This appendix lists a number of example Persistent Conditions to act as placeholders or inspiration for lasting injuries. These are taken from the core Chronicles of Darkness 2e book, as well as Hurt Locker. Conditions from Hurt Locker have an additional description for a Chronic variant, meaning that the Condition only becomes active under certain circumstances. All Conditions that do not have a Chronic option listed can be modified to have one.
Your character is addicted to something, whether drugs, gambling or other destructive behaviors. Some addictions are more dangerous than others, but the nature of addiction is that it slowly takes over your life, impeding functionality. If you are addicted, you need to indulge your addiction regularly to keep it under control. A specific addiction should be chosen upon taking this Condition; characters can take this Condition multiple times for different addictions. Being unable to feed your addiction can result in the Deprived Condition.
Resolution: Regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point.
Beat: Your character chooses to get a fix rather than fulfill an obligation.
Your character is missing a portion of their memory. An entire period of their life is just gone. This causes massive difficulties with friends and loved ones.
Resolution: You regain your memory and learn the truth. Depending on the circumstances, this may constitute a breaking point.
Beat: Something problematic arises, such as a forgotten arrest warrant or old enemy.
One or both of your character's arms no longer function. This may occur due to nerve damage, after tissue death due to lack of blood flow for several hours, or due to amputation. (Note that in the case of tissue death, amputation must follow, or else sepsis will kill the character.) Improperly set fractures or repeated minor trauma might impose it as well, though in the latter case this might take the form of a chronic issue.
The Condition imposes the effects of the Arm Wrack Tilt. (One arm: Drop anything held, suffer off-hand penalties for most rolls. Both arms: Chance die on rolls requiring manual dexterity, −3 to other Physical actions.) Unlike the Tilt, the Condition cannot be resolved without appropriate treatment.
Origin: This Condition can easily arise out of the Arm Wrack Tilt, but might be a lasting effect of aggravated damage as well. Anything that severs an arm definitely imposes it.
Chronic Condition (Optional): This Condition might be chronic if it affects the nervous or musculoskeletal system but the arm has not been amputated. Failing a Dexterity or Strength-based roll that requires the use of the affected arm imposes the Condition for a scene.
Resolution: Appropriate medical or supernatural treatment. Prosthetics (see below) can help treat the Condition.
Beat: The Condition prevents your character from performing an action, or you fail a roll penalized by it.
Your character cannot see. Any rolls requiring sight may only use a chance die. If another sense can be reasonably substituted, make the roll at –3 instead. In a combat situation, they suffer the drawbacks of the Blinded Tilt (see p. 208). This Condition may be temporary, but that is usually the result of a combat effect, in which case the Blindness Tilt would apply.
Resolution: Your character regains their sight.
Beat: Your character encounters a limitation or difficulty that inconveniences them.
Your character experiences chronic pain: a lasting reminder of her injuries. Head trauma might cause occasional headaches, and injury to the body’s nervous system and structural supports might generate agony that makes it difficult to think or move. These attacks impose the effects of the Agony Tilt. (Can only take one of the following actions in a turn: moving, performing an instant action such as an attack, benefiting from Defense, or performing a reflexive Strength/Dexterity-based physical action such as resisting an attack/hazard. Cannot perform the Dodge action.)
Origin: Aggravated damage and head injuries commonly impose this Condition.
Chronic Condition (Mandatory): This is always a chronic Condition. After any period of stress or physical exertion, roll Stamina. Failure imposes the Condition for a scene. Optionally, you may set one or more triggering circumstances, such as exposure to bright lights
Resolution: Appropriate medical or supernatural treatment. In the absence of a permanent resolution, characters can use painkillers or other drugs tailored to the Condition’s medical origin. (This does not impose the Drugged Tilt, which assumes a larger, harmful dose.) Addictive drugs may impose the Addicted Condition as well.
Beat: When you fail a roll penalized by the Condition or it prevents your character from acting, take a Beat.
Exposure to toxins or diseases causes this Condition, which persists even after the usual effects of the hazard pass. Chronic Sickness causes the effects of the moderate Sick Tilt. (Take a penalty −1 to all actions. Penalty increases by an additional –1 for every two turns to a maximum of –5.)
Origin: Failing a roll against anything with a Toxicity rating might develop into this Condition.
Chronic Condition (Mandatory): This Condition is always chronic. By default, roll Stamina whenever the character encounters psychological or physical stress. Failure imposes the Condition for a scene. You might set other conditions instead, such as exposure to certain chemicals or if your character consumes anything that might aggravate the illness.
Resolution: Appropriate medical or supernatural treatment. You can also decide that the Condition eventually fades away. Drugs may help treat the Condition.
Beat: The character fails a roll while under the throes of the illness.
Injury to the brain or structures of one or both ears causes deafness. In the latter case this might come from sudden or repeated exposure to loud noise, such as from a powerful PA system or firearms. Deafness imposes the same effects as the Deafened Tilt (One ear: −3 Perception rolls. Both ears: Chance die on Perception rolls, −2 to combat rolls.)
Origin: This might arise in situations that cause the Deafness Tilt, head injuries, or from aggravated damage.
Chronic Condition (Mandatory): Infections and various forms of neurological and ear structure damage can cause chronic deafness. Exposure to loud noises may trigger it for a scene, or the player and Storyteller can agree to another trigger.
Resolution: Appropriate medical or supernatural treatment. A hearing aid, cochlear implant, or similar prosthetic aid can provide assistance.
Beat: When your character fails a Perception roll due to deafness, take a Beat.
Your character has limited or no ability to walk. Their Speed trait is effectively 1. They must rely on a wheelchair or other device to travel.
An injury can cause this Condition temporarily, in which case it is resolved when the injury heals and the character regains mobility.
Resolution: The character’s disability is cured by mundane or supernatural means.
Beat: Your character’s limited mobility inconveniences your character and makes them slow to respond.
One of your character’s legs no longer functions. Just as for an Arm Disability, this might occur due to improper healing, nerve damage, after tissue death due to lack of blood flow for several hours, or due to amputation.
The Condition imposes the effects of the Leg Wrack Tilt. (One leg: half Speed, −2 penalty on Physical rolls for movement.) Unlike the Tilt, the Condition cannot be resolved without appropriate treatment. Note that when this affects both legs, it leads to the Disabled Condition instead.
Origin: This Condition often arises from the Leg Wrack Tilt, but might be an aftereffect of aggravated damage instead. Losing one leg always leads to this Condition.
Chronic Condition (Mandatory): This Condition might be chronic if it affects the nervous or musculoskeletal system but the character’s leg is intact. Failing a roll that requires the use of the leg imposes it for a scene.
Resolution: Appropriate medical or supernatural treatment. Prosthetics can help treat the Condition.
Beat: Failing a Physical roll penalized by the Condition or suffering another disadvantage due to it earns a Beat.
Your character cannot speak. Any communication must be done through writing, gestures, or hand signs. Illness, injury, or supernatural powers can inflict this Condition on a temporary basis.
Resolution: The character regains their voice through mundane or supernatural means.
Beat: Your character suffers a limitation or communication difficulty that heightens immediate danger.