Hindrances
The following hindrances have additional consequences in the Noir City setting:
- Bloodthirsty (Major): The character’s Corruption increases by 5.
- Code of Honor (Major): The character’s Corruption decreases by 5.
- Greedy (Minor/Major): The character’s Corruption increases by 2 or 5.
- Heroic (Major): The character’s Corruption decreases by 5.
- Mean (Minor): The character’s Corruption increases by 2.
- Vengeful (Minor/Major): The character’s Corruption increases by 2 or 5.
- Wanted (Minor/Major): The character’s Corruption increases by 2 or 5.
- Habit (Major only): The character’s Corruption increases by 5. If the character doesn’t get his fix, Corruption increases by 5 for every 24 hours he or she is denied access to the habit.
New Hindrances
The streets of Noir City are dangerous and everyone has to pick sides.
Contract (Minor/Major)
The hero has crossed one or more criminal organizations and now there’s a price on his or her head. The value of the hindrance depends on the power of the criminal organization seeking to off the hero and the number and effectiveness of the assassins that might be out for the hero’s head. GM’s should build a handful of “hit” scenarios and run them for the hero once per rank.
Hood (Major)
You’re a thug, pure and simple. Whether it’s nature or nurture, your hero has a chip on his shoulder when it comes to laws, decency and generally, fitting in with the rest of the “marks” out there. Your hero starts with a Corruption of 10.
Sterling (Major)
You’re so white hat, you wear a white hat. Maybe you own the Lone Ranger TV series on DVD and watch it every weekend or your family for ten generations has "Protected and Served." Your hero is the consummate good guy and starts with a corruption of -10.
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