WDH Condition Rules

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About Conditions

Conditions, mechanically, represent an enduring situation, whether physical or otherwise. This might be reflect a broken leg, a god's blessing, a satyr's charm, or a particularly notable bout of public adoration. Whatever their source, Conditions generally indicate something that won't resolve immediately, or within the scene. They may provide Enhancement, Complications, or perhaps both, alternately. Where they create difficulties and make life harder, the table receives Momentum.

Conditions are usually temporary. Wounds heal, drugs and venoms work their way out of the system as long as one survives it, and although one may be seeing stars for a few minutes after someone flashes a camera in their face, their vision will clear in time. Even enduring Conditions need not last forever: curses may be broken, and while some mortals and gods bear injuries with pride--would Odin even be Odin if he let someone replace his eye?--this is a world where healing miracles exist. As such most Conditions have a simple System (i.e. what this Condition does) and usually a Resolution, an escape clause or narrative terminus to the situation. Writeups may also suggest the sort of hardships that earn Momentum for the table. Resolving a Condition through action rather than letting it pass on of its own accord grants the table another point of Momentum.

Sometimes a Scion ends up Fatebound to someone indefinitely, or is maimed in a lasting and meaningful fashion. The Scions of the Tuatha De Danann all labor under at least one geis. A kitsune can never truly hide his tails, and inevitably someone, someone will see through his disguise. For a Scion who reaps the direct benefits of a Condition, its indefinite duration is likely no problem. Where the Condition makes life more difficult, on the other hand, a player may instead console themselves by having a ready source of Momentum for the table.