Earthdawn Revisited - Hinderances

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Standard Hinderances:
Note: The `Heroic` hinderance is highly recommended.


 * All Thumbs - (See below under `Modified Hinderances`)
 * Anemic (Minor) -  –2 Vigour when resisting Fatigue.
 * Arrogant (Major) -  Likes to dominate their opponents, must 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. (Note: Dwarven crafters can create appropriate lenses but they are very expensive.)
 * 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 (Note: Strongly discouraged)
 * Can’t Swim (Minor) - –2 to swimming (Athletics ) rolls; swimming Pace is one yard per round.
 * Cautious (Minor) - The character plans extensively and/or is overly careful.
 * Clueless (Major) - –2 to Common Knowledge and Notice rolls.
 * Clumsy (Major) - –2 to Athletics and Stealth rolls
 * Code of Honour (Major) - (See below under `Modified Hinderances`)
 * Curious (Major) - The character wants to know about everything
 * 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.
 * Doubting Thomas (Minor) - Not included
 * Driven (Minor/Major) - The hero’s actions are driven by some important goal or belief.
 * Elderly (Major) - Pace –1, Agility, Strength, and Vigour rolls –1, but hero gets 5 extra skill points.
 * Enemy (Minor/Major) - The character has a recurring nemesis.
 * 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/Deaf (Minor/Major) - –4 to Notice sounds; automatic failure if completely deaf.
 * Heroic (Major) - (See below under `Modified Hinderances`)
 * Hesitant (Minor) - Draw two Action Cards and take the lowest (except Jokers, which may be kept).
 * Illiterate (Minor) - The character cannot read or write.'
 * Impulsive (Major) - The hero leaps before he looks.
 * Jealous (Minor/Major) - The individual covets what others have.
 * Loyal (Minor) - The hero is loyal to his friends and allies.
 * Mean (Minor) - –1 to Persuasion rolls.'
 * Mild Mannered (Minor) - –1 to Intimidate rolls.'
 * Mute (Major) - The hero cannot speak and subtracts 2 from rolls that require audible communication.
 * Obese (Minor) - Size +1, Pace –1 and running die of d4
 * Obligation (Minor/Major) - The character has a weekly obligation of 20 (Minor) to 40+ (Major) hours/week.
 * 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 into the local environment and subtracts 1 from Persuasion rolls, or 2 as a Major Hindrance and has no legal rights or other serious consequences. (Note: The Major version of this does not exist in this area of the setting.)
 * 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. (Note: Major version is discouraged)
 * 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.'
 * Slow (Minor/Major)Stubborn (Minor) - As Minor, Pace reduced by 1 and running die is a d4. As Major, Pace reduced by 2, running die is d4–1 (minimum 1), subtract 2 from Athletics and rolls to resist Athletics. May not take the Fleet-Footed Edge.
 * Small: (See below under `Modified Hinderances`)
 * Suspicious (Minor/Major) - The individual is paranoid.
 * 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.
 * 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.'
 * Yellow (Major) - –2 to Fear checks and resisting Intimidation.'
 * Young (Minor/Major) - Common Knowledge is not a core skill. As a Major Hindrance, she’s also Small (Size and Toughness reduced by 1).

Modified Hinderances:

 * All Thumbs: This edge gives a -2 penalty when performing delicate tasks such as Craft: Air. Physical acts of Thievery (lock picking/pick pocketing) and any agility tests focused on tiny actions (e.g. threading a needle).
 * Code of Honour (Major) - You follow a code of honour. This code of honour should be worked out with the storyteller in advance and generally composes of three things that you would never do, or would always do. (e.g. I will always give 10% of what I earn to the poor, I will never steal and I will always speak the truth.)
 * Heroic (Major) - You behave in a heroic fashion. This varies between cultures, but in Barsaive it means: A heroic individual will keep their word, attempt to save lives (even those of their enemies), attempt to help those in need and generally be a good person. This is a very common Hinderance among Adepts.
 * Small (Minor) - Size and Toughness are reduced by 1 (Note: Can’t be taken by Windlings)

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