MTH:Permanent Conditions

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PERSISTENT CONDITIONS

ALLERGY

Resolution: The character must have their nature fundamentally changed so as to no longer have the extreme allergy.

Beat: The character fails a critical roll due to the wound penalties of the allergen.

DEPOWERING

Resolution: The character is permanently cured of her vulnerability.

Beat: The character fails a critical roll due to the Depowering, or is unable to make the roll at all in a critical situation.

PASSENGER

When your character disagrees with their passenger enough for it to become a problem, they take on additional Conditions. A player and ST should work out how this manifests, but potential Conditions include Disabled, Deprived (the Passenger can alter the character's biology, possibly), Mute, Fugue, or Leveraged. When some of these are permanent conditions they are temporary when created by the Passenger. Otherwise persistent conditions end when the Passenger is appeased.

Resolution: Your Passenger is permanently removed.

Beat: As per resolution of the gained Condition.

PREJUDICED (category)

The Character has an unreasoning dislike of a particular group of people. You take a -2 penalty to and social die pool when dealing with this group, and also loose the 10-again quality from those rolls. Any members of that group also have this penalty when dealing with you.

Beat: When your prejudiced views cause you a meaningful problem, take a beat.

Resolution: Overcome your bias.

UNNATURAL

Resolution: Your character's nature is fundamentally changed or augmented in a radical enough way to make natural healing possible for them.

Beat: Gain a beat when you are wounded, had time to heal, and are still in danger before regaining health.

INHUMAN

If the character keeps their nature secret, use the Embarrassing Secret. If the secret is revealed or not hidden to begin with (but still bad), use Notoriety. Not that many villains should have this Condition.

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