Conditions

All PCs have the same five conditions to mark: Sometimes you have to mark conditions during the game as a result of moves and misses. If you have multiple conditions marked, all are applicable. Each conditions also lists possible ways to clear it.
 * Afraid
 * Angry
 * Guilty
 * Hopeless
 * Insecure

Conditions only clear at the end of a scene - once you satisfy the conditions to clear a condition, it means the condition  will clear, but you still have it until the end of the scene.

Afraid
While you're afraid, take -2 to Directly Engage a Threat.

Afraid can be cleared by avoiding or fleeing a complicated or dangerous situation. This could be anything from running away from a villain to fleeing the room because someone wants to have a tough conversation with you. The key is avoidance - you are running from something instead of confronting it.

Angry
While you're angry, take -2 to Comfort or Support Someone and to Pierce the Mask.

Angry can be cleared by hurting someone or breaking something important. It's not enough just to punch a bag - you have to take your anger out on someone or something  important. Hurting someone doesn't necessarily mean hurting them physically - yelling at them and hurting their feelings would work, too.

Guilty
While you're guilty, take -2 to Provoke Someone and to Assess the Situation.

Guilty can be cleared by making a sacrifice to absolve your guilt. This doesn't them to absolve you of your guilt, so long as you make yourself feel better. This might be anything from standing alone against a dangerous villain so your teammates can escape to agreeing to follow the older heroes’ rules even when it’s easier not to.

Hopeless
While you're hopeless, take -2 to Unleash Your Powers.

Hopeless can be cleared by seeking out a quick and easy way to relieve your feelings. Most likely, this means making stupid decisions and having fun. It could be anything from getting drink to making out with a random person.

Insecure
While you're insecure, take -2 to Defend Someone and to Reject Influence.

Insecure can be cleared by following your worst, most impulsive instinct without consulting anybody first. You feel doubtful of your own abilities, so you're proving yourself by following your own plan without talking to anyone first.

That could be anything from attacking the bad guy while the rest of team waits in stealth to giving up something the villain wants in exchange for being able to escape right now.