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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.
    • Ailin' (Minor/Major): The hero suffers from chronic, incurable disease. - 1 (-2 as Major) to all Fatigue rolls. On Critical Failure of such roll Minor change to Major, and Major means the hero dies on this session. He immedietaly gets point of Conviction. After he dies other characters gets Conviction point. (DLWW, p. 15)
    • All Thumbs (Minor): –2 to use mechanical or electrical devices. (SWADE, p. 22)
    • Anemic (Minor): –2 Vigor when resisting Fatigue. (SWADE, p. 22)
    • Arrogant (Major): Likes to dominate his opponent, challenge the most powerful foe in combat. (SWADE, p. 22)
    • Bad Eyes (Minor/Major): –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. (SWADE, p. 22)
    • Bad Luck (Major): The characters starts with one less Benny per session. (SWADE, p. 22)
    • Big Mouth (Minor): Unable to keep secrets and constantly gives away private information. (SWADE, p. 23)
    • Blind (Major): –6 to all tasks that require vision (but choice of a free Edge to offset). (SWADE, p. 23)
    • Bloodthirsty (Major): Never takes prisoners. (SWADE, p. 23)
    • Can’t Swim (Minor): –2 to swimming (Athletics) rolls; Each inch moved in water costs 3” of Pace. (SWADE, p. 23)
    • Cautious (Minor): The character plans extensively and/or is overly careful. (SWADE, p. 23)
    • Clueless (Major): –1 to Common Knowledge and Notice rolls. (SWADE, p. 23)
    • Clumsy (Major): –2 to Athletics and Stealth rolls. (SWADE, p. 23)
    • Code of Honor (Major): The character keeps his word and acts like a gentleman. (SWADE, p. 23)
    • Curious (Major): The character wants to know about everything. (SWADE, p. 23)
    • Cursed (Major): +1 benny for GM. (DLWW, p. 15)
    • Death Wish (Minor): The hero wants to die after or while completing some epic task. (SWADE, p. 23)
    • Delusional (Minor/Major): The individual believes something strange that causes him occasional or frequent trouble. (SWADE, p. 23)
    • Doubting Thomas (Minor): The character doesn’t believe in the supernatural, often exposing him to unnecessary risks. (SWADE, p. 24)
    • Driven (Minor/Major): The hero’s actions are driven by some important goal or belief. (SWADE, p. 24)
    • Elderly (Major): –1 to Pace, running, Agility, Strength, and Vigor. Hero gets 5 extra skill points. (SWADE, p. 24)
    • Enemy (Minor/Major): The character has a recurring nemesis. (SWADE, p. 24)
    • Greedy (Minor/Major): The individual is obsessed with wealth and material possessions. (SWADE, p. 24)
    • Grim Servant O' Death (Major): + 1 to every damage roll, but if attack roll is Critical Failure, it hits nearest ally with raise. (DLWW, p. 15)
    • Habit (Minor/Major): Addicted to something, suffers Fatigue if deprived. (SWADE, p. 24)
    • Hard of Hearing (Minor/Major): –4 to Notice sounds; automatic failure if completely deaf. (SWADE, p. 24)
    • Heavy Sleeper (Minor): Notice roll (-4) to wake up, -4 to Vigor rolls to stay awake. (DLWW, p. 16)
    • Heroic (Major): The character always helps those in need. (SWADE, p. 24)
    • Hesitant (Minor): Draw two Action Cards and take the lowest (except Jokers, which may be kept). (SWADE, p. 25)
    • Illiterate (Minor): The character cannot read or write. (SWADE, p. 25)
    • Impulsive (Major): The hero leaps before he looks. (SWADE, p. 25)
    • Jealous (Minor/Major): The individual covets what others have. (SWADE, p. 25)
    • Loyal (Minor): The hero is loyal to his friends and allies. (SWADE, p. 25)
    • Lyin' Eyes (Minor): - 1 to Intimidation, Persuasion, Gambling while lying or bluffing. (DLWW, p. 16)
    • Mean (Minor): –1 to Persuasion rolls. (SWADE, p. 25)
    • Mild Mannered (Minor): –2 to Intimidation rolls. (SWADE, p. 25)
    • Mute (Major): The hero cannot speak. (SWADE, p. 25)
    • Night terrors (Major): - 1 to all Spirit rolls. (DLWW, p. 16)
    • Obese (Minor): Size +1, Pace –1 and running die of d4. Treat Str as one die type lower for Min Str. (SWADE, p. 25)
    • Obligation (Minor/Major): The character has a weekly obligation of 20 (Minor) to 40 (Major) hours. (SWADE, p. 25)
    • Old Ways Oath (Minor): Free reroll on any Spirit roll, but pledged to forego modern technology. When agreement is violated, advantage is lost for 24 hours. If ghost rock fuelled device is used the loss last a week. (DLWW, p. 16)
    • One Arm (Major): –4 to tasks (such as Athletics) that require two hands. (SWADE, p. 26)
    • One Eye (Major): –2 to actions at 5? (10 yards) or more distance. (SWADE, p. 26)
    • Outsider (Minor/Major): The 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. (SWADE, p. 26)
    • Overconfident (Major): The hero believes she can do anything. (SWADE, p. 26)
    • Pacifist (Minor/Major): Fights only in self-defense as a Minor Hindrance, won’t fight at all as Major. (SWADE, p. 26)
    • Phobia (Minor/Major): The character is afraid of something, and subtracts –1/–2 from all Trait rolls in its presence. (SWADE, p. 26)
    • Poverty (Minor): Half starting funds and the character is always broke. (SWADE, p. 26)
    • Quirk (Minor): The individual has some minor but persistent foible that often annoys others. (SWADE, p. 26)
    • Ruthless (Minor/Major): The character does what it takes to get her way. (SWADE, p. 26)
    • Secret (Minor/Major): The hero has a dark secret of some kind. (SWADE, p. 26)
    • Shamed (Minor/Major): The individual is haunted by some tragic event from her past. (SWADE, p. 27)
    • Slow (Minor/Major): Pace –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. (SWADE, p. 27)
    • Small (Minor): Size and Toughness are reduced by 1. Size cannot be reduced below –1. (SWADE, p. 27)
    • Stubborn (Minor): The character wants his way and rarely admits his mistakes. (SWADE, p. 27)
    • Suspicious (Minor/Major): The individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to Support him. (SWADE, p. 28)
    • Talisman (Minor or Major): Only Hero with Arcane Background, other then Mad Scientist can take this Hindrance. -1 (-2 as Major) to arcane skill roll without specific item. (DLWW, p. 16)
    • Tenderfoot (Major): Additional - 1 penalty while Wounded. Hero can't take Dont Get'im Riled! Edge. (DLWW, p. 16)
    • Thin Skinned (Minor/Major): The character is particularly susceptible to personal attacks. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. As a Major, he subtracts four. (SWADE, p. 28)
    • Tongue-Tied (Major): The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls. (SWADE, p. 28)
    • Trouble Magnet (Minor/Major): Minor - all Critical Failures have worse consequences. Major - when randomly checked for negative effects, always choose this Hero. (DLWW, p. 17)
    • Ugly (Minor/Major): The character is physically unattractive and subtracts 1 or 2 from Persuasion rolls. (SWADE, p. 28)
    • Vengeful (Minor/Major): The adventurer seeks payback for slights against her. As a Major Hindrance, she’ll cause physical harm to get it. (SWADE, p. 28)
    • Vow (Minor/Major): The individual has pledged himself to some cause. (SWADE, p. 28)
    • Wanted (Minor/Major): The character is wanted by the authorities. (SWADE, p. 28)
    • Yellow (Major): –2 to Fear checks and resisting Intimidation. (SWADE, p. 28)
    • Young (Minor/Major): Minor 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. (SWADE, p. 28)

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