Likes to dominate his opponent and 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 the penalty but has a 50% chance of breaking when the hero suffers trauma.
Bad Luck major
The character 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 gains a free Edge to help offset the penalty.
Bloodthirsty major
Never takes prisoners.
Can't Swim minor
–2 to swimming (Athletics) rolls; each inch moved in water costs 3″ of Pace.
Cautious minor
The character plans extensively and/or is overly careful.
Clueless major
–1 to Common Knowledge and Notice rolls.
Clumsy major
–2 to Athletics and Stealth rolls.
Code of Honor major
The character keeps his word and acts like a gentleman.
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 occasional or frequent trouble.
Doubting Thomas minor
The character doesn’t believe in the supernatural, often exposing him to unnecessary risks.
Driven
Minor Major
The hero’s actions are driven by some important goal or belief.
Elderly major
–1 to Pace, running, Agility, Strength, and Vigor. 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 and suffers Fatigue if deprived.
Hard of Hearing
Minor Major
–4 to Notice sounds; may automatically fail if completely deaf.
Heroic major
The character always helps those in need.
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
–2 to Intimidation rolls.
Mute major
The hero cannot speak.
Obese minor
Size +1, Pace –1 and running die of d4. Treat Strength as one die type lower for minimum Strength.
Obligation
Minor Major
The character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
One Arm major
–4 to tasks 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 in to the local environment and subtracts 2 from Persuasion rolls; as Major, she has no legal rights or suffers other serious consequences.
Overconfident major
The hero believes she can do anything.
Pacifist
Minor Major
Fights only in self-defense as a Minor Hindrance, and won’t fight at all as a Major.
Phobia
Minor Major
The character is afraid of something, and subtracts –1 (Minor) or –2 (Major) 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.
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
Pace –1 and running die reduced one step as Minor; as Major, Pace –2 and –2 to Athletics and rolls to resist Athletics. Cannot take Fleet-Footed.
Small minor
Size and Toughness are reduced by 1. Size cannot be reduced below –1.
Stubborn minor
The character wants his way and rarely admits his mistakes.
Suspicious
Minor Major
The individual is paranoid; as a Major Hindrance, allies subtract 2 when rolling to Support him.
Thin Skinned
Minor Major
The character is susceptible to personal attacks; –2 (Minor) or –4 (Major) when resisting Taunt.
Timid major
–2 to Fear checks and resisting Intimidation.
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 (Minor) or 2 (Major) 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.
Young
Minor Major
As Minor, has 4 attribute points and 10 skill points and one extra Benny per session. As Major, has 3 attribute points, 10 skill points, and two extra Bennies per session.