Tizn’t Edges and Hindrances

The Low Life: The Rise of the Lowly (ReDredged) core rulebook contains a pretty decent assemblage of potential Edges and Hindrances for tizn’t characters (on page 137, no less). Of course, the constraints of publishing have restricted that list to what the page would hold and what we could think up at the time. Here, for your enjoyment, is a much more comprehensive and inclusive (and continually growing) collection of such things, along with some examples of critters from before the Flush that might have exhibited such proclivities.

Many of these Edges and Hindrances would work for boduls as well.

Toucanacondor

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Tizn’t Edges

Adaptable (1): +4 to resist either heat or cold. (polar bear, desert scorpion)

          Very Adaptable (2): +4 to resist all environmental effects (heat, cold, etc…) (camel, cockroach)

Amphibious (2): Can effectively breathe under water, move at full Swimming Skill. (fish, frog)

Big (2): +1 Toughness. (grizzly bear, gorilla)

         Bigger (3): +2 Toughness, -2 Parry vs. smaller creatures, +1 Reach. (elephant, walrus)

Brachiation (1): +2 to Climbing, can climb at normal Pace. (orangutan, gibbon)

Explosive Buns (2): Excretions from your hindquarters cause an explosion that propels you unharmed 2d4″ in a random direction and inflicts 2d6 damage in a small burst template. (bombardier beetle)

Glowy Bits (2): Shed light like a torch (4″ radius) at will. (lantern fish, lightning bug)

Keen Eyes (1): +1 to Notice, Shooting, and Throwing. (tarsier, housefly)

          Keener Eyes (2): +2 to Notice, Shooting, and Throwing. (mantis shrimp, eagle)

Echolocation (1): Works like low light vision. (bat, dolphin)

Long Limbs (1): +1 Reach. (giraffe, octopus)

Multiple Limbs (2 per limb): One extra non-movement action per round. No multi-action penalty. (ant, squid, starfish)

Pointy Bits (1): Natural attack causes Str+d4 damage. (falcon, wolf)

          Pointier Bits (2): Natural attack causes Str+d6 damage. (tiger, lemon shark)

Very Pointy Bits (3): Natural attack causes Str+d8 damage. (crocodile, tiger shark)

Extremely Pointy Bits (4): Natural attack causes Str+d10 damage. (tyrannosaurus, great white shark)

Poisonous (1): Creatures that bite you must make a Vigor roll or be Shaken. (monarch butterfly, marine toad)

          Very Poisonous (2): Creatures that bite you must make a Vigor roll or be Paralyzed for 2d6 rounds. (

         Extremely Poisonous (3): Creatures that bite you must make a Vigor roll at -2 or be Paralyzed for 2d6 rounds. If the Vigor roll is a natural 1, the creature dies immediately. (pufferfish, arrow poison frog).

Prehensile Tail (2): Tail acts as a limb and offers one extra non-movement action with no multi-action penalty). (opossum, spider monkey)

Pretty (1): +1 Charisma (peacock, jewel beetle)

          Prettier (2): +2 Charisma (my wife)

Sensitive Nose (1): +2 to Notice and Tracking when smell is a factor. (shrew, turkey vulture)

Spines (2): Creatures that hit you with natural weapons must Parry or take Str+d4 damage. (porcupine, hedgehog)

Stink Spray (2): You can spray a gout of foul-smelling, irritating vapor in a cone template. Anyone caught inside must make a Vigor roll or be shaken. If the Vigor roll is a natural 1, the target is partially blinded and suffers a -4 penalty to all actions for 2d4 rounds). (skunk, zorilla)

Surface Scaling (2): +4 Climbing. May climb vertical and upside-down surfaces at Pace. (gecko, spider)

Tough Hide (2): +1 Toughness or +2 Armor (negated by AP weapons) (alligator, ladybug)

          Tougher Hide (3): +2 Toughness or +3 Armor (negated by AP weapons) (rhinoceros, turtle)

Venomous (2): Opponents Shaken by your natural weapons must make a Vigor roll or be paralyzed for 2d6 rounds. (giant hornet, mangrove snake)

          Very Venomous (3): Opponents Shaken by your natural weapons must make a Vigor roll at -2 or be paralyzed for 2d6 rounds. If the Vigor roll is a 1 the creature is paralyzed a further 2d10 hours, after which it must make a Vigor roll or croak. (cobra, gila monster)

          Extremely Venomous (4): Opponents Shaken by your natural weapons must make a Vigor roll at -2 or be paralyzed for 2d6 rounds. If the Vigor roll is a natural 1 the creature dies in 1d10 hours. (textile cone, black mamba, blue ringed octopus)

          Spitter (2, requirements: Venomous, Very Venomous, or Extremely Venomous): You may use your Shooting or Throwing Skill to spit your venom into an opponents eyes. The target must make a Vigor roll or be temporarily blinded for 2d6 rounds (-6 to all actions that require vision). If the Vigor roll is a 1 the blindness lasts 2d6 days. If you are Very Venomous the Vigor roll has a -1 penalty. If you are Extremely Venomous the Vigor roll is at -3 and a result of 1 indicates permanent blindness. (spitting cobra)

Webbed Feet (1): Swimming +2. (frog, penguin)

Wings (3): Flight monstrous ability at Pace. (fruit bat, parakeet)

          Gliding Membrane (2): Can glide horizontally up to 20″. May make an Agility roll to avoid damage from falls. (sugar glider, flying squirrel)

          Awesome Wings (4): Flight Monstrous Ability at Pacex2. Can hover and change direction at will. May make an Agility roll to avoid damage from falls. (hummingbird, bumblebee)

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Tizn’t Hindrances

Dehydration (-2): Must immerse in water for an hour every day or become Fatigued each day until Incapacitated. Will croak the next day. (fish, salamander)

Hideous (-1): -1 Charisma. (vulture, proboscis monkey)

          More Hideous (-2): -2 Charisma. (blobfish, naked mole rat)

Immobile (-4): Although you can presumably move your limbs, your body can’t go anywhere without help. -2 Parry, Pace 0. (barnacle, coral)

Large (-1): Smaller foes get +2 to hit. (bison, horse)

No Thumbs (-2): Can only hold things using two hands. (water buffalo, house cat)

No Arms (-3): -4 penalty to any action that requires arms. (oyster, goldfish)

Slow (-1): Pace 4. (tortoise, brittle star)

          Very Slow (-2): Pace 3, d4 running die. (snail, sea cucumber)

Small (-2): -1 Toughness. (rabbit, fox)

          Tiny (-1): -2 Toughness, +2 Parry. (marmoset, squirrel)

Very Tiny (-1): -3 Toughness, +3 Parry. (wasp, dragonfly)

Stank (-2): Your repulsive stench makes you easy to Track (+2 Tracking against you) and you have a -2 Charisma toward anyone with a nose (except smellcasters, to whom you have a +1 Charisma). (stink bug, colobus monkey)

Thin Skin (-2): -1 Toughness or -2 Armor. (bullfrog)

          Thinner Skin (-3): -2 Toughness or -3 Armor. (salamander)

Unadaptable (-1): -4 to resist either heat or cold. (sidewinder, elephant seal)

          Very Unadaptable (-2): -4 to resist all environmental effects (heat, cold, etc…). (mantella frog, axolotl).

Uncoordinated (-1): Your mix of critters don’t play well together. -1 to all Skills linked to Agility.

Very Uncoordinated (-2): Your mix of critters really don’t play well together. -2 to all Skills linked to Agility.

Weak (-2): One Attribute can never advance beyond  d6. (hamster, anole)

Very Weak (-3): One Attribute can never advance beyond  d4. (mosquito, Greg)

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LL-Approved