Additional Language: Sign language
You are fluent in an additional language
You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
Focused
You’re cool under pressure.
Stress from Mind Damage is reduced by 2.
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.
Iron Will
When you are determined and your mind is set, nothing can sway you from your goals.
You receive +2 dice to all Mind rolls.
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.
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.
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 Fuse
You have major issues controlling your temper.
Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
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.