Bounce Back
You heal incredibly quickly.
Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
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.
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.
Lanky
You are particularly tall and have long limbs.
Your "touch" range is ten feet instead of the standard five.
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.
Tough
You can function under intense pain.
Dice penalties from pain are reduced by 2. This includes Body penalty.
Focused
You are able to remain focused despite your circumstances and surroundings.
Any Mind Penalty you have is reduced by 2.
Born Runner
You are built specifically for running.
+5 feet of free Movement, +2 dice to all-out sprint rolls.
Pack Beast
You're built to carry and haul.
You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
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.
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.
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.
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.
Imbued
After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn.
After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.