Hard
You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached.
You only have two Limits, instead of the normal three.
Jaded
Your emotions are deliberate and unshakable.
You get +3 dice to resist any attempt to sway your emotions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Fascinate and Emotion Control Effects.
Iron Will
When you are determined and your mind is set, nothing can sway you from your goals.
You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion Effects.
Daredevil
You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them.
You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Jack of All Trades
You are naturally capable of most things, even without any training.
When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
Trained Reflexes
Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly.
You get +3 dice to all Initiative rolls.
Tough
You can function under intense pain.
Dice penalties from pain are reduced by 2. This includes Body penalty.
Clear Conscience
You have a special knack for shrugging off traumatic experiences.
Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Focused
You are able to remain focused despite your circumstances and surroundings.
Any Mind Penalty you have is reduced by 2.
Light Sleeper
You are able to function with less sleep than most people.
You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
Beautiful
You're quite the specimen!
Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Contortionist
You are unusually flexible, and may squeeze through small spaces with ease.
Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Giftless
You have some pressing issue which forces you to spend your rewards from Contracts on simple survival.
You cannot receive Gifts, or spend Gift or Improvement points.
Blind
You cannot see.
Any rolls which require sight fail automatically, and any actions which are made easier by sight are rolled at up to +3 Difficulty, depending on the specific action.
Weak Willed
You are highly susceptible to any attempts to influence you.
You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
Dark Fate
When things go wrong for you, they go very wrong.
Any time you roll an Outcome of 0, it counts as a Botch (-1). You cannot use Will to Survive to reduce the Severity of incoming Injuries.
Deaf
You cannot hear.
You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
Glass Jaw
You are easily knocked out.
Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
Mute
You cannot speak.
You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
Hemophilia
Your blood doesn't clot as normal, making any Injury a potentially lethal one.
All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.
Notoriety
ou are easily recognized and treated badly by the public at large due to something bad in your past.
There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
Forgetful
Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult.
You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
Fragile
You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences.
You have four Limits, instead of the usual three.
Gullible
You are trusting and honest to a fault, and believe almost everything you hear.
You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
Vengeful
An insult to or an attack on your person simply cannot be tolerated.
Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Short
You are very short, 4’6” at most.
You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Deep Sleeper
You require more sleep than most people, and are quick to fall asleep but slow to wake up.
All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
Illiterate
Your reading and writing are rudimentary at best.
If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Ugly
A hideous disfigurement makes your appearance disturbing and memorable.
Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
Anti-Social
You struggle with engaging in social interaction.
In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
Nightmares
Your sleep is plagued with horrible nightmares.
At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.