A limit reduces the effectiveness of a power. A hindrance is a problem the character has to deal with. Hindrances give characters additional points to spend on abilities, skill, effects, and so forth.

The value of a Hindrance is generally governed by two things: how often the Hindrance affects the character (its frequency) and how much of a problem it presents (its intensity).

Frequency:

Intensity:

Disabled: Your abilities are 0 in certain situations. You might be blind (0 Intellect for actions involving sight), paralyzed (0 Agility for actions involving running). Or you might be hideous (0 Willpower for interactions other than intimidation) or be vulnerable to a specific type of attack (0 Defense). This is a Severe Hindrance, plus the value of its frequency.

Enemy: You have someone out there who doesn't like you. A Mild enemy is just keeping an eye on you or isn't as powerful as you, a Strong enemy is as powerful as you, a Severe enemy is more powerful, while an Extreme enemy is much more powerful than you, or has extensive influence. Frequency determines how often your enemy shows up or becomes a problem.

Powerless: Certain situations cause to you lose the ability to use any Powers. This is generally a Severe Hindrance, although intensity is based on how much you rely on your effects. Obviously, if you have no Powers, this isn't a Hindrance for you.

Psychological: You have a personality trait that can cause problems. For example you might be prone to berserker rages or terrified of certain things. The value of the Hindrance depends on how frequent your quirk crops up and how difficult it is for you to resist your natural urges.

Unlucky: The universe just doesn't like you sometimes. When you play a card, the Narrator draws the top card off the Fate Deck and uses the worst card for you. This is a Strong Hindrance, with frequency determining how much of a problem it becomes.

Vulnerable: Some common substance (or lack of it) causes you harm. You lose one card (or 5 Health) per exchange of contact with it. This is an Extreme Hindrance, plus the value of its frequency.

Option: Quirks

Quirks are minor personality and background traits that help to define a character, but don't really impose any kind of hindrance, things like Ben Grimm's battle cry of "It's cloberrin' time!", the way the Human Torch always says "Flame On!" when he activates his powers, or J. Jonah Jameson's ever-present stogie. If the Narrator allows, players can gain an extra point for their character by defining five quirks for them. It can be more, but it should be at least five distinct things to be worth a point.