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(Major) Some individuals bleed much more freely than others. Maybe it’s an actual genetic condition, or maybe the victim is just unlucky and nicks a vein every time he gets stuck by some psycho with a knife. Any time the victim suffers a wound that doesn’t Incapacitate him, he begins to bleed. Each round after suffering the wound he must make a Vigor roll or suffer a level of Fatigue that can lead to death. The bleeding can be stopped with a successful Healing roll, and is recovered at the rate of one level per hour afterwards—assuming reasonable food or fluids.

Bullet Magnet

(Major) Sometimes a person just winds up in the wrong place at the wrong time. Some people seem to make a habit out of it. This unfortunate soul is hit by accidental fire (using the Innocent Bystander rules) on a 1–2 for single-shot weapons, and a 1–3 for shotguns or full-auto fire.

Combat Shock

(Minor/Major) Some people freeze up when things get dangerous, and your hero is one of them. It could be due to fear, flashbacks, or something else; whatever the reason, in the first round of any combat, you must make a Fear check. If you have the Major version, this roll is at –2.


(MINOR) The character suffers a deep guilt over some past action or failure to act. As a result, he must make a Spirit roll at the beginning of each session. A failure on the roll indicates the character begins with 1 less benny. This is cumulative with the effect of the Bad Luck Hindrance.


(Minor) Every little thing makes this individual nervous and scared. Any time there’s a sudden noise, shock, or surprise, the Jumpy hero must make a Fear test.

Responsibility to Others

(MINOR/MAJOR) The character has friends or family members for which he is responsible. The responsibility is defined when the Hindrance is gained. It could be a spouse, child, sibling, parent, lover, friend, ex-spouse, et cetera. The other character is an Extra, never a Wild Card. If the character is responsible for only one other individual, then the Hindrance is Minor. If the character is responsible for more than one person (such as his family), then the Hindrance is Major. The Game Master is encouraged to be creative with this Hindrance when using it during an adventure. For example, the person could be known for getting into trouble and biting off more than they can chew, constantly forcing the character to rush to the rescue. Should the person or people ever die, the character must replace this Hindrance with another at an equal rank (Minor or Major, or 2 Minors for a Major). Some suggestions are: Death Wish, Delusional, Guilt, Haunted Memories, Mean, and Psychologically Unstable.


(Minor) No matter how much this investigator fights it, fear and terror elicits an ear-splitting scream. The scream might alert other enemies, and it certainly unnerves the character’s nearby companions. Any time the character fails a Fear test, she automatically screams at the top of her lungs. The worse the Fear modifier, the louder and longer the scream. Anyone within a Large Burst Template of the victim suffers a –1 to their Fear tests as well from the startling and disturbing scream!


(Major) This character has cat-like reflexes—if the cat was dead and decayed, that is. He’s often slow to act in stressful situations—but just might be the first to die. The victim draws two cards in combat and acts on the worst. If he draws a Joker, he uses it normally and ignores his Hindrance for the round. Slow characters cannot take the Quick Edge, but they can actually improve their reaction time by taking the Level Headed Edge (but not during character creation). For this hero, Level Headed allows them to draw one card and act normally. Improved Level Headed grants them two cards and they act on the best of the two.


(Minor or Major) We’ve all seen the movies. Some lone hero or heroine is destined to survive while her friends are slowly picked off one by one. Your hero is one of the “unlucky ones.” Anytime the group encounters a hostile threat and there’s no clear indication another individual should be the target, this character draws the short straw. As a Major Hindrance, she’s the first target and all her Soak rolls are made at –1.

hindrances.txt · Last modified: 2019/12/22 00:49 by jason