Nightmares: What is beyond
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.
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.
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.
Fairy Rules
You must abide by the major social conventions of the fae.
You cannot lie and must keep any promises you make.
Additional Language: Cherokee
You are fluent in an additional language
You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
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.
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.