Foibles
Foibles are eccentricities of your character. They usually offer benefits with a catch.

Abusive
At any time, you may choose a party member to talk with. Insulting them will deal 2D6 Mind damage to them, and recover your Mind instead. They may choose to refuse to listen.

What? This? No. Tis nothing worth worry. You know how she gets.
Alcoholic
Gain Advantage on your next Skillcheck after making an ass of yourself due to inebriation. This could be saying something unsavory, or a physical blunder that affects others, etc.

On Sunday mornings like this, you're my only friend, Limpy...
Compulsive Liar
For every lie you succesfully spin, gain +1 Deception. If you are confronted about your lies, and you admit to lying, take -2 Deception (With a minimum of your Skillscore).
Dissociation
At any time, you may choose to temporarily give full control of your character to the GM. You gain Advantage on all Skillchecks during this state, until the GM decides to give the player control once more.

Twas not me. It was not me! I could never...
Dominant
As a reaction, forcefully give someone an order. If they comply, they take 2D6 Mind Damage, while you gain Advantage for your current or next action.
Doomsayer
When your Resolve is being tested, you may choose to instead inflict 1D12 Mind damage on everyone around you.
Fearful
You can never refuse to listen to someone. However, you may choose which position you'd like to be in Initiative order at the start of any battle. Being first will give you Mind Damage equal to the total amount of combatants, while being last recovers Mind equal to the total amount of combatants. Positions in-between scale accordingly.
Humorless
Denying any EGO Skill from someone, or refusal to laugh at a joke (Joker) will give you +6 Damage Resistance for a short amount of time. You cannot receive or use any EGO Skill during this time as as well.

Don't take this the wrong way... Actually, nevermind.
Joker
In an inappropriate time for humor, tell a joke. If it makes any party member laugh, gain Advantage on your current or next Skillcheck, while everyone else has Disadvantage for their current or next Skillcheck. If no one laughs, everyone gains Advantage while you gain Disadvantage instead.

Did thou not have many companions in thy younger years?
Junkie
Drugs are tripled in effectiveness.

Cold flowers. Cold flowers...
Kamikaze
At any time in battle, you may choose to immediately make a Main Action and Movement Action. You then halve your AC score for the next 2 turns.

If I could do it again, I would've stopped him myself. No matter how hard he'd fight back.
Lunacy
You're in too deep. Every remaining string in your brain being snapped only fuels you. Whenever your Resolve is tested, you may subtract a point from any EGO Skill, and add it to any PHY or MND Skill instead.

This is the last time you're ever going to see me. Goodbye.
Psychosis
You've simply gone mad. Attacking something significant to others, or someone who is not hostile without good reason will give you a stacking Bonus +1 to any damage dealt. Speaking or responding to someone rationally will give you a -2 penalty to any damage dealt.

Allyon wept.
Schizophrenic
At any time, you may choose to witness or be affected by anything you could possibly imagine. The GM decides whether it's merely a hallucination, or real.
Selfless
When another player is entering Memento Mori, you may interrupt before the roll is made and instead take the reprecussions yourself. Maybe the cruelty will be lessened?

More weight.
Snobby
After succesfully putting someone in a bad mood, gain a +1 for your next Knowledge Skillcheck.
Stoic
Refusing an EGO Skill being used on you allows you to completely negate any effects from a failed EGO Skillcheck.
Streetsmarts
You were never booksmart. For every failed Knowledge Skillcheck, gain +1 on your next Intuition Skillcheck.
Submissive
You are socially tied to someone of your choice. You receive an additional 1D6 whenever taking Mind Damage, but buffing or seeking protection from said party member will grant you a temporary 3D6 Mind Damage Reduction.

Don't believe me? Give her a spin. She'll never say no.
Wounded Healer
Even if you're always taking the fall, you can't help but help others. Gain +2 to all EGO Skills when you're below half HP (Rounded Down).