Homebrew Hindrances
Aug 23, 2018 18:57:04 GMT -6
Post by Amanojyaku on Aug 23, 2018 18:57:04 GMT -6
Generic Hindrances
Angsty History
Chronic Pain
Your hero suffered a serious injury in the past, and ever since then has been plagued by the wound. Whenever this character takes a level of fatigue for the first time in a session, they immediately gain one extra.
Clone
You're one of a six-pack, but some of your fellows are certain that there can only be one. Acting on some inscrutable impulse, clones of yourself will travel the trackless wastes of the Great Wheel to destroy you.
Dark Secret
There is a part of your hero’s past that must never be revealed. Be it something they did or simply saw, should it come to light it would ruin them. What this secret happens to be is a matter for the player and the SM to decide, but the consequences of having a Dark Secret being revealed could involve anything from becoming Wanted to losing Background dots.
Deprived
Some have everything in life handed to them on a silver platter and some don't. Maybe you're unlucky or maybe you're just a jerk. Either way, you don't have quite as much to your name as most. Begin with 4 less background dots.
Doomed
You cannot burn Hero Points or use any relevant abilities to survive death. All external attempts to resurrect you automatically fail. If you are immortal or otherwise incapable of staying permanently dead, you will be removed from play due to contrived circumstances such as being lost to the Warp, being eternally trapped with no way out, or getting married to a noble who lives in a stationary kingdom.
Empty-Handed
Looks like someone forgot to pick up their baggage. You do not get to choose an equipment package during character creation. Begin play with Poor-quality clothing and whatever items you derive from your background dots.
Escort Mission
Cute, or just clingy? Either way, you have a hanger-on that isn't going anywhere...if you know what's good for you. Your character is accompanied by someone that must be looked after. While not intentionally antagonistic, the escort still poses a noticeable burden to you. Maybe you need a level of Wealth to support them because they always want the expensive stuff. Perhaps they sometimes jeopardize your adventures because they're too clueless to know any better. Alternatively they simply want a hug and a bedtime story before going to sleep.
Upon taking this hindrance, attach one of the following consequences that would take effect upon their death:
Flawed
Everyone has their strong points and weak points. With you, it is a bit more prominent than most. For your Tertiary characteristics, begin with 0 points to distribute instead of 2.
Twisted
There is something wrong with you, and everyone can see it. Pick a Degeneration other than Witch-mark. You always suffer from that Degeneration and Witch-mark.
Incompetence
Bullet Magnet
Some heroes are just in the wrong place at the wrong time. This character makes a habit of it. This unfortunate soul is hit by adjacent fire whenever a shooter (or thrower) misses their target and you're in the line of fire.
Butterfingers
It doesn't matter how nice a weapon is when it isn't used correctly, and you just can't seem to get it right. All your weapons gain the Inaccurate and Unwieldy qualities and ranged weapons are also considered to be Unreliable and Overheats. These qualities cancel out the effects of things like Accurate or Reliable already on the weapon.
Combat Paralysis
Not everyone was born with cat-like reflexes. This hero is just a little slow on the uptake, or maybe freezes up when lead starts flying. He rolls for his initiative twice and picks the lower result.
Ineptitude
Select one basic skill. Your hero automatically fails that skill whenever they attempt it. At SM discretion, you can buy off this hindrance with 200 XP.
Less than Heroic
You can try hard but you lack that special something that makes a Hero. You start with one less Hero Point.
Martial Inept
The Sublime Way is not for you. Or any way, really. You take a -2k1 penalty on attack rolls made as part of a special attack or trick shot.
Noncurricular
A steady diet of recaf and hyperglucose isn't very conducive to educating yourself, especially in fields that require precise motions. You can't purchase ranks in any magic school, sword school, gun kata, or cypher field.
Powerless
Perhaps you've a recessive trait or had a mishap as a child, but what normally makes you you doesn't make you. You lack the Racial Power of your Race.
Sensory Overload
Whenever you are Stunned, Dazzled, confused, or similarly afflicted, you are Dazzled for one round after the original effect ends.
Unresponsive
You have trouble processing fast stimuli regardless of your physical speed or mental capacity. You lose a reaction action.
Wide Open
Your Parrying is not up to Par and your Dodging is more than a little Dodgy. You receive a -2k1 to all Dodge and Parry attempts, and tests used for Dodge and Parry attempts.
Magic Related
As Without, So Within
Your mind and body are truly one. Whenever you gain Corruption, you gain a like amount of Insanity, and vice-versa.
Magic Allergy
Something in magic just rubs the wrong way on you. Whenever you cast or are affected by a spell, roll for Psychic Phenomena. This is in addition to the Psychic Phenomena that might otherwise be caused.
Psychically Unstable
There are some individuals that are said to be dead to the Warp, unaffected by its influences and magicks. You however have the opposite problem. Whenever you are affected by Psychic Phenomena, caused by you or someone else, you must roll again and be affected by the higher result even if you otherwise would not be.
Silver Sensitive
No you're not a Werewolf or Daemon (unless you are), but Silver still seems to rub you the wrong way. Halve your resilience for any attack with a Silver or Mithril weapon; this stacks with any penalty you already take when dealing with Silver.
Sunlight Sensitivity
Perhaps it is a genetic condition or perhaps you simply spent too much time inside with your Data Slate. Either way, you suffer from Sunlight Weakness from the Vampire Exaltation. If you already suffer from Sunlight Weakness, you are no longer protected from sunlight by thick clothing, umbrellas and the like: Having sunlight hit you or anything you are wearing does appropriate damage and makes you burst into flames.
True Name
Your name is your weakness, and anyone who knows and invokes your true name has power over you. You must halve your rolled dice when resisting supernatural/magical effects against someone who invokes your true name. I recommend keeping a false name for everyday use to avoid this problem.
Personality Disorder
Apathy
You just can't be bothered. Whenever you want to do something that involves going out of your way (by the SM's discretion) you must pass a TN 15 Willpower test to care enough to do it.
Arrogant
Your hero doesn’t think he’s the best—he knows he is. Whatever it is he's good at, few compare to his skills and he flaunts it every chance he gets. 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 hero who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
Coward
Your 'hero' shies away from danger and avoids harm. He takes a -2k1 penalty to all rolls to resist Fear. Feats that reduce or mitigate Fear effects cannot be purchased (and are treated as optional feats on your class track) unless the character spends 200 XP to buy off this hindrance.
Distractible
All of your actions except the Disengage action provoke opportunity attacks, except from the focus of the action (eg the target of an attack).
Fanatic
Your hero believes so strongly in his country, political party, philosophy, or religion that he’ll do almost anything for it, and often tries to persuade, cajole, convert, or browbeat those who don’t subscribe to his beliefs into doing so. 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.
Greedy
Your miserly hero measures his worth in treasure. He argues bitterly over any loot acquired during play. He will fight over anything he considers unfair, and may even kill for his “fair share” if the item in question is really, ludicrously valuable.
Hair Trigger
Your hero has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, they must pass a TN 15 Willpower test or fly into a rage (but not necessarily a Frenzy), either yelling at the source of their anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.
Inner Voice
You have an inner voice. Not really a problem, except it won't shut up. Any test that requires more than one full action or one minute takes a -1k1 penalty.
Mean
This hero 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 a –2k0 penalty to all social rolls where not being an asshole might come into play.
Phobia
Some things just give you the creeps. Test against fear 1 whenever the subject of your phobia is present in the scene. This hindrance takes effect regardless of immunity to fear.
Pious
You always act "Holier than thou," and the Gods have noticed. You are always expected to uphold all 10 levels of your Alignment or face an Alignment Check regardless of your current Devotion.
Social Anxiety
You aren't shy, per se. You just find dealing with other people exhausting. Gain 1 level of fatigue at the beginning of every social combat and each time you successfully perform a refute action.
Spoilin' for a Fight
You enjoy a good scrap. Maybe too much. Disengaging from combat or backing down from a fight requires a successful willpower Test (TN 20).
Physical Shortcoming
Bow-Legged
You haven't got the best stance out there. -1k0 to parry and grapple tests.
Fat Bastard
You whipped anorexia's ass, but it comes at a price. You have +1 Size for the purpose of calculating Static Defense, take a check on all Athletics and Constitution tests for the unhealthy lifestyle that led to it, and the bloated frame you have now gives you a Max Dex of 3, just like wearing armor. You require twice the normal amount of food that your kind normally needs to survive (or the same amount, if you otherwise wouldn't eat; it's psychological), unless you make a Willpower test (TN 20) to not become a voracious eating machine during that scene.
Give 'em a Hand
Unfortunate circumstances left you with one arm. You may not Dual Wield, and attempts to use a Two Handed weapon are at a -1k1 below Strength 4. You may decide which arm this is. If it is the Right arm, you gain 100 experiance as normal, if it is your left arm, you instead gain the asset 'Left Handed' for free, and this does not contribute to the maximum hindrance limit. If you decide to get a Bionic arm to replace the one you lost, they must first buy off this Hindrance for 200 experience.
Maimed
You're missing some body parts, and you haven't gotten around to replacing them yet. Select a limb loss related Condition, such as having one eye, hand or foot. You start the game with this condition, and cannot have it be replaced by anything better than pirate paraphernalia (eye patch, hook, or peg leg) at character creation.
Skinny as a Rail
The secret to a successful diet is to put down the fork. You have -1 Size for the purpose of calculating Resilience, treat your Constitution as two lower for the purpose of determining your Hit Points (as well as your Static Defense with Squat Armor Proficiency, or any Armor granted by certain feats or the Daemonic trait), and take a check on tests involving Strength. You also require less than a quarter of the food that your kind normally needs to survive, but only because eating more in a scene requires a Constitution test (TN 20) to not puke it back up.
Speech & Volume
EXPLOSIVE PERSONALITY
THERE MIGHT BE A COUPLE PEOPLE OUT IN RAVENHOLM THAT DIDN'T HEAR YOU MAKING DINNER PLANS IN SIGIL. YOU ARE COMPLETELY INCAPABLE OF SPEAKING AT A VOLUME BELOW "DULL ROAR," AND EVEN YOUR SOFTEST WHISPER ECHOES LIKE A FREIGHTER CRASH. THIS CAUSES YOU A -2K1 PENALTY ON ANY TESTS THAT MIGHT REQUIRE YOU TO NOT BE HEARD A KILOMETER AWAY, AND UTTERLY WRECKS YOUR ABILITY TO TALK AND STEALTH AT THE SAME TIME. ESPECIALLY IF YOU ATTEMPT TO COMMUNICATE NONVERBALLY!
Hard of Hearing
It's a good thing the consequences of this Hindrance are written on paper, because you couldn't hear it's effects if we told you them. This hero takes a -2k1 penalty to hearing-based Perception rolls.
Mibix Chanter
You can't understand a word out of their mouths, but they'll still snarl: "Trade, mephit, do you speak it?" You lose Trade - if possible - and one other language granted by your race.
Mute
Vow of silence? Tongue cut out? Afraid of your own voice? Doesn't matter, same result: You don't speak. While you may be fully capable of hearing others speak, you either can't or won't vocalize your own thoughts into words, requiring you to find other, nonverbal means of communication, such as sign language or a writing slate. It also means you can't cast spells with Verbal components... but you're a canny cutter, surely you can figure out a way around that, can't ya? For obvious reasons, you can't take this hindrance with Quiet Voice or Explosive Personality.
Public Squeaker
Just listen to that high-pitched, cracking lisp! Why, you're practically pubescent! You have a shrill, childish voice that's not only completely mismatched with your body type, but also makes you damn near impossible to take seriously once you open your mouth. Don't expect to be able to have a serious talk with anybody who can both see and hear you.
Quiet Voice
You don't speak very loudly. Actually, it would be fair to say that pins dropping have been known to be louder than you. Those attempting to hear you must either have the feat Heightened Senses (Hearing) (or equivalent) or make TN 10 Perception tests to be able to detect your voice. This hindrance may be taken again, at which point your voice is utterly inaudible to those without a heightened sense of hearing, and even those with a heightened sense of hearing have to make TN 10 Perception tests to be able to hear you, which they do not get any bonuses from feats, powers or the like to do. Of course, amplification may change things.
Unlucky
Devil's Luck
Keep dice added to a test as a result of stunting separate (use different-colored dice, for example). If at any time the total result of your stunt dice is 21, something good happens regardless of whether the test succeeded. If they do not total 21, but total 14 instead, something bad happens regardless of whether the test succeeded. If you didn't roll any stunt dice, you take a check on the roll.
Racial Hindrances
Book 1
Bad Beath [Dragonborn]
Your breath is worse than your bite. When you make a Social attack roll against someone, make a Composure Test (TN 20). If you fail, you accidentally let loose a blast of your Dragon Breath at the person to which you are speaking.
Half-Human [any non-Human]
One of your parents was a disgusting xenophile, and you show it. You look just enough like a Human that anyone with a mistrust of them starts out with a disposition one step less favorable toward you, but not enough like one for Humans to be any more favorably inclined. At least your mom still loves you?
Only Half [Elf, Human]
Half-Elves are notoriously discriminated against by their longer-eared half-kin. Some don't get noticed, but you always seem to. -1k1 to all social rolls against Elves. If you have the feat 'Mixed Heritage', you may take this feat to make it free (only if the race you chose is Elf), and this does not count towards the maximum Hindrance limit.
Book 2
Bird Brain [Kenku, Corax, Harpy]
You know how a chicken takes three steps and forgets what it was doing? Well, you might not be a chicken, but you don't exactly have the memory of an elephant. Except for important things like who your friends are and life-sustaining functions, you forget practically everything no later than the end of the scene, and it requires a stunt for you to recall anything later. Further, you can't take the Eidetic Memory feat and treat it as optional when it appears in your class progression... wait, what was I talking about? Oh yeah, you know how a chicken takes three steps and forgets what it was doing?
Dry-ad [Dryad]
No matter how much water you drink, you always seem to be a bit dry and wilted - the perfect Firewood. Whenever you take a wound from E damage, make a TN 15 Dexterity test or be lit On Fire.
Ooh, Shiny! [Kenku, Kroot]
Your like of reflective objects will be the ruin of you. When purchasing a metal item, increase the TN to obtain it by 5.
Walking Salad [Dryad]
What makes you so delicious? Upon entering a scene, all herbivorous animals, and some herbivorous races, must make a TN 10 willpower test or attempt to eat you. Increase this TN by 5 * Level if you have used your racial power during this scene. You cannot take the Matron racial feat.
Homebrew
Aurum Intolerance [Dullahan]
Most daemons refer to silver coins as "stingers" for the pain they cause, and prefer to deal in gold if minted coin is to be traded. You have the opposite problem, sneezing violently in the presence of gold coins, and heaven forbid if you actually touch them. Halve your Resilience when struck by gold weapons. If you have an exaltation power that is circumvented or prevented from working by another special ore (such as iron or silver), gold gets around that, too.
Lobster Dinner [Limulian]
Limulians have a tough outer shell, but yours has a hilarious weakness. E damage ignores your armor plating and increases the damage of the attack by your armor plating value.
Mass Hysteria! [Rakasta, Lupin]
Despite the reference, cats and dogs just don't get along. Rakasta take -1k1 to social tests with Lupin and vice versa. This hindrance can be taken twice, in which case the character will always be attacked by the other race when they are present.
QWOP Controls [Walktapus]
While having nine interconnected brains may mean you could be considered a walking beowulf cluster, wrangling all those tentacles comes with some big hassles. Like not being able to walk and carry objects at the same time. You are never considered to be trained in Acrobatics, and need to make a Dexterity test (TN 20) in order to not drop whatever's in your hands whenever you move more than your Dexterity in meters during a turn.
Stubby Little Horn [Unicorn]
Maybe your dam got into a bad batch of oats, maybe the quartermaster lopped it off just to force a standard-issue flak helmet onto your noggin. Point is, your horn's tiny. As if it weren't enough to not be taken seriously, you don't gain the Minor Magic feat from your racial power and can't benefit from the Celestial Charger or Psi-Pony options of the Rare Breed feat. Compensating through the use of firearms isn't mandatory, but it helps.
Exalted Hindrances
Book 1
Bloodlust [Vampire, Strigoi, Daemonhost, Symbiote]
Most everyone knows a Monster's got to drink blood to survive, but you've got an addiction. Every 24 hours that you don't drink blood, take a point of fatigue damage until you do.
Concept Model [Promethean]
They had the technology to rebuild you, but maybe they had a bit too much money for their own good. They're excellent parts, top of the line really; they just don't hold up well to standard wear and tear. You are prone to Fatigue and suffer all effects of Critical Damage that don't kill you, as anyone else would be. Any attempts to repair you also require a Wealth test against the Crafts TN required to repair the damaged body location, causing Wealth Strain as normal. If this Wealth test fails, so does the repair.
Incomplete [Promethean, Boneca]
You were never finished. Why? Didn't your creator love you? There's a hole where your heart should be. For Prometheans, this means you don't have a body location; any hit to that location hits the gizzards instead. For a Boneca, you lose 2 Phosphenes on your first waking hour instead of 1 and your auto-repair power does not heal you twice as quickly.
Moonbane [Vampire, Strigoi, Anopholes]
Some vampires are more affected by the curse than others. Moonlight is sufficient to trigger your Sunlight Weakness. Thick clothing, parasols and the like that other vampires use to protect themselves from the sun can protect you from moonlight, but nothing short of staying in a completely enclosed space with no windows will protect you from the sun.
Undead Profiling [Vampire, Strigoi]
There are a lot of superstitions regarding Vampires on the Wheel, and they're not inaccurate so much as imprecise. You cannot enter homes or private areas without an invitation, cannot approach or engage someone presenting garlic or the holy symbol of a god that they worship, and cannot enter a church or a Consecrated area dedicated to a god that you don't worship. Standing or being immersed in running water has the same effect as sunlight, except that the damage is Rending, as it flays your essence from your body. Stuffing garlic into your mouth stuns you for 1 round, and causes you to be affected by critical damage normally for the rest of the scene, including critical damage you have already taken. Damage caused by wooden weapons bypasses your Undead Resilience, and while you don't need to sleep, you do need to rest for eight hours each day in a coffin containing soil from your homeworld.
Weakened Frame [Promethean]
Prometheans are known to be very durable unlike you, shambling softie. Whenever you lose any amount of Hit Points from an attack, lose an additional one. The TN of the Crafts test to repair you is increased by 5.
Book 2
Homebrew
Emphatic Link [Gemini]
The two of you have a bond so close that even your flaws are shared. The effects of hindrances and critical damage are shared. This hindrance can only be taken if both characters have at least one other hindrance.
Gun Rider's Curse [Champion]
It's a well-known fact that the better a Champion is at killing, the worse he is at actually hitting the broad side of a barn. You take -2k1 on all attack rolls that aren't part of a special attack, trick shot, or spell combo. If you chose a gun kata as your Signature Style, you also do not gain any static bonuses to attack rolls or damage rolls that take this penalty.
Pragmatic Focus [Guardian, Meister]
Some folks get fancy schmancy chainswords or power armour. Others have to make do with what they have. Rather than choosing a new weapon or piece of armour for Soulbound Weapon or Personal Armour, choose one from your starting package.
Sealing Patch [Balor]
Your eye covering is more than just decoration. While your Wadjet eye is covered, you don't suffer the negative effects of insanity or degenerations, and suppress the effects of mutations. Removing the patch immediately returns your body and mind to their horrific, insane state. In order to cover your eye, you must make a Willpower test (TN 10 + 5*Vision).
Warped Origin [Legend]
Something's wrong with the identity that's imprinted on you. Maybe the legend didn't bond with you correctly, or it might just be a large collection of tall tales with no consistent power. Either way, your Calling's specialties do not reroll ones on tests and instead adds -1 for each one to the final result. Additionally, Atonement with the Father only adds a static bonus equal to your Myth instead of rolled dice.
Constant Tell
Anyone who knows what to look for can see you for what you really are. Your Tell is always active, starting each scene as if you spent a resource point and allowing anyone to make a TN 20 Perception + Wisdom check to notice that there's something off about you.
Dormant Power
You've always been different, but you haven't quite come into your own yet. You begin play at Power Stat 0, without your power stat 1 ability and 2 of your Exaltation's base abilities. You can buy off this hindrance with 200 XP.
Pyrrhic
At the beginning of your turn, you lose X-1 Hit Points where X is the amount of resource points you spent since your last turn. This hindrance has no effect upon reaching 0 Hit Points, which is already a bad place to be anyway.
Split Mind
Sometimes it takes a little insanity to push you to do the impossible. In this case its a whole other you doing the pushing. You may not spend resource points on exalt abilities normally. By spending 1 Resource point you may cancel this until end of scene.
Angsty History
Chronic Pain
Your hero suffered a serious injury in the past, and ever since then has been plagued by the wound. Whenever this character takes a level of fatigue for the first time in a session, they immediately gain one extra.
Clone
You're one of a six-pack, but some of your fellows are certain that there can only be one. Acting on some inscrutable impulse, clones of yourself will travel the trackless wastes of the Great Wheel to destroy you.
Dark Secret
There is a part of your hero’s past that must never be revealed. Be it something they did or simply saw, should it come to light it would ruin them. What this secret happens to be is a matter for the player and the SM to decide, but the consequences of having a Dark Secret being revealed could involve anything from becoming Wanted to losing Background dots.
Deprived
Some have everything in life handed to them on a silver platter and some don't. Maybe you're unlucky or maybe you're just a jerk. Either way, you don't have quite as much to your name as most. Begin with 4 less background dots.
Doomed
You cannot burn Hero Points or use any relevant abilities to survive death. All external attempts to resurrect you automatically fail. If you are immortal or otherwise incapable of staying permanently dead, you will be removed from play due to contrived circumstances such as being lost to the Warp, being eternally trapped with no way out, or getting married to a noble who lives in a stationary kingdom.
Empty-Handed
Looks like someone forgot to pick up their baggage. You do not get to choose an equipment package during character creation. Begin play with Poor-quality clothing and whatever items you derive from your background dots.
Escort Mission
Cute, or just clingy? Either way, you have a hanger-on that isn't going anywhere...if you know what's good for you. Your character is accompanied by someone that must be looked after. While not intentionally antagonistic, the escort still poses a noticeable burden to you. Maybe you need a level of Wealth to support them because they always want the expensive stuff. Perhaps they sometimes jeopardize your adventures because they're too clueless to know any better. Alternatively they simply want a hug and a bedtime story before going to sleep.
Upon taking this hindrance, attach one of the following consequences that would take effect upon their death:
- Gain 2 new hindrances that can't be bought off. You cannot choose this hindrance again and you do not gain XP for those new hindrances.
- Lose 600 XP worth of feats, skill dots or Characteristic dots.
Flawed
Everyone has their strong points and weak points. With you, it is a bit more prominent than most. For your Tertiary characteristics, begin with 0 points to distribute instead of 2.
Twisted
There is something wrong with you, and everyone can see it. Pick a Degeneration other than Witch-mark. You always suffer from that Degeneration and Witch-mark.
Incompetence
Bullet Magnet
Some heroes are just in the wrong place at the wrong time. This character makes a habit of it. This unfortunate soul is hit by adjacent fire whenever a shooter (or thrower) misses their target and you're in the line of fire.
Butterfingers
It doesn't matter how nice a weapon is when it isn't used correctly, and you just can't seem to get it right. All your weapons gain the Inaccurate and Unwieldy qualities and ranged weapons are also considered to be Unreliable and Overheats. These qualities cancel out the effects of things like Accurate or Reliable already on the weapon.
Combat Paralysis
Not everyone was born with cat-like reflexes. This hero is just a little slow on the uptake, or maybe freezes up when lead starts flying. He rolls for his initiative twice and picks the lower result.
Ineptitude
Select one basic skill. Your hero automatically fails that skill whenever they attempt it. At SM discretion, you can buy off this hindrance with 200 XP.
Less than Heroic
You can try hard but you lack that special something that makes a Hero. You start with one less Hero Point.
Martial Inept
The Sublime Way is not for you. Or any way, really. You take a -2k1 penalty on attack rolls made as part of a special attack or trick shot.
Noncurricular
A steady diet of recaf and hyperglucose isn't very conducive to educating yourself, especially in fields that require precise motions. You can't purchase ranks in any magic school, sword school, gun kata, or cypher field.
Powerless
Perhaps you've a recessive trait or had a mishap as a child, but what normally makes you you doesn't make you. You lack the Racial Power of your Race.
Sensory Overload
Whenever you are Stunned, Dazzled, confused, or similarly afflicted, you are Dazzled for one round after the original effect ends.
Unresponsive
You have trouble processing fast stimuli regardless of your physical speed or mental capacity. You lose a reaction action.
Wide Open
Your Parrying is not up to Par and your Dodging is more than a little Dodgy. You receive a -2k1 to all Dodge and Parry attempts, and tests used for Dodge and Parry attempts.
Magic Related
As Without, So Within
Your mind and body are truly one. Whenever you gain Corruption, you gain a like amount of Insanity, and vice-versa.
Magic Allergy
Something in magic just rubs the wrong way on you. Whenever you cast or are affected by a spell, roll for Psychic Phenomena. This is in addition to the Psychic Phenomena that might otherwise be caused.
Psychically Unstable
There are some individuals that are said to be dead to the Warp, unaffected by its influences and magicks. You however have the opposite problem. Whenever you are affected by Psychic Phenomena, caused by you or someone else, you must roll again and be affected by the higher result even if you otherwise would not be.
Silver Sensitive
No you're not a Werewolf or Daemon (unless you are), but Silver still seems to rub you the wrong way. Halve your resilience for any attack with a Silver or Mithril weapon; this stacks with any penalty you already take when dealing with Silver.
Sunlight Sensitivity
Perhaps it is a genetic condition or perhaps you simply spent too much time inside with your Data Slate. Either way, you suffer from Sunlight Weakness from the Vampire Exaltation. If you already suffer from Sunlight Weakness, you are no longer protected from sunlight by thick clothing, umbrellas and the like: Having sunlight hit you or anything you are wearing does appropriate damage and makes you burst into flames.
True Name
Your name is your weakness, and anyone who knows and invokes your true name has power over you. You must halve your rolled dice when resisting supernatural/magical effects against someone who invokes your true name. I recommend keeping a false name for everyday use to avoid this problem.
Personality Disorder
Apathy
You just can't be bothered. Whenever you want to do something that involves going out of your way (by the SM's discretion) you must pass a TN 15 Willpower test to care enough to do it.
Arrogant
Your hero doesn’t think he’s the best—he knows he is. Whatever it is he's good at, few compare to his skills and he flaunts it every chance he gets. 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 hero who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
Coward
Your 'hero' shies away from danger and avoids harm. He takes a -2k1 penalty to all rolls to resist Fear. Feats that reduce or mitigate Fear effects cannot be purchased (and are treated as optional feats on your class track) unless the character spends 200 XP to buy off this hindrance.
Distractible
All of your actions except the Disengage action provoke opportunity attacks, except from the focus of the action (eg the target of an attack).
Fanatic
Your hero believes so strongly in his country, political party, philosophy, or religion that he’ll do almost anything for it, and often tries to persuade, cajole, convert, or browbeat those who don’t subscribe to his beliefs into doing so. 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.
Greedy
Your miserly hero measures his worth in treasure. He argues bitterly over any loot acquired during play. He will fight over anything he considers unfair, and may even kill for his “fair share” if the item in question is really, ludicrously valuable.
Hair Trigger
Your hero has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, they must pass a TN 15 Willpower test or fly into a rage (but not necessarily a Frenzy), either yelling at the source of their anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.
Inner Voice
You have an inner voice. Not really a problem, except it won't shut up. Any test that requires more than one full action or one minute takes a -1k1 penalty.
Mean
This hero 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 a –2k0 penalty to all social rolls where not being an asshole might come into play.
Phobia
Some things just give you the creeps. Test against fear 1 whenever the subject of your phobia is present in the scene. This hindrance takes effect regardless of immunity to fear.
Pious
You always act "Holier than thou," and the Gods have noticed. You are always expected to uphold all 10 levels of your Alignment or face an Alignment Check regardless of your current Devotion.
Social Anxiety
You aren't shy, per se. You just find dealing with other people exhausting. Gain 1 level of fatigue at the beginning of every social combat and each time you successfully perform a refute action.
Spoilin' for a Fight
You enjoy a good scrap. Maybe too much. Disengaging from combat or backing down from a fight requires a successful willpower Test (TN 20).
Physical Shortcoming
Bow-Legged
You haven't got the best stance out there. -1k0 to parry and grapple tests.
Fat Bastard
You whipped anorexia's ass, but it comes at a price. You have +1 Size for the purpose of calculating Static Defense, take a check on all Athletics and Constitution tests for the unhealthy lifestyle that led to it, and the bloated frame you have now gives you a Max Dex of 3, just like wearing armor. You require twice the normal amount of food that your kind normally needs to survive (or the same amount, if you otherwise wouldn't eat; it's psychological), unless you make a Willpower test (TN 20) to not become a voracious eating machine during that scene.
Give 'em a Hand
Unfortunate circumstances left you with one arm. You may not Dual Wield, and attempts to use a Two Handed weapon are at a -1k1 below Strength 4. You may decide which arm this is. If it is the Right arm, you gain 100 experiance as normal, if it is your left arm, you instead gain the asset 'Left Handed' for free, and this does not contribute to the maximum hindrance limit. If you decide to get a Bionic arm to replace the one you lost, they must first buy off this Hindrance for 200 experience.
Maimed
You're missing some body parts, and you haven't gotten around to replacing them yet. Select a limb loss related Condition, such as having one eye, hand or foot. You start the game with this condition, and cannot have it be replaced by anything better than pirate paraphernalia (eye patch, hook, or peg leg) at character creation.
Skinny as a Rail
The secret to a successful diet is to put down the fork. You have -1 Size for the purpose of calculating Resilience, treat your Constitution as two lower for the purpose of determining your Hit Points (as well as your Static Defense with Squat Armor Proficiency, or any Armor granted by certain feats or the Daemonic trait), and take a check on tests involving Strength. You also require less than a quarter of the food that your kind normally needs to survive, but only because eating more in a scene requires a Constitution test (TN 20) to not puke it back up.
Speech & Volume
EXPLOSIVE PERSONALITY
THERE MIGHT BE A COUPLE PEOPLE OUT IN RAVENHOLM THAT DIDN'T HEAR YOU MAKING DINNER PLANS IN SIGIL. YOU ARE COMPLETELY INCAPABLE OF SPEAKING AT A VOLUME BELOW "DULL ROAR," AND EVEN YOUR SOFTEST WHISPER ECHOES LIKE A FREIGHTER CRASH. THIS CAUSES YOU A -2K1 PENALTY ON ANY TESTS THAT MIGHT REQUIRE YOU TO NOT BE HEARD A KILOMETER AWAY, AND UTTERLY WRECKS YOUR ABILITY TO TALK AND STEALTH AT THE SAME TIME. ESPECIALLY IF YOU ATTEMPT TO COMMUNICATE NONVERBALLY!
Hard of Hearing
It's a good thing the consequences of this Hindrance are written on paper, because you couldn't hear it's effects if we told you them. This hero takes a -2k1 penalty to hearing-based Perception rolls.
Mibix Chanter
You can't understand a word out of their mouths, but they'll still snarl: "Trade, mephit, do you speak it?" You lose Trade - if possible - and one other language granted by your race.
Mute
Vow of silence? Tongue cut out? Afraid of your own voice? Doesn't matter, same result: You don't speak. While you may be fully capable of hearing others speak, you either can't or won't vocalize your own thoughts into words, requiring you to find other, nonverbal means of communication, such as sign language or a writing slate. It also means you can't cast spells with Verbal components... but you're a canny cutter, surely you can figure out a way around that, can't ya? For obvious reasons, you can't take this hindrance with Quiet Voice or Explosive Personality.
Public Squeaker
Just listen to that high-pitched, cracking lisp! Why, you're practically pubescent! You have a shrill, childish voice that's not only completely mismatched with your body type, but also makes you damn near impossible to take seriously once you open your mouth. Don't expect to be able to have a serious talk with anybody who can both see and hear you.
Quiet Voice
You don't speak very loudly. Actually, it would be fair to say that pins dropping have been known to be louder than you. Those attempting to hear you must either have the feat Heightened Senses (Hearing) (or equivalent) or make TN 10 Perception tests to be able to detect your voice. This hindrance may be taken again, at which point your voice is utterly inaudible to those without a heightened sense of hearing, and even those with a heightened sense of hearing have to make TN 10 Perception tests to be able to hear you, which they do not get any bonuses from feats, powers or the like to do. Of course, amplification may change things.
Unlucky
Devil's Luck
Keep dice added to a test as a result of stunting separate (use different-colored dice, for example). If at any time the total result of your stunt dice is 21, something good happens regardless of whether the test succeeded. If they do not total 21, but total 14 instead, something bad happens regardless of whether the test succeeded. If you didn't roll any stunt dice, you take a check on the roll.
Racial Hindrances
Book 1
Bad Beath [Dragonborn]
Your breath is worse than your bite. When you make a Social attack roll against someone, make a Composure Test (TN 20). If you fail, you accidentally let loose a blast of your Dragon Breath at the person to which you are speaking.
Half-Human [any non-Human]
One of your parents was a disgusting xenophile, and you show it. You look just enough like a Human that anyone with a mistrust of them starts out with a disposition one step less favorable toward you, but not enough like one for Humans to be any more favorably inclined. At least your mom still loves you?
Only Half [Elf, Human]
Half-Elves are notoriously discriminated against by their longer-eared half-kin. Some don't get noticed, but you always seem to. -1k1 to all social rolls against Elves. If you have the feat 'Mixed Heritage', you may take this feat to make it free (only if the race you chose is Elf), and this does not count towards the maximum Hindrance limit.
Book 2
Bird Brain [Kenku, Corax, Harpy]
You know how a chicken takes three steps and forgets what it was doing? Well, you might not be a chicken, but you don't exactly have the memory of an elephant. Except for important things like who your friends are and life-sustaining functions, you forget practically everything no later than the end of the scene, and it requires a stunt for you to recall anything later. Further, you can't take the Eidetic Memory feat and treat it as optional when it appears in your class progression... wait, what was I talking about? Oh yeah, you know how a chicken takes three steps and forgets what it was doing?
Dry-ad [Dryad]
No matter how much water you drink, you always seem to be a bit dry and wilted - the perfect Firewood. Whenever you take a wound from E damage, make a TN 15 Dexterity test or be lit On Fire.
Ooh, Shiny! [Kenku, Kroot]
Your like of reflective objects will be the ruin of you. When purchasing a metal item, increase the TN to obtain it by 5.
Walking Salad [Dryad]
What makes you so delicious? Upon entering a scene, all herbivorous animals, and some herbivorous races, must make a TN 10 willpower test or attempt to eat you. Increase this TN by 5 * Level if you have used your racial power during this scene. You cannot take the Matron racial feat.
Homebrew
Aurum Intolerance [Dullahan]
Most daemons refer to silver coins as "stingers" for the pain they cause, and prefer to deal in gold if minted coin is to be traded. You have the opposite problem, sneezing violently in the presence of gold coins, and heaven forbid if you actually touch them. Halve your Resilience when struck by gold weapons. If you have an exaltation power that is circumvented or prevented from working by another special ore (such as iron or silver), gold gets around that, too.
Lobster Dinner [Limulian]
Limulians have a tough outer shell, but yours has a hilarious weakness. E damage ignores your armor plating and increases the damage of the attack by your armor plating value.
Mass Hysteria! [Rakasta, Lupin]
Despite the reference, cats and dogs just don't get along. Rakasta take -1k1 to social tests with Lupin and vice versa. This hindrance can be taken twice, in which case the character will always be attacked by the other race when they are present.
QWOP Controls [Walktapus]
While having nine interconnected brains may mean you could be considered a walking beowulf cluster, wrangling all those tentacles comes with some big hassles. Like not being able to walk and carry objects at the same time. You are never considered to be trained in Acrobatics, and need to make a Dexterity test (TN 20) in order to not drop whatever's in your hands whenever you move more than your Dexterity in meters during a turn.
Stubby Little Horn [Unicorn]
Maybe your dam got into a bad batch of oats, maybe the quartermaster lopped it off just to force a standard-issue flak helmet onto your noggin. Point is, your horn's tiny. As if it weren't enough to not be taken seriously, you don't gain the Minor Magic feat from your racial power and can't benefit from the Celestial Charger or Psi-Pony options of the Rare Breed feat. Compensating through the use of firearms isn't mandatory, but it helps.
Exalted Hindrances
Book 1
Bloodlust [Vampire, Strigoi, Daemonhost, Symbiote]
Most everyone knows a Monster's got to drink blood to survive, but you've got an addiction. Every 24 hours that you don't drink blood, take a point of fatigue damage until you do.
Concept Model [Promethean]
They had the technology to rebuild you, but maybe they had a bit too much money for their own good. They're excellent parts, top of the line really; they just don't hold up well to standard wear and tear. You are prone to Fatigue and suffer all effects of Critical Damage that don't kill you, as anyone else would be. Any attempts to repair you also require a Wealth test against the Crafts TN required to repair the damaged body location, causing Wealth Strain as normal. If this Wealth test fails, so does the repair.
Incomplete [Promethean, Boneca]
You were never finished. Why? Didn't your creator love you? There's a hole where your heart should be. For Prometheans, this means you don't have a body location; any hit to that location hits the gizzards instead. For a Boneca, you lose 2 Phosphenes on your first waking hour instead of 1 and your auto-repair power does not heal you twice as quickly.
Moonbane [Vampire, Strigoi, Anopholes]
Some vampires are more affected by the curse than others. Moonlight is sufficient to trigger your Sunlight Weakness. Thick clothing, parasols and the like that other vampires use to protect themselves from the sun can protect you from moonlight, but nothing short of staying in a completely enclosed space with no windows will protect you from the sun.
Undead Profiling [Vampire, Strigoi]
There are a lot of superstitions regarding Vampires on the Wheel, and they're not inaccurate so much as imprecise. You cannot enter homes or private areas without an invitation, cannot approach or engage someone presenting garlic or the holy symbol of a god that they worship, and cannot enter a church or a Consecrated area dedicated to a god that you don't worship. Standing or being immersed in running water has the same effect as sunlight, except that the damage is Rending, as it flays your essence from your body. Stuffing garlic into your mouth stuns you for 1 round, and causes you to be affected by critical damage normally for the rest of the scene, including critical damage you have already taken. Damage caused by wooden weapons bypasses your Undead Resilience, and while you don't need to sleep, you do need to rest for eight hours each day in a coffin containing soil from your homeworld.
Weakened Frame [Promethean]
Prometheans are known to be very durable unlike you, shambling softie. Whenever you lose any amount of Hit Points from an attack, lose an additional one. The TN of the Crafts test to repair you is increased by 5.
Book 2
Homebrew
Emphatic Link [Gemini]
The two of you have a bond so close that even your flaws are shared. The effects of hindrances and critical damage are shared. This hindrance can only be taken if both characters have at least one other hindrance.
Gun Rider's Curse [Champion]
It's a well-known fact that the better a Champion is at killing, the worse he is at actually hitting the broad side of a barn. You take -2k1 on all attack rolls that aren't part of a special attack, trick shot, or spell combo. If you chose a gun kata as your Signature Style, you also do not gain any static bonuses to attack rolls or damage rolls that take this penalty.
Pragmatic Focus [Guardian, Meister]
Some folks get fancy schmancy chainswords or power armour. Others have to make do with what they have. Rather than choosing a new weapon or piece of armour for Soulbound Weapon or Personal Armour, choose one from your starting package.
Sealing Patch [Balor]
Your eye covering is more than just decoration. While your Wadjet eye is covered, you don't suffer the negative effects of insanity or degenerations, and suppress the effects of mutations. Removing the patch immediately returns your body and mind to their horrific, insane state. In order to cover your eye, you must make a Willpower test (TN 10 + 5*Vision).
Warped Origin [Legend]
Something's wrong with the identity that's imprinted on you. Maybe the legend didn't bond with you correctly, or it might just be a large collection of tall tales with no consistent power. Either way, your Calling's specialties do not reroll ones on tests and instead adds -1 for each one to the final result. Additionally, Atonement with the Father only adds a static bonus equal to your Myth instead of rolled dice.
Constant Tell
Anyone who knows what to look for can see you for what you really are. Your Tell is always active, starting each scene as if you spent a resource point and allowing anyone to make a TN 20 Perception + Wisdom check to notice that there's something off about you.
Dormant Power
You've always been different, but you haven't quite come into your own yet. You begin play at Power Stat 0, without your power stat 1 ability and 2 of your Exaltation's base abilities. You can buy off this hindrance with 200 XP.
Pyrrhic
At the beginning of your turn, you lose X-1 Hit Points where X is the amount of resource points you spent since your last turn. This hindrance has no effect upon reaching 0 Hit Points, which is already a bad place to be anyway.
Split Mind
Sometimes it takes a little insanity to push you to do the impossible. In this case its a whole other you doing the pushing. You may not spend resource points on exalt abilities normally. By spending 1 Resource point you may cancel this until end of scene.