Hindrances

Below is a quick summary, here is a list of Detailed Hindrances

Source Hindrance Type Effects
SWD All Thumbs Minor –2 Repair; Roll of 1 causes malfunction
SWD Anemic Minor –2 to Fatigue tests
SWD Arrogant Major Must humiliate opponent, challenge the ‘leader’
SWD Bad Eyes Minor/Major –2 to attack or notice something more than 5” distant
SWD Bad Luck Major One less Benny per session
SWD Big Mouth Minor Unable to keep a secret, blabs at the worst time
SWD Blind Major –6 to all actions that rely on vision; –2 on social rolls, gain additional Edge
SWD Bloodthirsty Major Never takes prisoners
WW2 Bullet Magnet Major increased chance to be hit by accidental fire
SWD Cautious Minor Character is overly careful
SWD Clueless Major –2 to most Common Knowledge rolls
SWD Code of Honor Major Character keeps his word and acts like a gentleman
SWD Curious Major Character wants to know about everything
SWD Death Wish Minor Hero wants to die after completing some task
SWD Delusional Minor/Major Character suffers from grave delusions
WW2 Doubting Thomas Major Character doesn’t believe in the supernatural, suffer more sanity loss than normal, gain +2 Sanity to start
SWD Elderly Major Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts
SWD Enemy Minor/Major Character has a recurring nemesis of some sort
WW2 Fanatic Major See book
WW2 Goldbrick Minor see book
SWD Greedy Minor/Major Character is obsessed with wealth
SWD Habit Minor/Major Charisma –1; Fatigue rolls when deprived of Major Habits
SWD Hard of Hearing Minor/Major –2 to Notice sounds; automatic failure if completely deaf
SWD Heroic Major Character always helps those in need
SWD Illiterate Minor Hero is unable to read or write or do math
SWD Lame Major –2 Pace and running die is a d4
SWD Loyal Minor The hero tries to never betray or disappoint his friends
SWD Mean Minor –2 to his Charisma for ill-temper and surliness
SWD Obese Minor +1 Toughness, –1 Pace, d4 running die
SWD One Arm Major –4 to tasks requiring two arms
SWD One Eye Major –1 Charisma, –2 to rolls requiring depth perception
SWD One Leg Major Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
SWD Outsider Minor –2 Charisma, treated badly by those of dominant society
SWD Overconfident Major The hero believes he can do anything
SWD Pacifist Minor/Major Character fights only in self-defense as a Minor Hindrance;won’t harm living creatures as Major Hindrance
SWD Phobia Minor/Major –2 or –4 to Trait tests when near the phobia
SWD Poverty Minor Half starting funds, inability to hang onto future income
SWD Quirk Minor Character has some minor but persistent foible
WW2 Replacement Major cannot act first round of combat you are “surprised”, -2 from Notice rolls to detect ambushes or traps as well as most Common Knowledge regarding your theater of operations, can possibly be removed from character with a roll instead of experience
WW2 Shell Shocked Minor or Major see book
WW2 Slow Major Draw two cards in combat, acts on worst, cannot be taken with Quick Edge or Level Headed Edge(to start)
SWD Small Major –1 Toughness
SWD Stubborn Minor Hero always wants his way
SWD Ugly Minor –2 Charisma due to appearance
SWD Vengeful Minor/Major Character holds a grudge; will kill as a Major Hindrance
SWD Vow Minor/Major A pledge to a group, deity, or religion
SWD Wanted Minor/Major The character is a criminal of some sort
SWD Yellow Major The character is cowardly and suffers –2 to Fear checks
SWD Young Major 3 points for Attributes, 10 skill points, +1 Benny per session

Back to Character Creation

Hindrances

Weird War II Laslo