Skysickness (Major): Your hero must make a Vigor check each time he leaves dry ground to go into the air. On a success he suppresses his illness. On a failure, he is nauseated and suffers a –2 to all trait rolls until he spends an hour on land, again. Should his ship get caught in a storm or be engaged in battle or other dramatic maneuvers, the hero must make his Vigor check every round until the situation calms or he fails. If he is already airsick and fails, he suffers a –4 on trait rolls until the storm or battle ends.
Cocky (Major): Sometimes it’s important for foes to understand who they are dealing with, and you always take the time to ensure they do. The first round in any combat must be spent announcing just how great your hero is and why foes should just surrender to him now. If for some reason your hero must act instead, it costs him a benny.
Code of Honor: Weapon of the 7 (Major): The following is the Code of Honor by which each Weapon of the 7 is expected to live. Though there are those in the order who do not follow this code, there are also many who are not part of the order who aspire to it, either in hopes of eventually becoming a Weapon of the 7 or simply out of respect for the 7 Lords of Thunder and the code. Many of the other religions have similar codes for their parishioners, as well.
Obedience – Obey the commands of those who have been duly chosen by the 7 Lords of Thunder to lead.
Service – Serve the faithful to the best of your ability and aid the non-faithful when possible to show them the glory of the 7 Lords of Thunder.
Defense – Defend the faithful even with your life, if necessary.
Honor – Show all the honor the 7 Lords of Thunder deserve for the blessings they provide the faithful and non-faithful alike.
Respect – Just as the 7 Lords of Thunder are brothers, so all gods are cousins. Show respect to other gods and their worshippers.
Strike – Just as the 7 Lords of Thunder do not strike unless they must, so must you withhold your fury. Yet, when violence is necessary, strike hard and fast, for no one is helped by half measures when action must be taken.
Indentured (Minor): Whether to pay off a crime you have been convicted of or simply as a means to earn extra money for a stake once you’re freed, your character has sold his services to someone else for a set period. You must obey any orders from this other person so long as they pertain to whatever services you have sold to them. The three general categories of Indentured servants are: General Labor, Professional and Combat. General Laborers can be commanded to do any sort of simple work from hauling barrels to assisting in building houses. Professionals have only one specific area of expertise, usually one that requires skill or knowlege (accounting or architecture, for example.) Combat servants can be ordered to fight anyone or anything at any time for any reason (though if they commit a crime in the process of obeying the order, by committing murder, for example, it is their master who is charged with the crime rather than them.) An indentured servant is under no obligation to perform any task for which they were not contracted. A master is free to punish an indentured servant for refusing to perform some task related to their area in any way they wish, though scarring and maiming are frowned upon (and reduce the time of the service) and killing is strictly forbidden.
Jingoistic (Minor/Major): The character with this Hindrance dislikes people from other cultures and believes his own culture to be vastly superior. He can’t help belittling other cultures and praising the virtues of his own at every opportunity. A character taking this Hindrance has a –4 Charisma among cultures other than his own. The Minor version of this Hindrance applies only to those outside the Empire. For the Major Hindrance it even applies to Imperials who are not part of his culture (Ravnivori, Almation or Shan.) In both cases, the character may not use Leadership Edges with “foreigners” unless he has worked with them for at least one week and succeeded at a Persuasion check. (May repeat the check once per week until successful.)
Life Slave (Major): Your character has been convicted of one of the three capital crimes; murder, rape or treason and thus, his life is forfeit. Rather than simply being executed, your life has been sold to someone else (and the profits pocketed by the Empire.) The master of a Life Slave can command them to do anything, from shine their boots, to work 18 hour days in a coal mine to “distract” a dragon while the master gets away. Disobedience can be met with any sort of punishment the master desires, up to and including death, and, the master doesn’t actually need an excuse to abuse or kill a Life Slave.
Small Horns (Minor): Though no one discusses it, there is a certain belief that the larger a Minotaur’s horns, the stronger, better and more virile he is. Conversely, minotaurs with smaller horns are considered weaker, inferior and even stupid. A certain social stigma follows them, and they often find their paths to power and privilege blocked, and even in everyday interactions, they sometimes find their lives more difficult. Minotaurs with small horns suffer a -2 Charisma penalty when dealing with any Imperial citizens.