Hindrances

Hindrances

Old Hindrances

Doubting Thomas: You might think that after nearly one hundred cycles of fighting demonic gunships that everyone who had survived would accept the supernatural as reality. But that would forget that the hardcore skeptic will go to extremes to rationalize anything out of the ordinary. Someone with this Hindrance is convinced that demons (a term that he/she will never use) and the Others are just some form of alien life. He/She will also consider magicians to be either very clever (and possibly dangerous) frauds or in possession of some advanced form of nanotechnology that they're not sharing.

Illiterate: I agree with Mr. Littlefield's statement in Shark Bytes #2 that the severity of this particular Hindrance should be reflected by the general education level of the setting used. Therefore, Illiterate counts as a Major Hindrance in Entropy.

Hindrances from Other Settings

The following Hindrances are from Savage Settings published by Pinnacle/Great White Games and are suitable for use in Entropy. For copyright reasons, the text cannot be reprinted here. But if you happen to have a copy of the relevant setting book, go ahead and use it.

Deadlands: Bad Dreams

Low Life: Mistaken Identity (this may not be taken by Janomi)

Necessary Evil: Disability, Terminally Ill

Rippers: Orders

Tour of Darkness: Bullet Magnet, Slow

New Hindrances

Arcane Crutch (minor/major)
Magicians with this hindrance have gotten into the habit of performing some action while performing magic and now it's gone psychosomatic. Whenever the magician can't perform this action while trying to use magic, a -2 is applied to any arcane skill rolls. The minor version is something that is inconvenient, like waving your arms about or having a lucky piece at hand. The major version is either a real hassle or is hazardous to the magician, like getting shot up with a narcotic.

Cyberware Allergy (minor)
Your character is more sensitive to the chemical imbalances caused by cyberware to the degree that even implanting a simple headjack could kill him/her. Quite simply, a character with this Hindrance can't have any form of conventional cyberware. Those with Arcane Background may not take this Hindrance as it's not really much of one in their line of work.

Lack the Will (minor/major)
A man once said that no amount of training in combat will do you any good if you don't have the will and your character doesn't have it. What this boils down to is that you subliminally sabotage your efforts in combat. Maybe you aim is always a little off, or you don't put as much force in a blow as you could. Characters with the minor version have a -2 applied to all damage rolls. The major version applies a -4.

Quantium Allergy (minor)
Anytime your character tries to handle an item containing quantium, something is liable to go wrong. A character with this Hindrance can't become a Pilot, any potions consumed won't have the intended effect, and attempts to use any other Alchemy items will result in burning out its quantium core.

Tainted (minor/major)
Perhaps he/she was the victim of long-term demonic possession or was subjected to a cult ritual. Whatever the case, it's left an impression that can't be removed. Characters with this Hindrance start out with Taint Points and can never have them lowered below that starting total. The minor version starts with one Taint Point while the major version saddles your character with three.

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