Disadvantages

## Host Disadvantages

### Spiritual

* **Twin-Souled-** The Neverborn didn´t manage to fully absorb and consume the Hosts Soul when possessing them. Now they share their material body and its former owner is able to constantly voice themselves in the Neverborns head. Although the player usually remains in controll of their character certain triggers can result in a mental contest, allowing the Host to temporarily gain controll back over their body if won.
* **Chains of Mortality-** The Hosts possession has placed the Neverborn in a tighter confinment than originally anticipated, making them unable to enter their Arch-Form as long as they are bound to their current Host.

### Past

These Advantages concern the hosts past and might not always be clearly known by the player (if choosing so). Storytellers are encourged to not allow this category of Disadvantage but instead give each player one of them to later find out about.

* **Shadows of the Past-** Although the Hosts memories where consumed, the shadows of their darkest still remain. The Storyteller may choose a trigger that will bring back traumatic memories from their host, staggering the Neverborn and putting them in a state of extreme anxiety.
* **Debt-** The Host has a monitary Debt the Cultists, Conjurers or the Neverborn didn´t knew about when preparing them for the possession. This debt may either be owned to the state, a powerful individual or the criminal underworld.
* **Dark Lineage-** The Host has blood-relations to a family of infamous criminals, murderers or public enemies. Learning about this history might mean serious trouble for them and their followers. Alternativly they may be the descendant of a family another Neverborn was very hateful against, leading to supernatural retribution.
* **Forgotten Nemesis-** The Host has an old enemy or rival they shared a bad history with, and the grudge of old has not been forgotten. While it is possible that this enemy will seek them out, its is most likely that they will simply cross paths one day to reignite their old rivalry.
* **Vital Plaything-** The Host was an important asset, love interest or enemy to a powerful Neverborn. They will attempt to seek them out, leading to potential trouble for the player.
* **Troublesome Link-** An neutral or enemy NPC that will later appear in the story had ties to the players Host, knowing about their past and potential weaknesses in detail.
* **Insidous Deeds**- In their lifetime the Host was involved in forbidden and frowned upon activities such as murder, abduction, trafficking, illegaly downloads or simply ruining someones lief (or something equally insidious).
* **Helpless Addiction-** The Host was an addict in their past life, be it to heavy drugs, medicine or a psychological stimuli. Even though the Hosts mind has faded into the Background, the Neverborn is still helplessly caught in the addiction, resulting in mali if they don´t engage in it.

## Spirit Disadvantages

* **Lost in the Past-** *Some Neverborn have not been touched in centuries and lost all touch to the modern world; often accompanied by a general distaste for any mortal change or modernity.* The Neverborn reduces their Modern Knowledge to 0; while also being unable to use modern technology or Firearms.
* **Halfblood Progeny-** The Neverborn has consorted with a human and sired a Halfblood the last time they where on earth; possibly without being aware. Now they returned earlier than expected, leaading to their progeny chasing them down.