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.
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.
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.
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.
Bane: fire
You are weak to a specific material or type of attack.
Any Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
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.
Fairy Rules
You must abide by the major social conventions of the fae.
You cannot lie and must keep any promises you make.
Sore Thumb
You stick out like a. . .
You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
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.
Lizard Brain
You are so unintelligent, you're accustomed to acting on instinct alone.
Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
Tough
You can function under intense pain.
Dice penalties from pain are reduced by 2. This includes Body penalty.
Born Runner
You are built specifically for running.
+5 feet of free Movement, +2 dice to all-out sprint rolls.
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.