Meistä kukaan ei ole täydellinen...
Tänne listataan kaikki käytettävissä olevat haitat eli Hindrancet.
Satunnaisesti valitut haitat onnistuu siten, että heitä d6 ja sitten d10. Valitse d6 heiton osoittaman ryhmä ja sieltä d10 heiton osoittama haitta. Jos hahmolla on jo esim. Major haitta ja valinta osuu myös Major haittaan niin heitä uudestaan. Sama pätee jos hahmon rotu ei ole sopiva haitan kanssa.
Haitat
- 1
- 1.1 All Thumbs (Minor)
- –2 Repair; Roll of 1 causes malfunction
- 1.2 Anemic (Minor)
- 1.3 Arrogant (Major)
- Must humiliate opponent, challenge the ‘leader’
- 1.4 Bad Eyes (Minor/Major)
- –2 to attack or notice something more than 5” distant
- 1.5 Bad Luck (Major)
- One less Benny per session
- 1.6 Big Mouth (Minor)
- Unable to keep a secret, blabs at the worst time
- 1.7 Blind (Major)
- –6 to all actions that rely on vision; –2 on social rolls, gain additional Edge
- 1.8 Bloodthirsty (Major)
- 1.9 Brute (Minor)
- The hero is a little bigger than most, but also a little slower. Discard a drawn face card for a new card
- 1.10 Cautious (Minor) (10)
- Character is overly careful
- 2
- 2.1 Chem Reliant (Minor)
- The character has a proclivity for addictive substances; Vigor checks for drug addiction are at -2; withdrawal effects last twice as long
- 2.2 Chem Resistant (Minor)
- The character’s metabolism doesn't react to stimulants very well. For a chem to have any effect, the hero has to make a Vigor check
- 2.3 Clueless (Major)
- –2 to most Common Knowledge rolls
- 2.4 Code of Honor (Major)
- Character keeps his word and acts like a gentleman
- 2.5 Curious (Major)
- Character wants to know about everything
- 2.6 Death Wish (Minor)
- Hero wants to die after completing some task
- 2.7 Decrepit (Minor)
- Ghouls have prolonged life spans and the hero has been around for quite a while. The character’s body is becoming dangerously frail. When a limb is hit, make a Vigor check to see if the targeted body part stays intact. A failure causes a wound. Ghoul only
- 2.8 Delusional (Minor/Major)
- Character suffers from grave delusions
- 2.9 Dwarfism (Major)
- Prenatal radiation has mutated the character’s genes, causing stunted growth. -2 die type Strength, pace -2, run die is d4. Human only
- 2.10 Elderly (Major) (20)
- Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts
- 3
- 3.1 Enemy (Minor/Major)
- Character has a recurring nemesis of some sort
- 3.2 Fast Metabolism (Minor)
- The character’s metabolic rate is twice normal, which causes him/her to be less resistant to poison and radiation, but heal faster. -1 penalty to Rad Resistance checks and -2 to Vigor checks when afflicted by poison; +1 to natural healing checks
- 3.3 Fast Shot (Minor/Major)
- Why take time to aim when you can spray your enemies with a rain of bullets? That’s the character’s motto! The hero cannot Aim or make Called Shots. With the Major version he/she also expends three times the standard amount of ammo
- 3.4 Feral (Major)
- Accelerating decay has started to impair the character's brain functions, slowly turning him/her feral. -1 die type Smarts. Make a Spirit check at the beginning of each round, or succumb to a murderous frenzy, attacking a random target, whether friend or foe. Ghoul only
- 3.5 Gentle Giant (Minor/Major)
- The character abhors violence, to the point of physical revulsion. Make a Spirit check (at -2 for the Major version) at the beginning of each round, or suffer -1 to all attack rolls (-2). Super Mutant only
- 3.6 Glowing One (Major)
- Long term radiation exposure has made the character glow. Lighting penalties for attacks made against the hero are negated and he/she gains a -2 penalty to Stealth checks. Additionally, everyone around him/her must make a Rad Resistance check every day. Ghoul only
- 3.7 Good Natured (Major)
- The hero studied less-combative skills as he/she was growing up. Combat skills thus start at a low level and the character has to spend much more effort to learn them. The hero has to spend 2 skill points to raise a Fighting or Weapons skill 1 level
- 3.8 Greedy (Minor/Major)
- Character is obsessed with wealth
- 3.9 Habit (Minor/Major)
- Charisma –1; Fatigue rolls when deprived of Major Habits
- 3.10 Ham Fisted (Minor/Major) (30)
- Genetic engineering - or dumb luck - has endowed the hero with huge hands. The character’s Weapons, Repair, Medicine and Lockpick skills all suffer a -1 penalty. With the Major version Repair, Medicine and Lockpick become quite impossible for the character. Super Mutant only
- 4
- 4.1 Hard of Hearing (Minor/Major)
- –2 to Notice sounds; automatic failure if completely deaf
- 4.2 Heavy Handed (Minor)
- The character swings harder, not better. Fighting attacks are very brutal, but lack finesse and rarely cause a good critical hit. The hero only gets an extra damage die on two or more raises
- 4.3 Heroic (Major)
- Character always helps those in need
- 4.4 Illiterate (Minor)
- Hero is unable to read or write
- 4.5 Jinxed (Major)
- The character seems to be haunted by bad luck. Dropping a live grenade, ill timed weapon jams or cutting the wrong wire when disarming a bomb; it happens all too frequently to be coincidence. If a trait roll ends up as 1 it becomes a critical fumble, regardless of the Wild Die. Furthermore the hero can’t take Luck edges
- 4.6 Kamikaze (Major)
- The hero never pays any attention to defence, he/she always prefers to press the attack. Parry is limited to the character’s Fighting skill / 2
- 4.7 Lame (Major)
- –2 Pace and running die is a d4
- 4.8 Loyal (Minor)
- The hero tries to never betray or disappoint his friends
- 4.9 Mean (Minor)
- –2 to his Charisma for ill-temper and surliness
- 4.10 Night Person (Minor) (40)
- As a night-time person, you are more awake when the sun goes down. Your perception and intelligence are dulled during the day. -2 to Smarts-based skill checks during the daytime
- 5
- 5.1 Obese (Minor)
- +1 Toughness, –1 Pace, d4 running die
- 5.2 One Arm (Major)
- –4 to tasks requiring two arms
- 5.3 One Eye (Major)
- –1 Charisma, –2 to rolls requiring depth perception
- 5.4 One Leg (Major)
- Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
- 5.5 Outsider (Minor)
- –2 Charisma, treated badly by those of dominant society
- 5.6 Overconfident (Major)
- The hero believes he can do anything
- 5.7 Pacifist (Minor/Major)
- Character fights only in self-defense as a Minor Hindrance; won’t harm living creatures as Major Hindrance
- 5.8 Phobia (Minor/Major)
- –2 or –4 to Trait tests when near the phobia
- 5.9 Poverty (Minor)
- Half starting funds, inability to hang onto future income
- 5.10 Quirck (Minor) (50)
- Character has some minor but persistent foible
- 6
- 6.1 Schizophrenic (Minor)
- Prolonged use of stealth technology has left the hero paranoid and delusional. The character often experiences hallucinations or suffers from a split personality. Additionally the character suffers a -2 penalty to Notice checks
- 6.2 Small (Major)
- 6.3 Small Frame (Minor)
- The hero has a very slight build, reducing his carrying capacity. May only carry St x 3 unencumbered. Human and Ghoul only
- 6.4 Stubborn (Minor)
- Hero always wants his way
- 6.5 Ugly (Minor)
- –2 Charisma due to appearance
- 6.6 Vengelful (Minor/Major)
- Character holds a grudge; will kill as a Major Hindrance
- 6.7 Vow (Minor/Major)
- A pledge to a group, deity, or religion
- 6.8 Wanted (Minor/Major)
- The character is a criminal of some sort
- 6.9 Yellow (Major)
- The character is cowardly and suffers –2 to Fear checks
- 6.10 Young (Major) (60)
- 3 points for Attributes, 10 skill points, +1 Benny per session
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