Anti-Social
You struggle with engaging in social interaction.
In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Avoidance
You are so off-putting, that most people just avoid you.
As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
Glass Jaw
You are easily knocked out.
Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
Immutable Body
Your body is naturally resistant to being reshaped or permanently damaged.
You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background.
A Walking Omen: All can sense a feeling of foreboding, impending doom lingering upon your wake. You are obviously unusual or at least grab attention unwillingly. You receive -2 dice to all social rolls and any failure ever, The One Within takes over for a round. They will act in hindrance to your goals and are controlled by the gm.
Dark Fate
When things go wrong for you, they go very wrong.
Any time you roll an Outcome of 0, it counts as a botch (-1). You also cannot use Will to Survive to reduce the Severity of incoming Injuries.
Lanky
You are particularly tall and have long limbs.
Your "touch" range is ten feet instead of the standard five.