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 Faith – Faith 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 Leakage – Mana pool is reduced by 1.
- Mental Blockage – Psychic pool is reduced by 1.
- Not Quite a Hero – Grit Die is one size smaller (e.g., d6 instead of d8).
Cannot take Marked for Glory. - Overconfident – Never 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.
- Cautious – Moderate 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.
- Slow – Stride -1 unit, Stride Die -1 size.
Cannot take Fleet-Footed. - Spell Rejection – -1 to all Magic Word checks.
- Stubborn – Resists advice, help, or changing their mind, even when wrong.
- Suspicious – Moderate Penalty to Resistance Discipline to trust others.
- Trusting – Moderate 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-Footed – Stride +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 Glory – Grit Die is one size larger (e.g., d8 → d10).
- Mechanic – +1 Repair.
- Parkour – Ignores 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 Hands – No 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 Link – Telepathic 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.