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BRUISER
Your hero couldn't hit the broad side of a barn, but will level it if
he or she does. When your hero tries a physical attack, he or she
must use Agility rather than strength when determining the action score. This changes the attack's trump suit to Agility as well. If the hero hits, calculate damage normally based on his or her Strength score. Your hero must have a minimum of 11 Strength
and a maximum of 4 Agility to possess the Bruiser hindrance.
Examples: Hulk, Juggernaut, Rhino
FATALLY VULNERABLE
Your hero suffers damage from the touch or absence of a common
substance. After enough exposure or deprivation, he or she will die.
You have 0 defense against the source of damage, and will lose one
card ( or 5 health) per exchange of contact. During exposure, your
hero may not heal wounds regardless of powers or the aura on the
Narrator's card. Once no longer exposed to or deprived of the
substance, your hero heals normally but if you drop to 0 cards while
under the effect of the hindrance, the hero dies. Fatally vulnerable
characters are killed at 0 Health if in contact with source.
Examples: Dracula (sunlight, running water), Attuma ( lack of water)
FRENZY
Your hero loses control in battle, falling into a killing rage which
can endanger allies. If the frenzy takes hold, he or she won't accept
surrender and will fight to the death. Your hero has 0 Intellect, and must succeed in a desperate Willpower action in any exchange where there are still conscious foes to fight. Once in the frenzy, your hero cannot stop attacking, pull punches, or do anything to lessen damage: only by making a new desperate Willpower action can you quell the rage. If anyone restrains the hero , you must make a desperate Willpower
action to avoid making that individual the target of your hero's next attack. A Frenzied character never succeeds in those actions.
Examples: Wolverine, Venom
GULIT
Your hero is plagued by guilt over a past failure, Usually involving
death or serious injury, Whenever he or she is placed in a similar
situation, the hero falls to 0 in all ability scores.
Examples: Giant-Man ( making sentient robots), Rogue ( absorbing memories)
HATRED
Your hero has a consuming hatred for something ( not just a single
person). He or she will go far to find the object of revulsion and
destroy it. If your hero doesn't rush to obliterate the object of
antipathy upon encountering it, he or she is reduced to 0 in all
abilities.
Examples: Bastion (mutants), Punisher (criminals), Man-Thing (fear)
KID
Your hero is under 13. Beyond the obvious disadvantages ( can't
drive, can't vote, can't reach the top shelf), the hero has a 0
intellect action. This hindrance is ignored if he or
she has a skill that reduces difficulty for the purpose of that
action.
Examples: Franklin Richards, most of Power Pack
LIGHWEIGHT
Your hero is superhumanly strong, but has little impact when he or
she strikes a foe. When your hero succeeds at a physical attack,
Strength is 0 for totaling damage. Thus, the Strength score can affect only whether the attack succeeds, not damage. Cards are used normal for figuring damage. You
hero must have a 11+ Strength to have the lightweight hindrance.
Examples: Loki, Enchantress
MONSTEROUS
Your hero doesn't look remotely human, or is so disfigured that
normal humans (those with 0 edge ) run in fear on sight. Your hero has a 0 Willpower when trying to convince someone with an edge of 0 not to flee. Those with the Monstrous
hindrance needn't make actions against other' Monstrous appearances.
Examples: Man-Thing, Nightcrawler
NAIVE
Your hero is innocent of the ways of society. He or she trust in the
inherent goodness of all creatures and assumes that all others do as
well. Your hero has 0 ability scores for making and dodging surprise
attacks, you must always declare your hero's actions first.
Examples: Longshot, Silver Surfer
NON-CORPOREAL
Your hero does not have a physical body. This reduces his or her Strength and Agility to 0 unless he or she is in mental control of a real body. This hindrance does not provide this control, however. While non-corporeal, the hero cannot be affected by physical attacks.
Examples: Proteus, Shadowking
OBSESSIVE
Your hero has a consuming passion for something or someone, and
strives to satisfy this desire. If your hero doesn't rush to the
object of desire upon encountering it, he or she is reduced to 0 in
all abilities.
Examples Arcade ( games ), Kraven ( hunting )
OVERCONFIDENT
Your hero is without fear, but not in a good way. Failing to believe
he or she can be harmed, your hero won't use full abilities and
weapons until things get very bleak. Any card you play with a value
of 7+ is treated as a 0 of that suit, and you can't declare pushes.
This hindrance vanishes when you are reduced to 2 or fewer cards ( or
below 10 health).
Examples: The Leader, Ultron
PANICKY
Your hero can't distinguish minor threats from major ones, and acts
impulsively without husbanding resources. Any card you play of 4 or
less is treated as if it were a 0 of that suit; Edge cards still
apply, but they have 0 value. Cards pulled off the deck after you
play trump count as full value. Panicky characters gain no value from
Narrator draws of 4 or less.
Examples: Songbird (Screaming Mimi), Toad
PHOBIC
Your hero is terrified of something, and will flee the dread object.
If your hero doesn't run away from the object of fear upon
encountering it, he or she is reduced to 0 in all four
abilities.
Examples: Dracula (garlic), Mole Man (sunlight)
PHYSICALLY DISABLED
Your hero suffers a physical misfortune which makes a common action
such as seeing or walking difficult to perform. ( A disability
corrected by a power, such as Daredevil's radar-offset blindness, is
not a hindrance.) This Hindrance reduces an ability to 0 in certain
situations:
Amputee
0 Strength for actions involving the missing limb or
limbs
Blind
0 Agility in fights, cannot make or dodge unseen surprise
attacks
Deaf
0 Agility for actions involving actions from behind and
surprise
Mute
0 to Willpower for offensive actions which involve speech
Paralyzed
0 Agility in fights and movement
Unable to walk
0 Agility in fights and movement
Examples: Rick Jones ( unable to walk), Alicia Masters (blind)
SUSCEPTIBLE
Your hero is especially vulnerable to a single form of common attack,
such as mind control, fire, or cold. If you're playing a Susceptible
hero, your hero has 0 defense against such an attack.
Examples: Iceman ( fire), Sub-Mariner (dehydration)
TRANSFORMATIVE
A common occurrence causes your hero's personality to be subsumed by
a persona that the hero finds repulsive. A desperate willpower action must be made every exchange to avoid the change. Your hero may not remember what occurs while transformed. If you're playing a Transformed hero, you loss control while changed---
the Narrator may ask you to continue playing, but has final say over
your actions.
Examples: Hulk, Werewolf, Puck, Ghost Rider
TRIGGERED POWERLESS
Your hero loses all of his or her powers when within firing distance
of an object or material--or when separated from it. If you're
playing a Triggered-Powerless hero, all affected powers are reduced
to 0 intensity and loss all special features when this occurs. This
can occur if the hero is a high-tech hero, and loses his or her
equipment. If the condition is rectified, powers return at 1
intensity per exchange, or when the equipment is restored. This
hindrance can only be chosen if the hero has a power of at least 10
intensity.
Examples: Annihilus (loss of cosmic control rod), Dracula ( stake through the heart)