Hindrances

† Denotes a new Hindrance in Beasts & Barbarians.

Anemic (Minor)–2 Vigor when resisting Fatigue.
Arrogant (Minor)Likes to dominate his opponent, challenge the most powerful foe in combat.
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.
Bad Luck (Major)The characters starts with one less Benny per session.
Big Mouth (Minor)Unable to keep secrets and constantly gives away private information.
Blind (Major)–6 to all tasks that require vision (but choice of a free Edge to offset).
Bloodthirsty (Major)Never takes prisoners.
† Carouser (Minor)Choose worst of two cards when using the After the Adventure Table.
Can’t Swim (Minor)–2 to Athletics (swimming) rolls; Each inch moved in water costs 3” of Pace.
Cautious (Minor)The character plans extensively and/or is overly careful.
Clueless (Major)–1 to Common Knowledge and Notice rolls.
Clumsy (Major)–2 to Athletics and Stealth rolls.
Code of Honor (Major)The character keeps his word and acts like a gentleman.
Curious (Major)The character wants to know about everything.
† Damsel in Distress (Major)–2 to Fighting, Fear rolls, and to resist Tests, but +2 to Persuasion rolls and receives an additional Benny.
Death Wish (Minor)The hero wants to die after or while completing some epic task.
Delusional (Minor/Major)The individual believes something strange that causes him occasional or frequent trouble.
† Dependent (Major)The hero has a weak dependent that they must look after or suffer penalties.
Driven (Minor/Major)The hero’s actions are driven by some important goal or belief.
Elderly (Major)–1 to Pace, running, Agility, Strength, and Vigor. Hero gets 5 extra skill points.
Enemy (Minor/Major)The character has a recurring nemesis.
† Fear of Magic (Minor/Major)Afraid of magic (Minor) or unable to use magic (Major).
Greedy (Minor/Major)The individual is obsessed with wealth and material possessions.
Habit (Minor/Major)Addicted to something, suffers Fatigue if deprived.
Hard of Hearing (Minor/Major)–4 to Notice sounds; automatic failure if completely deaf.
Heroic (Major)The character always helps those in need.
Hesitant (Minor)Draw two Action Cards and take the lowest (except Jokers, which may be kept).
Impulsive (Major)The hero leaps before he looks.
† Irascible (Minor)–2 when resisting Taunts or Smarts­-based Tests.
Jealous (Minor/Major)The individual covets what others have.
† Lost on the Way (Minor/Major)Enlightenment skill cannot be above d8 (Minor); also can’t gain New Powers or Power Points (Major).
Loyal (Minor)The hero is loyal to his friends and allies.
Mean (Minor)–1 to Persuasion rolls.
Mild-Mannered (Minor)–2 to Intimidation rolls.
Mute (Major)The hero cannot speak.
Obese (Minor)Size +1, Pace –1 and running die of d4. Treat Strength as one die type lower for Min Str.
Obligation (Minor/Major)The character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
One Arm (Major)–4 to tasks (such as Athletics) that require two hands.
One Eye (Major)–2 to actions at 5″ (10 yards) or more distance.
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.
Overconfident (Major)The hero believes she can do anything.
Pacifist (Minor/Major)Fights only in self­-defence as a Minor Hindrance, won’t fight at all as Major.
Phobia (Minor/Major)The character is afraid of something, and subtracts –1/–2 from all Trait rolls in its presence.
Poverty (Minor)Half starting funds and the character is always broke.
Quirk (Minor)The individual has some minor but persistent foible that often annoys others.
Ruthless (Minor/Major)The character does what it takes to get her way.
Secret (Minor/Major)The hero has a dark secret of some kind.
Shamed (Minor/Major)The individual is haunted by some tragic event from her past.
† Sharp-­Tongued (Minor)The hero must spend his first action in any combat on a Taunt; cannot raise his Persuasion skill over d8. +1 to Taunt rolls.
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 Fleet­Footed Edge.
Small (Minor)Size and Toughness are reduced by 1. Size cannot be reduced below –1.
Stubborn (Minor)The character wants his way and rarely admits his mistakes.
Suspicious (Minor/Major)The individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to Support him.
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.
Timid (Major)–2 to Fear checks and resisting Intimidation.
Tongue-­Tied (Major)The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.
Ugly (Minor/Major)The character is physically unattractive and subtracts 1 or 2 from Persuasion rolls.
Vengeful (Minor/Major)The adventurer seeks payback for slights against her. As a Major Hindrance, she’ll cause physical harm to get it.
Vow (Minor/Major)The individual has pledged himself to some cause.
Wanted (Minor/Major)The character is wanted by the authorities.
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.