Beyond the Sea

In addition to all of the Hindrances in the Savage Worlds Deluxe core book, the following new Hindrances are also available at character creation:

Angst (Major)
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.

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.

Guilt (Minor)
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.

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.

Innocent (Major)
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.

Jumpy (Minor)
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.

Ruthless (Minor)
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).

Slow (Major)
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.

Touched (Minor/Major)
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.