Illiterate
Your reading and writing are rudimentary at best.
If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Seen Things
Your exposure to unspeakable horrors has hardened you.
You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
Lizard Brain
You are so unintelligent, you're accustomed to acting on instinct alone.
As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
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.
Lanky
You are particularly tall and have long limbs.
Your "touch" range is ten feet instead of the standard five.
Nimble Fingers
Your fingers are particularly long and slender.
You receive a +2 dice bonus to any action that requires fine manual dexterity.
Convenient Klutz
Your manner of tripping over yourself is so unpredictable, it makes you difficult to target.
When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
Swimmer's Build
You are built for the water.
+2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
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.
Tough
You can function under intense pain.
Stress from Injuries is reduced by 2.
Clear Conscience
You have a special knack for shrugging off traumatic experiences.
All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
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.
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.
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.
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.
Ugly
A hideous disfigurement makes your appearance disturbing and memorable.
Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
The Hunger: Bugs and living small animals
You have an insatiable urge to consume something unusual.
You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of 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.
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.
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.
Bane: Electricity
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.
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.
Sensitive
You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences.
You have four Limits, instead of the usual three.
Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background.
appears as a frog man with vines growing from his skin
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.
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.
Weak Willed
You are highly susceptible to any attempts to influence you.
You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
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.
Disorder
You have a mental or emotional disorder which is chronic and hard to treat.
Pseudobulbar affect
Unshakable
You're hardly human anymore, and actions that once troubled you hardly seem to matter at all anymore.
You are at -2 Difficulty to all Trauma rolls. You receive this automatically upon reaching Veteran status (25 victories), and cannot take it prior to that.
Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background.
thorny vines grow under his skin every three days