Hindrances

Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your character.

Some have actual gameplay effects. Other are more subjective “roleplaying” Hindrances that help you understand your character and will cause them to act in ways that are not necessarily efficient or in the best interests of the party. Typically acting in such a way will have the GM give you a benny

Hindrances List

NameRankSummary
All ThumbsMinor-2 to use mechanical or electrical devices
AmorousMinor-2 to resist Tricks by foes with the Attractive or Very Attractive Edge.
Ancestral WeaknessMajor/Minor+2/+4 damage from an elemental type.
AnemicMinor-2 Vigor when resisting Fatigue
Arcane SensitivityMajor/MinorSubtract 2 when resisting a power (4 if Major Hindrance)
Armor InterferenceMajor/MinorMust have Arcane Background. Subtract 4 and cannot use abilities granted by Arcane Background or Edges that require it when using medium or heavy armor / shields (or light armor / shields as Major Hindrance).
ArrogantMajorLikes to dominate his opponent, challenge the most powerful foe in combat.
Bad EyesMajor/Minor-1 to all Trait rolls dependent on vision, or -2 as a Major Hindrance. Eyewear negates penalty but have a 50% chance of breaking when the hero suffers trauma.
Bad LuckMajorThe character starts with one less Benny per session
Big MouthMinorUnable to keep secrets and constantly gives away private information.
BitterMajorCharacters healing this character suffer -2 to the roll.
BlindMajor-6 to all tasks that require vision (but choice of a free Edge to offset).
BloodthirstyMajorNever takes prisoners
BlundererMajorRoll of 1 on the skill die is a Critical Failure when using skill important to the character.
Can't SwimMinor-2 to swimming (Athletics) rolls; Each inch moved in water costs 3“ of Pace.
CautiousMinorThe character plans extensively and/or is overly careful.
CluelessMajor-1 to Common Knowledge and Notice rolls.
ClumsyMajor-2 to Athletics and Stealth rolls.
Code of HonorMajorThe character keeps his word and acts like a gentleman.
CorruptionMajorMust have Arcane Background. Gain a new Minor Hindrance (or increase Minor to Major) any time an arcane skill roll Critically Fails, until the character's next Advance.
CuriousMajorThe character wants to know about everything.
CursedMajorCasters subtract 2 when attempting to affect the hero with beneficial magic.
Death WishMinorThe hero wants to die after or while completing some epic task.
DelusionalMajor/MinorThe individual believes something strange that causes him occasional or frequent trouble.
DoomedMajor-2 to Soak rolls.
Doubting ThomasMinorThe character doesn't believe in the supernatural, often exposing him to unnecessary risks.
DrivenMajor/MinorThe hero's actions are driven by some important goal or belief
ElderlyMajor-1 to Pace, running, Agility, Strength, and Vigor, but extra 5 skill points for Smarts skills.
EnemyMajor/MinorThe character has a recurring nemesis.
GreedyMajor/MinorThe individual is obsessed with wealth and material possessions.
GrimMinorHero is gloomy and provoked if successfully Taunted.
HabitMajor/MinorAddicted to something, suffers Fatigue if deprived.
Hard of HearingMajor/Minor-4 to Notice sounds; automatic failure if completely deaf.
HelplessMajor/MinorBecome Distracted or Vulnerable when allies suffer a Wound
HeroicMajorThe character always helps those in need.
HesitantMinorDraw two Action Cards and take the lowest (except Jokers, which may be kept).
IdealisticMinorThe hero sees things in simplistic, black and white terms.
IlliterateMinorThe character cannot read or write.
ImpulsiveMajorThe hero leaps before he looks.
JealousMajor/MinorThe individual covets what others have.
JingoisticMajor/MinorThe character has a bias toward other peoples and cultures. He subtracts 2 from Persuasion rolls when interacting with them (4 if Major) and they may not benefit from his Command Edges.
LonerMajorDoes not benefit from Gang Up Bonsues
LoyalMinorThe hero is loyal to their friends and allies.
Magical KlutzMinorActivating a magical item is a limited action.
Material ComponentsMajorMust have ARcane Background. The caster requires physical items to cast her spells. If she rolls a Critical Failure, she subtracts 4 from arcane skill rolls until she replenishes them.
MeanMinor-1 to Persuasion rolls.
MeticulousMinor-4 to untrained skills.
Mild ManneredMinor-2 to Intimidation rolls.
MuteMajorThe hero cannot speak.
ObeseMinorSize +1, Pace -1 and running die of d4. Treat Str as one die type lower for Min Str
ObligationMajor/MinorThe character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
ObliviousMinorTake half damage when he makes an Evasion roll.
One ArmMajor-4 to tasks (such as Athletics) that require two hands.
One EyeMajor-3 to actions at 5” (10 yards) or more distance.
OutsiderMajor/MinorThe character doesn't fit in to the local environment and subtracts 2 from Persuasion rolls. As a Major Hindrance she has no legal rights or other serious consequences.
OverconfidentMajorThe hero believes she can do anything.
PacifistMajor/MinorFights only in self-defense as a Minor HIndrance, won't fight at all as Major.
PhobiaMajor/MinorThe character is afraid of something, and subtracts –1/–2 from all Trait rolls in its presence.
PovertyMinorHalf starting funds and the character is always broke.
QuirkMinorThe character has some minor but persistent foible that often annoys others.
RuthlessMajor/MinorThe character does what it takes to get her way.
SecretMajor/MinorThe hero has a dark secret of some kind.
SelflessMajor/MinorThe hero puts others before herself.
ShamedMajor/MinorThe individual is haunted by some tragic event from her past.
SlowMajor/MinorPace -1, reduce running die one step. As Major, Pace -2, -2 to Athletics and rolls to resist Athletics. Neither may take the Fleet-Footed Edge.
SmallMinorSize and Toughness are reduced by 1. Size cannot be reduced below -1.
StubbornMinorThe character wants his way and rarely admits his mistakes.
SuspiciousMajor/MinorThe individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to Support him.
Tainted SpiritMajorBecomes Fatigued at the end of combat.
TalismanMajor/MinorMust have Arcane Background. The caster needs a physical item (staff, symbol, etc) to cast his powers. Without it he subtracts 1 from arcane skill rolls (2 as a Major Hindrance).
Thin SkinnedMajor/MinorThe cahracter is particularly susceptible to personal attack. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. As a Major, he subtracts four.
Tongue-TiedMajorThe character often misspeaks or can't get her words out. -1 to Intimidation, Persuasion, And Taunt rolls.
UglyMajor/MinorThe character is physically unattractive and subtracts 1 or 2 from Persuasion rolls.
VengefulMajor/MinorThe adventurer seeks payback for slights against her. As a Major Hindrance, she'll cause physical harm to get it.
VowMajor/MinorThe individual has pledged themself to some cause.
WantedMajor/MinorThe character is wanted by the authorities.
YellowMajor-2 to Fear checks and resisting Intimidation
YoungMajor/MinorMinor has 4 attribute points and 10 skill points, extra Benny per session. Major has 3 attribute points, 10 skill points, and two extra Bennies per session.
2024/04/06 01:02 · 0 Comments