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.
Disorder
You have a mental or emotional disorder which is chronic and hard to treat.
Psychopathy - You do not tolerate Loose Ends, you leave no stone unturned, you are cold, calculating & callous & you absolutely will take everything you can, whenever you can. Whenever faced with major opportunities or vulnerabilities in which you could exploit, manipulate or harm someone else for personal gain, or otherwise to save yourself major inconvenience, you must succeed in a Self Control roll to avoid doing so. When you act on your tendencies; you must callously & aggressively do so–no softballing.
Sensitive
You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences.
You have four Limits, instead of the usual three.
Giftless
You have some pressing issue which forces you to spend your rewards from Contracts on simple survival.
You cannot receive Gifts, or spend Gift or Improvement points.
Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background.
Vampirism
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.
The Hunger: Human Blood
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 / Holy Objects
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.
Nightmares: Becoming a vampire
Your sleep is plagued with horrible nightmares.
At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
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.
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.