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Conditions

Guilty

Marks the player when they caused harm they cannot stop replaying—broken trust, missed save, collateral damage. Inflicts -2 to Provoke Someone and Assess the Situation; guilt cloud...

Penalty
-2
Move
Provoke Someone
Move
Assess the Situation
Clearing It
  • Make a costly amends to the wronged party.
  • Confess in front of someone whose opinion of you will change.

Guilty opens when you did the thing — broke the trust, missed the save, caused the collateral damage you cannot stop replaying. Guilty is Masks's quiet inheritance condition; it grows when nobody else has to know.

Mechanical effect: While Guilty is marked, take -2 to Provoke Someone and -2 to Assess the Situation. The conscience that won't let you push others is the same conscience that won't let you read a scene clearly.

Clearing it:

  • Make amends — a real, costly gesture toward whoever you wronged. Pay it back in fiction, not in apology.
  • Confess in front of someone whose opinion of you is going to change forever after they hear it.

Tone: Guilty is the condition that asks who you wanted to be before today, and whether that person would still recognize you. The Doomed's Guilty has a bigger-than-life quality. The Beacon's Guilty is somebody realizing they got somebody hurt.

Common triggers: Your powers go wrong on a Unleash Your Powers roll. An ally takes the hit you should have. You said the thing you knew was going to land. The thing you sealed away on the Doomed playbook leaks.