Issues grant XP when acquired. Some issues have pre­req­ui­sites. You can have up to 12 virtues and issues com­bined.


A Certain Fear: [X]
+30 XP;Gain this issue from the ter­ror chart

You are afraid of what­ev­er caused you ter­ror. When­ev­er you encounter it, gain 1 dis­tress and suf­fer ter­ror.)

Acrophobia
+30;Starter or expo­sure to heights

Suf­fer 1 dis­tress in high places. Ledges and ver­ti­cal falls cause you to roll on the ter­ror chart. Once per day each, max.

Albino
+40;Starter, human

You suf­fer pain from sun­light as if you were a rag­man.

Alcoholic
+50;Starter or Tip­pler + opt out of gain­ing alco­hol tol­er­ance

You need 2 Poi­son stress from alco­hol at all times. With­out it, suf­fer 1 Yearn­ing stress every 6 hours.

Allergy, minor
+10 (if rare aller­gen) or +20 (if com­mon);Starter

Choose an aller­gen. When exposed to it, you gain 1 His­t­a­mine stress.

Allergy, severe
+30 (if rare aller­gen) or +60 (if com­mon);Starter

Choose an aller­gen. When exposed to it, you gain 3 His­t­a­mine stress.

Anosmic
+20;starter or dam­aged nasal pas­sages; Not Keen Nose

You can­not smell. You’re unaf­fect­ed by foul odors and can­not sense dan­ger­ous fumes.

Anthropophage
+20;Rag­man + starter or,dine repeat­ed­ly on man­flesh

You are a mon­strous rag­wretch. Gain spindly horns, elon­gat­ed teeth, and infrared vision. Wretch­es are bogey­men, shunned at best; most often hunt­ed. Eat­ing man­flesh gives 1 Com­fort.

Attached
+20;Pre­req­ui­site: Starter or Ses­sions sur­vived 2

If a com­pan­ion dies, gain 4 dis­tress regard­less of their Obse­quies sta­tus.

Bad back
+40;Starter or Spend an entire ses­sion at over 100% bur­den

If you exceed 100% bur­den, suf­fer a sever­i­ty 1 back wound. This may be trig­gered by crea­tures leap­ing on you.

Bad eyes
+30/+60;Starter, weak­ness Per­cep­tion

With­out spec­ta­cles, your per­cep­tion is capped at 2 and ene­mies get an edge against you. You can opt to start with spec­ta­cles. If you do, this trait grants +30 XP. If you start with­out, you get +60 XP.

Bad knee
+30;Starter or severe leg wound or hike over­land

You always fall prone if stag­gered.

Bloody Agitation
+30;Starter or severe blood loss recent­ly

You gain 1 dis­tress per Bleed stress suf­fered in per­il.

Bloody Syncope
+30;Starter or wit­ness severe blood loss

When you wit­ness blood loss, suc­ceed Immu­ni­ty -2 or pass out.

brave
+10;Starter or nev­er been ter­ri­fied

You can’t opt into gain­ing dis­tress. You can still be required to gain dis­tress, and you can still suf­fer ter­ror.

Bum leg
+40;Starter or sus­tained a severe leg wound

Per­ma­nent speed penal­ty of 1.

Cabin Feverish
+40;Starter or Spend three days in peace­time

After 2 days spent in peace­time, you gain 1 dis­tress per day.

Claustrophobia
+30;Pre­req­ui­site: Expo­sure to close spaces

Suf­fer 1 dis­tress in con­fined spaces. If you are sud­den­ly com­pressed or con­fined, roll on the Ter­ror chart. Once per day each, max.

Close
+10;Starter or Pos­sess over 10 ten gold­en pounds

You may not dis­close to your com­pan­ions any­thing con­cern­ing your finances.

Consumptive
+40;Starter

You start the game with active tuber­cu­lo­sis.

Chancrous
+40;Starter

You start the game with sec­ondary syphilis.

Cursed
+20;Pre­req­ui­site: Starter or Open­ly mock the Oth­er

The Oth­er is out to get you. Up to once per ses­sion, pow­ers of the Oth­er­world will attempt to make your life mis­er­able.

Disfigured
+20;Starter or sig­nif­i­cant facial wound

You suf­fer -1 to Reac­tion rolls.

Disturbed
+40;Starter or wit­ness ter­ri­ble things

Gain 1 Dis­tress at the start of every ses­sion. It grants no XP.

Doxxy
+20;Starter or opt out of pep­perelle tol­er­ance

Flit­ter­ing, dusty dox­bells swarm your per­son; name­ly in and around your ears. If giv­en suf­fi­cient time, they will gen­er­ate into a top­ple. You require one pep­perelle cig­a­rette per wak­ing hour, or one pipe bowl every two hours. If you do not smoke, you gain 1 Yearn­ing stress. This Stress expires as soon as you smoke again.

Egghead
+30;Starter or bro­ken skull

Stun stress always makes you uncon­scious. No roll to resist.

Extravagant
+40;Dra­ma 3, Sub­tle­ty 6

For the pur­pose of Incon­spic­u­ous­ness, your Sub­tle­ty is zero.

Faithless
+10;Human

You can­not take the virtue Avethan. You can­not ben­e­fit from faith points gift­ed to you.

Flighty
+40;Starter or gain this issue from the ter­ror chart + not rage­ful

Per­ma­nent -4 to your ter­ror chart rolls.

Fumeta
+40;Starter or opt out of gain­ing yer­ba roxa tol­er­ance

While not affect­ed by the Bur­den-high of yer­ba, you suf­fer 1 Yearn­ing stress.

Gold Fever
+40;Starter or pull more than 10P ancient gold recent­ly

You crave gold. If you leave a dun­geon or tomb with­out first hav­ing col­lect­ed at least 6 bur­den worth of valu­ables, you gain 1 dis­tress. This stress expires when you gain the above required gold.

Heavy Sleeper
+20;Not Light Sleep­er; Starter or 2 Drowsy

Per­cep­tion penal­ty while sleep­ing increased from 4 to 6.

Hemophilia
+50;Starter

You resist bleed­ing at -2.

Hunger Pains
+40;Starter or not eat­en recent­ly

While you have at least one point of Hun­gry, you also suf­fer 1 Pain stress.

Incompetent: [skill]
+20/40;Starter or spec­i­fied skill is 0

You can’t gain lev­els in the spec­i­fied skill. If you choose Med­i­cine, Melee, Ranged, or Cook­ing, gain 40 xp instead of 20.

Mean Looking
+15;Starter or Ses­sions Sur­vived 4

You receive -1 to Reac­tion rolls.

Parachronistic
+30 XP;Atavism 3
Suf­fer -1 to reac­tion rolls with mod­ern folk.

Gain +1 when deal­ing with incunab­u­la or relicts.

Perilous Cravings
+30;Starter or Imbibe after last per­il

Choose a drug or med­i­c­i­nal. If Per­il lasts for more than 2 rounds, you must use two actions to pro­duce and intake said med­i­c­i­nal or drug. If you do not, you gain 1 Yearn­ing stress until you do.

Photoepileptic
+30-40;Starter or sus­tain a lev­el 2+ head wound

When exposed to sud­den lights or flash­es, you imme­di­ate­ly suf­fer a lev­el 2 or 3 Seizure, depend­ing on the XP lev­el at which you buy this issue.

Placid
+30;Starter or have nev­er gone first

For the pur­pose of deter­min­ing turn order dur­ing per­il, your Per­cep­tion counts as 2 less than its full skill lev­el.

Polysubsistence
+50;Sort starter or 2 depen­den­cy issues

If you take a night’s sleep with­out being under the influ­ence of at least two drugs, you awak­en with 1 Yearn­ing stress, and you can­not become well rest­ed.

Liable
+30;Starter or gain this issue from the ter­ror chart.

Per­ma­nent +1 to ter­ror rolls.

Light-blooded
+30;Starter or Acquire an unusu­al ill­ness
Bleed stress­es require 2 stitched to heal instead of 1.

You are odd­ly pale. Crea­tures of the Oth­er are more like­ly to approach you or sin­gle you out.

Nocturnal
+20;Pre­req­ui­site: Too many night watch­es

-2 to sleep rolls make dur­ing the night.

Numb
+40 XP;Starter or gain this from the ter­ror chart

You nat­u­ral­ly have -1 com­fort. As such, your first com­fort gained per day has no effect.

Nyctophobia
+30;Pre­req­ui­site: Expo­sure to dark

+1 dis­tress when in dark­ness. If sud­den­ly plunged into dark­ness, roll on the Ter­ror chart.

Oversuspicious
+40;Pre­req­ui­site: Expe­ri­ence betray­al by an ally or Read an unset­tling tale

You do not trust com­pa­ny. If you eat food pre­pared by your com­pan­ions or take any place but the rear in march­ing order, suf­fer +1 Dis­tress.

Ravenous
+40;Starter or not eat­en recent­ly

You require 2 por­tions to gain stich­es from food.

Reticent
+10;Starter or more than 2 Dis­tress and not revealed it

You may not reveal to your com­pan­ions your cur­rent dis­tress.

Severely Cursed
+40;Open­ly mock the Oth­er

The Oth­er desires to end you. Up to once per ses­sion, pow­ers of the Oth­er­world will attempt to sub­tly end your mis­er­able life.

Slumbersome
+40;Starter or 2 Drowsy

In order to ben­e­fit from a night’s sleep, you require 12 hours of sleep rather than 8.

Stress Eater
+30;Not Dis­tress Eater, Starter or 3 or more Dis­tress

For every point of malus, you must eat an addi­tion­al meal.

Stunted
+40;Starter

You lead an unnour­ish­ing child­hood. Your Might (or Scur­ry) can­not be high­er than 3. Cur­tail it, if it is 4.

Stoic
+20 XP;Starter or 2 or more Malus

You may not reveal to your com­pan­ions your cur­rent stress or malus.

Tar Eater
+50;Starter or opt out of gain­ing coqueli­cot tol­er­ance

While not under the Per­cep­tion penal­ty caused by coqueli­cot or coqueli­cot prod­ucts, such as coqueli­cish or lau­danum, you suf­fer 2 Yearn­ing stress. While sleep­ing under these effects, you roll for sleep at -3.

Tippler
+20;Starter or opt out of gain­ing alco­hol tol­er­ance

You must gain poi­son stress from alco­hol dai­ly. Gain 1 dis­tress if you don’t.

Tiresome
+30 XP;Starter, or amass 3 Drowsy Stress

You gain 2 Drowsy stress every night instead of 1.

unfortunate
+40;Starter or gain this issue from the ter­ror chart

Once per ses­sion, the Book­keep­er may reroll or cause you to reroll 1 d12 roll if doing so would detri­ment you.

Ungainly
+40;Starter

Per­ma­nent 1 speed penal­ty.

Vector
+40;Human, Starter

You are immune to the anti­fun­gal effects of griso­date. High­ly-devel­oped plague rid­dles your mar­row and lungs, and patho­gen­e­sis stirs ready with­in your tis­sues. On death, you become a grue in less than 2 hours. You rapid­ly re-infect humans around you with latent plague.

White Plague
+10;Starter or be in prox­im­i­ty to active tuber­cu­lo­sis

You have latent Tuber­cu­lo­sis.

Widowblood
+60;Starter or be bit­ten by a blood­line wid­ow

The dread­ed blood­line wid­ow has irrev­o­ca­bly marred your genome. Your Immu­ni­ty can­not exceed 2 and may be cur­tailed to match. 1-in-6 chance of dis­cov­er­ing total immu­ni­ty to oth­er spi­der ven­oms when first exposed to them.

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