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.
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.
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.
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.
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 also cannot use Will to Survive to reduce the Severity of incoming Injuries.
Less Than Human: sociopath
There is some particular class of person that you consider wholly deplorable and undeserving of compassion.
If you have the Limits Murder, Atrocities, and/or Life-Saver, they do not apply to your chosen class of person.
Sleepless
You do not require sleep.
You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
Jack of All Trades
You are naturally capable of most things, even without any training.
When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
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.
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.