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Savage Worlds Cheatsheets Hindrances
Savage Worlds Cheatsheets Hindrances
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
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.
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).
HINDRANCE HINDRANCE HINDRANCE
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.
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.
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).
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.
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).
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.
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.
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.
HINDRANCE HINDRANCE HINDRANCE
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).