Do not lie, betray, etc -- to anyone. Do your best to keep any promises and do not willingly betray trust. (May be reluctant to give word in the first place.) Cheating, ambushing, taking an unarmed but known problematic person are okay.
Emotional Problem (Humorless)
Minority
Negative Buoyancy
Drown in only constitution turns if in water.
Obligation (Do good above all else) -- Extreme
Doing good is of the utmost important, even more than your own life -- even your personal life -- is second to the ideal.
Powers
Essence Channeling -- 1 level
Allows you to pull X essence from your pool per turn.
Disciplines of the Flesh
Anguish Skill -- 3 levels
Skill for activating Discipline powers. (MystCodex 165)
Can channel 1 essence per perception (plus channeling) per turn.
Channels 5 essence per turn for Disciplines.
Defense
If subject to a known mental attack of some sort, may project anguish. Intruder must pass difficult willpower test or suffer psychic backlash draining d10x2 essence and stunned for 1 minute (with -2 penalties).
Detect
Can detect others with great suffering (past or present) with a perception and anguish check.
Known Disciplines
Fury
Reshape the body with superhuman physical characteristics. The form will be frightening and oddly proportioned to observers (think comic book super hero proportions, like Hulk). Willpower + Anguish and 5 essence to activate. Each success level provides 3 points to distribute between strength, dexterity, constitution (which recalculate life endurance and speed) or 15 points to secondary attributes. Lasts 10 minutes.
Flesh Chitin
Thicken skin, muscles and bones to defend the body. Constitution + Anguish to activate. Gain an armor value of 1d6xEseence spent. The thicker the armor, the more abnormal the appearances.
Reshape
Freely morph the body and change its traits, is painful to use. Constitution + Anguish.
Minor: Weapons to deal 1d4x(Str-1) slashing damage, claws, bonus to intimidate, beefier fist, adjust height by 2 inches. 1 essence and 1 minute per success level.
Noticeable: Long claws (1d5xStr), quite inhuman form, cause fear, enlarge body by feet, flatten body to pass thin areas. 2 essence and 6 turns per success level.
Major changes: huge claws, gaping maw, etc dealing 1d8xStr damage. Nightmarish form, inspire fear, limbs up to a yard long, can't be tied up. 5 essence and 6 turns per success level.
Absolute changes: completely fluid form and terrifying fear-inspiring sight. 10 essence and one turn per success level.
Qualities
Charisma -- 1 level up
Added to any task when trying to influence other people.
Gifted
Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
Hard to Kill -- 1 level
+3 life points, +1 to survival tests
Increased Essence Pool -- 2 points (10 essence)
Influence (Law Enforcement) -- 1 level
Bonus to social skills with this group, including Pulling Strings.