Nightmares: Burning
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.
Anti-Social
You struggle with engaging in social interaction.
In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
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.
Imbued
After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways.
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" one of your Traumas with counseling on a Downtime.
Cat-Eyes
Your eyes catch the light in the dark like a cat or dog's, granting low-light vision.
You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
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.
Nimble Fingers
Your fingers are particularly long and slender.
You receive a +2 dice bonus to any action that requires fine manual dexterity.
Bounce Back
You heal incredibly quickly.
Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
Jaded
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.
Bane: Fire
You are weak to a specific material or type of attack.
All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
Nightwalker
You find the daylight unbearable.
You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.