Here is the list of Hindrances available to your investigators along with a short description. Most of these are self-explanatory, but the source for each is listed in case you wanted more details.

Ace N, A d8 +2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2

Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered

Alertness N +2 Notice

Ambidextrous N, A d8 Ignore -2 penalty for using off-hand

Arcane Background N, Special Allows access to supernatural powers

Arcane Resistance N, Sp d8 Armor 2 vs. magic, +2 to resist powers

Imp. Arcane Resistance N, Arcane Resistance Armor 4 vs. magic, +4 to resist magic effects

Attractive N, V d6 Charisma +2

Very Attractive N, Attractive Charisma +4

Beast Bond N Character may spend bennies for his animals

Beast Master N, Sp d8 You gain an animal companion

Berserk N See text

Block S, Fighting d8 Parry +1

Improved Block V, Block Parry +2

Brawny N, St d6, V d6 Toughness +1; load limit is 8 x Str

Champion N, See text +2 damage/Toughness vs. supernatural evil

Charismatic N, Sp d8 Charisma +2

Combat Reflexes S, Fighting d8 +2 to recover from being Shaken

Command N, Sm d6 +1 to troops recovering from being Shaken

Common Bond WC, N, Sp d8 May give bennies to companions

Connections N Call upon powerful friends

Danger Sense N Notice at -2 to detect surprise attacks/danger

Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt Joker

Dodge S, A d8 -1 to be hit with ranged attacks

Improved Dodge V, Dodge -2 to be hit with ranged attacks

Fast Healer N, V d8 +2 to natural healing rolls

Fervor V, Sp d8, Command +1 melee damage to troops in command

First Strike N, A d8 May attack one foe who moves adjacent

Improved First Strike H, First Strike May attack every foe who moves adjacent

Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6

Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus

Followers L, WC Attract 5 henchmen

Frenzy S, Fighting d10 1 extra Fighting attack at -2

Improved Frenzy V, Frenzy As above but no penalty

Gadgeteer N, See text May “jury-righ” a device once per game session

Giant Killer V +1d6 damage when attacking large creatures

Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables

Harder to Kill V, Hard to Kill 50% chance of surviving “death”

Healer N, Sp d8 +2 Healing

Hold the Line! S, Sm d8, Command Troops have +1 Toughness

Holy/Unholy Warrior N, See text See text

Inspire S, Command +1 to Spirit rolls of all troops in command

Investigator N, Sm d8, Investigation d8, Streetwise d8 +2 Investigation and Streetwise

Jack-of-all Trades N, Sm d10 No -2 for unskilled Smarts based attempts

Level Headed S, Sm d8, Command Act on best of two cards in combat

Improved Level Headed S, Level Headed Act on best of three cards in combat

Luck N +1 benny per session

Great Luck N, Luck +2 bennies per session

Marksman S Aim maneuver (+2 Shooting) if hero does not move

McGyver N, Sm d6, Repair d6, Notice d8 May improvise temporary gadgets

Mentalist N, Arcane Background (Psionics), Sm d8, Psionics d6 +2 to any opposed Psionics roll

Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker

Mr. Fix It N, See text +2 to Repair rolls, 1/2 Repair time with raise

Natural Leader N, Sp d8, Command Leader may give bennies to troops in command

Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties

Improved Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties

New Power N, Arcane Background Character gains one new power

Noble N Rich; +2 Charisma; Status and wealth

No Mercy S May spend bennies on damage rolls

Power Points N, Arcane Background +5 Power Points, once per rank only Power Surge WC, S, arcane skill d10 +2d6 Power Points when dealt a Joker Professional L, d12 in Trait Trait becomes d12+1 Expert L, Professional in Trait Trait becomes d12+2 Master L, WC, Expert in Trait Wild Die is d10 for one Trait Quick N Discard draw of 5 or less for new card Quick Draw N, A d8 May draw weapon as a free action Rapid Recharge S, Sp d6, Arcane Background Regain 1 Power Point every 30 minutes Improved Rapid Recharge V, Rapid Recharge Regain 1 Power Point every 15 minutes Rich N 3x starting funds, $75K annual salary Filthy Rich N, Noble or Rich 5x starting funds, $250K annual salary Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move Scholar N, d8 in affected skills +2 to two differenty Knowledge skills Sidekick L, WC Character gains a Notice WC sidekick Soul Drain S, See text See text Steady Hands N, A d8 Ignore unstable platform penalty Sweep N, St d8, Fighting d8 Attack all adjacent foes at -2 Improved Sweep V, Sweep As above but no penalty Strong Willed N, Intimidation d6 +2 Intimidation and Taunt, +2 to resist Thief N, A d8, Climb d6, Lockpick d6, Stealth d8 +2 Climb, Lockpick, Stealth, or to disarm traps Tough as Nails L Toughness +1 Improved Tough as Nails L, Tough as Nails Toughness +2 Trademark Weapon N, Fighting or Shooting d10 +1 Fighting or Shooting with particular weapon Improved Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty Weapon Master L, Fighting d12 Parry +1 Master of Arms L, Weapon Master Parry +2 Wizard N, See text Each raise reduces cost of spell by 1 point Woodsman N, Sp d6, Survival d8, Tracking d8 +2 Tracking, Survival, and Stealth Bump for Languages N, Smarts d6 Two extra languages, Smarts -2 to understand new language after 1d6 days Fencing N, Fighting d6 +1 Fighting and Parry with sword Sykes-Fairbarin S, Fighting d6 +1 Fighting with knife, add Smarts die to damage with knife vs suprirsed opponent Improved Sykes-Fairbarin V, Fighting d8, Throwing d8 +2 Fighting and Throwing with knife, add Smarts die to damage with thrown knife Airman Varies Service in an airborne military Bush Pilot N, Piloting d8, Repair d8 Arcane Background (Magic) N Spellcasting skill, 10 Power Points, 3 Powers Arcane Background (Miracles) N Faith skill, 10 Power Points, 2 Powers Arcane Background (Psionics) N Psionics skill, 10 Power Points, 3 Powers Arcane Background (Super Powers) N Individual power skill, 20 Power Points, 1 Power,


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