hindrances

All Thumbs (Minor) – Using mechanical or electronic device causes malfunction; affects repairing items. In Evernight, it also affects Shooting. Core Rules, Evernight Setting
Anemic (Minor) – Has a hard time resisting sickness, disease, poison, or environment. Core Rules
Arrogant (Major) – Convinced of own superiority and always wishes to prove it. Core Rules, 50 Fathoms Setting
Bad Eyes (Minor/Major) – Can’t see too well; tech level of the setting affects the value. Core Rules
Bad Luck (Major) – Bennies at start of session reduced. Core Rules
Big Mouth (Minor) – Not very good at keeping secrets. Core Rules
Blind (Major) – Big penalty for all tasks requiring sight; receives free Edge as compensation. Core Rules
Bloodthirsty (Major) – Excessively violent, resulting in a Charisma penalty among those who know about it. Core Rules
Bullet Magnet (Major) – Has increased likelihood of being hit by adjacent fire. Tour of Darkness Setting, Necropolis Setting, Weird War II Setting
Cautious (Minor) – Likes to avoid rash decisions and plans out excessively. Core Rules
Clueless (Major) – Penalty to Common Knowledge rolls. Core Rules
Code of Honor (Major) – Always exhibits proper behavior. Core Rules
Curious (Major) – Must look into anything that grabs attention. Core Rules
Death Wish (Minor) – Willing to risk life to accomplish something. Core Rules
Delusional (Minor/Major) – Possesses an unconventional belief. Core Rules
Fanatic (Major) – Won’t betray his country or cause. Weird War II Setting
Glass Jaw (Minor) Soak rolls penalized. Solomon Kane Setting, Slipstream Setting
Goldbrick (Minor) – Laziness to the point it affects Charisma and promotion opportunity. Weird War II Setting
Greedy (Minor/Major) – Obsessed with wealth; how far he’ll go determines the value. Core Rules
Habit (Minor/Major) – Engages in some annoying behavior constantly, penalizing Charisma; full-fledged addictions can cause Fatigue. Core Rules
Hard of Hearing (Minor/Major) – Hearing based Notice rolls adversely affected. Core Rules
Heroic (Major) – Must always help those in need. Core Rules
Illiterate (Minor) – Can’t read or write. Core Rules
Lame (Major) – Pace and running die reduced. Core Rules
Loyal (Minor) – Always sticks by his friends. Core Rules
Mean (Minor) – Has an unpleasant disposition, resulting in a Charisma penalty. Core Rules
Obese (Minor) – Is overweight, reducing Pace and running die; Toughness is increased. Core Rules
One Arm (Major) – Penalty for all tasks requiring both hands. Core Rules, 50 Fathoms Setting
One Eye (Major) – Penalty to Trait rolls requiring depth perception; possible Charisma penalty. Core Rules, 50 Fathoms Setting
One Eye (Minor) – Has only one eye (rather than missing an eye); ranged attacks penalized. Low Life Setting
One Leg (Major) – Pace and running die reduced; penalty to Swimming rolls and Pace. Core Rules, 50 Fathoms Setting
Outsider (Minor) – Doesn’t fit in society, resulting in a Charisma penalty and generally unpleasant treatment from most folks. Core Rules
Overconfident (Major) – Believes self to be capable of anything even in the face of common sense. Core Rules
Pacifist (Minor/Major) – Disdains violence and avoids killing; strictness determines the value. Core Rules
Phobia (Minor/Major) – Presence of a particular object or situation causes a penalty to all Trait rolls. Core Rules
Quirk (Minor) Has a distinct foible of some description. Core Rules
Replacement (Major) – New to war and suffers penalties do to his inexperience. Weird War II Setting
Shell Shocked (Minor/Major) – Character has the “shakes” and suffers Charisma and Sanity penalties. Weird War II Setting
Slow (Major) – Takes a lower initiative card; the opposite of the Quick Edge. Tour of Darkness Setting , Necropolis Setting, Weird War II Setting
Slowpoke (Minor) – Pace is reduced. Deadlands: Reloaded Setting
Small (Major) – Toughness is reduced due to slight stature. Core Rules
Stubborn (Minor) – Insists on having own way no matter what. Core Rules
Thin Skinned (Major) – Penalties when wounded increased. Deadlands: Reloaded Setting
Ugly (Minor) – Has an unappealing appearance which results in a lowered Charisma. Core Rules
Vengeful (Minor/Major) – Must always right a wrong; how far he’ll go determines the value. Core Rules
Vow (Minor/Major) – Is bound to a set of ideals or a goal to accomplish. Core Rules


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hindrances

WW2 - A Savage Shadowforce prequel Clockverk