Savage Worlds

Setting Rule: Team Hindrances

Property of Disney

“You two can’t go anywhere without blowing something up.”

– Zeb, Star Wars Rebels

 

Some characters are at their best when working with another person on their team. Trouble is, they’re so close they tend to get into the same kinds of trouble too. Characters with the Team (Major) Hindrance are driven to a folly they share with one other player character. Both characters take either the Arrogant, Curious, Quirk, or Vow Hindrance. Both characters must make the same selection.

During gameplay, both players must invoke the Team Hindrance at the same time. This establishes a new scene objective based on the details of the Hindrance. Once the objective is achieved, for the rest of the session both characters gain the bonus from Trick actions performed by either character.

Examples:

“We ride together, we die together. Bad Boys for life.”

Two characters take the Vow (Major) Hindrance to stick with each other through thick and thin. Both of them are loose cannons, but they’ve decided if they can watch each other’s backs then they’ll come out all right. It means they get into more trouble than they would on their own, but they also accomplish more together.

“Neither one of us can resist a good story.”

Two characters take the Curious (Major) Hindrance. Not only do they both seek out missing puzzle pieces, but they can’t seem to help but amplify each other’s curiosity. Troubles and triumphs stem from this Hindrance in equal measure.

“With our powers combined, we can shake the pillars of heaven!”

Two characters take the Arrogant (Major) Hindrance. They’re already bull-headed on their own, but when they’re together? Gods are stunned by their hubris. The feedback loop created by the two of them together means they spend more time in the fire than in the frying pan.