Hindrances
Throughout a character's life they acquire certain problems or perhaps were born with them, they can impact your life in a variety of ways. Taking a hindrance gives you additional experience to spend on generating your character, it also gives you some roleplay aspects to work with. You cannot take more then 200xp worth of hindrances...well you can but they stop counting after 200xp. A lot of them are personality quirks, if you take one of these the DM can override your decisions in the interest of roleplay and force your character to behave by their hindrance but the DM can also reward you with experience (or protagonist points) for following them.
Anti-magic
You were born weird, planar rifts occurred at your hospital of birth, or maybe your bloodline is highly corrupted by pandem magic because of your grandparents. Whatever the case it just so happens that you can't use magic because of it.
10xp: Unable to cast magic of any type other then Pandem and Zankou
50xp: Unable to cast magic of any type or use any items, tattoos, devices except pandem and zankou. You can still be affected by it though.
20xp (antimagic anomaly): Unable to use magical items, tattoos, and devices or cast it except for pandem and zankou. However you also have an innate repulse score of 9 and have 2DR vs magical damage.
Vision Impaired
Exactly what it sounds like. Not only does this lower your perception skills, but gives funny little complications that stats can't represent. For example, losing your glasses...to discover that the sign you're trying to read happens to be the gaping jaws of something hungry.
10xp: -1 to perception checks, mildly blurry
30xp: -2 to checks, too blurry for comfort
50xp: -4 to checks, have difficulty recognizing faces
80xp: No sight based checks, fully blind. Though gives +1 to listening based perception checks.
Family
You've got family out there somewhere, and they're not quite as protagonistically endowed as you are. This is a mixed blessing, family members can sometimes give benefits but they are always a weak point. Even if you aren't the family loving type, blood runs thick and certain mages know how to exploit it. Maybe you do love them and those who want you know how to get to them. Taking family as a hindrance grants xp, however if they die or you ignore them you cannot gain experience until you have repaid the amount you gained from taking the hindrance. By expending xp you can take it as a benefit to make them more useful/powerful (see the benefits page).
10xp: Out of the way and not too closely associated with you these days. Maybe you call home now and then.
20xp: Somewhat important members, travelers perhaps. Easy to find for those looking, but not that competant.
25xp: Business people, perhaps not that successful but enough that their easy to find at any given time.
35xp: Loud and aggravating, not only are they a risk because of you, but they get themselves into trouble of their own accord.
50xp: Sickly, you have to check in on them or bring them with you just because you care that damned much. Or because they left everything to you in their will but your brother is trying to get it from you.
Habit
You have an odd habit or addiction, there are two ways to go here. In this case a habit means there is something you just have to do, such as fiendishly searching your own room before you leave to ensure everything is in its place or that you need to call your mother and let her know you love her every time you go off to battle. An addiction would be a craving for a certain substance, whether that be a certain food or a drug is up to you. The difficulty in meeting the requirements of your hindrance determine the experience value. If at any point you cannot meet the requirements of your habit you suffer 3 to all rolls until you do. If it's something like the fiendishly searching your own room, only to forget to do so and have your room explode, the penalty remains anyways just because you didn't do it. This takes awhile to go away, so perhaps pick something manageable if there is a sudden loss.
10xp: Something minor or easily acquired.
30xp: Something annoyingly time consuming or moderately difficult to find
50xp: Downright ridiculous or incredibly rare
Hunted
So when you were younger maybe, just maybe, that man didn't appreciate you hitting on his girlfriend. Perhaps he's a very jealous person and went to his dad, and his dad happens to be really rich. So rich in fact he hired some bounty hunter to come and kick your ass, but you thwarted that bounty hunter and now its a stain on his honor to let your ass go unkicked. Whatever the situation, someone or something isn't content to just leave you be. There are no ranks of hunted to take because it works in it's own special way. If you have a generated nemesis you want to provide your DM, he will assign how much experience that's worth, if you're a gambling man just say how much experience you're looking for out of this and let them make it. Be warned, your DM might just be very very cruel. Here are some examples so you know what your asking for.
5xp, A local madman, hellbent on your demise. Not a real threat and easily avoided, but annoying none the less.
50xp, A gang of some sort, perhaps space pirates who really want your ship. Manageable, but they're chasing you.
100xp, Perhaps you pissed off the cops, with all their fancy ships and guns and connections its tough to pull through
200xp, The first words out of your mouth will be "oh god why" and your teammates will likely abandon you the instant they see what wants you dead. Actually they might sell you out to save their own skins...maybe they'll skin you for it if it asks nicely. Don't take this one unless you are ready for the campaign to be almost entirely defined by this. It will take all your power, your wits, and your friends to survive.
Sick
You're sick, and its gross. The sick hindrance is not temporary, this applies to permanent diseases, because of the great advances in medical technology and magic it should be noted that the only ones left to ail you are often rather extreme.
10xp: STD, burns when you pee maybe.
30xp: Serious illness, you depend on medication to keep functional and have -2 to all rolls if you don't take meds
100xp: Dying, meds slow the process or ease the pain but you don't have much time left (often sets a limit to how many sessions your character has to make his mark on the world before kicking it)
+30xp: Make your sickness infectious. Keep in mind that could get you quarantined when you try to visit somewhere and your party members may not want to hang out with you.