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.
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.
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.
Born Runner
You are built specifically for running.
+5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
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.
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.
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.
Focused
You’re cool under pressure.
Stress from Mind Damage is reduced by 2.