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.
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.
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.
Nimble Fingers
Your fingers are particularly long and slender.
You receive a +2 dice bonus to any action that requires fine manual dexterity.
Immutable Body
Your body is naturally resistant to being reshaped or permanently damaged.
You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
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.
Ageless
You are not immortal, but the passage of time takes a lesser toll upon you.
For every four years that passes, you age a single year.
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.
Pathetic
You are so pathetic, no one takes you seriously as a threat.
As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat. Outside of combat, others may laugh at your pathetic appearance, roleplay with this in mind.
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.
Avoidance
You are so off-putting, that most people just avoid you.
As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
Short
You are very short, 4’6” at most.
You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
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.
Honesty
You're honest to a fault.
You cannot lie and must keep any promises you make.
Clear Conscience
You have a special knack for shrugging off traumatic experiences.
All Trauma rolls you make are -1 Difficulty, and Stress Penalty does not apply.
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.
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. If you do not do so, you can succumb to your fear, and either push the person away, or flee the scene. If you flee the scene, you must get far away from the previous spot, and must find a place you can be by yourself.
Jack of All Trades
You are naturally capable of most things, even without any training.
When making a roll which utilizes a Primary Ability (or just Ability) that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll. (All Ability that have 0 rating will be considered at 1 rating.)