Hindrances (d50)

Nobody’s perfect—and flaws make better stories.

Roll or choose one. Hindrances are flaws, weaknesses, or limits that make your character more interesting - and earn you an extra feat at character creation.

d50 Hindrance Effect
1 All Thumbs Setback on delicate handwork (locks, traps, fine tools).
2 Arrogant Setback on first-impression CHA checks; DC 12 WIS save to swallow an insult.
3 City-Bound Setback on wilderness travel, survival, or navigation.
4 Clumsy Setback on balance/acrobatics; on a fall, take +1 damage die.
5 Freeze Up On first combat round, act last unless you pass DC 12 WIS save.
6 Skittish Setback vs fear saves; when surprised, must move to cover if able.
7 Cursed Start each session with –1 Boost Die (minimum 0).
8 Skeptical of Magic Setback on CHA checks with obvious spellcasters/cults.
9 Tippler At session start, roll d6: on 1, first Watch has Setback on DEX/balance checks.
10 Slow Study Setback on INT recall/lore; training or research takes longer.
11 Compulsive Gambler If downtime passes without betting, lose 1 Supply (squandered in games).
12 Unworldly Setback on CHA checks in urban/noble settings (you seem rustic/strange).
13 Nightmares Begin each day with 1 Fatigue unless you pass DC 12 WIS save.
14 Craven At 0 HP, drop Prone and beg unless you pass DC 12 WIS save.
15 Dark Secret If revealed, suffer Setback on reactions in that community until repaired.
16 Weak Stomach DC 12 WIS save or vomit in gore/foul stench zones.
17 Bad Eye Setback on ranged attacks.
18 Lame Speed reduced 1 step (cannot run).
19 One Arm Cannot use 2-handed weapons or shields.
20 Old War Wound At combat start: DC 12 CON save or gain 1 Fatigue.
21 Frail When you gain HP from leveling, roll HD with Setback.
22 Superstitious Must follow taboos; break them → Setback on WIS saves until ritually cleansed.
23 Proud Must answer insults; DC 12 WIS save to resist dueling/escalating.
24 Quirk Odd mannerisms give Setback on CHA checks with strangers.
25 Distracted Setback on surprise checks.
26 Ill Omen Allies gain no Edge from your Rally or speeches.
27 Outcast Setback on CHA checks in lawful/settled communities.
28 Weak Grip On a natural 1 attack roll, drop your weapon.
29 Shaky Hands Setback on ranged attacks and delicate work.
30 Hot-Headed Always react aggressively to insults; DC 12 WIS save to avoid escalating.
31 Weak Constitution Setback on saves vs poison, disease, or fatigue.
32 Unlucky Star Once/session, Referee may force you to reroll a success (keep new result).
33 Poor Hearing Setback on sound/perception checks.
34 Poor Vision Setback on sight/perception checks.
35 Slow Always act last in initiative unless Edge is granted.
36 Stubborn Cannot back down; DC 12 WIS save to retreat.
37 Wanted Pursued by law or bounty hunters.
38 Gullible DC 12 WIS save to resist obvious scams/lies.
39 Fear of Magic DC 12 WIS save to avoid panic when witnessing spells.
40 Fear of Beasts DC 12 WIS save to avoid panic near monstrous animals.
41 Fear of Undead DC 12 WIS save to avoid panic when undead appear.
42 Fear of Darkness Always need a light source; in darkness, Setback on all checks.
43 Fear of Open Spaces Setback on saves/checks in plains, deserts, or wide areas.
44 Fear of Water DC 12 WIS save to enter deep water; Setback on Swim checks.
45 Fear of Heights DC 12 WIS save near cliffs or ledges; Setback on climbing.
46 Poor Manners Setback on CHA checks with nobles/authority.
47 Marked by Fate Once/session, Referee may impose a grim omen or minor misfortune.
48 In Debt Start owing 5d10×10 gp to a faction (guild, cult, noble, moneylender). They will collect.
49 Enemy Roll or choose a faction that hunts you.
50 Paranoid Always suspicious: Setback on CHA checks when meeting new people.