Hindrances

Edges from other settings, custom edges, etc. available to characters.
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High Command
The Savage Inquisition
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Hindrances

Post by High Command »

Hindrances from Other Settings

Custom and Retrapped Hindrances
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1875
Joined: Sun Jun 12, 2016 6:10 am

Hindrances (from other settings)

Post by High Command »

Shaintar: Enemies (Fire and Flame): Magic in Shaintar is created by the channeling and usage of Essence, the force of spirit energy that permeates all of Shaintar and Corelisia. Four primary Powers influence matters cosmological. Essence in its pure form is the Power referred to as Life. There is also corrupted Essence, often called Darkness; this is the Power associated with undeath and impurity. Essence also has an antithesis, known as Flame; this is the power of the Abyss, the raw destructive force of entropy that threatens the foundation of All That Is.
  • For Savage Rifts:
    • Darkness includes Necromancers, Vampires, and the Sowwki - villains of undeath and enemies of all living creatures.
    • Flame includes the forces behind the destructive Minion War, the Demons and Deevils.
    • Shaintar Blood Steel affects creatures vulnerable or weak to the Flame.
    • Demon Bone Weapons affect creatures vulnerable or weak to the Flame.
    • Shaintar Black Iron affects creatures vulnerable or weak to the Darkness.
    • Necromantic Bone Weapons affect creatures vulnerable or weak to the Darkness.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1875
Joined: Sun Jun 12, 2016 6:10 am

Custom and Retrapped Hindrances

Post by High Command »

New Hindrances
Compulsion (Minor/Major)
Some heroes come to the job with a craving they acquired to get through the rough times; others discover they need it after experiencing the travails of the adventuring life. This manifests as a particular activity that the hero finds almost irresistible, when confronted with an opportunity. For some it's gambling; for others, it's drinking or other intoxicants.
As a Minor Hindrance, you must make a Spirit roll to resist temptation when it arises. You can be dragged away by allies, if they are present, but if there's an opportunity to slip away without being noticed, you'll likely take it (if the temptation is out of sight, but still easily reached, make a second Spirit roll to try and break free of the desire). You'll continue until you reach a limit set by the GM (some examples: Losing half your money if you're a gambler, getting a level of Fatigue if you're a drinker), or if you are denied the ability to continue (the bar closes, the casino tosses you out because you were actually winning).
The Major form of this Hindrance is much more severe. You are at a -2 to resist temptation, and when in the grip of your mania, you'll indulge to the point of Exhaustion, or bankruptcy, as appropriate (essentially, when you can no longer viably continue at all). If an ally tries to physically intervene, you must make a Spirit roll (still at -2) or actively resist being removed (in a non-lethal fashion; this can be resolved with quick opposed combat roll, with both sides suffering Bumps & Bruises--the winner subdues the loser and takes/drives them away).
The Major form of this Hindrance counts as a specific form of Mania for purposes of the Psyche Degradation Table, and may be used for that.
Designer note
This is thematically distinct from a Habit. A Major Habit drinker needs to keep a full hip-flask on his person at all times, so that he can take a quick swig, or else he starts to suffer from the shakes--he doesn't have to get drunk, just occasionally self-medicate; if he gets cut off, the DTs might kill him. A Major Compulsive drinker, OTOH, might be fine walking through the wilderness without a drop for several weeks--then when he gets to civilization, immediately goes into the first bar he passes, and drinks himself into a stupor. (If you want to play a hard-core junkie, take Major Habit and Minor Compulsion--you have to periodically indulge in your drug of choice, but you also have to constantly fight the temptation to completely empty your stash and possibly OD.)
Fanatic (Major)
Your hero believes so strongly in her mission to save the megaverse that she’ll do almost anything for it, and often tries to persuade, cajole, convert, or browbeat those who don’t subscribe to her beliefs into doing so. Fanaticism motivates some of the enemy (the Sunaj, Kittani, etc), but it can also manifest among elite Undead Slayers and other True Atlanteans.
The same is true of those serving the Coalition States, who believe heartily in the mission and methodology of the CS Government generally and the Prozek family specifically. The True Federation has its Zealots who do the same thing. And even the Tomorrow Legion has its fanatic allies who believe in the mission to the exclusion of all else. Only Priority One missions take precedence over the core mission of the Legion - moving and saving refugees.
If your character is ordered to do something that serves or is motivated by his beliefs, he must do it, however foolish or dangerous it might be. His attitude among allies may be disadvantageous depending on the situation, and the Game Master may apply a –2 Charisma modifier when appropriate.

Gullible (Minor)
There is a sucker born every minute and you're one of them. Merchants see you coming from a mile away. Any time your hero buys something on the open market roll 3d6 [does not explode]. Apply this as a percentage mark-up on the item's price. The character is also -1 against Smarts Tricks meant to mislead or redirect him. This applies both in and out of combat.

Gullible (Major)
There is a sucker born every minute and you're one of them. Merchants see you coming from a mile away. Any time your hero buys something on the open market roll 6d6 [does not explode]. Apply this as a percentage mark-up on the item's price. The character is also -2 against Smarts Tricks meant to mislead or redirect him. This applies both in and out of combat.

Hard Case (Major)
This veteran hero has a hard time associating with the inconsistent pretenders who volunteer into the service of their cause. She insists that none of them will ruin the cause. She is a notorious hardass and spares nobody her brutal verbal (and occasionally physical) assaults.
This hero has -2 Charisma and does not tolerate disobedience or lax discipline in the ranks. Only long lived races with a duty to protecting the Megaverse at large may take this Hindrance.

In the Thick of It (Major)
Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.

Possession (Major)
Rifts aren't the only thing that open to let strange things go from one side to the other. This character's body is an open door for random spirits to pass through. During times of high magic usage and/or encounters with ley lines and rifts, the character may be subject to an invading spirit taking over their body for a time. As an additional penalty for a botched critical failure of a spellcasting or psionics roll, or passing through a ley line, the character's passive soul may take a backseat to another. The player character makes a Spirit check at -2. Failure means a random spirit takes over.
Card draw determines whether it is a good, passive, selfish, or evil spirit. They inhabit the body long enough to accomplish some task or just as a means to escape into the world, and then they move on, leaving the character completely unaware as to what has taken place and what they did while they were possessed. The spirit can be driven off by use of the Banish power, the Holy Warrior edge's repulsion ability, or just allowed to run its course and either find a new host or return forthwith to its place of origin or nearest convenient parallel dimension.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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