Hindrances

Anemic
Minor
–2 to Fatigue tests

Arrogant
Major
Must humiliate opponent, challenge the ‘leader’

Bad Eyes
Minor/Major
–2 to attack or notice something more than 5” distant

Bad Luck
Major
One less Benny per session

Big Mouth
Minor
Unable to keep a secret, blabs at the worst time

Blind
Major
–6 to all actions that rely on vision; –2 on social rolls, gain additional Edge

Bloodthirsty
Major
Never takes prisoners

Cautious
Minor
Character is overly careful

Clueless
Major
–2 to most Common Knowledge rolls

Code of Honor
Major
Character keeps his word and acts like a gentleman

Curious
Major
Character wants to know about everything

Death Wish
Minor
Hero wants to die after completing some task

Delusional
Minor/Major
Character suffers from grave delusions

Elderly
Major
Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts

Enemy
Minor/Major
Character has a recurring nemesis of some sort

Greedy
Minor/Major
Character is obsessed with wealth

Habit
Minor/Major
Charisma –1; Fatigue rolls when deprived of Major Habits

Hard of Hearing
Minor/Major
–2 to Notice sounds; automatic failure if completely deaf

Heroic
Major
Character always helps those in need

Lame
Major
–2 Pace and running die is a d4

Loyal
Minor
The hero tries to never betray or disappoint his friends

Mean
Minor
–2 to his Charisma for ill-temper and surliness

Obese
Minor
+1 Toughness, –1 Pace, d4 running die

One Arm
Major
–4 to tasks requiring two arms

One Eye
Major
–1 Charisma, –2 to rolls requiring depth perception

One Leg
Major
Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill

Overconfident
Major
The hero believes he can do anything

Pacifist
Minor/Major
Character fights only in self-defense as a Minor Hindrance; won’t harm living creatures as Major Hindrance

Phobia
Minor/Major
–2 or –4 to Trait tests when near the phobia

Poverty
Minor
Half starting funds, inability to hang onto future income (halves savings)

Quirk
Minor
Character has some minor but persistent foible

Small
Major
–1 Toughness

Stubborn
Minor
Hero always wants his way

Ugly
Minor
–2 Charisma due to appearance

Vengeful
Minor/Major
Character holds a grudge; will kill as a Major Hindrance

Vow
Minor/Major
A pledge to a group, deity, or religion

Wanted
Minor/Major
The character is a criminal of some sort

Yellow
Major
The character is cowardly and suffers –2 to Fear checks

Young
Major
3 points for Attributes, 10 skill points, +1 Benny per session

Carouser
Minor
The hero usually puts himself in danger while relaxing and feasting. Whenever he
decides to draw a card for the After the Adventure Events, he draws two cards and
the Game Master chooses which of the two is to be considered (usually the worst).

Irascible
Minor
The hero cannot stand insults of any kind and is ready to react to them. Besides effects
on role playing, he also suffers –2 resisting Taunts or Smarts based Tricks. As partial compensation, a hero with the Berserk Edge can apply a –1 to the Smarts roll to go into the berserk state.

Fear of Magic
Minor/Major
Magic is always mistrusted in the Dread Sea Dominions, but the hero is a particular case: he truly dreads it. He tries in every way to avoid the supernatural and even friendly magic. In case of the Major Hindrance, his revulsion also prevents him from using magical objects, Lotus potions included. Whenever forced to face or use magic, the character must make a Fear roll.

Amorous
Minor
Some wizards, warriors, thieves, and charlatans are suckers for a pretty face. They’re easily enamored with a member of one gender or another and easily distracted. Perhaps it’s lust or lechery, or perhaps they just have a keen appreciation of form. Amorous characters suffer a −2 penalty to resist Tricks and Tests of Will by any character with the Attractive Edge (−4 if Very Attractive).

Cocky
Minor
It’s not so much that the adventurer is overconfident—she just thinks everyone else is so incompetent. And she wants them to know it. Until the character spends an entire
round lecturing, chastising, gloating, or otherwise demeaning her foe in combat, she suffers a −2 penalty to all actions. Once she’s satisfied the requirement, the penalty is lifted. She may perform a Test of Wills while delivering her speech, but doesn’t have to.

Obligation
Minor/Major
Your hero has a responsibility she can’t ignore. It could be as simple as a duty to an organization, a choice to protect or care for a person, or a vow to serve an alien wizard. Regardless of the specifics, your character is bound in some way to comply. She can expect her responsibilities to occasionally be inconvenient, or in some cases, even dangerous. As a Minor Hindrance, her Obligations are generally restraints on her time, such as a work schedule she can’t alter. As a Major Hindrance, your character’s Obligations are crucial and hazardous. Failure to honor the hero’s Obligation always has consequences, though exactly what those are depends on the situation and the Game Master.

Impulsive
Minor
The character is the kind to jump right into a situation without hesitation or foreknowledge. She is not overconfident; she just doesn’t always think things through before taking action.

Jingoistic
Minor/Major
The character dislikes people from other cultures and believes his own culture to be far superior. He cannot help belittling other cultures at every opportunity. A character taking the Minor version has −2 Charisma among other cultures. The penalty increases to −4 for the Major Hindrance. In both cases, the character may not use Command Edges with “foreigners” until he has worked with them for a week or so.

One Hand
Minor
This character is missing a hand, but the other now counts as his primary. He suffers
a −4 to any action requiring only the missing hand and a −2 to actions using both hands.
The character may purchase a socket for the arm for 5 SM which can attach a small tool such as a dagger or hook (all do Str+d4 damage), reducing the penalty to −2 for fine actions with the handless arm and −1 for actions requiring both hands. Actions not requiring fine manipulation, such as making a Fighting attack with the attached weapon, suffer no penalty.

Hindrances

Down & Dirty in the Dread Sea Dominions ThuleMaster