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.
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.
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.
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.
Seen Things
Your exposure to unspeakable horrors has hardened you.
You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
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.
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.
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.
Compulsive Liar
You have trouble with honesty and generally find it much easier and safer to make things up.
Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
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.
Nimble Fingers
Your fingers are particularly long and slender.
You receive a +2 dice bonus to any action that requires fine manual dexterity.
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.
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.
Nightmares: Clowns
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.
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.