Beyond the Sea
Character Creation: Hindrances
In addition to all of the Hindrances in the Savage Worlds Deluxe core book, the following new Hindrances are also available at character creation:
Dark, brooding individuals suffer from depression, loneliness, and constant fatalism. It’s harder for them to see the “light at the end of the tunnel,” and so suffer -2 to Smarts rolls made to recover Sanity.
Combat Shock (Minor/Major)
Some people freeze up when things get dangerous, and your character is one of them. It could be due to fear, flashbacks, or something else; whatever the reason, in the first round of any combat, you must make a Guts check for Fear. If you have the Major version, the roll is at -2.
Coward of the Dead (Minor or Major)
Your character might be brave in the face of most danger, but when it comes to the Living Dead, Ragers, Ferals, and the like, he is usually the first one leaving a trail of dust behind.
Whenever the character faces the Living Dead and other such creatures, he must make a Spirit check for Fear at a –2 penalty for a Minor Hindrance, or at a –4 for a Major Hindrance. Note that this is a specific case of the Yellow Hindrance from Savage Worlds. If the character also has the Yellow Hindrance, he would suffer a –4 or –6 penalty to Spirit checks when facing the Living Dead.
Doubting Thomas (Major) [Changed from Savage Worlds Deluxe core rules]
In addition to the description in Savage Worlds Deluxe, Doubting Thomases are just not prepared to deal with the mind-numbing realization that these horrors could actually be real. Characters with this Hindrance suffer an extra point of Sanity loss when failing a Guts check for Fear, but start with a Sanity of +2.
Glass Jaw (Minor)
Your character doesn’t handle physical pain and injury well. He suffers a –2 penalty on all soak rolls.
Your character suffers a deep guilt over some past action or failure. As a result, he must make a Spirit roll at the beginning of each session. A failure on the roll indicates the character begins with 1 less Benny. This is cumulative with the effect of the Bad Luck Hindrance.
You are easy to sucker. The Persuasion skill can be used to adjust your attitude toward the other party, though the roll suffers a –2 penalty.
When this Hindrance comes into play, first determine your character’s attitude toward the NPC or fellow player-character attempting to use Persuasion against you. Your attitude can never be adjusted more than two steps in a single scene, but you must role-play the result.
You may attempt to undo the effects of Persuasion at anytime by making a Spirit roll as a normal action. On a success, the Persuasion result no longer affects you, though they may make another attempt to sway you. On a Raise, you can no longer be affected by Persuasion from that same character for the remainder of the scene.
Haunted Memories (Minor/Major)
The character is susceptible to reliving a past tragedy. The trigger must be chosen when this Hindrance is taken (for example: a particular smell, a specific location, a certain song, a specific word or phrase, etc.) If the Hindrance is Minor, the character must make a Spirit roll each round or be unable to take any actions. If the Hindrance is Major, the character must make the roll at -2. The Spirit rolls are only required while the character is in the vicinity of what triggered (or could trigger) the flashback.
Haunted Past (Minor or Major)
The character suffers from some sort of tragic past. Whatever happened, it scarred him deeply and sometimes affects his performance in battle.
Whenever the character is dealt a Clubs suit from the Action Deck, all Fighting, Shooting, and Throwing rolls that round suffer a –2 penalty as the memories flood his mind and cause hesitation. As a Major Hindrance, the character suffers a –4 penalty to the rolls for the round.
Your character grew up relatively sheltered. Until now, she hasn’t seen the harsh, horrible side of life and she isn’t prepared for it. She suffers –2 to all Guts checks against grotesque or horrific scenes, and on Smarts and Spirit rolls to resist Intimidation, Persuasion, and Taunt.
Every little thing makes this individual nervous and scared. Any time there’s a sudden noise, shock, or surprise, the Jumpy character must make a Guts check for Fear.
Low Class (Minor)
While others may be born of low society, it is obvious that this character is not far removed
from their bad upbringing. The character receives a –2 modifier to Charisma except among others of similar stature. The character may reduce or eliminate this status over the course of game play by expending a leveling opportunity to eliminate this Hindrance at Seasoned or any time thereafter.
This hero may not take the Noble Edge.
Psychologically Unstable (Major)
The character is just not all there. The player and GM must determine a psychosis for the character. The psychosis is triggered as in the Haunted Memories Hindrance. In addition, the character’s Sanity is two points less than usual.
Responsibility To Others (Minor/Major)
The character has friends or family for which he is directly responsible. The responsibility is defined when the Hindrance is taken. It could be a spouse, child, sibling, parent, lover, friend, ex-spouse, etc. The other character must be an extra, never a Wild Card. If the character is responsible for only one individual, the Hindrance is Minor. If the character is responsible for more than one person (such as an entire family), then the Hindrance is Major. Should this person or people ever die, the character must replace this Hindrance with another of equal rank. Some suggestions are: Angst, Death Wish, Delusional, Guilt, Haunted Memories, Mean, Psychologically Unstable, or Touched.
Morality, ethics, mercy, honesty, nobility…screw ‘em. Your character believes the end justifies the means. Lying, cheating, backstabbing, even killing — anything is permissible if it gets the job done. Most people find this trait rather unpleasant.
When interacting with people who’ve seen his Ruthless side, your character’s Charisma drops by –2 (though the Game Master might decide this doesn’t apply when your character is dealing with other Ruthless, Bloodthirsty, or Mean characters).
This character has cat-like reflexes – if the cat in question is dead and decaying, that is. He’s often slow to act in stressful situations – but just might be the first to die.
The victim draws two cards at the beginning of each combat round and acts on the worst. If he draws a Joker, he uses it normally.
Slow characters cannot take the Quick Edge, but they can actually improve their reaction time by taking the Level Headed Edge (but not during character creation). For this character, Level Headed allows them to draw one card and act normally. Improved Level Headed grants them two cards and they act on the best of the two.
Something happened to your character. Something bad. Whatever is was robbed her of a little piece of her Sanity. As a Minor Hindrance, the character’s base Sanity is one point less than usual. As a Major Hindrance, it’s two points less.
Weak Immune System (Major)
The character is extremely susceptible to infection by the Living Dead. When suffering damage from a Living Dead bite, the character suffers –2 to the Soak roll. If the character receives a wound from the bite, they turn into a Living Dead in half the normal amount of time.