Page 76 - Chronicles of Darkness
P. 76

and be tempered by it. The character takes a Beat
            and regains a point of Willpower.
            Meditation


               A character can improve her chances of resisting
            a breaking point by meditating. Meditation is an
            extended action with a pool of Composure + Wits,
            target successes of 4, and an interval of 30 minutes.
            After successfully meditating, the character gets a
            +1 bonus to her next breaking point roll. Once this
            bonus is used or the character sleeps, it disappears,
            and must be regained by meditating again.
               Soothing music or relaxation tapes can provide a
            +1 to +2 equipment bonus. A dedicated meditation
            room, perhaps in the character’s Safe Place, provides
            +3. Loud noises, an uncomfortable environment, or
            lack of sleep inflict a -1 penalty each. Lack of food
            inflicts a -1 to -3 penalty.

            Conditions


               Conditions represent ways in which the story has
            affected a character, and what he can do to move past
            those events. Players don’t buy Conditions. Instead,
            events in the game apply them and they remain until
            certain resolution criteria are met. A character can only
            have one instance of a particular Condition unless
            each applies to a distinctly different circumstance — for
            example, he may be Informed about both the occult
            symbol he stayed up all night to research and the inner
            workings of the corporation he infiltrated. He’d resolve
            each independently.
               Characters can gain Conditions as a result of
            many events or circumstances. A player can choose
            to bring a relevant Condition into play whenever he
            rolls an exceptional success. Breaking points (see p.
            73) can also cause Conditions as the character deals
            with the ravages of a harsh and terrifying world.
            Spirit Numina, vampiric Disciplines, and other
            supernatural powers can inflict Conditions on their
            unfortunate victims. Finally, the Storyteller can bring
            a Condition into play whenever it would heighten
            the drama of the story, or when it would make sense
            as the result of a character’s actions.
               A list of sample Conditions can be found on
            p. 288. The listed resolutions for each Condition
            are the most common ways to end its effects; other
            actions may also resolve it if they would reasonably
            cause the Condition’s effects to end. Players should
            work with the Storyteller to determine Condition
            resolution. When a character resolves a Condition,
            the player takes a Beat. However, if a Condition has
            a natural time limit and then fades away, he doesn’t
            take a Beat — just waiting the Condition out isn’t
            enough to resolve it.

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                                                                                              Conditions
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