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.
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.
Anosmia
You have no sense of smell, and your sense of taste is extremely limited.
All Perception rolls which depend on smell fail automatically, and any Perception rolls which involve smell in some way (such as tasting things) are at +2 Difficulty.
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.
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.
Paranoia
You have a natural distrust of everyone around you, and are always on edge looking for threats.
You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
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.
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.
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.
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.
Compulsive Liar
You have trouble with honesty and generally find it much easier and safer to make things up.
Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
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.
Disorder
You have a mental or emotional disorder which is chronic and hard to treat.
Defective Sight
You have trouble seeing things accurately.
All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).
Delusions of Grandeur
You believe yourself to be the very best, one of the elite, superior to anyone else you meet.
You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Deaf
You cannot hear.
You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
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.
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.
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.
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.
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.
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.