Ugly
A hideous disfigurement makes your appearance disturbing and memorable.
Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
Anti-Social
You struggle with engaging in social interaction.
In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
Lycanthropy
You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights.
At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and Mind rolls you make are at +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls you make are at +2 Difficulty.
The Hunger: Human Flesh
You have an insatiable urge to consume something unusual.
You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.
Bane: Silver and Holy Symbols
You are weak to a specific material or type of attack.
Any Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
Sore Thumb
You stick out like a. . .
You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
Deaf
You cannot hear.
You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
Nightwalker
You find the daylight unbearable.
You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
Convenient Klutz
Your manner of tripping over yourself is so unpredictable, it makes you difficult to target.
When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
Contortionist
You are unusually flexible, and may squeeze through small spaces with ease.
Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Lanky
You are particularly tall and have long limbs.
Your "touch" range is ten feet instead of the standard five.
Avoidance
You are so off-putting, that most people just avoid you.
You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
Pathetic
You are so pathetic, no one takes you seriously as a threat.
Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
Lizard Brain
You are so unintelligent, you're accustomed to acting on instinct alone.
Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
Light Sleeper
You are able to function with less sleep than most people.
You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
Attuned Autoimmune
Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist.
+2 dice to resistance rolls against any diseases or toxins.
Pack Beast
You're built to carry and haul.
You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
Daredevil
You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them.
You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Trained Reflexes
Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly.
You get +3 dice to all Initiative rolls.
Ageless
You are not immortal, but the passage of time takes a lesser toll upon you.
For every four years that passes, you age a single year.
Nimble Fingers
Your fingers are particularly long and slender.
You receive a +2 dice bonus to any action that requires fine manual dexterity.