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All Thumbs (Minor) Anemic (Minor) Arrogant (Major)

Due to upbringing, lack of exposure, or Anemic characters are particularly Your hero doesn’t think he’s the best - he
pure bad luck, some individuals are “all susceptible to sickness, disease, knows he is. Whether it’s swordsmanship,
thumbs” when it comes to mechanical or kung fu, or painting, few compare to his
technological devices.
environmental effects, and fatigue. skills and he flaunts it every chance he
gets.
All Thumbs inflicts a −2 penalty when They subtract 2 from Vigor rolls
using mechanical or electrical devices. If made to resist Fatigue (see Winning isn’t enough for this champion.
he rolls a Critical Failure while using such Hazards, starting on page 125). He wants to dominate his opponent and
a device (and it doesn’t already have a prove there’s no one better. He’s the kind
built-in effect), it’s broken. If the GM feels of fighter who disarms an opponent in a
it’s appropriate, it can be fixed with a duel just to pick the sword up and hand it
Repair roll and 1d6 hours. back with a smirk. Arrogant individuals
look for the greatest threat in battle,
hacking their way through lesser minions
only because they’re in the way

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Bad Eyes (Minor or Major) Bad Luck (Major) Big Mouth (Minor)
Your hero’s eyes aren’t what they used to Your hero is a little less lucky than Loose lips sink ships, the saying goes. This
be. He suffers a −1 penalty to any Trait roll most. He gets one less Benny per hero’s mouth could drown an armada.
dependent on vision (such as ranged
attacks and Notice rolls) or −2 as a Major
game session than normal. The blabbermouth can’t keep a secret very
Hindrance. well. He reveals plans and gives away
A character cannot have both Bad things best kept among friends, usually at
In settings where glasses are available, Luck and the Luck Edge. the worst possible times.
they negate the penalty when worn. If lost
or broken during a combat (generally a
50% chance when he’s Wounded, falls, or
suffers some other trauma), the character
is Distracted (and Vulnerable if a Major
Hindrance) until the end of their next turn.

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Blind (Major) Bloodthirsty (Major) Can’t Swim (Minor)

The individual is completely Your hero never takes prisoners Most people in the 21st century can
without sight. unless under the direct supervision swim thanks to swimming pools,
of a superior. easy travel to lakes and beaches, or
He suffers a −6 to all physical tasks educational efforts. Historically,
however, those who weren’t raised
that require vision (GM’s call). His cold-blooded ruthlessness
around a temperate body of water
causes enemies to respond in kind, could not.
On the plus side, Blind characters often costs vital information,
gain their choice of a free Edge to creates constant enemies, and may Characters with this Hindrance
compensate for this particularly get him in trouble with his suffer a −2 penalty to the Athletics
difficult Hindrance. superiors or the authorities, skill when swimming and each inch
depending on the setting. moved in water costs 3″ of Pace. See
Movement (page 92) for more details
and Drowning (page 126).
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Cautious (Minor) Clueless (Major) Clumsy (Major)

This planner personifies restraint Your hero doesn’t pay much attention to Your hero is an uncoordinated klutz who
and carefulness. the world around him and can’t seem to trips over air and is always the last one
find a haystack in a small pile of needles picked for sports.

He never makes rash decisions and He suffers a −2 penalty to Common He subtracts 2 from Athletics and Stealth
likes to plot things out in detail Knowledge and Notice rolls. rolls.
long before any action is taken.

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Code of Honor (Major) Curious (Major) Death Wish (Minor)

Honor is very important to your It killed the cat, and it might kill Having a death wish doesn’t mean your
character. your warrior as well. adventurer is suicidal—he might just think
his life is worth less than some noble but
clearly deadly goal.
He keeps his word, doesn’t abuse Curious characters have to check
or kill prisoners, and generally tries out everything and always want to Those with a Death Wish don’t throw their
to operate within his world’s know what’s behind a potential lives away for no reason, but when there’s
particular notion of proper mystery or secret. a chance to complete a goal they do
anything - and take any risk - to achieve it.
gentlemanly or ladylike behavior.

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Delusional (Minor or Major) Doubting Thomas (Minor) Driven (Minor or Major)


Your hero believes something that is Some people don’t believe in the A vow is a commitment to others. Driven
considered quite strange by everyone else. supernatural until they’re halfway down characters want something for themselves.
Minor Delusions are harmless or the some creature’s gullet.
character generally keeps it to himself It may be to protect the realm, become a
(the government puts sedatives in soft Doubting Thomases are skeptics who try decorated officer, prove you’re the best
drinks, dogs can talk, we’re all just their best to rationalize supernatural gladiator in Rome, or the best pilot in the
characters in some bizarre game, etc.). events. They walk right into danger they galactic fleet.
don’t believe in and look for alternate
With a Major Delusion, he expresses explanations to every supernatural event. The Minor version shapes the character
his view on the situation frequently and it and pushes his decisions but either
can occasionally lead to danger (the Even after being confronted with happens rarely or is fairly harmless.
government is run by aliens, hospitals are undeniable truth, the doubter’s mind
deadly, I’m allergic to armor, zombies are eventually begins to doubt what he saw, As a Major Hindrance it’s an overriding
my friends). rationalizes it away, or compartmentalizes desire that comes up frequently or causes
the event as “one of a kind” while peril for the heroine and those around her.
continuing to doubt the next mystery.
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Elderly (Major) Enemy (Minor or Major) Greedy (Minor or Major)


Your adventurer is getting on in years, but Someone out there hates the character and Misers measures worth in material
he’s not quite ready for the nursing home wants him ruined, locked away, or dead. possessions or wealth.
yet. The value of the Hindrance depends on
how powerful the enemy is and how often If a Minor Hindrance, he argues bitterly
His Pace is reduced by 1, and he subtracts he might show up. for more than his fair share of any loot or
1 from running rolls (minimum 1). A Minor Enemy might be a lone reward the party might come across.
gunslinger out for vengeance or a betrayed
He also suffers a −1 penalty to Agility, brotherhood that’s deadly but appears As a Major Hindrance, he fights over
Strength, and Vigor rolls, but not their rarely. anything he considers unfair, and may
linked skills. A Major Enemy might represent powerful even kill for it if he feels slighted or covets
authorities, a band of outlaws, or a single something he cannot have.
On the plus side, the wisdom of his years very powerful and relentless rival. If the
grants the hero 5 extra skill points which enemy is one day defeated, the GM should
may be used for any skills linked to gradually work in a replacement, or the
Smarts. hero may buy off the Hindrance by
sacrificing an Advance.

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Habit (Minor or Major) Young (Minor/Major) Heroic (Major)


Your warrior has an annoying or dangerous The hero is 12–15 years old (in human years - adjust This noble soul never says no to a
compulsion. this for other races).
person in need.
A Minor Habit irritates those around her but isn’t He has only 4 points to adjust his attributes instead of
dangerous. Maybe she picks her nose, can’t stop 5, and 10 skill points instead of 12. He may also have
fiddling with her phone, says “y’know” in the middle legal restrictins depending on the setting (can’t drive, She doesn’t have to be happy about
of every sentence, or chews and smacks her gum own a firearm, and so on). it, but she always comes to the
loudly and often. Allies avoid her if possible.
On the plus side, youths have a fair amount of luck. rescue of those she feels can’t help
A Major Habit is a physical or mental addiction of They draw one extra Benny at the beginning of each themselves.
some sort that is debilitating or possibly even deadly. game session (this stacks with other Edges such Luck
This includes drug use, chronic drinking, or perhaps or Great Luck). Most Young characters should also
even an addiction to virtual reality in a hightech take the Small Hindrance, but it’s not mandatory. She’s the first one to run into a
setting.
As a Major Hindrance, the character is Very Young (8 burning building, usually agrees to
An addict who doesn’t get his fix must make take a to 11 years old). He has only 3 points for attributes hunt monsters for little or no pay,
level of Fatigue (see page 100) some sort of and 10 for skills, and the Small Hindrance. Very
appropriate medicine removes one level of Fatigue Young heroes draw two extra Bennies at the start of and is generally a pushover for a
for four hours. After that the Fatigue returns and can each session. sob story.
only be recovered with the addicting substance.

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Hesitant (Minor) Illiterate (Minor) Impulsive (Major)


Your hero hesitates in stressful situations. Your hero cannot read. He can sign his The daredevil almost always leaps
Draw two Action Cards in combat and act name and knows what a STOP sign says, before he looks.
on the lowest. but little else. He also doesn’t know much
about math.
If you draw a Joker, use it normally and He rarely thinks things through
ignore the Hindrance for the round (hence He can probably do 2 + 2 = 4, but before taking action.
this being a Minor Hindrance, it actually multiplication and the like are beyond him.
increases your chances of drawing a Illiterate characters can’t read or write in
Joker!) Hesitant characters cannot take the any language, by the way, no matter how
Quick or Level Headed Edges. many they actually speak.
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Jealous (Minor or Major) Loyal (Minor) Mean (Minor)


Insecurity leads to envy of others’ This stalwart defender risks her life This curmudgeon is ill-tempered
accomplishments or being overly possessive of
what this disgruntled soul feels belongs to him. for her friends without hesitation. and disagreeable.
He often complains, pouts, covets others’ Some Loyal heroes may not act
possessions or accolades, claims credit for that way, but are the first to come He has trouble doing anything kind
another’s work, disobeys commands, and
generally causes problems. to their friends’ rescue when for anyone else, must be paid for
they’re threatened. his troubles, and doesn’t accept
As a Minor Hindrance, the character’s jealousy awards or favors graciously.
is focused on one particular subject (such as his
“unrivaled” skill as a pilot or a romantic
interest). Besides the obvious roleplaying
issues, Mean characters subtract 1
As a Major Hindrance, the character is
jealous of anyone and everyone he feels from Persuasion rolls.
outshines him. He consistently bad-mouths
his rivals, tries to upstage them, or actively
plots to discredit those who threaten his ego.

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Mild Mannered (Minor) Mute (Major) Obese (Minor)

Your milquetoast just isn’t Due to trauma or birth, your Those who carry their weight well have the
Brawny Edge. Those who don’t are Obese.
threatening. Maybe he’s a little character has lost the ability to
doughy around the middle, has a speak. A character cannot be both Brawny and Obese,
kind face, or a soft voice. and this Hindrance can’t increase your Size
above +3.
He can write messages to others
Whatever the issue, he has a hard when needed, use sign language, or An Obese hero’s Size (and therefore
time looking tough. some combination of visual Toughness) increase by +1. His Pace is reduced
by 1, and his running die one die type
communication. (minimum d4). Strength is considered one die
He subtracts 2 when making type less (minimum d4) for armor and worn
Intimidation rolls. Vison-based communication may gear (not weapons). They may also have
difficulty finding armor or clothing that fits or
require a Notice roll to perceive entering confined spaces.
correctly (illumination and similar
penalties apply).

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Obligation (Minor or Major) One Arm (Major) One Eye (Major)

Your hero has a responsibility sheBy birth or battle, your hero has This veteran lost an eye and has
must attend to on a daily or regular
lost an arm. Fortunately, his other trouble with depth perception.
basis. It could be a job, volunteer
arm is (now) his “good” one.
work, taking care of family or He subtracts 2 from any Trait roll
friends, etc. Tasks that require two hands, such dependent on vision and more than
as some Athletics rolls (GM’s call) 5″ (10 yards) distant.
The Obligation consumes about 20 or using a two-handed weapon,
hours most weeks, or 40 + for the suffer a −4 modifier.
Major version.

Exactly what that entails should be


discussed between the player and
the Game Master.
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Outsider (Minor or Major) Overconfident (Major) Pacifist (Minor or Major)


In a society made up of only a few types of There’s nothing out there your hero Your hero absolutely despises violence.
people, your hero isn’t one of them. A Native
American in a Western town, an alien in a scifi game can’t defeat. At least that’s what he Minor pacifism means he only fights when
of human marines, or a half-orc in a party of elves, thinks. given no other choice and never allows the
dwarves, and humans are all examples. killing of prisoners or other defenseless
Locals are likely to raise prices on her, ignore pleas
victims.
for help, and generally treat her as lower class.
He believes he can do most
Outsiders subtract 2 from Persuasion rolls made to anything and never wants to retreat Major Pacifists won’t fight living
influence those who aren’t her own kind. The Major from a challenge. characters under any circumstances. They
version also means the character has few or no legal
rights in the main campaign area. She might be a
may defend themselves, but won’t do
different species among xenophobes, the civilization anything to permanently harm sapient,
may be cruel and unenlightened toward strangers, or
He’s not suicidal, but he certainly living creatures.
she might even be an artificial intelligence whose takes on more than common sense
sapience isn’t acknowledged by the law. dictates. They may use nonlethal methods (see page
104), but only in self-defense or the
defense of others.

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Phobia (Minor or Major) Poverty (Minor) Quirk (Minor)


Phobias are overwhelming and irrational It’s said a fool and his money are This individual has some minor
fears that plague a hero’s psyche. soon parted. Your hero is one of foible that is usually humorous but
Whenever a character is in the presence of
his phobia (GM’s call, but generally sight),
them. can occasionally cause him real
he subtracts 1 from all his Trait rolls if it’s trouble.
a Minor Hindrance, and 2 if it’s Major. He starts with half the usual money
Phobias shouldn’t be too obvious - for your setting and just can’t seem A swashbuckler may always try to
everyone should be afraid of vampires, for to hang on to funds acquired after slash his initials on his foes, a
example, so it’s not a phobia, it’s common
sense. Instead, the phobia usually centers
play begins. dwarf may brag constantly about
on some random element the mind his culture, or a snobby débutante
associates with the event. Remember, In general, the player halves his might not eat, drink, or socialize
phobias are irrational fears. total funds every game week. with the lower class, for example.

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Ruthless (Minor or Major) Secret (Minor or Major) Shamed (Minor or Major)

The fanatic will do most anything Your hero has a secret she keeps to Something haunts your adventurer. Maybe he made a
vow he didn’t keep. Maybe he was defeated in an
to accomplish her goals. protect herself or others. honorable fight and ordered the death of his foe
anyway for some greater principle. Maybe he isn’t
actually cowardly but once ran from a battle and left
As a Major Hindrance, she harms As a Minor Hindrance, the secret is others to die.
anyone and everyone who gets in troublesome but not life-threatening. As a Minor Hindrance, the shameful circumstances
her way. The Major version would cause severe aren’t generally known - it just haunts the hero. He
might go out of his way, against all reason, not to
problems if discovered. If it ever repeat the mistake. Or he might give in to the same
As a Minor Hindrance, she stops becomes public knowledge, she should set of circumstances and hate himself for it.
short of true harm to anyone except trade it for Enemy, Shamed, Wanted, As a Major Hindrance, his deed is wellknown - or at
those who directly oppose her. or another appropriate Hindrance least known among those he cares about. The other
approved by the GM. player characters should be told the tale as soon as
possible (preferably at character creation).

If not, it should be revealed by nonplayer characters


at some point, and occasionally used against the hero.
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Slow (Minor or Major) Page 1 Slow (Minor or Major) Page 1 Small (Minor)

A disability or past injury has hindered Prosthesis: A character with the Minor This adventurer is very skinny, very
this hero’s mobility. version of this Hindrance may have a
prosthesis. If the prosthesis is lost, he suffers the short, or both.
effects of the Major version of Slow.
As a Minor Hindrance, reduce his Pace His Size (see page 106) is reduced
Wheelchairs: From about the Victorian era forward,
by 1 and his running die one step (if Slow heroes may start with a manual wheelchair at no by 1, which reduces his Toughness
already d4, reduce to d4 − 1). cost. In the modern era (1980s and on), the character
may also choose from an ultralight or powered chair. as well.
All wheelchairs require reasonably smooth ground to
As a Major Hindrance, reduce the operate (GM’s call).
running die a step, Pace by 2, and MANUAL: Pace is half Athletics die (max of 3) Size can’t be reduced below −1, but
subtract 2 from Athletics rolls and rolls and cannot run. the Toughness penalty remains.
ULTRALIGHT: Pace is half Athletics die and
to resist Athletics (such as Tests or may run at d4 (Minor) or d4 − 1 (Major).
Grappling). Slow characters may not POWERED: Pace 6 on flat, even ground, Pace 3 on A Small half-folk, for example,
uneven ground, cannot run. Most powered chairs
take the FleetFooted Edge. can go about 10 miles before requiring a recharge. remains Size −1 and loses a point
of Toughness.

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Stubborn (Minor) Suspicious (Minor or Major) Thin Skinned (Minor or Major)

Stubborn individuals always want Your character is suspicious of Personal attacks really get under
their way and never admit they’re everyone. this individual’s skin.
wrong.
As a Minor Hindrance, his paranoia As a Minor Hindrance, he subtracts
Even when it’s painfully obvious causes frequent trust issues. He 2 when resisting Taunt attacks.
they’ve made a mistake they try to might demand full payment before
justify it with half-truths and doing a task, want every agreement As a Major, he subtracts 4.
rationalizations. in writing, or believe even his
friends are out to get him.

As a Major Hindrance, Support


rolls to aid the distrustful individual
are made at −2.

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Tongue-Tied (Major) Ugly (Minor or Major) Vengeful (Minor or Major)

Your adventurer flubs cool lines (or Attractive people get all the breaks. Payback is…well…bad news for someone,
thinks of them afterwards!), goes and this adventurer is going to get it.
off on tangents when he’s trying to This unfortunate individual isn’t one of
them. As a Minor Hindrance she usually seeks
talk someone into something, and vengeance legally. The method varies by
generally miscommunicates most situation. Some plot and scheme for
He subtracts 1 from his Persuasion
everything he says. rolls, if taken as a Major Hindrance,
months while others demand immediate
results.
subtract 2.
He suffers a −1 penalty to Those with the Major version of this
Intimidation, Performance, Taunt, Hindrance don’t let anything prevent them
and Persuasion rolls that involve from a reckoning. This doesn’t mean they
speech. immediately resort to violence, but their
actions always escalate until total and
complete satisfaction is achieved.
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Vow (Minor or Major) Wanted (Minor or Major) Yellow (Major)

The character has sworn an oath to Your hero has committed some crime and will Not everyone has ice water in their
someone or something he believes in. be arrested if discovered by the authorities.
This assumes the setting actually has laws and veins.
The danger in fulfilling the Vow and police officers to enforce them.
how often it might occur determines Your hero is squeamish at the sight
the level of the Hindrance. The level of the Hindrance depends on how
serious the crime was and how active the of blood and gore and terrified of
A Minor Vow might be to serve an hunters are. A hero with numerous unpaid coming to harm.
parking tickets (in a game where he might have
order with a broad mandate that rarely to drive occasionally) has a Minor Hindrance,
conflicts with the party’s goals. as does someone wanted for more serious He subtracts 2 fro Fear checks and
crimes away from the main campaign area. when resisting Intimidation.
A Major Vow makes long-term and
Being accused of murder is a Major Hindrance
frequent demands on the servant’s time in almost any setting if there’s someone around
and results in great risks to his life. to seek justice (or vengeance).

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