One last SW idea for a bit.
Wanted (Minor or Major)
You bleed…a lot. Maybe its a week constitution, heck maybe your a hemophiliac. Who know, but when you get hurt, you REALLY get hurt.
As a minor hindrance, when you are hit with an attack add a 1d2 to the damage roll to see if it beats your toughness. As a major hindrance, add a 1d4 to the damage roll. If you are wounded, you bleed much more than normal when hurt, so all tracking you gain a +2 bonus if they use the blood to find you.
Jumping back into things! Here is a one that came up at the table for Savage Worlds!
Flatfooted [minor or major]
You are slow on the draw. A minor flatfooted character’s initiative is one number lower that indicated on his or her card. If this would put a character at one initiative, they must make an agility check or be stunned. If the character is already stunned and fails the check, they take one nonlethal damage.
A major flatfooted character’s initiative is reduced by one number and one suit. If the character draws a club, an agility check or be stunned. If the character is already stunned and fails the roll, they take one nonlethal damage. If this would put a character at one initiative, they must make an agility check or be stunned. If the character is already stunned and fails the check, they take one nonlethal damage. A character can be subjected to both these effects with a major hindrance.
I love The Shadow over Innsmouth, so let’s have some of those men and women join the call without knowing it!
The Look (Minor or Major)
You have family that came from someplace that was “off”. The other men and women fighting gave you a wide birth when you joined up or were called. They would fight alongside you, but you’ve always been “off” yourself. this wouldn’t be bad, but you’ve felt the call of something else for a long time, and it’s getting worse.
At a minor level, The Look Hindrance means your character gains 1.5 times as much Dementia, rounded down, and adds +2 to each Horror and Terror effect rolled. In addition you gain a +1 to swim checks. At a major level, your character gains 2 times as much dementia and adds +4 to each Horror and Terror effect rolled. IN addition you gain a +2 to swim checks. If your sanity die is ever reduced to 0, you change into fish monster and turn on your party as you finally succumb to the call you’ve always experienced.