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Hindrances and Traits

These feats, both positive (Traits) and negative (Hindrances), help shape your character.

You can take up to 4 points of Hindrances, where:

  • Minor Hindrance = 1 point
  • Significant Hindrance = 2 points

For Traits, you get:

  • 2 points + Hindrance points taken
  • No additional benefit for taking more than 4 Hindrance points

Hindrances List

These flaws impact a character's gameplay, either mechanically or for role-playing depth.

Significant Hindrances (2 Points)

  • Arrogant – Must challenge the most powerful foe. Hard Penalty to Resistance Discipline to avoid attacking the strongest enemy.
  • Augmentation Rejection – Can install two fewer Stability of cybernetics/bionetics.
    Cannot take Augmentation Tolerance.
  • Blockage of FaithFaith pool is reduced by 1.
  • Bloodthirsty – Only takes prisoners under direct orders. Hard Penalty to Resistance Discipline to avoid killing all enemies.
  • Clueless – -2 to History & Perception checks.
  • Clumsy – -2 to Athletics & Stealth.
  • Code of Honor – Must follow a strict moral code. Stiff Penalty to Resistance Discipline to break it.
  • Curious – Must investigate mysteries. Hard Penalty to Resistance Discipline to ignore.
  • Death Wish – Takes extreme risks, prioritizing others over self.
  • Driven – Character has a personal obsession/goal that causes frequent complications.
  • Enemy – Hunted by a powerful individual/group.
  • Heroic – Always helps those in need, no matter the danger.
  • Illiterate – Cannot read/write, making it difficult to function in society.
  • Mana LeakageMana pool is reduced by 1.
  • Mental BlockagePsychic pool is reduced by 1.
  • Not Quite a HeroGrit Die is one size smaller (e.g., d6 instead of d8).
    Cannot take Marked for Glory.
  • OverconfidentNever backs down from a challenge, even against overwhelming odds.
  • Tongue-Tied-1 to Intimidation, Performance, & Persuasion checks.
  • Trophy Collection – Collects physical trophies from kills. -2 to Persuasion checks.
  • Vengeful – Will escalate conflicts to exact revenge, often beyond reason.
  • Vow – A sworn oath/duty frequently demands dangerous action.
  • Wanted – Actively hunted by bounty hunters/law enforcement.
  • Yellow (Cowardly) – Easily frightened, fear/intimidation checks worsen by one level.
    Cannot take Brave.

Minor Hindrances (1 Point)

  • Can’t Swim-2 to Athletics (Swimming) checks, additional movement penalty in water.
  • CautiousModerate Penalty to Resistance Discipline to make a snap decision.
  • Corruption of Faith-1 to all Totem casting attempts.
  • Loyal – Always defends and trusts friends, sometimes blindly.
  • Mild Mannered-2 to Intimidation checks.
  • Phobia-1 to all skill checks when facing an irrational fear.
  • Psychic Headaches-1 to all Psychic casting attempts.
  • Rival – Has an equally powerful individual/group competing against them.
  • SlowStride -1 unit, Stride Die -1 size.
    Cannot take Fleet-Footed.
  • Spell Rejection-1 to all Magic Word checks.
  • StubbornResists advice, help, or changing their mind, even when wrong.
  • SuspiciousModerate Penalty to Resistance Discipline to trust others.
  • TrustingModerate Penalty to Resistance Discipline to avoid trusting people.
  • Ugly-1 to Persuasion checks.
    Cannot take Attractive.

Traits List

Traits provide mechanical benefits to enhance a character's abilities.

General Traits

  • Alertness+1 Perception.
  • Attractive+1 Performance & Persuasion.
  • Augmentation Tolerance – Can install two more Stability of cybernetics/bionetics.
  • Block+1 Defense (Melee).
  • Brave+2 Resistance Discipline against Fear checks.
  • Brawler – Unarmed attacks increase to 2 wounds.
  • Contacts – Start with two Resource Die items, increase purchase rarity by one die size.
  • Core+1 Resistance Physical.
  • Dodge+1 Defense (Ranged).
  • Fleet-FootedStride +1 unit, Stride Die +1 size.
  • Freight Train+1 Wound damage on natural attacks.
  • Improved Gut+1 Resistance Biological.
  • Linguist – Knows Reasoning Bonus additional languages.
  • Magic Words, Simple – Gain one set of Magic Words at Apprentice.
  • Marked for GloryGrit Die is one size larger (e.g., d8 → d10).
  • Mechanic+1 Repair.
  • ParkourIgnores rugged terrain while on foot.
  • Psychic Powers – Gain one Psychic Power at Apprentice.
  • Quick+1 Initiative Speed, recalculating the Initiative chart.
  • Spell Resistance+1 Resistance Magic.
  • Steady HandsNo Unstable Platform penalties when firing from a moving vehicle.
  • Strong Willed+1 Resistance Discipline.
  • Tech Support+1 Hacking.
  • Totem Aspect – Choose a spirit animal, gain +1 to the skills of the animal and one Aspect spell at Apprentice.
  • Windfall+1 Resource Die (starting wealth).

Advanced Traits (Require Professional in a Skill)

  • Animal Companion (Animal Handling) – Gain a young animal companion (weaker than natural animals, controlled by player).
  • Block, Improved (Combat Melee, Block)+2 Defense (Melee).
  • Core, Improved (Resistance Physical, Core)+2 Resistance Physical.
  • Dodge, Improved (Combat Firearm, Dodge)+2 Defense (Ranged).
  • Henchman (Persuasion) – Gain a follower (Henchman) controlled by player.
  • Iron Gut (Resistance Biological, Improved Gut)+2 Resistance Biological.
  • Iron Will (Resistance Discipline, Strong Willed)+2 Resistance Discipline.
  • Mechanic, Improved (Repair, Mechanic)+2 Repair.
  • Spell Resistance, Improved (Resistance Magic, Spell Resistance)+2 Resistance Magic.
  • Tech Support, Improved (Hacking, Tech Support)+2 Hacking.

Animal Companion Traits

These traits can only be taken by Animal Companions when they advance.

  • Growth – Grows one size category, increases Health Die.
  • Familiar LinkTelepathic bond (1-mile range).
  • Cast Aspect (Familiar Link) – Casts Totem Aspect spells through the familiar.
  • Share Mana Pool (Familiar Link) – Master can use the familiar’s Mana Pool.
  • Teach Psychic Power (Familiar Link) – Familiar learns one Psychic Power.