An anemic character is particularly susceptible to sickness, disease, environmental effects, and fatigue. He subtracts 2 from all Fatigue checks such as those made to resist poison and disease.
Dark, brooding heroes and heroines suffer from depression, loneliness, and constant fatalism. It’s harder for them to see the light at the end of the tunnel, and so suffer -2 to Smarts rolls made to recover Sanity.
Your hero doesn’t think he’s the best - he knows he is. Whatever it is few compare to his skills and he flaunts it every chance he gets.
Winning just isn’t enough for your hero. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
Arrogant heroes always look for the “boss” in battle, attacking lesser minions only if they get in the way.
Bad Eyes (Major)
Your hero’s eyes just aren’t what they used to be. He must subtract 2 from Trait rolls made to attack or notice things more than 5” away.
Bad Luck (Major)
Your hero is a little less lucky than most. He gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Felix or Luck Edge.
Big Mouth (Minor)
Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
The individual is completely without sight. He suffers a -6 to all physical tasks that require vision (which is most everything) and -2 to most social tasks as he can’t “read” those he is interacting with as well as others.
On the plus side, Blind characters gain their choice of a free Edge to compensate for this particularly difficult Hindrance.
Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless his superiors condone that sort of thing. Your killer suffers -4 to his Charisma, but only if his cruel habits are known.
Some folks never gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Your hero isn’t as aware of his world as most others. He suffers -2 to Common Knowledge rolls.
Code of Honor (Major)
Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate within his worlds particular notion of proper gentlemanly behavior.
It killed the cat, and it might kill your hero as well, Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Death Wish (Minor)
Having a death wish doesn’t mean your adventurer is suicidal - but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he is dying from a disease and want to go out in a blaze of glory. He won’t throw his life away for no reason, but when there’s a chance to complete his goal, he’ll do anything - and take any risk - tp achieve it.
This Hindrance is usually Minor unless the goal is relatively easily fulfilled (very rare).
Delusional (Minor or Major)
Your hero believes something that is considered quite strange by everyone else. Minor delusions are harmless or the character generally keeps it to himself.
With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger.
Doubting Thomas (Major)
Some people don’t believe in the supernatural until they’re halfway down some creature’s gullet. Doubting Thomases are skeptics who try their best to rationalise supernatural events. Even once a Doubting Thomas realises the supernatural exists, he still tries to rationalise weird events, following red herrings or ignoring evidence.
Doubting Thomases suffer -2 to their Fear checks when confronted with undeniable supernatural horror. They also suffer double Sanity loss. On the plus side, they start with a Sanity of +2.
Your adventurer is getting on in years, but he’s not quite ready for retirement. His pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter.
On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.
Enemy (Minor or Major)
Someone out there hates the character and wants him dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gladiator out for vengeance. A Major Enemy might be a supernatural monster who wants your hero dead.
If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Hindrance by sacrificing an Advance.
Foreigner (Major or Minor)
The character comes from outside the Roman provinces and isn’t a Roman citizen.
As a Minor Hindrance, the Foreigner is a Greek (the only other civilisation Rome truly respected). He suffers -2 Charisma with “proper” Romans but begins the game with the ability to speak Latin and his native tongue.
As a Major Hindrance, the character is from outside Rome or its recognised and civilised provinces. These foreigners have -4 Charisma with “true” Romans.
Foreigners of either stripe can’t own slaves or serve in the legions. Besides the disadvantages listed above, Foreigners may be called on to use their local knowledge to serve the Empire, perhaps betraying their own people.
Greedy (Minor or Major)
Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play. If a Major Hindrance, he fights over anything he considers unfair, and may even kill for his “fair share.”
Habit (Minor or Major)
Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose or says “y’know” in every sentence.
A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a -1 Charisma.
A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use or chronic drinking. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter. The first failed roll makes the character Fatigued , the Exhausted. The final result is a coma for hard drug, or a bad case of the shakes for things like alcohol or VR. Medical care may ease the symptoms. Otherwise the victim must live with the penalties for 1d6 days. Afterward, the hero must buy off the Hindrance by sacrificing an opportunity to Advance or he eventually falls back into his dependency.
Hard of Hearing (Minor or Major)
Characters who have lost some or all of their hearing have this disadvantage. As a Minor Hindrance, it subtracts 2 from all Notice rolls made to hear, including awaking due to loud noises. A Major Hindrance means the character is deaf. She cannot hear and automatically fails all Notice rolls that depend on hearing.
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She is the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Your hero cannot read. He also doesn’t know much about mathematics either. Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.
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.
A past wound has nearly crippled your hero. His basic Pace is reduced by 2 and he rolls only a d4 for running rolls. A character’s Pace may never be reduced below 1.
Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
This fellow is ill-tempered and disagreeable, No one really likes him, and he has trouble doing anything kind for anyone else. He must be paid for his troubles and doesn’t even accept awards graciously. Your character suffers -2 to his Charisma.
Particularly large people have great difficulty in dangerous physical situations. Those who carry their weight well have the Brawny Edge. Those who don’t handle it very well are Obese. Those who don’t handle it very well are Obese. A character cannot be both Brawny and Obese.
An Obese hero adds 1 to his Toughness, but his Pace is decreased by 1 and his running die is d4. Obese characters may have difficulty finding armour or clothing that fits, squeezing into tight spaces, or even riding in confined spaces such as coaches.
One Arm (Major)
Whether by birth or battle, your hero has lost an arm. Fortunately, his other arm is (now) his “good” one. Tasks that require two hands, such as Climbing, suffer a -4 modifier.
One Eye (Major)
Your hero has lost an eye for some unfortunate reason. If he doesn’t wear an eye-patch, he suffers -1 to his Charisma for the grotesque wound.
He suffers -2 to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping a ravine or rooftop, and so on.
One Leg (Major)
The character’s pace is 2 and he can never run. He also suffers -2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a -2 penalty to his Swimming skill (and Pace).
There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Pacifist (Minor or Major)
Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
Major Pacifists won’t fight living characters under any circumstances. They may defend themselves but won’t do anything to permanently harm sentient, living creatures, undead, demons, and the like are fair game. A Major Pacifist might also fight with nonlethal methods, such as with his fists . Such characters only do so when obviously threatening however.
Phobia (Minor or Major)
Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance, and 4 if the fear is a Major Phobia.
Phobias shouldn’t be too obvious - everyone should be afraid of vampires, for example, so it’s not a phobia - it’s common sense. Instead, the phobia usually centres on some random element the mind focused on during whatever encounter caused such a fright. Remember, phobias are irrational fears.
It’s said a fool and his money are soon parted. Your hero is that fool.
Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble.
No matter how much this hero fights it, fear and terror elicits an ear-splitting scream. The scream might alert 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 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.
Your character is either very skinny, very short or both. Subtract 1 from his Toughness for his reduced stature.
This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalisation.
Unfortunately, this individual hit more that a few ugly sticks on his way down the tree of life, His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.
Vengeful (Minor or Major)
Your character always attempts to right a wrong he feels done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.
If this is a Major Hindrance, your character will kill to rectify his perceived injustice.
Vow (Minor or Major)
The character has a vow of some sort. Whether it’s Major or Minor depends on the Vow itself. Some may have Vows to a particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the the Vow and how often it might occur determines the level of the Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.
Wanted (Minor or Major)
Your hero has committed some crime in his past and will be arrested if discovered by the authorities. The level of the Hindrance depends on how serious the crime was.
Not everyone has ice water in his veins. Your hero is squeamish at the sight of blood and gore and terrified of coming to harm. He subtracts 2 from all of his fear-based Spirit checks.
Children are sometimes forced to go on dangerous adventures though unfortunate circumstances. Think carefully before choosing this Hindrance, for your youngster starts at a significant disadvantage.
Young heroes are generally 8-12 years old. They have only 3 points to adjust their attributes and 10 skill points. On the plus side, youths like this have a fair amount of luck. They draw one extra Benny at the beginning of each game session in addition to any Bennies gained from such things as the Luck or Great Luck Edges.
If the character should live long enough to mature, the Hindrance doesn’t have to be bought off, he’s already paid the price for the Hindrance by starting at a disadvantage. He stops getting the extra Benny when he reaches 18 years of age however.