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Table of Contents
Hindrances
Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero.
Some Hindrances have actual game effects. Other, more subjective “roleplaying” Hindrances help you understand and roleplay your character. They should occasionally cause her to act in ways that aren’t necessarily smart, efficient, or in the best interests of the party or the overall goal. That’s what roleplaying games are all about, and the GM should reward you with Bennies when your Hindrances cause significant trouble.
All Thumbs (Minor)
Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.
All Thumbs inflicts a -2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours.
Anemic (Minor)
Anemic characters are particularly susceptible to sickness, disease, environmental effects, and fatigue. They subtract 2 from Vigor rolls made to resist Fatigue (see Hazards, starting on page 125).
Arrogant (Major)
Your hero doesn’t think he’s the best—he knows he is. Whether it’s swordsmanship, kung fu, or painting, few compare to his skills and he flaunts it every chance he gets. Winning isn’t enough for this champion. He wants to dominate his opponent and prove there’s no one better. He’s the kind of fighter who disarms an opponent in a duel just to pick the sword up and hand it 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)
Your hero’s eyes aren’t what they used to be. He suffers a -1 penalty to any Trait roll dependent on vision (such as ranged attacks and Notice rolls) or -2 as a Major Hindrance.
In settings where glasses are available, 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.
Bad Luck (Major)
Big Mouth (Minor)
Loose lips sink ships, the saying goes. This hero’s mouth could drown an armada. The blabbermouth can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
Blind (Major)
Bloodthirsty (Major)
Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
Can’t Swim (Minor)
Most people in the 21st century can swim thanks to swimming pools, easy travel to lakes and beaches, or educational efforts. Historically, however, those who weren’t raised around a temperate body of water could not.
Characters with this Hindrance suffer a -2 penalty to the Athletics skill when swimming and each inch moved in water costs 3“ of Pace. See Movement (page 92) for more details and Drowning (page 126).
Cautious (Minor)
This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Clueless (Major)
Your hero doesn’t pay much attention to the world around him and can’t seem to find a haystack in a small pile of needles.
He suffers a -1 penalty to Common Knowledge and Notice rolls.
Clumsy (Major)
Code of Honor (Major)
Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
Curious (Major)
It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
Death Wish (Minor)
Having a death wish doesn’t mean your adventurer is suicidal—he might just think his life is worth less than some noble but clearly deadly goal. Those with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything—and take any risk—to achieve it.
Delusional (Minor or Major)
Your hero believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just characters in some bizarre game, etc.).
With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger (the government is run by aliens, hospitals are deadly, I’m allergic to armor, zombies are my friends).
