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Hindrances

Hindrances are the cracks in the armor: flaws, scars, obligations, and hard limits that make life in Astrabound messier and more interesting. They are not there to punish you. They are there to give your character edges to catch on the galaxy when everything starts to slip.

Some Hindrances have clear mechanical effects, like penalties, restrictions, or complications the Gamemaster can call on in tense moments. Others are roleplaying Hindrances that define how your character reacts under pressure: pride that gets you into a fight you should walk away from, a vow you will not break, a temper that flares at the wrong time, or an enemy you cannot stop looking over your shoulder for.

Hindrances should matter. They should occasionally push your hero into choices that are not optimal, not efficient, and not convenient for the crew. That is the point.

Gamemaster Advice

When a character’s Hindrances create real problems, force hard decisions, or complicate a scene in a meaningful way, award Bennies.

Core Hindrances

Ailment (Minor or Major)

Bad luck, heritage, contact with an alien species, exposure to high-tech bioweapons, or venturing to strange new worlds can occasionally result in terrible and life-threatening illness.

Whatever the cause, your traveler suffers from a chronic and so far incurable disease of some sort. The Minor version of the Hindrance means you subtract 1 from any roll made to resist Fatigue from any source, or 2 if it’s a Major Hindrance.

A Critical Failure on a Vigor roll means things are getting worse. If your explorer has the Minor version, she gets worse and her Hindrance becomes Major. If she already has the Major version, she gains an immediate point of Conviction but will perish sometime this session.

A character can buy off the Minor Hindrance by spending an Advance (or reduce a Major Hindrance to Minor).

Gamemaster Advice

Work with the player to determine how the journey ends if the Major form worsens on a Critical Failure. If a character buys down this Hindrance, tie the change to a clear in-fiction reason.

All Thumbs (Minor)

Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.

All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken.

Gamemaster Advice

If it fits the scene, allow a broken device from this Hindrance to be repaired with a Repair roll and 1d6 hours.

Amorous (Minor)

The character is easily enamored with a pretty face.

Amorous characters suffer an additional −2 penalty to resist Tests by any character with the Attractive or Very Attractive Edge.

Anemic (Minor)

Anemic characters are particularly susceptible to sickness, disease, environmental effects, and fatigue. They subtract 2 from Vigor rolls made to resist Fatigue.

Arrogant (Major)

Your hero doesn’t think he’s the best, he knows he is. He flaunts his superiority and wants to dominate opponents to prove there’s no one better.

Atmospheric Dependency (Minor or Major)

The character has become dependent on a rare or unique atmosphere. Any other atmosphere requires a rebreather or spacesuit to survive.

As a Minor Hindrance, a hero deprived of this critical gear must make a Vigor roll every hour or suffer a Fatigue level that can lead to death. As a Major Hindrance, the check is made every minute. Breathable air at standard pressure allows the being to recover one Fatigue level every 10 minutes.

Bad Eyes (Minor or Major)

Your hero’s eyes aren’t what they used to be. He suffers a −1 penalty to any Trait roll dependent on vision (such as ranged attacks and Notice rolls), or −2 as a Major Hindrance.

If glasses are available, they negate the penalty when worn. If lost or broken during a combat (generally a 50% chance when he’s Wounded, falls, or suffers some other trauma), the character is Distracted (and Vulnerable if a Major Hindrance) until the end of their next turn.

Bad Luck (Major)

Your hero gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Luck Edge.

Big Mouth (Minor)

This hero can’t keep a secret. He reveals plans and gives away things best kept among friends, usually at the worst possible times.

Blind (Major)

The individual is completely without sight. He suffers a −6 to all physical tasks that require vision. Blind characters gain their choice of a free Edge to compensate.

Bloodthirsty (Major)

Your hero never takes prisoners unless under the direct supervision of a superior. His ruthlessness creates enemies and costs vital information, and may get him in trouble with superiors or authorities.

Bullet Magnet (Minor)

This character is hit by accidental fire (Innocent Bystander rules) on a 1–2 for single-shot weapons, and a 1–3 for shotguns or full-auto fire.

Can’t Swim (Minor)

Characters with this Hindrance suffer a −2 penalty to Athletics when swimming and each inch moved in water costs 3″ of Pace.

Cautious (Minor)

This planner personifies restraint. He never makes rash decisions and likes to plot things out in detail long before any action is taken.

Clueless (Major)

Your hero doesn’t pay much attention to the world around him. He suffers a −1 penalty to Common Knowledge and Notice rolls.

Clumsy (Major)

Your hero subtracts 2 from Athletics and Stealth rolls.

Code of Honor (Major)

Honor is very important. The character keeps his word, doesn’t abuse or kill prisoners, and tries to operate within his world’s notion of proper behavior.

Curious (Major)

Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.

Death Wish (Minor)

When there’s a chance to complete a deadly goal, the character does anything and takes any risk to achieve it.

Delusional (Minor or Major)

Your hero believes something considered quite strange. Minor delusions are harmless or kept private. Major delusions are expressed frequently and can lead to danger.

Dependent (Minor or Major)

The character has someone they’re devoted to and will do anything to protect. The Dependent is a Resilient Extra who appears fairly regularly (Major) or occasionally (Minor) and causes trouble.

Doubting Thomas (Minor)

A skeptic who rationalizes supernatural events and walks into danger they don’t believe in, always searching for mundane explanations.

Driven (Minor or Major)

An overriding desire for personal goals. Minor rarely causes peril; Major comes up frequently or causes danger for the character and those around them.

Elderly (Major)

Pace is reduced by 1, subtract 1 from running rolls (minimum 1). Also suffers −1 to Agility, Strength (including damage), and Vigor rolls (but not linked skills). Gains 5 extra skill points usable for skills linked to Smarts.

Enemy (Minor or Major)

Someone hates the character and wants them ruined, imprisoned, or dead. The strength and frequency of this enemy determines Minor vs Major.

Ex-Drone (Major)

Formerly part of a hive mind. Subtract 2 from Spirit rolls if the character has no ally within 5″ (10 yards).

FTL Sickness (Minor or Major)

After each use of FTL travel, the character suffers one level of Fatigue that takes 24 hours to fade. As a Major Hindrance, the hero must make a Vigor roll or be Exhausted; a Critical Failure may cause a heart attack.

Greedy (Minor or Major)

A miser argues over rewards (Minor) or fights bitterly over perceived unfairness and may kill for it (Major).

Habit (Minor or Major)

An annoying compulsion (Minor) or debilitating addiction (Major). Addicts must make a Vigor roll every 24 hours without their fix or take Fatigue.

Hard of Hearing (Minor or Major)

Minor: subtract 4 from Notice rolls based on hearing. Major: deaf, automatically fails Notice rolls that depend on hearing.

Heroic (Major)

This noble soul never says no to a person in need. Always comes to the rescue of those who can’t help themselves.

Hesitant (Minor)

Draw two Action Cards in combat and act on the lowest. If you draw a Joker, use it normally and ignore the Hindrance for the round. Hesitant characters cannot take the Quick or Level Headed Edges.

Illiterate (Minor)

The character cannot read or write in any language, regardless of how many they speak.

Impulsive (Major)

The daredevil almost always leaps before he looks, rarely thinking things through.

Jealous (Minor or Major)

Focused jealousy (Minor) or jealous of anyone who outshines them (Major), causing constant problems.

Loyal (Minor)

The character risks their life for friends and comes to their rescue without hesitation.

Low/Zero-G Worlder (Major)

The character subtracts 1 from Strength and melee damage rolls. This stacks with ancestral Attribute Penalty.

Low Tech/High Tech (Minor or Major)

The character suffers −2 to Electronics and Hacking rolls (or −4 as Major) when using equipment of tech levels different than their own.

Mean (Minor)

Subtract 1 from Persuasion rolls.

Mild Mannered (Minor)

Subtract 2 from Intimidation rolls.

Mute (Major)

The character cannot speak. They can communicate via writing, sign language, or other visual methods.

Obligation (Minor or Major)

The character has a responsibility consuming about 20 hours most weeks (Minor) or 40+ hours (Major).

Obese (Minor)

Size increases by +1. Pace reduced by 1 and running die reduced one step. Strength is considered one die type less (minimum d4) for armor and worn gear.

One Arm (Major)

Tasks requiring two hands suffer −4.

One Eye (Major)

Subtract 2 from any Trait roll dependent on vision and more than 5″ (10 yards) distant.

Outsider (Minor or Major)

Subtract 2 from Persuasion rolls to influence those who aren’t their own kind. Major Outsiders also have few or no legal rights in the main campaign area.

Overconfident (Major)

The character believes they can defeat anything and never wants to retreat from a challenge.

Pacifist (Minor or Major)

Minor: fights only when forced and never allows killing prisoners or defenseless victims. Major: won’t fight living sapient beings under any circumstances (nonlethal methods allowed only in defense).

Phobia (Minor or Major)

In the presence of the phobia, subtract 1 from Trait rolls (Minor) or 2 (Major).

Poverty (Minor)

Starts with half the usual money and halves total funds every game week.

Programmed (Major)

The being must follow orders assigned by its creator (or authorized chain). Directives cannot be refused unless conflicting, in which case it chooses the path that causes least harm to those it serves, itself, or randomly (in that order).

Quirk (Minor)

A minor foible that is usually humorous but can occasionally cause trouble.

Rebellious (Minor)

Subtract 2 from Persuasion rolls made to influence any person in a position of authority.

Ruthless (Minor or Major)

Will do most anything to accomplish goals. Major harms anyone in the way; Minor stops short of true harm except to direct opponents.

Secret (Minor or Major)

The character has a secret. Minor is troublesome; Major would cause severe problems if discovered. If revealed, trade it for an appropriate Hindrance (Enemy, Shamed, Wanted, etc.).

Selfless (Minor or Major)

The hero thinks of others first. Minor sacrifices time/money; Major would sacrifice themselves.

Shamed (Minor or Major)

The character is haunted by a shameful act. Minor is unknown; Major is known by those who matter and used against them.

Slow (Minor or Major)

Minor: reduce Pace by 1 and running die one step (d4 becomes d4−1). Major: Pace −2, running die −1 step, and subtract 2 from Athletics rolls and rolls to resist Athletics.

Small (Minor)

Size is reduced by 1, reducing Toughness as well. Size can’t be reduced below −1, but the Toughness penalty remains.

Stubborn (Minor)

Always wants their way and never admits they’re wrong.

Suspicious (Minor or Major)

Minor causes trust issues. Major: Support rolls to aid the distrustful individual are made at −2.

Thin Skinned (Minor or Major)

Minor: subtract 2 when resisting Taunt attacks. Major: subtract 4.

Timid (Major)

Subtract 2 from Fear checks and when resisting Intimidation.

Tongue-Tied (Major)

Suffers −1 to Intimidation, Performance, Persuasion, and Taunt rolls that involve speech.

Trouble Magnet (Minor or Major)

Minor: whenever the character rolls a Critical Failure, consequences are subtly worse. Major: anytime the GM must choose a random character to be hit/attacked/negatively affected, it’s this character.

Ugly (Minor or Major)

Subtract 1 from Persuasion (Minor) or 2 (Major).

Vengeful (Minor or Major)

Minor seeks revenge legally or with restraint. Major escalates until total satisfaction is achieved.

Vow (Minor or Major)

The character has sworn an oath. Minor rarely conflicts; Major demands frequent, dangerous action.

Wanted (Minor or Major)

The character has committed a crime and will be arrested if discovered. Severity and pursuit determine Minor vs Major.

Young (Minor or Major)

Minor: age 12–15, has fewer attribute and skill points; draws one extra Benny per session. Major: Very Young (8–11), fewer points and includes Small; draws two extra Bennies per session.

Zero-G Sickness (Minor)

The character becomes nauseated in Zero-G, suffering an automatic level of Fatigue when in Zero-G and not restrained. Recovered after one hour in other gravity.