Nightmares: Space between worlds
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.
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.
Mute
You cannot speak.
You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
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.
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.
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 non-combat Action that requires fine manual dexterity.
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.
Jaded
You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached.
You only have two Limits, instead of the normal three.
Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background.
Crystal skin - parts of your face and body are crystalline in nature. You are clearly alien. You take 1 more damage from blunt hits.
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.