Supernatural Conditions

Animated Condition

This Status Effect is added to an item that has been given the power of independent movement.
This object can follow simple commands. It usually has 1 Health, although it may have weapon or armor tags depending on it’s nature.
This Status Effect is resolved when the object is destroyed or reduced to 0 Health.

Drained Condition

Your thoughts, memories, soul stuff, or energy has been drained by a supernatural source. You do not recall the event surrounding gaining this status effect and have a fog over the rest of your memories. Suffer a Moderate Complication to all mental actions. Failure to buy it off results in further draining yourself (upgrading this Complication to Major) or permanently losing a piece of yourself (memory, soul, thoughts, energy, emotional capacity, etc.). If you gain this status effect again or fail to buy off the Major version of this Complication, you may become a drone until the end of the story, at the Storyguide’s discretion.
You resolve the Complication or use a magical or medicinal means of recovering your drained essence.

Drowning In Air

You suffer an Injury Condition once per hour until you immerse yourself in water. Armor does nothing to resist the Injuries that this Condition causes. As long as you are still alive, spending half an hour immersed in water cures all damage caused by this Condition, and allows you to safely spend another 24 hours out of water.

Deserts and other hot, dry environments reduce the time before you are Drowning in Air to 12-16 hours, humid environments like a rainforest or during a monsoon can increase the time you can safely spend out of water to 36-48 hours.
Every time you take damage
Immerse yourself in a body of water large enough to completely submerge yourself for at least half an hour.

Ecstatic Condition

Your mind is opened to expanded mental and spiritual awareness, frequently accompanied by visions and euphoria. You are less aware of the physical world, and more open to influence. This state can be reached through many different, but difficult ways such as mediation, fasting, continuous prayer or divine inspiration.
You enter a state of Religious Ecstasy. Your mind is open in ways you never thought possible. You gain 1 temporary Legend which can be spent on the following boons. If you have a purview, you can spend this Legend on an existing purview. If you do not have Legend, or any purviews already your purview is tied with a specific Pantheon Purview you follow.

you can spend this legend only on the Blessing Marvel, or Emulate Boon, or Esoterica Marvels. You may only target yourself with this Marvel. Imbued, or Free Marvels instead Spend 1 Legend.
When you become distracted, sober, or otherwise leave this state the effect is resolved and any unspent Legend is lost.

Elder Immortal Condition

The World has passed you by, making you a relic of a bygone age overnight. What was familiar is gone or changed at best. Friends and loved ones have moved on or have aged and passed on. You are isolated, you cannot go back, and you have the strangest feeling of being watched.
Suffer +3 Complication on any roll to engage with things of the new future (televisions, computers, hyperspace difference engines, and so on, depending on when you’re from). Gain +2 Enhancement on any Culture or Academics rolls related to the period you originate from; it’s as fresh in your mind as yesterday, because to you it was yesterday. You are under close observation by the Hounds of Tindalos, but unless you attempt to return to your native time, they’ll leave you to your fate.
Gain 1 Momentum when you reveal yourself to be obvious out of your depth, befuddled by things everyone else considers ordinary, or otherwise encounter serious difficulty due to being a temporal refugee.

Liquified Condition

A Liquified character’s body has become viscous fluid.
While in this state they have +2 Durability Advantage against incoming attacks. The character can’t initiate attacks other than Close Combat. When using Close Combat while Liquified a character can only purchase the Knockdown/Trip Combat Trick. Even Universal Combat Tricks are denied to them. When a Liquified character purchases Knockdown/Trip, the target falls onto the character. Depending on the nature of this form such contact may cause additional Injury or inflict Status Effects. A Liquified creature can move through gaps as small as 1 millimeter and may slide across floors or down walls or stairs at will, moving at their normal walking speed. A Liquified creature cannot gain the Grappled Status Effect.
The effect causing the Status Effect ends.

Parasitized Condition

Your character has been parasitized, and has a small piece of alien flesh growing inside their body. This Condition progresses through four Stages, each of which has different effects as listed below.
The subject is likely unaware of the parasitization, suffering +1 Difficulty to any action opposing the source of the Condition. Stage 1 lasts for 24 hours, at which point the Condition advances to Stage 2.
The subject becomes aware that they aren’t fully in control of themselves. In addition to the effects of Stage 1, the subject now suffers a -2 Complication to any action that doesn’t in some way aid or advance the interests of the source of the Condition. Stage 2 lasts for 48 hours before advancing to Stage 3.
The subject can no longer act against the source of the Condition without succeeding on a reflexive Resolve + Integrity roll, difficulty equal to half the source’s Desperation pool rounded up or their Legend, whichever is more applicable. Stage 3 lasts for 72 hours, at which point it advances to Stage 4.
The subject is fully under the control of the source of the Condition. Player characters never reach this level of the Condition, and instead remain at Stage 3.
Gain Momentum when the parasite inside you forces you to betray or otherwise hinder your friends.
Surgically remove or chemically kill the parasite.

Petrification Condition

The character was exposed to a freezing or paralyzing effect and risks to turn into a solid block of inert matter.
This Status Effect lasts for a number of rounds equal to one plus any additional hits garnered on the action roll spent to inflict the petrification. For its duration, the character suffers a Major Complication on all actions. If not bought off, the character’s physical Attributes are reduced by 1 until the end of the scene. Should they all reach 0, the character cannot move until they receive help.
The character can attempt to overcome the effect by dedicating a simple action using Survival + Stamina or Occult + Resolve (difficulty 2), or the time lapses. Restoring petrified characters to life asks for a Medicine or Academics + Intellect action (difficulty 3), depending on what rendered them paralyzed.

Revelated Condition

You’ve seen the future, and it’s gnawing away at you. Everywhere you see signs and portents and it brings you closer to madness.
There are 3 levels to this Condition. Every time you see a ‘Sign or Portent’ your level in this condition increases by one. The Level of this condition can be decreased by taking an action to either prevent, or bring about the future event. You cannot be any lower then Stage One without resolving this condition.
Stage One Effects
Your first action every scene includes a Moderate (2) complication. If this is not bought off, the scene includes a Sign or Portent that reminds you of your revelation, and you move to the next stage.
Stage Two Effects
Your revelation begins to consume your life. You suffer an increased difficulty to all actions that do not involve directly preventing or bringing about future events.
Level Three
You’ve lost touch with reality. Work with your GM to decide one or more irrational truths that your character believes and must act upon. You suffer +2 Increased difficulty for all actions that would contradict this irrational belief.
Every time you take a negative action in pursuit of resolving this condition, or acting upon an irrational belief.
This status effect is ultimately resolved by the revelation either coming to pass, or being prevented. Your the Storyteller is the ultimate authority on when this is.

Undeath Condition

By all rights and nature you should be dead, and yet you walk.
You no longer need to breath, eat or drink. You gain no pleasure from any physical sensations.
You must travel to an underworld, or be restored fully to life by a deity.

Unlucky Condition

Your character just has a bad time for a while. You have a Minor Complication on every action you take. If you fail to buy it off, some small inconvenience happens to you, such as tripping and falling, spilling a drink, dropping a weapon, and so on.
The character does something to undo their bad luck, such as a bit of urban folklore, the effects of a spell, or even something as simple as a good night’s sleep