Vengeful
An insult to or an attack on your person simply cannot be tolerated.
Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Compulsive Liar
You have trouble with honesty and generally find it much easier and safer to make things up.
Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
Paranoia
You have a natural distrust of everyone around you, and are always on edge looking for threats.
You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
Delusions of Grandeur
You believe yourself to be the very best, one of the elite, superior to anyone else you meet.
You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Bane: Holy Weapons
You are weak to a specific material or type of attack.
All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background.
Partially Incorporeal: If Incapacitated, must clip a coin or return to the Bottle
Beautiful
You're quite the specimen!
Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Lanky
You are particularly tall and have long limbs.
Your "touch" range is ten feet instead of the standard five.
Clear Conscience
You have a special knack for shrugging off traumatic experiences.
All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
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.
Sleepless
You do not require sleep.
You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
Jack of All Trades
You are naturally capable of most things, even without any training.
When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
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.