Tag: Hindrance

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  • hindrance-delusional

    h2. Delusional Your hero believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just …

  • hindrance-quirk

    h2. Quirk (Minor) Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, …

  • Hindrances

    |*Hindrance*|*Severity*|*Notes*| |[[hindrance-all thumbs|All Thumbs]]|Minor|–2 Repair; Roll of 1 causes malfunction| |[[hindrance-amnesia|Amnesia]]|Minor/Major|Part(s) of memory are lost| |[[hindrance-anemic|Anemic]]|Minor|–2 to Fatigue tests| |[[ …

  • hindrance-owned

    h2. OWNED (MAJOR) Whether due to experimental procedures that keep you alive, or a contract for indentured servitude in order to pay back a large debt, your individual liberty is severely hampered because you are, for all intents and purposes, property …

  • hindrance-latent talent

    h2. LATENT TALENT (MAJOR) Some unfortunate Zeeks don’t even realize they’re Zeeks until the strange stuff starts happening around them. At that point, they either learn to control it, or learn to live with strange stuff. This Hindrance works just …

  • hindrance-curious

    h2. Curious (Major) 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. Return to [[ …

  • hindrance-outsider

    h2. Outsider (Minor) In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of …

  • hindrance-all thumbs

    h2. All Thumbs (Minor) Some people just aren’t good with modern devices. Characters with this drawback suffer a –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die ( …

  • hindrance-anemic

    h2. Anemic (Minor) 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. (See page 86 for more information on …

  • hindrance-arrogant

    h2. Arrogant (Major) Your hero doesn’t think he’s the best—he knows he is. Whatever it is—swordsmanship, kung fu, running—few compare to his skills and he flaunts it every chance he gets. Winning just isn’t enough for your hero. He must completely …

  • hindrance-bad eyes

    h2. Bad Eyes (Minor or Major) Your hero’s eyes just aren’t what they used to be. With glasses, there’s no penalty and the Hindrance is only Minor. Should he lose his glasses (generally a 50% chance when he’s wounded, or no chance with a “nerd-strap”), …

  • hindrance-bad luck

    h2. 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 Luck Edge. Return to [[Hindrances]].

  • hindrance-big mouth

    h2. Big Mouth (Minor) Loose lips sink ships, the saying goes. Your hero’s mouth could drown an armada. 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. …

  • hindrance-blind

    h2. Blind (Major) 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’s interacting with as well as others. On the …

  • hindrance-bloodthirsty

    h2. Bloodthirsty (Major) 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, …

  • hindrance-cautious

    h2. Cautious (Minor) Some folks 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. Return to [[Hindrances]].

  • hindrance-clueless

    h2. Clueless (Major) Your hero isn’t as aware of his world as most others. He suffers –2 to Common Knowledge rolls. Return to [[Hindrances]].

  • hindrance-code of honor

    h2. 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 world’s particular notion of proper gentlemanly or ladylike behavior. Return to [[ …

  • hindrance-death wish

    h2. 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’s dying from disease and wants to go out …

  • hindrance-doubting thomas

    h2. Doubting Thomas (Minor) 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 rationalize supernatural events. Even once a Doubting Thomas realizes the …

  • hindrance-elderly

    h2. Elderly (Major) Your adventurer is getting on in years, but he’s not quite ready for the nursing home. 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 …

  • hindracne-enemy

    h2. 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 gunslinger out for vengeance. A Major …

  • hindrance-greedy

    h2. 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 “ …

  • hindrance-habit

    h2. Habit (Minor or Major) Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style. A Minor Habit irritates those around her but isn’t dangerous …

  • hindrance-hard of hearing

    h2. 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 …

  • hindrance-heroic

    h2. Heroic (Major) 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’s the first one to run into a burning building, usually agrees …

  • hindrance-illiterate

    h2. Illiterate (Major) Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him. …

  • hindrance-lame

    h2. Lame (Major) 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. Return to [[Hindrances]].

  • hindrance-loyal

    h2. Loyal (Minor) 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. Return to [[Hindrances]].

  • hindrance-mean

    h2. Mean (Minor) 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 …

  • hindrance-obese

    h2. Obese (Minor) Particularly large people often 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. A character cannot be both Brawny and Obese …

  • hindrance-one arm

    h2. 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. Return to [[Hindrances]].

  • hindrance-one eye

    h2. One Eye (Major) Your hero lost an eye for some unfortunate reason. If he doesn’t wear a patch or buy a glass replacement (typically $500), he suffers –1 to his Charisma for the grotesque wound. He suffers –2 to any Trait rolls that require depth …

  • hindrance-one leg

    h2. One Leg (Major) With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a prosthetic, the character’s Pace is 2 and he can never run. He also suffers –2 to Traits that require …

  • hindrance-overconfident

    h2. Overconfident (Major) 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 …

  • hindrance-pacifist

    h2. 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 …

  • hindrance-phobia

    h2. 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 …

  • hindrance-poverty

    h2. Poverty (Major) It’s said a fool and his money are soon parted. Your hero is that fool. He starts with half the usual money for your setting and just can’t seem to hang onto funds acquired after play begins. In general, the player halves his total …

  • hindrance-stubborn

    h2. Stubborn (Minor) 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 rationalizations. Return to [[Hindrances]].

  • hindrance-ugly

    h2. Ugly (Minor) Unfortunately, this individual hit more than 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. Return to [[Hindrances]].

  • hindrance-vengeful

    h2. Vengeful (Minor or Major) Your character always attempts to right a wrong he feels was 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 …

  • hindrance-vow

    h2. 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 particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in …

  • hindrance-wanted

    h2. Wanted (Minor or Major) Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them. The level of the Hindrance depends on …

  • hindrance-yellow

    h2. Yellow (Major) 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. Return to [[Hindrances]].

  • hindrance-young

    h2. Young (Major) Children are sometimes forced to go on dangerous adventures through unfortunate circumstances. Think carefully before choosing this Hindrance, for your youngster starts at a significant disadvantage. Young heroes are generally 8–12 …

  • hindrance-appointed monitor

    h2. APPOINTED MONITOR (MINOR/MAJOR) Your character has a watchdog. This is a Minor Hindrance if the monitor seldom interferes your hero’s actions, although they’re likely to report the character’s activities to their superiors. This is a Major …

  • hindrance-bad filters

    h2. BAD FILTERS (MINOR/MAJOR) Your spam filters are glitched. You’re constantly being bombarded by spam, viruses, and other malware. This steady barrage makes it more likely that eventually something nasty will penetrate your firewall. Consequently, …

  • hindrance-bad reputation

    h2. BAD REPUTATION (MINOR/MAJOR) People think the worst of your character. If something bad happens, she’s the first person to get blamed. Maybe she deserves it, maybe she doesn’t, but no one seems to care about her say on the matter. As a Minor …

  • hindrance-bad street cred

    h2. BAD STREET CRED (MINOR) Your character seriously botched a mission in her past and permanently subtracts 1 from her Street Cred. Return to [[Hindrances]].

  • hindrance-black listed

    h2. BLACKLISTED (MINOR/MAJOR) Due to an event in your past, at least one corporation refuses to have anything to do with you. The reasons may vary, but the end result is that, unless you go to great lengths to hide your involvement, deals with this one …

  • hindrance-magnet

    h2. MAGNET (MINOR/MAJOR) Whether it’s her looks, fame, or something else you can’t explain, certain people find your hero very alluring. Sadly, they’re never those she wishes were drawn to her. As a Minor Hindrance, one or two fans show up as an …

  • hindrance-nano infection

    h2. NANO-INFECTION (MINOR/MAJOR) Your character was infected with a nano-virus an ended up on the short end of the mutation stick. As a Minor Hindrance, choose one Skill, the Wild Die associated with that skill is one step lower (typically a d4). As a …

  • hindrance-off the grid

    h2. OFF THE GRID (MAJOR) Some way or another, this character has managed to remain or become undocumented. Maybe his birth was for some reason never recorded; maybe he (or someone else) erased all of his official records. Whatever the case, as far as …

  • hindrance-racist

    h2. RACIST (MINOR/MAJOR) The character dislikes people from other races and believes his own race to be far superior. He can’t help belittling other races at every opportunity. A character taking the Minor version has −2 Charisma among other races. The …

  • hindrance-secret

    h2. SECRET (MINOR/MAJOR) Your character has a secret, which if known, will complicate her life severely. It could be she once worked for one of the big megacorps and helped to develop a bioweapon currently hurting large portions of the population. …

  • hindrance-shakes

    h2. SHAKES (MINOR) For some reason, this character has some faulty wiring in the brain. Whether it’s from a birth defect or because helpful doctors from some research project made a neural pathway zig where it should have zagged, the result is the same …

  • hindrance-stress trigger

    h2. STRESS TRIGGER (MINOR/MAJOR) Most Zeeks try to keep a handle on their powers, but a character with this Hindrance just can’t seem to manage it all the time. If he’s confronted with a stressful situation, there is a nasty tendency for his psychic …

  • hindrance-unplugged

    h2. UNPLUGGED (MAJOR) You have no TAP and are unable to see or interact with Hyper Reality or virtual reality at all; including, but not limited to, digital displays, instant banking, and TAPPlications. You also cannot take the Hacking skill, since you …

  • hindrance-weak zeek

    h2. WEAK ZEEK (Minor) Your Willpower is reduced by 1. This can be raised in the normal manner. Return to [[Hindrances]].

  • hindrance-obligations

    h2. Obligations (Minor/Major) The character is connected to someone or something demanding a portion of his time. These obligations can include almost anything, such as checking in on a sick relative from time to time or a tenured professor giving …

  • hindrance-deep sleeper

    h2. Deep Sleeper (Minor) The character needs at least nine hours of sleep per day to function and feel rested (instead of the normal six hours). If the character only gets six hours or less sleep in a night they must make a Vigor check upon waking or …

  • hindrance-lecherous

    h2. Lecherous (Minor) This character is always on the prowl for sex, often coming off as creepy. They have a -2 Charisma with anyone they find remotely attractive. In addition, this character has a -2 penalty to resist Persuasion attempts made by …

  • hindrance-shy

    h2. Shy (Minor) This character is shy around people and suffers a -1 penalty to all Persuasion and Intimidation checks. Return to [[Hindrances]]

  • hindrance-slow healer

    h2. Slow Healer (Major) The character’s cells replenish at a slower pace and they regain less Health. They only roll for Natural Healing every seven days (instead of the normal five). Return to [[Hindrances]]

  • hindrance-reckless

    h2. Reckless Character acts rashly and without consideration of the consequences of his actions. This impulsiveness may often lead the character into making foolish decisions. Return to [[Hindrances]].

  • hindrance-over spender

    h2. Over Spender (Minor/Major) Your character is a frivolous big spender, regardless of his lifestyle. He may have to to eat out constantly , have the newest electronic gadgets, only wear the trendy name-branded clothing or whatever else the player …

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