† 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. |