Mage, The Awakening Condition Cards (Pre-Printed)

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    Effects

    Beats

    Resolution

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    Effects

    End

    Cause

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    Effects

    End

    Cause

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    Effects

    Beats

    Resolution

    Addicted (Persiste

    You're addicted to somethingmust indulge that addiction

    regularly to avoid becoming

    Deprived.

    Recover or lose a dot of Wisd

    exceptional success on a brea

    Chase a fix instead of fulfillin

    obligation.

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    Effects

    Beats

    Resolution

    Amnesia (Persisten

    You're missing a portion of ymemory, causing problems w

    friends and family.

    Regain your memory and leatruth.

    A problem from your lost per

    emerges.

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    Effects

    Beats

    Resolution

    Blind (Persistent

    You can't see. Use a chance dsight rolls, or take -3 to use a

    sense. In combat, suffer the

    Blindness tilt.

    Regain your sight.

    Your lack of sight limits or

    inconveniences you.

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    Effects

    Beats

    Resolution

    Broken (Persisten

    You're emotionally shattered-2 to social rolls and Resolve

    and -5 to Intimidation rolls.

    Recover or lose a dot of Wisdexceptional success on a brea

    Back down from confrontatio

    fail due to this condition.

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    Effects

    Resolution

    Bonded

    You've bonded with a specifianimal. Take +2 to influence

    adds your Animal Ken to res

    coercion or fear.

    The animal dies or is otherwseparated from the character

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    Effects

    Beats

    Resolution

    Connected (Persiste

    You have an in with a certaingroup. Take +2 to pertinent

    or discard this condition for a

    exceptional success.

    Lose your membership or stawith the group, or discard as

    The group asks you to do som

    inconvenient.

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    Effects

    Beats

    Resolution

    Disabled (Persiste

    Your ability to walk is impairYou have Speed 1, or can use

    wheelchair (manual Speed

    Strength, electric Speed 3).

    The disabling injury heals, ordisability is somehow cured.

    Your limited mobility makes

    slow to respond.

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    Effects

    Resolution

    Deprived

    You suffer from an addiction fell into withdrawal. Take -1

    dice pools using Resistance

    Attributes.

    Indulge your addiction.

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    Effects

    Resolution

    Embarrassing Secr

    You have a dark and threatensecret. If it were to come out

    condition would transform in

    Notoriety.

    The truth outs, or you bury tsecret so that it will never be

    discovered.

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    Effects

    Beats

    Resolution

    Fugue (Persistent

    You're prone to blackouts antime. Roll Resolve + Compo

    retain conscious control in th

    of the harrowing stimulus.

    Recover or lose a dot of Wisdexceptional success on a brea

    Fail the roll and enter a fugue

    avoiding the stimulus for a sc

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    Effects

    Resolution

    Guilty

    You're afflicted by deep remoTake -2 to Resolve or Comp

    rolls to resist Subterfuge, Emp

    or Intimidation.

    Confess your crimes and makrestitution for whatever you d

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    Effects

    Resolution

    Informed

    You have access to a breadthinformation on a topic. On a

    relevant roll, end the conditi

    step a failure up into a succes

    success into an exceptional s

    Put your research to use as

    described above.

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    Effects

    Resolution

    Inspired

    You feel inspired. On a relevroll, end the condition to gai

    point of Willpower and redu

    threshold of exceptional succ

    from five to three.

    Express your inspiration as

    described above.

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    Effects

    Resolution

    Leveraged

    You're been coaxed or coercedoing what somebody else w

    Give in to one of the personleveraged requests without

    resistance, or apply the Lever

    condition to them.

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    Effects

    Resolution

    Lost

    You don't know where you are1 to Composure rolls. Roll Wi

    (Streetwise or Survival) to find

    way to your goal.

    Give up on reaching yourdestination, or succeed in

    navigating there as described

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    Effects

    Beats

    Resolution

    Madness (Persiste

    Supernatural horror has unhyou. The ST gets (10 - Wisd

    dice to subtract from your me

    or social pools per session.

    Recover or lose a dot of Wisd

    exceptional success on a brea

    Fail due to Madness penalti

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    Effects

    Beats

    Resolution

    Mute (Persistent

    You can't speak or use High and must communicate throu

    writing, gestures, or hand sign

    Regain the ability to speak.

    Danger is exacerbated by the

    limitations of communicatio

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    Effects

    Resolution

    Notoriety

    You're ostracized by the publDealing with people who kn

    your infamy, take -2 to social

    and you must open one extra

    Clear your name.

    (

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    Effects

    Beats

    Resolution

    Obsession (Persiste

    Your mind is focused on one Take 9-Again on rolls pertain

    your obsession and do not rer

    on other rolls.

    Shed or purge your fixation.

    Attend to your obsession ins

    fulfilling an obligation.

    h k

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    Effects

    Resolution

    Shaken

    You feel true fear.

    You may choose to give into fear and fail a roll on which f

    hinders you. This resolves th

    condition.

    Spooke

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    Effects

    Resolution

    Spooked

    You're creeped out and fascinby a brush with the supernatu

    Do something that hinders thgroup or complicates things d

    your fear or fascination. (Go

    alone, run away, stay up all n

    researching.)

    Steadfast

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    Effects

    Resolution

    Steadfast

    You're confident and driven.this condition to transform a

    chance roll into a one-die ro

    failure into a single success.

    Use your confidence to carrythrough as described above.

    Swooning

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    Effects

    Resolution

    Swooning

    You're wild about someone. T2 to any roll that adversely af

    them. They get +2 on social

    against you, and treat your

    impression level as one highe

    Put yourself in danger for you

    or choose to fail social resista

    against them.

    Soulless (Persiste

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    Effects

    Beats

    Resolution

    Soulless (Persiste

    Your soul is missing. Lose 1 Gnosis e

    Take -2 to resist possession. Don't re

    Willpower from rest. Invert Virtue a

    Indulging Vice is a -5 breaking point

    Wisdom 1, trade for Enervated.

    Get a soul.

    Indulge your Vice and

    consequentially lose Wisdom

    Enervated (Persiste

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    Effects

    Beats

    Resolution

    Enervated (Persiste

    Your soul is missing. Lose 1 Gnosis e

    Take -2 to resist possession. No Will

    from rest or Virtue. Using Vice costs

    Willpower and replenishes points. A

    Willpower 0, trade for Thrall.

    Get a soul.

    Indulge your Vice and

    consequentially lose Willpow

    Thrall (Persisten

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    Effects

    Beats

    Resolution

    Thrall (Persisten

    Your soul is missing. Lose 1 Gnosis e

    Can't spend Willpower, use Defense

    spend Experiences. Take -2 to resist

    possession and to social and Resolve

    and -5 to Intimidation rolls.

    Get a soul.

    You're victimized due to you

    condition.

    Arm Wrack

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    Effects

    End

    Cause

    Arm Wrack

    Your arm goes numb. Drop what's in it. Yo

    use it to attack and suffer off-hand penaltie

    manual dexterity. On both arms, physical a

    take -3 except for manual dexterity, which

    reduced to a chance die.

    Targeted blows to the arm (-2) or hand (-4inflict, respectively, over Stamina damage o

    Heal the damage that inflicted th

    or if aggravated, get a new arm.

    Beaten Down

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    Effects

    End

    Cause

    Beaten Down

    Can run, Dodge and apply Defenmust spend Willpower per violen

    aggressive action.

    Any amount of lethal damage, orbashing damage in excess of Stam

    Surrender. Recover a Willpower a

    take a beat.

    Blinded

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    Effects

    End

    Cause

    Blinded

    You can't see. -3 to rolls relying onvision, including attacks. Half De

    If both eyes are affected, -5 and no

    Defense.

    Damage the eyes (-5). Dirty trick: DexteritAthletics - Defense - 3 (lasts for one turn).

    Heal the damage that inflicted th

    or if aggravated, recover your eye.

    Blizzard (Environme

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    Effects

    End

    Cause

    Blizzard (Environme

    Perception rolls and ranged attack-1, plus -1 for every ten yards. Eve

    inches of snow inflicts -1 to physic

    rolls involving moving through sn

    Forces 5 Adverse Weather.

    Snow equipment can reduce pena

    by 1 to 3 dice.

    Deafened

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    Effects

    End

    Cause

    Deafened

    You can't hear. -3 to hearing-base

    perception rolls for one ear. For tw

    this becomes a chance die and com

    rolls suffer -2 from disorientation.

    Targeted attack on the ear (-4). Especially noises at 10 feet, or closer for supernatural h

    Wait 10 - (Stamina + Resolve) tu

    heal the damage that caused the t

    Drugged

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    Effects

    End

    Cause

    Drugged

    You're drug-addled. For a general

    narcotic, take -2 to Speed and De

    and -3 to combat rolls. Ignore wou

    penalties.

    Dexterity + Weaponry attack with an imprdelivery (-1), possibly targeting specific bod

    General narcotic lasts for 10 - (Stamina + Re

    hours, halved by medical help. Life 1 Cleanse

    Earthquake (Environm

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    Effects

    End

    Cause

    Earthquake (Environm

    Dexterity rolls and Defense take -1 to -5 de

    on severity. Take 1 to 3 points of lethal damturn. Reflexively roll Stamina + Athletics t

    to bashing, or on exceptional success cance

    Forces 5 Earthquake.

    Rarely lasts longer than a minute

    turns).

    ExtremeCold (Environm

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    Effects

    End

    Cause

    Extreme Cold (Environm

    Freezing temperatures. Can't heal

    bashing damage, or half enhanced

    healing rate. -1 penalty per hour. A

    hours, 1 point of lethal damage pe

    Throw someone in a walk-in freezchilled lake. Forces 2 Control Hea

    Find a source of warmth.

    ExtremeHeat (Environm

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    Effects

    End

    Cause

    Extreme Heat (Environm

    Blistering temperatures. Can't hea

    bashing damage, or half enhanced

    healing rate. -1 penalty per hour. A

    hours, 1 point of lethal damage pe

    Strand someone in the desert. ForControl Heat.

    Find shade or relief.

    Flooded (Environme

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    Effects

    End

    Cause

    Flooded (Environme

    -2 penalty to physical rolls per foo

    liquid. May need to swim (Dexter

    Athletics) or hold breath (Stamin

    turns, followed by Stamina roll pe

    Blow up a dam. Forces 4 Change WMatter 4 Lesser Transmogrification

    Seek high ground or drain the floo

    Heavy Rain (Environme

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    Effects

    End

    Cause

    Heavy Rain (Environme

    Torrential rains. -3 penalty to sigh

    hearing rolls. An hour or more ma

    cause the Flooded tilt.

    Forces 4 Change Weather.

    Get indoors or find shelter.

    Heavy Winds (Environm

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    Effects

    End

    Cause

    Heavy Winds (Environm

    -3 to hearing rolls. -1 (tropical storm) to -5

    (tornado) penalty to physical and Drive rolamount of bashing damage per turn. Reflex

    Dexterity + Athletics roll to avoid.

    Forces 4 Change Weather. ForcesAdverse Weather.

    Seek shelter.

    Ice (Environment

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    Effects

    End

    Cause

    Ice (Environment

    The ground is ice-slick. Half Speed and tak

    physical rolls and Defense. Increase the pen4 to move at full Speed. Dramatic failures o

    physical rolls cause Knocked Down. Half

    Acceleration and -5 to Drive rolls.

    Dexterity + Crafts can improvise lubricant Under Extreme Cold, water suffices.

    Get off the ice, melt it, or apply sa

    gravel for traction.

    Immobilized

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    Effects

    End

    Cause

    Immobilized

    You can't move. No Defense. Can

    combat actions. If you're held dow

    can spend Willpower to deliver a

    butt.

    Apply the Restrain grappling man

    Break Free from the grapple or break bindin

    Strength + Athletics - Durability. -2 if limb

    Insane

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    Effects

    End

    Cause

    Insane

    Panic attack or psychotic break. A

    last. +1 to combat rolls. Double

    Willpower costs.

    Witness horrific events and fail Resolve +Composure. Breaking points. Supernatural

    End the scene, or seek calm: contest Resolv

    Composure against (10 - Willpower). Lose

    Insensate

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    Effects

    End

    Cause

    Insensate

    You're unconscious, frozen or

    enraptured. Cannot take actions.

    apply Defense. Spend Willpower

    normally for one turn.

    Supernatural powers. Administration of ahallucinogen with Dexterity + Weaponry -

    Get hurt or end the scene.

    Knocked Down

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    Effects

    End

    Cause

    Knocked Down

    You're prone. Lose your action th

    You can still attack at a -2 penalty

    Ranged attacks on you suffer a -2

    penalty, but close attacks get +2.

    Knockdown weapons. +2 melee/+3 ranged wSweep the legs (-2). In any case, do half dam

    Take an action to stand up. If you haven't ac

    roll Dexterity + Athletics - Weapon to avoi

    Leg Wrack

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    Effects

    End

    Cause

    Leg Wrack

    Your leg is hurt. Half Speed and suffer -2 to

    and physical movement rolls. If both legs, sSpeed 1 and add Knocked Down. You can'

    back up and moving takes a full action. Phy

    movement rolls become chance dice.

    Targeted blows to the leg (-2) thainflict greater damage than Stami

    Heal the damage that inflicted th

    or if aggravated, get a new leg.

    Poisoned

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    Effects

    End

    Cause

    Poisoned

    Moderate poisons inflict 1 point o

    bashing damage per turn. Grave p

    inflict lethal damage.

    Force-feed poison using DexterityWeaponry - 1.

    Roll Stamina + Resolve reflexively to avoid

    for one turn. -3 if you act. Life 1 Cleanse th

    Sick

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    Effects

    End

    Cause

    Sick

    Moderate sickness like a cold or hangover i

    to all actions, increasing by 1 every two turGrave sickness, like pneumonia or cancer,

    same and also inflicts 1 point of bashing da

    turn.

    Life 4 Contagion.

    Life 2 Self-Purging. Life 3 Banish

    Stunned

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    Effects

    End

    Cause

    Stunned

    You're dazed. Lose your next actio

    half Defense until you next act aft

    Take damage equal to Size in one hit. Stun weapmodifier for this check. Headshots (-3) count Size

    Pass a turn, or spend Willpower to

    ignore it and take -3 to your actio

    Anchor

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    Effects

    End

    Cause

    Anchor

    This person, place or thing is a gh

    anchor. The ghost doesn't bleed E

    within (Rank x 3) yards.

    All ghosts have an Anchor. Summoning ghcreates temporary Anchors. Influence 4. D

    Destroy the Anchor. Resolve unfi

    business. Abjure to suppress the A

    Resonant

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    Effects

    End

    Cause

    Resonant

    This location resonates with the n

    of a spirit. The spirit doesn't bleed

    Essence within the resonant area.

    Match a spirit Influence. Summoning spiritInfluence 4 temporarily creates resonance.

    Cease to reflect the spirit's Influenc

    Abjure or exorcise to temporarily s

    Infrastructure

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    Effects

    End

    Cause

    Infrastructure

    This person, place or thing is God

    Machine infrastructure. Angels do

    bleed Essence in the vicinity.

    God Machine projects and the Destiny Meinfrastructure. Influence 4 temporarily crea

    Wreck the God Machine's projec

    Attack linchpins.

    Open

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    Effects

    End

    Cause

    Open

    This Anchor, Resonance or

    Infrastructure is conditioned to ac

    Fettering or Manifestation.

    Extended actions for a number of scenes equaor Resolve. Influence 3. Summon a ghost or s

    Exorcism. The removal of the An

    Resonant or Infrastructure condit

    Controlled

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    Effects

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    Cause

    Controlled

    This Open entity has been condit

    through repeated possession to pe

    being claimed.

    Full duration Possessions equal to subject's Willpower.

    Exorcism. The use of the ephemer

    bane.

    Reaching

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    Effects

    End

    Cause

    Reaching

    The spirit is reaching across the Gauntlet a

    use Influences and certain Numina across wThose who perceive Twilight can roll Wits

    Composure to sense reaching.

    The Reaching Manifestation. SpiReaching.

    End the scene. Abjure (-3).

    Underworld Gat

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    Effects

    End

    Cause

    Un rwor G t

    An Avernian gate opens between the livin

    and the Underworld. Ghosts recover one Eper scene around it, and those without Anc

    enter the world.

    The Avernian Gateway Manifestation (reqOpen). The key to an Avernian gate. Deat

    End the scene. Exorcism.

    Shadow Gate

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    Effects

    End

    Cause

    A verge has opened between the

    material realm and the Shadow. Acan cross between realms.

    The Shadow Gateway Manifestat(requires Open). Spirit 3 Spirit Ro

    End the scene. Exorcism.

    Materialized

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    Effects

    End

    Cause

    The ephemera has taken corporeal form, ex

    Twilight. It does not bleed Essence, but muremain within an Open area or within (Ran

    of an Open person or object. Lasts one hou

    success.

    The Materialize Manifestation (requires Ope5 (ghosts), Spirit 5 (spirits) or Spirit 5/Prime 5

    Duration ends. Tag it with its ban

    Remove the Open condition.

    Fettered

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    Effects

    End

    Cause

    The ephemera is connected to an object or

    and must remain in Twilight within five yadoesn't bleed Essence. It can only use Influ

    Numina on its fetter, but Influences cost on

    Essence to use.

    The Fetter Manifestation (requireOpen).

    Destroy or kill the fetter. Exorcism. The Un

    Manifestation. Remove the Open conditio

    Urged

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    Effects

    End

    Cause

    This creature is the fetter of an ephemeral bei

    read the creature's thoughts by contesting PowFinesse against Resolve + Supernatural Toler

    urge it towards actions against Resolve + Com

    1. Following the urge gives a beat.

    The Fetter Manifestation (requireOpen).

    Remove the Fettered condition.

    Possessed

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    Effects

    End

    Cause

    This object or creature is possessed by an ep

    being. Living hosts suffer lost time. The entuse Influences or Numina, but doesn't blee

    Essence. It can heal non-aggravated damag

    host with points of Essence.

    The Possess Manifestation (requires Open).(ghosts), Spirit 4 (spirits) or Death 4/Spirit 4

    End the scene. Destroy the host. Force the

    flee with an abjuration, exorcism, bane or b

    Claimed

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    Effects

    End

    Cause

    This object or creature has been merged wi

    ephemeral being. The gestalt mutates over raising Attributes to match the ephemera's

    use Influences but not Numina or Manifest

    does not bleed Essence.

    The Claim Manifestation (requireControlled).

    Non-living host runs out of days in Attribu

    The entity successfully abandons the host.