolve it and the roll failed, it is instead considered to have a single success. If it succeeded, the roll is considered an exceptional success.

The roll that benefits from the Informed Condition can be any relevant Skill roll. For example, a character with Informed (Werewolves) might gain its benefits when using researched information to build a silver bear trap with the Crafts Skill. Combat rolls cannot benefit from this Condition.

Example Skills: Academics, Investigation, Occult, Science

Resolution: Your character uses her research to gain information; the Condition is resolved as described above.

Beat: n/a


Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. An exceptional success on that roll requires only three successes instead of five and you gain a point of Willpower.

Example Skills: Crafts, Expression

Resolution: You spend inspiration to spur yourself to greater success, resolving the Condition as described above.

Beat: n/a


Your character has been blackmailed, tricked, convinced, or otherwise leveraged into doing what another character wishes. You may have the Leveraged Condition multiple times for different characters. Any time the specified character requests something of you, you may resolve this Condition if your character does as requested without rolling to resist.

Example Skills: Empathy, Persuasion, Subterfuge

Resolution: Your character may either resolve the Condition by complying with a request as above, or if you apply the Leveraged condition to the specified character.

Beat: n/a


Your character has no idea where she is or how to reach her target. Characters with the Lost Condition remove one die from their Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes. A Lost character cannot make any headway toward her goal without first navigating and finding her place. This requires a successful Wits + Streetwise action (in the city) or Wits + Survival action (in the wilderness).

Resolution: Your character gives up on reaching her intended destination, or she successfully navigates as described above.

Beat: n/a

Madness (Persistent)

Your character saw or did something that jarred her loose from reality. This isn’t a mental illness born of brain chemistry — that, at least, might be treatable. This madness is the product of supernatural tampering or witnessing something that humanity was never meant to comprehend. The Storyteller has a pool of dice equal to 10 – (character’s Integrity). Once per chapter, the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character.

Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.

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

Mute (Persistent)

Your character cannot speak. Any communication must be done through writing, gestures, or hand signs. Illness, injury, or supernatural powers can inflict this Condition on a temporary basis.

Resolution: The character regains her voice through mundane or supernatural means.

Beat: Your character suffers a limitation or communication difficulty that heightens immediate danger.


Whether or not your character actually did something heinous in the past, the wrong people think he did and now he’s ostracized by the general public. Your character suffers a –2 on any Social rolls against those who know of his notoriety.

Example Skills: Subterfuge, Socialize

Resolution: The story is debunked or the character’s name is cleared.

Beat: n/a

Obsession (Persistent)

Something’s on your character’s mind and she just can’t shake it. She gains the 9-again quality on all rolls related to pursuing her obsession. On rolls that are unrelated to her obsession, she loses the 10-again quality. Obsession can be a temporary quality per Storyteller approval.

Resolution: The character sheds or purges her fixation.

Beat: Character fails to fulfill an obligation due to pursuing her obligation.


Something has severely frightened your character. On all Resolve + Composure draws, any failure becomes a Dramatic Failure. Any time your character is taking an action where that fear might hinder her, you may opt to fail the roll and resolve this Condition. This Condition can be imposed by undergoing a breaking point roll.

Example Skills: Brawl, Firearms, Intimidation, Weaponry

Resolution: The character either experiences a dramatic failure, or gives into her fear and fails a roll as described above.

Beat: n/a


Your character is confident and resolved. When you’ve failed a roll, you may choose resolve this Condition to instead treat the action as if you’d rolled a single success. If the roll is a chance die, you may choose to resolve this Condition and roll a single regular die instead.

Resolution: Your character’s confidence carries him through and the worst is avoided; the Condition is resolved as described above.

Beat: n/a


Your character is attracted to someone and is vulnerable where they are concerned. He may have the proverbial “butterflies in his stomach” or just be constantly aware of the object of his affection. A character may have multiple instances of this Condition, reflecting affection for multiple characters. He suffers a –2 to any rolls that would adversely affect the specified character, who also gains +2 on any Social rolls against him.

Example Skills: Persuasion, Subterfuge

Resolution: Your character does something for his love interest that puts him in danger, or he opts to fail a roll to resist a Social action by the specified character.

Beat: n/a

Soulless (Persistent)

The character is in the first stage of soul loss. Without a soul, she can’t attempt abjuration, warding, or binding (see p. 231). She is also more susceptible to possession— any dice pools to resist being taken over or possessed by another entity are at a -2 dice penalty. The effects on Integrity and Willpower, though, are more severe. For as long as she has this Condition, she does not regain Willpower through surrender or rest, and her use of Virtue and Vice is reversed. She may regain one Willpower point per scene by fulfilling her Virtue without having to risk herself, and regains full Willpower once per chapter by fulfilling her Vice in a way that poses a threat to herself.

Regaining Willpower through Vice, though, is now a breaking point with a -5 penalty unless the character has reached Integrity 1.

Resolution: Gain a beat whenever the character loses Integrity because she indulged her Vice. This Condition is only removed if the character regains her soul.

Enervated (Persistent)

The character is in the second stage of soul loss. Her instinctive efforts to shore up her Willpower by giving into her urges have failed, her Integrity has gone and her Willpower is now fading. In addition to the effects of Soulless, she can no longer regain Willpower through her Virtue, only her Vice. Indulging herself brings diminishing returns — whenever she does so, her permanent Willpower drops by one dot before she regains Willpower points to the new maximum.

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

Thrall (Persistent)

The character has fully succumbed to the effects of soullessness. She may not spend Willpower points for any reason, may not use her Defense in combat, may not spend Experiences, and suffers all the effects of the Broken Condition (see p. 181) as well. The player should only continue playing a character with this Condition if she stands a chance of regaining the Soul.

Resolution: Gain a beat whenever the character is victimized as a result of her Condition. This Condition is only removed if the character regains her soul.