Hindrances

 The following text is taken from the Savaged Fallout Wasteland Survival Guide

Removed Hindrances

Doubting Thomas

New Hindrances

Name Requirements Notes
Battle Scarred (Major) Super Mutant Decades of raiding, skirmishes and fights have left the hero with injuries that will never fully heal.  The character has two permanent injuries, rolled randomly on the Injury Table.
Brute (Minor)   The character is a little bigger than most, but also a little slower.  Discard a drawn face card for a new card.
Cannibalism (Minor/Major)   The character relies on human meat for part of his/ her diet (Minor) or exclusively (Major), behavior that is not tolerated in even the least civilized community.  The character suffers -4 to his/ her Charisma if the habit is know, apart from other consequences.
Chem Reliant (Minor)   The character has a proclivity for addictive substances.  Vigor checks for drug addiction are at -2; withdrawl symptoms last twice as long.
Chem Resistant (Minor)   The character's metabolism doesn't react to stimulants very well, for a chem to have any effect, the hero has to make a Vigor check.
Decrepit (Major) Ghoul Ghouls have prolonged life spans and the hero has been around for quite a while. The character's body is becoming dangerously  frail.  -1 die type Vigor and cannot be raised after character creation.  The character receives an additional -1 penalty to all soak rolls.   
Dwarfism (Major) Human Prenatal radiation has mutated the character's genes, causing stunted growth.  -2 die type Strength and cannot be raised after character creation; -1 Pace, Run die is d4, Size and Toughness -1.
Fast Metabolism (Minor)   The character's metabolic rate is twice normal, which causes him/ her to be less resistant to poison and radiation, but heal faster.  -1 Rad Resistance, -2 to Vigor checks when afflicted by poison; +1 to natural healing checks. 
Fast Shot (Minor/ Major)   Why take time to aim when you can spray your enemies with a rain of bullets?  That's the character's motto.  The character cannot Aim or make Called Shots.  With the Major version he/she also expends three times the standard amount to ammo.
Feral (Major) Ghoul Accelerating decay has started to impair the character's brain functions, slowly turning him/ her feral.  -2 die type to Smarts and cannot be raised further.  Aside from an increased bestial disposition, the hero lapses into a murderous frenzy during combat, as per the Berserk Edge, making only unarmed attacks.
Finesse (Minor)   The character is more concerned with his/ her graceful composure and adding stylish flourishes during combat than inflicting the most damage possible.  -2 to all Damage rolls.
Gentle Giant (Minor/ Major) Super Mutant The character abhors violence, to the point of physical revulsion.  The character must make a Spirit check (at -2 for the Major version) at the start of each combat, or suffer a -1 (-2 for the Major version) penalty to all Trait rolls for the duration of the fight.
Gifted (Major)   The character has more innate abilities than most, so he/she has not spent as much on his/ her skills; +3 Attribute points to spend, -5 Skill points; the character my never increase a skill to a level greater than it's linked attribute; on gaining an advance, only one skill less than it's linked attribute may be increased.
Good Natured (Major)   The hero studied less-combative skills as he/ she was growing up.  Combat skills start at a low level and the character has to spend much more effort to learn them.  The hero has to spend double the normal amount of skill points to raise a fighting or guns skill one die type.
Glowing One (Major) Ghoul Long term radiation exposure has made the character permanently irradiated and even glow.  -1 die type Spirit and cannot be raised further.  Lighting penalties for attacks against the hero are negated and he/ she gains a -4 penalty to Stealth checks.  Traveling companions take low level radiation damage one per day.  The Glowing One gains the Rad Child Edge.
Ham Fisted (Minor/ Major) Super Mutant Genetic engineering – or dumb luck – has endowed the hero with huge hands.  The character's Small Guns, Explosives, Repair, Medicine, and Lockpick skills all suffer a -1 penalty.  With he Major version the aforementioned skills become impossible for the character, all actions requiring fine manipulation suffer a -2 penalty.
Heavy Handed (Minor)   The character swings harder, not better.  Fighting attacks are very brutal, but lack The hero only gets a bonus damage die on two or more raises.
Jinxed (Major)   The character seems to be haunted by bad luck.  Dropping a live grenade, ill-timed weapon jams or cutting the wrong wire when disarming a bomb; it happens all too frequently to be coincidence.  If a trait roll ends up a 1 it becomes a critical fumble, regardless of the Wild Die.  Furthermore, the character can't take Luck Edges.
Kamikaze (Major)   The hero never pays any attention to his defense; he/ she always prefers to press the attack.  Parry is limited to the character's fighting skill/ 2.
Old School Ghoul (Major) Ghoul The character has been around for at least a century and the effects of old age are acutely felt.  – 1 die type Strength ana cannot be raised after character creation, pace -1. cannot run.
One Hander (Minor)   One of the hero's hands is very dominant.  He/ she excels with single-handed weapons, but two-handed weapons cause a problem.. -2 to all attacks with two-handed weapons.
Night Person (Minor)   As a night-time person, the hero is more awake when the sun goes down.  His/ her perception and intelligence ae dulled during the day.  -2 to Smarts-based skill checks during the daytime.
Schizophrenic (Minor)   Prolonged use of stealth technology has let the hero paranoid and delusional.  The character often experiences hallucinations or suffers from a split personality.  Additionally, the character suffers a -2 penalty to Notice checks.
Skilled (Major)   The hero has spent more time improving his/ her skills than most; the character starts with more skill points to spend, but doesn't learn new abilities as quickly as others.  +5 skill points to spend; only gain an advance after accumulating 7 Experience Points; cannot take Swift Learner Edge.
Small Frame (Minor) Human or Ghoul The hero has a very slight build, reducing his/ her carrying capacity.  May only carry Strength x 3 unencumbered.
Super Duper Mutant (Major) Super Mutant The character is a born grunt; he/ she excels at following orders, not so much at independent thought.  Smarts can never be raised above d4.  The hero must always carry out all orders given by his/ her master or leader.  Without guidance, the character is prone to panicking and inaction; if his/ her master is killed, the hero's only goal becomes seeking a suitable replacement.  The character is extremely gullible and easily fooled; he/ she must make a Smarts check to avoid being bluffed, tricked, or goaded into performing actions detrimental to their own best interest (except extremely obvious suicidal commands). 
Vat Skin (Minor) Super Mutant A lingering stench emanates from the character's skin, which distracts all traveling companions.  Friendly characters in a 10 yard radius suffer a -1 penalty to attack rolls and a -2 penalty to Notice checks in the hero's presence; -1 Charisma.

 

Hindrances

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