Social Status Conditions
Awed Condition
The character has seen or witnessed something that defies explanation and left them speechless.
The character’s attention is drawn to the source of her awe, ignoring all else until resolved. She suffers a +1 difficulty when taking any action that would redirect her attention and suffers a Moderate Complication on those actions that leaves her Dazed if she does not buy it off.
The scene ends, or the inciting event ends or
leaves the scene.
Composed Condition
Your character is at peace with the world or has been granted a sense of peace from a magical source.
Gain +1 Enhancement to any actions benefiting from patience or deliberate action.
If the character takes a hasty or reckless action, or the scene ends.
Confused Condition
Confused Condition
Something has bamboozled the character and left him unable to process his environment fast enough. His reaction time slows, and he cannot keep up with the action. The character suffers +1 dif- ficulty to actions that require thought or mental acuity (such as presenting an argument, resisting influence, searching for clues, or making a precise shot). An adversary with the Confused status effect reduces the Complication from reactive Dread Powers by one step to a minimum of Minor.
Resolution
The character must spend his turn reorienting himself to shake the effect. Otherwise, this status effect resolves at the end of the scene.
Crestfallen Condition
Due to extreme sadness, malaise, guilt, or fear, the character is socially overwhelmed.
All social actions against the character gain +1 Advantage.
This Status Effect ends when the character gains the Refreshed Status Effect.
Destroyed Reputation Condition
Your character’s reputation is drawn through the mud.
Everyone who witnesses it shifts one step negative in Attitude toward her. If they were already negative, this just reinforces their bad opinion.
The character must spend time to restore their reputation.
Emotional Condition
You are filled with a specific emotion that overwhelms your senses. This condition encompasses numerous smaller conditions such as:
Frightened Emotional Condition
Sad Emotional Condition
Joyful Emotional Condition
Angry Emotional Condition
You suffer +1 Difficulty on any action that doesn’t directly give vent to the emotion. For example, in the Fear Condition you must flee or cower, otherwise, you suffer increased Difficulty.
Every time the increased Difficulty from your Condition causes a failure, add another point of Momentum to the pool.
The Condition is resolved when you suffer three failures because of it, or when you imbue 1 Legend for a scene to resolve it, or when you succeed in a dangerous or risky action that defies the emotion
Fabulist Condition
For whatever reason, you are understood to be a liar. You’ve lost the benefit of the doubt and must try harder to be believed.
Choose one: The target knows your character is lying to him, or he accepts the lie and gains +1 Advantage to resist attempts to lie to him for the rest of the scene.
Only time or the truth will restore his faith in the character.
Frayed Temper Condition
Your character has reached her last straw, and her temper is close to boiling over. Whenever she takes an action, she suffers from a Minor Complication. If not bought off, she must vent her anger at whatever or whomever she blames for her anger and suffers +1 difficulty on all actions until she vents. During action scenes, venting like this takes an action.
Resolution
The character vents her anger at a target that makes things more difficult for her, or she makes up with whomever caused this status effect.
Guilt Ridden Condition
Your character feels guilty for pushing back against the influence. This might be because it really appealed to her sense of sympathy, or bought into her beliefs.
Every time the character takes an action espousing one of those beliefs, she suffers a Minor Complication. Failure to buy off the Complication increases her Attitude toward the person who she refused earlier by one step toward positive. If the Attitude is already positive, she forms a Bond of Sympathy at 1 point toward the character.
The character buys off the Complication or the scene ends.
Hooked Condition
You are currently obssessed with something or someone
You gain a +1 Enhancement on investigation rolls related to your current obsession. They gain a +1 enhancement on checks to influence you.
You gain a a point of momentum every time you progress the agenda of your current obsession.
If you experience an event that makes you completely reconsider your obsession, you may voluntarily drop this condition unless it is magically compelled.
Imposter Syndrome Condition
Those afflicted with IMPOSTOR SYNDROME are unable to see artistic value in their own creation, believing the work they have created is mediocre.
The target’s confidence in their artistic ability is shattered. Their difficulty creating or performing art increases by 1, or 2 if they’re two or more Tiers lower than the Scion or Titan who cursed them.
Every time the subject fails an action when creating or performing art.
Finish a creative project or performance with a success threshold equal to performance with a success threshold equal to half your Legend (rounded up).
Influenced Condition
Intrigue and Drama has gotten it’s hooks into you.
Effect
You spend a not insignificant time of your free time indulging in a specific form of entertainment, giving you endless entertainment.
Momentum
Gain one momentum every time you knowingly or unknowingly progress the agenda of the influencer.
Resolution: At player’s choice.
Loss Condition
Your character suffers a loss. This could be a social or physical loss, such as losing a friend or losing an important item.
A Bond is broken, or an item on the character sheet is marked off as lost.
The character reclaims the lost item or person, regains something equivalent, or if the item is lost forever.
Paranoid Condition
Serving Condition
You are serving. Your outfit is straight-up snatched. You’re serving style, you’re serving face, or you might even be serving cunt.
You convey one mood or impression instantly to people you encounter them. It is utterly unmistakable, and gives you a +1 enhancement when this would be beneficial. The target must be able to see you to gain this effect
You may not wish to convey this impression. When you suffer negative effects for conveying a bad impression, you gain a momentum.
When you become sullied, or dirty, or you are put into a casual situation that is contrary to your persona, the effect wears off.
Tempted Condition
You have been left flustered and tempted by a supernatural presence
You feel a swell of attraction and emotion that refuses to go away even in the absence of your presence.
You can gain a momentum every time you go out of the way to stay in contact, or take an action to earn the trust and affection of your crush.
You can resolve this condition by either resolving to deepen the condition, or by publicly and permanently refusing entanglement.
Terrified Condition
Your character is so afraid of someone or something, she
can’t help but try to run away from it.
The character suffers a Moderate Complication on any action she attempts that does not involve running from the object of her terror. If she fails to buy off this Complication, she must spend her next action making a run action away from the source of her fear.
The character moves beyond long range of the
source for longer than a single round, or the scene ends.
Unexpected Favor Condition
Your character owes a favor to be completed in the future. The nature of the favor is determined by the player of the character, but it must be something the character is reluctant to do.
It could be carrying a message to be the bearer of bad news, or training someone’s pet. Until your character performs the favor, the person she owes has +1 Advantage on social interactions with her.
The character undertakes the task.
Uplifted Condition
You have had your spirits lifted by something extraordinary.
You can draw upon this condition to give yourself a +2 Enhancement to a action using a ‘Power’ Attribute.
If you bite off more then you can chew trying to impress someone, or drunk on confidence, you gain a momentum.
Resolves at the end of the scene, or when your ego is deflated by someone you care about.