Probably the most defining point of a Lone Wolf player comes right at the start with the picking of your CS and EP scores. And once you have them, you're pretty well stuck with them for life (and possibly a short life at that). So, I have an idea to take a bit of pain out of low picks - Discipline Flaws.
Each Flaw like with one Discipline and gives the player choosing it a +1 to either his basic EP or Basic CP up to their normal maximums. Note that these flaws remain with the character throughout his career (So if you've picked a Discipline Flaw for Camouflage that Flaw will also affect Invisibility and Assimilance).
Camouflage: City-Boy/Country Boy - You were mostly raised in the city/country and feel uncomfortable out of it. You Discipline only works in either the City or Country, not both (for the record, City or Country mean your most immediate environment and "City" means any artificial structure or environment)
Hunting: Squeamish - Pick something off a bush or the ground? Icky! Regardless of the environment, you must either purchase or mark off a Meal when told to eat.
Sixth Sense: Fifth-and-a-half Sense - You have enough trouble managing five senses, much less Six. Whenever the text asks if you have Sixth Sense (or an advanced Discipline) Roll a d10. On a 0 - 4, it works normally. On a 5 - 9 assuming you don't have this skill for the purposes of that Section.
Tracking: City-boy/Country-boy - See Camouflage
Healing: Heal only half as much (1 EP combat damage / 2 Pages without combat) as usual and double any EP loss for Healing others.
Weaponskill: Weapon Focus - You focused yourself obsessively onto mastering a single weapon, so gain a an extra +2 CS (on top of the normal +2 CS for Weaponskill) when using that type of weapon. However, you did this by mostly ignoring all other weapons and training. When not using your Focused Weapon, lose -4 CS as though you were unarmed. If you actually are unarmed, lose -8 from your CS.
Mindshield: Unfocused - Concetration is tough... Roll 1d10. on a 0 - 4 you're shielded, 5 - 9 you're not. In a Combat, you have to roll this every round to determine whether or not you or shielded for that round.
Mindblast: Mindstrain - Mind attacks make your brain hurt. For every round of combat lose -1 EP. Add this penalty to all other incarnations of this Discpline (so basic Psi-surge is +4CS/-3 EP per round, etc)
Animal Kinship: Dr. Dontlittle - Roll the 1d10 test to see if this works
Mind over Matter: Spirit Willing, Flesh Weak - Again, roll the d10 test as above.
Note that in some cases the text will assign you bonus for possessing certain Disciplines (Add +2 if you have Sixth Sense). If your Disciplines are Flawed, you must make your d10 roll or otherwise fulfill their conditions in order to take their bonuses.
Each Flaw like with one Discipline and gives the player choosing it a +1 to either his basic EP or Basic CP up to their normal maximums. Note that these flaws remain with the character throughout his career (So if you've picked a Discipline Flaw for Camouflage that Flaw will also affect Invisibility and Assimilance).
Camouflage: City-Boy/Country Boy - You were mostly raised in the city/country and feel uncomfortable out of it. You Discipline only works in either the City or Country, not both (for the record, City or Country mean your most immediate environment and "City" means any artificial structure or environment)
Hunting: Squeamish - Pick something off a bush or the ground? Icky! Regardless of the environment, you must either purchase or mark off a Meal when told to eat.
Sixth Sense: Fifth-and-a-half Sense - You have enough trouble managing five senses, much less Six. Whenever the text asks if you have Sixth Sense (or an advanced Discipline) Roll a d10. On a 0 - 4, it works normally. On a 5 - 9 assuming you don't have this skill for the purposes of that Section.
Tracking: City-boy/Country-boy - See Camouflage
Healing: Heal only half as much (1 EP combat damage / 2 Pages without combat) as usual and double any EP loss for Healing others.
Weaponskill: Weapon Focus - You focused yourself obsessively onto mastering a single weapon, so gain a an extra +2 CS (on top of the normal +2 CS for Weaponskill) when using that type of weapon. However, you did this by mostly ignoring all other weapons and training. When not using your Focused Weapon, lose -4 CS as though you were unarmed. If you actually are unarmed, lose -8 from your CS.
Mindshield: Unfocused - Concetration is tough... Roll 1d10. on a 0 - 4 you're shielded, 5 - 9 you're not. In a Combat, you have to roll this every round to determine whether or not you or shielded for that round.
Mindblast: Mindstrain - Mind attacks make your brain hurt. For every round of combat lose -1 EP. Add this penalty to all other incarnations of this Discpline (so basic Psi-surge is +4CS/-3 EP per round, etc)
Animal Kinship: Dr. Dontlittle - Roll the 1d10 test to see if this works
Mind over Matter: Spirit Willing, Flesh Weak - Again, roll the d10 test as above.
Note that in some cases the text will assign you bonus for possessing certain Disciplines (Add +2 if you have Sixth Sense). If your Disciplines are Flawed, you must make your d10 roll or otherwise fulfill their conditions in order to take their bonuses.