Ventajas
Edge | Cost | Description | Book | Page |
Acclimated: Cold (1) | 1 | Acclimated: cold allows the hero to withstand temperatures as low as 12° (F) (-11ºC) before risking exposure. Once these limits have been exceeded, the hero must make the appropriate survival rolls, beginning with a Fair (5) TN as usual. Finally, either version of this edge gives the cowpoke a +2 bonus to all other survival rolls made under the appropriate temperature extreme. The character is free to purchase both versions of this Edge. | DToB | 141 |
Acclimated: Hot (1) | 1 | Acclimated: hot raises the temperature at which the hero must make survival rolls from 80°(F) (26ºC) to 100° (F) (37ºC). Once these limits have been exceeded, the hero must make the appropriate survival rolls, beginning with a Fair (5) TN as usual. Finally, either version of this edge gives the cowpoke a +2 bonus to all other survival rolls made under the appropriate temperature extreme. The character is free to purchase both versions of this Edge. | DToB | 141 |
Animal Sidekick (5) | 5 | Not every hero in the Weird West is the two legged kind. Sometimes an animal of exceptional courage or outstanding ability becomes almost as large a part of a hero’s legend as the hero himself. Where would the Lone Ranger be without Silver? Brisco County Jr. without Comet? These rules are specifically made for creating animal sidekicks for heroes in Deadlands. To gain one of these valuable companions, the character must take the sidekick Edge or obtain his new friend through an adventure. Dogs and horses are the two most common animal sidekicks, but others are certainly possible. More exotic companions, like hawks, cougars, wolves, or bears, are special. These animals are very rarely tame, so it is their tameness (around the hero at least) that makes them unique. Anyone could have a horse or a dog, however, so for one to be special, they have to be created from scratch. Luckily, this book tells you how to do just that. Please note these rules are for creating extremely special animals. Even the so-called “exceptional” horses are average by comparison. (see the complete rules for creating an animal sidekick in the book) | RVC | 5 |
Apt Pupil (2) | 2 | Not all sorcerers are created equal. Some are much quicker studies at the arcane arts, others are just more ambitious. Most blood magicians start the game with 1 spell for each level they have in the blood magic Aptitude. With this Edge, your character can learn additional starting spells for 2 points each. You can purchase a maximum of three additional spells beyond your normal starting allotment. This Edge is useful only to heroes with arcane background: blood magic. | TBC | 28 |
Arcane Background: Anahuac (3) | 3 | It looks like Catholicism, it sounds like Catholicism, but this ain’t your padre’s Catholicism. Mestizo characters with the faith: Anahuac Aptitude may take this Edge to join the priesthood of the version of Catholicism practiced in the Spanish Quarter and beyond. Ask your Marshal to let you read Chapter Three for more information. | LA | 48 |
Arcane Background: Blessed (3) | 3 | Blessed characters are nuns, priests, or average folks who have been blessed by a divine entity. When the blessed are behaving themselves, they can invoke miracles that help them fight the evils of the Weird West. | DL | 60 |
Arcane Background: Blood Magic (3) | 3 | Your character can work a special form of magic known as blood magic. To purchase this Edge, your hero must also have the Edge Whateley blood. | TBC | |
Arcane Background: Enlightened (3) | 3 | Your hero has achieved the spiritual discipline necessary to focus and control his chi energy. Enlightened characters may purchase any of the chi powers listed later in this chapter. If you wish to be able to use these powers, your character must also buy at least one level in the chi aptitude. A hero must have the martial arts training edge to purchase this edge. | Hex | 60 |
Arcane Bkgd: Hexslinger (3) | 3 | Hexslingers use the power of the manitous like hucksters, but usually concentrate their abilities on hexes which enhance shooting skills. Hexslingers can use regular huckster spells, and vice-versa. | H&H | |
Arcane Background: Hucksters (3) | 3 | Hucksters seem to be gamblers and cardsharps. Many claim they gamble with their lives as well by dabbling in the black arts. Rumors abound that they have decoded mystic secrets concealed in Hoyles’ Book of Games and used them to unlock the secrets of tapping into the Hunting Grounds. | DL | 60 |
Arcane Background: Mad Science (3) | 3 | Mad scientists build incredible devices of steam and steel, machines which often defy the laws of conventional reality. As with hucksters, there are those who claim the designs for their infernal devices come from dark spirits babbling in their absent-minded ears. | DL | 60 |
Arcane Background: Shamans (3) | 3 | Shamans are Indian holy men and women and the keepers of tribal medicine. Their power comes from dealing with the demanding spirits of nature. When these medicine men honor the spirits, they can accomplish amazing feats that make doubtful white men tremble. | DL | 60 |
Arcane Background: Voodoo (3) | 3 | Your hero knows the ways and the secrets of Voodoo.
Maybe he’s a conjure doctor, a houngan, or even a mambo. Whatever her
background, she’s able to learn voodoo spells as described in the
section on them. Your voodooist must have at least one level in faith: Voodoo to take this Edge. Also, since the whole point of this Edge is casting voodoo spells, he’s going to need the conjurin’ Aptitude. Most folks that know how to work voodoo spells and rituals grew up near New Orleans or in certain areas of the Caribbean. Of course, if you’ve got a good idea for a character that learned the mysteries of Voodoo another way, talk it over with your Marshal -if he says it’s okay, that’s fine, too. |
Hex | 97 |
Arcane Prodigy (3) | 3 | (Huckster) This Edgeis only available to hucksters. Well, actually, anyone can purchase it, but they'd just be wasting Bounty Points. Learning a new hex is often a trial. An arcane prodigy learns hexes faster and easier than most. Heroes with this Edge learn hexes in half therequired lime, and they make Easy(3) academia: occult rolls to speed their studies. Developing new hexes is also a little easier for someone with this Edge.When using the quick trial-run method to create a new hex (your Marshal has all the details on this), the Target Number for all Trait rolls made by an arcane prodigy is Fair (5).The research time and other requirements remain the same. The details for both learning and developing a new hex can be found in the next chapter. | H&H | |
Belongin’s: Arcane Tomes (1) | 1 | (Blood Mage) This isn’t really a new Edge, but rather another way to use an old one. Your blood magician can purchase arcane tomes to represent a book or small collection of books she uses to help her research additional spells. These books not only make | TBC | |
Belongin’s: Arcane Tomes (2) | 2 | (Blood Mage) See L1 description. | TBC | |
Belongin’s: Arcane Tomes (3) | 3 | (Blood Mage) See L1 description. | TBC | |
Belongings: `Light (1) | 1 | If a cowboy’s gun is his best friend, his horse is his mistress. These two commodities satisfy most folks, but a few have something they consider equally valuable. This Edge covers all the unusual equipment you might want for your character. You need to work out the specific point cost of any given item with the Marshal, but the list below should give you some good ideas. Lv 1 - $500 in cash; Some shares in a profitable railroad, a fast horse, a fancy pistol, 12 silver bullets. | DL | 60 |
Belongings: `Minor (2) | 2 | See L1 description. L2 - $1000 in cash; A boat, a work of art, a silver dagger, an incredibly fast horse. | DL | 60 |
Belongings: `Moderate (3) | 3 | See L1 description. L3 - $5000 in cash; A pistol used by Jesse James, a tomahawk blessed by a powerful Indian shaman, a Gatling gun, a riverboat. | DL | 60 |
Belongings: `Well Known (4) | 4 | See L1 description. L4 - $20,000 in cash; A ship, a saloon or other business, a relic of specific but limited power. | DL | 60 |
Belongings: `Wow! (5) | 5 | See L1 description. L5 - $50,000 in cash; A relic of power, a train, a pardon for all deeds past and present in a certain region or state. | DL | 60 |
Belongings: Hoyle's Book of Games (0) | 0 | (Huckster) This book is a common enough item, but only of true use to one who can decipher it for the magical hexes it contains, generally hucksters and hexslingers. | DL | 152 |
Belongings: Medicine Object (1) | 1 | (Indian) An Indian-only concentration of the regular Belongings Edge, this represents a sacred tribal item (pipe, drum, hatchet, etc.) The more points the item is worth, the more special blessings the item can hold. L1 - Minor Fetish, 1 blessing. | GD | |
Belongings: Medicine Object (2) | 2 | (Indian) See L1 description. L2 - Major Fetish, 3 blessings. | GD | |
Belongings: Medicine Object (3) | 3 | (Indian) See L1 description. L3 - Minor Relic, 5 blessings. | GD | |
Belongings: Medicine Object (4) | 4 | (Indian) See L1 description. L4 - Major Relic, 7 blessings. | GD | |
Belongings: Medicine Object (5) | 5 | (Indian) See L1 description. L5 - Tribal Relic, 9 blessings. This level is subject to the Marshal's permission. | GD | |
Belongings: Smith & Robards Catalog (0) | 0 | (Huckster) This catalog is a common enough item, but only of true use to one who can decipher it for the magical hexes it contains, generally hucksters and hexslingers. | Hex | 31 |
Big Ears (1) | 1 | Some folks got “head handles” as big as a donkey’s. Those who do can usually hear a soft-toed critter creeping over stone at 100 yards. A character with the big ears Edge adds +2 to Cognition rolls involving hearing things. | DL | 61 |
Born on Horseback (3) | 3 | Riding a horse is as natural to some Indians as walking on his own two feet-maybe even more so. Your hero never suffers the -2 penalty for attacking while mounted. | GD | |
Brave (2) | 2 | Most folks aren't really brave-they're just too stupid to know better. Maybe you're different, but it's doubtful. Characters with this Edge add +2 to their 'Guts' checks. | DL | 61 |
Brawny (3) | 3 | Your character is big. Not obese, just big and chock full o’ muscles. He probably has a nickname like Hoss or Tiny. Your character must have at least a 2d8 Strength to take this Edge. If he does, you can add +1 to your hombre’s Size. Your hero can’t be brawny and a big ’un, by the way. | DL | 61 |
Cavalier (1) | 1 | Boys learn to ride at an early age in the rural South, and when The War came, those boys became the elite troopers who fight alongside Nathan Bedford Forrest and John Mosby. Confederate cavalry units are justly feared by their Federal opponents. Cavalrymen who hail from the industrial North have gained proficiency since the start of The War, and are a force to be reckoned with, but overall, Confederates remain superior horsemen. To reflect this cultural advantage, this Edge only costs one point for heros hailing from the South. Yankees will have to pony up two character points for the same benefit. Characters with the cavalier Edge suffer no penalty to shootin’ rolls while mounted, instead of the usual -2. | BETS | 70 |
Cavalier (2) | 2 | See L1 description. L2 - Cavalrymen who hail from the Industrial North gained proficiency on horseback since the start of the war, but overall are often not quite as skilled as Confederates and, as such, must pay 2 points for this Edge. | BETS | 70 |
Chosen One (5) | 5 | The Powers That Be have decided you’re their terrestrial agent. Lucky you. Your hero may take an advance against future chip earnings. At any time, you may draw random chips from the Fate Pot, for a total number of these “advance” chips up to the character’s Grit. Any chips later rewarded by the Marshal must be spent first to pay off this debt, and the hero must spend like-colored chips. For example, a hero with 3 Grit decides to draw three additional chips in the middle of an important fight. He draws a red and two whites. As soon as the hero receives a red or white chip from the Marshal, it must go immediately into paying back that debt. The hero is still limited to a total of 10 chips in his personal pot. There may only be one chosen one in a posse. Should two characters with this Edge appear in the same posse, the winner of a Fair (5) Spirit contest gets to keep the Edge and the loser is out of luck until she goes her own way. Anyone who goes bust when rolling for the contest loses the Edge permanently. This can only be taken by a Lost Angel. | LA | 48 |
Clown (3) | 3 | (Indian) Clowns, or heyoka, are very spiritually powerful in many tribes. A clown dresses warmly in the summer, wears nothing in the winter, laughs instead of crying, yells instead of whispering, and so on. . . Becoming a clown raises the character's Spirit die type by one step, but acting like a clown is not an occasional thing. If the Chief ever feels the Indian is not acting contrarily, he may require a Hard (7)faith roll. On a failure, the hero loses the clown Edge until the character acts contrary again. | GD | |
Conscience (1) | 1 | (Blessed) This Edge gives the hero a "warning from above" before he does something nasty. Whenever you are about to commit an action which would require the Marshal to consult the 'Sinning Table', she'll give you a friendly warning. You're free to ignore | F&B | 27 |
Converted (1) | 1 | (Indian)This native has given up his belief in pagan
gods and has accepted the white God (or Yahweh or Allah or another
nonnative religion) into his heart. He can no longer learn rituals or
favors and cannot have a guardian spirit. Instead, he could now be
blessed-which most natives can't be. This character is still a member of
his tribe, although he suffers a -2 modifier on all social Aptitude
rolls when dealing with other tribe members. Whites who find out this
character is converted do not haveany social penalties, associated with
him being a ferner, and those who are intolerant toward Injuns have
their penalties reduced by half. A converted Indian may use the protection miracle if he has one point in faith, like any white character. |
GD | |
Cross Draw (1) | 1 | Counteracts the standard -1 Quick Draw penalty | AR | |
Dinero: Light (1) | 1 | Money talks in the Weird West. If you can’t take out the bounty hunter after you, a little “dinero” might hire someone who can. Wealthy individuals start with additional funds and can sometimes wire “home” for money. A wealthy character can come up with a lot more dinero given enough time, collateral and a good excuse. Note that belongin’s gives a character a one-time cash infusion (or an item of suitable value). Dinero means the character always has access to some of the green stuff. L1 - Starting Funds: $250, Extra Dinero: $100 | DL | 61 |
Dinero: Minor (2) | 2 | See L1 description. L2 - Starting Funds: $500, Extra Dinero: $500 | DL | 61 |
Dinero: Moderate (3) | 3 | See L1 description. L3 - Starting Funds: $1000, Extra Dinero: $2000 | DL | 61 |
Dinero: Rollin In It (4) | 4 | See L1 description. L4 - Starting Funds: $2000, Extra Dinero: $5000 | DL | 61 |
Dinero: Well Off (5) | 5 | See L1 description. L5 - Starting Funds: $5000, Extra Dinero: $10000 | DL | 61 |
Don't Get Him Riled! (2) | 2 | People shouldn't get your hero mad. When they do, he fights like a cornered wildcat. Add Xd4 to your hero's hand to hand damage, where X is her highest wound penalty (not counting Edges or abilities that ignore such penalties). | DL | 61 |
Eagle Eyes (1) | 1 | Sharp-eyed folks can spot a fly on a raisin cake at 20 paces. Others might just wonder what's so chewy. You may add +2 to any Cognition rolls made for your character to spot or notice things at a distance. | DL | 62 |
Familiar-Huckster (5) | 5 | (Huckster) This Edge is only available to hucksters. A familiar is kind of a supernatural sidekick. Your character has formed a magical bond with an animal no larger than a medium-sized dog -a collie, perhaps. Favorite animals for this purpose include cats (black, of course),crows, and dogs. This bond allows the animal to serve as a spy or guard for your hero. It also can provide some minor assistance to her when casting hexes. The animal gains an increase in intelligence, often to human levels. In game terms, increase the animal's Smarts and Knowledge Traits to one level below your hero's, assuming they weren't already. If they were, you've got our sincerest apologies and advice to seek another profession. The animal's Coordinations in these Traits are only 1, but its thought processes are now geared to human thinking, so it can reason and learn Mental Aptitudes. It also gains an understanding of all languages your hero can speak or read. Yes, you read that right-the familiar can read, assuming It has eyes. Heroes can mentally communicate with their familiars when they are within 10 yards. Outside this range, they only sense general emotions: fear, happiness, and the like. Also, when within 10 yards of the familiar, your huckster gains a +1 to all hex-casting Aptitude rolls. Because of the nature of the bond between the huckster and the familiar, if the animal is slain, the character suffers some of that experience as well. Your hero must immediately make an Incredible (II) Vigor check, or be stunned until she does so. Even after succeeding at the check, for the next Id6 days she has a -2 modifier to all Trait and Aptitude rolls. Death ain't pretty. Bonding a new familiar (after character creation) or replacing an old one is a long process, although not too difficult. In addition to the triple Bounty Point cost, your huckster needs to spend a month in study and preparation. At the end of the month, she needs only to make a Fair (5) academia: occult roll. If successful, she gains a familiar of your choice, provided it fits the normal restrictions. Otherwise, she can try again every week until she does succeed. A huckster may only have one familiar at a time. Although the bond is close between your hero and the animal, it still has a mind of its own. A familiar is more of a companion than a body guard.If abused, the familiar may very well say adios. | H&H | |
Favored Chual: Agwe (3) | 3 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. Agwe is very fond of gunfire - sometimes a little too fond. If he has a firearm handy when possessed by Agwe, the chual must make an Onerous (7) Spirit roll or fire off a couple of rounds just to hear the sound of them! Also, a voodooist under Agwe’s influence is attracted to large bodies of water. The chual has to make a Hard (9) Spirit roll to resist the urge for a quick dip any time he’s near a river, lake, or larger body of water. White: The voodooist gains a +5 bonus to all trade: seamanship rolls for one hour per level of his faith. During this time, she can detect navigational hazards, such as hidden reefs or crosscurrents, by making a Fair (5) Cognition check. Red: For the remainder of the day, she automatically makes all Cognition rolls to prevent surprise or detect hidden dangers. This ability lasts until the next sunrise or sunset, whichever comes first. Blue: All swimmin’ rolls are automatically successful and the hero gains +2 to his Pace while in the water. Further more, he can also breathe freely underwater for the duration. Legend: The voodooist can protect a ship and its crew from the worst effects of a storm at sea. The passengers might still get a look at what they had for breakfast that morning the hard way, but the ship won’t sink, founder, capsize, or otherwise fall victim to the storm, nor will anyone aboard her be swept overboard or otherwise seriously injured. | Hex | 98 |
Favored Chual: Baron Samedi (5) | 5 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. Folks under the influence of the good Baron Samedi gain a rather black sense of humor. Although they’re quite amiable, they tend to crack somewhat off-color jokes at the most inappropriate times. A voodooist mounted by Baron Samedi gains a 2 point habit: dark humor Hindrance. Additionally, the Baron’s presence manifests itself as a palpable sense of death. Anyone near the voodooist during a possession can detect the odor of decay similar to that of a Harrowed on a Fair (5) Cognition roll. Fortunately, the Baron has a fondness for a good time—and a good drink. When mounted, the chual has a hard time passing up a quick swig of the “good stuff.” While he never consumes enough to hamper his abilities, he might hide the graveyard smell with the odor of whiskey! White: The voodooist can cast the Heal spell to heal wounds on a Harrowed character at the normal TNs. The spell dice must still be rolled to determine if the casting is successful. This effect lasts for a single casting of the Heal spell. Red: The voodooist can ask a single yes or no question of the spirit of a recently deceased person. The corpse must be present and nor more than 1 day per level of the voodooist’s faith: Voodoo may have passed since its death. The voodooist may spend more than one chip per spirit. Blue: Baron Samedi’s presence makes the voodooist invisible to walkin’ dead and zombies created by black voodoo. The abominations completely ignore the character for as long as he maintains the power. This power requires the voodooist’s concentration to maintain, so he may only take simple actions like walking or speaking for the duration. Even with concentration, the effect ends after a period equal to 10 minutes per level of the voodooist’s faith: Voodoo. Legend: The voodooist temporarily raises a zombie (actually a walkin’ dead)—provided, of course, he has access to a dead body—that remains animate for 1 hour before collapsing back to a more natural state of immobility. The abomination follows the voodooist’s commands to the letter, so he must be careful of the wording. Since zombies are generally associated with bokkors and black magics, most voodooists use this ability only in dire emergencies; however, because the effect is only temporary, few followers of the belief view this power as truly evil. | Hex | 98 |
Favored Chual: Damballah-Wedo (4) | 4 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. A chual being ridden by Damballah-Wedo can’t speak for the duration of the possession. She frequently hisses and her tongue occasionally darts out - acting for the most part like a twolegged snake. As you might guess, most folks find this behavior downright odd. In addition to being unable to speak, the voodooist gets a - 2 to all Mien based Aptitudes with people. This negative modifier does not apply to anyone with at least 1 level in faith: Voodoo—although she still can’t communicate with them. White: The loa guides the mount to a minor hidden or lost treasure. The value is equal to the result of the voodooist’s faith roll to call the loa in dollars. It takes 10-60 minutes to locate the treasure. Red: The chual is immune to effects of all poisons - natural, magical, or otherwise. Any poisons injected into or imbibed by the hero during this time are negated. This immunity has lasts for a number of minutes equal to the chual’s faith Aptitude. Blue: The voodooist becomes sinuous and serpentine in movement. The mount automatically succeeds at all climbin’ rolls and takes no damage from falls of 30’ or less. Also, the mount is able to squeeze her body into spaces as small as 1’ in diameter. This effect lasts for 10 minutes per level of the hero’s faith. Legend: The voodooist gains a bite attack for (STR) damage, based on fightin’: brawlin’. Worse yet, her bite is as venomous as a rattlesnake’s. Anyone bitten by her must make a Hard (9) Vigor roll. Success means the affected location is paralyzed for 1d6 days. Failure results in death in 1d6 hours. A Hard (9) medicine roll removes the poison, as long as it occurs before the last half hour. This effect lasts for 1 minute/level of her faith: Voodoo. Note that poison is generally useless against undead and often ineffective against other abominations as well - like anyone would really want to bite one of those things anyway! | Hex | 99 |
Favored Chual: Ezili-Freda-Dahomey (5) | 5 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. In order to attempt to call this loa, the chual, male or female, must be wearing feminine clothing—that means a dress! While that’s not much of a concern for her female voodooists, it may cause the males some discomfort. While possessed by Ezili, her chual all flirt as though they have the randy Hindrance. The hero isn’t required to follow up on her flirtations, but they may cause no end of trouble later. By the way, Ezili only flirts with men, so if the chual is male, he might have some explaining to do after the loa departs! White: The voodooist radiates grace and poise. She gains a +5 bonus to all persuasion rolls made against men - against women, this bonus is only +2. This bonus is in addition to any from other sources. The bonus lasts for 1 minute for each level of the chual’s faith Aptitude. Red: Ezili’s presence raises the hero’s charisma and charm to supernatural levels. The voodooist’s Mien is raised by a number of levels equal to her faith. This effect lasts for 10 rounds. Blue: The loa’s manifestation is so powerful, any man must make an opposed Spirit roll against the chual’s faith in order to cause her harm. If he loses, he can’t cast spells, fire a gun, or otherwise directly attack her. Male Harrowed are affected by this power, but other abominations are not. The effect lasts for 1 round for each level of the voodooist’s faith. Legend: By winning an opposed roll of her Mien versus a man’s Spirit, she can make a single, powerful suggestion that is nearly irresistible. Short of outright suicide, the target does nearly anything she suggests. Extremely complex instructions might be misconstrued, so it’s probably a good idea to keep them simple. The suggestion lasts for 10 minutes for every level of her faith: Voodoo Aptitude. This has no effect on abominations other than Harrowed. | Hex | 100 |
Favored Chual: Legba (5) | 5 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. Due to the power of the loa, the hero must make an Onerous (7) Spirit roll. If he fails, he’s thrown into violent convulsions from the force of his power for 1d4 rounds and is unable to act until the seizure passes. After that time, the possession has normal effect. For the duration of the possession, the voodooist gains a pronounced limp and loses 2 from his Pace. White: The voodooist is able to communicate in any spoken language. This ability lasts the for a number of minutes equal to the chual’s faith aptitude level. Red: Legba’s presence allows the chual to open any non-magical lock or door. The hero can open one lock a round in this manner and the effect lasts for a number of rounds equal to his faith Aptitude. Blue: The loa boosts the chual’s physical strength enormously. The hero’s Strength is increased by a number of levels equal to his faith Aptitude. This effect lasts for 10 rounds. Legend: The voodooist can exert near complete control over spoken communication between people within an area equal to 5 yards times his faith: Voodoo Aptitude. He can allow one person to make perfect sense to another and yet be absolutely unintelligible to a third. Or, he can simply turn the entire area into a babbling mass of confusion. However, he cannot change a person’s words around or omit a portion of a dialogue; he can only either allow it or not—and the choice must be made before the person speaks. | Hex | 100 |
Favored Chual: Loco (5) | 5 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. Voodooists possessed by Loco display his customary cautiousness. They gain the cautious Hindrance for the duration of the possession. Additionally, Loco prefers to heal wounds, not cause them, so a voodooist filled with his presence becomes a 3 point pacifist. White: The voodooist can pass through uncultivated areas without leaving any trail. Plain and simple, the hero is untrackable—even by a Texas Ranger with a pack of Tennessee Blue bloodhounds. This effect lasts for 10 minutes per level of the voodooist’s faith: Voodoo Aptitude. Red: By spending a red Fate Chip, the hero is able to heal a single wound level on herself or a comrade. Doing so requires the mounted voodooist to treat the wound for about 1 minute, but at the end of that period, the wound is reduced by 1 level—no roll required. This works on any level of wound up to Critical. This ability may be used as many times a day as desired (as long as the voodooist spends a red Fate Chip each time), but only once per patient. Blue: The chual instantly restores all her lost Wind and that of a number of comrades up to her faith: Voodoo level. Legend: Loco’s power enables the voodooist to use the conjure doctor spell to completely heal all wound levels up to and including Maimed limbs on a target (including herself)—no Aptitude roll necessary. It also cures any normal disease and poison currently in the patient automatically. This ability can also affect supernatural diseases and poisons, but the voodooist must make an Incredible (11) conjurin’ roll to do so. It has no effect if used on someone who’s already kicked the bucket though; the patient must still be alive. | Hex | 100 |
Favored Chual: Ogu (5) | 5 | (Voodooist) Loa possession is a central part of Voodoo. In ceremonies and rituals, it’s a fairly common occurrence—but it usually takes a lot of preparation to perform. Some folks are favorite mounts of a particular loa, however. Possession is almost second nature to these voodooist. To purchase this Edge, your character must have at least 1 level in faith: Voodoo. While your hero doesn’t have to have arcane background: voodoo to purchase favored chual, some abilities are tied to voodoo spells. The cost of this Edge depends on the voodooist’s patron loa. If your hero’s one of these favored mounts (or chuals) select a rada loa as his favored patron. From time to time, he can call upon certain aspects of the spirit for aid. This requires not only a faith: Voodoo roll, but also the expenditure of a Fate Chip—not unlike a knack. The color of Fate Chip determines what type of assistance the loa grants. Only the hero’s patron loa can be petitioned in this manner. Ogu’s presence in a voodooist is evident by his loud and, uhm, colorful language. For the length of the possession, the voodooist suffers from a 2 point habit: foul language Hindrance. Also, the warrior loa has never been one to turn down a good battle. The voodooist under his influence must make a Hard (9) Spirit roll to avoid rushing headlong into any real, or even potential, fight. Finally, Ogu has a fascination with fire. Chuals frequently douse themselves with rum and light it while under his influence; however, he usually controls this minor pyromania - especially if there are other things to keep his attention - like a good fight! White: The chual gains a +2 bonus to all rolls in a single bow, fightin’, or shootin’ concentration for the duration of the spell. This bonus applies even if the chual is using an Aptitude by default. Red: The hero gains Armor 3 versus fire and fire-based attacks for the duration of the spell. During this period, he’s also immune to the effects of smoke inhalation. Blue: The chual can ignore two levels of wound modifiers and gains 1 level of Armor versus all attacks. This effect is cumulative with any Edges or other abilities. The power lasts for 5 rounds for every level of the voodooist’s faith: Voodoo Aptitude. Legend: As a blue chip, but all the hero’s Corporeal Traits are raised by one die types for a duration of one minute for every level of his faith: Voodoo Aptitude as well. | Hex | 101 |
Fleet-Footed (1) | 1 | There often comes a time when a cowpoke needs to hightail it away from some angry varmint. If that’s the case, remember the golden rule of skedaddling: you only have to outrun one person. Unless there’s a lot of angry varmints, of course. Then you better be fleet-footed enough to outrun the rest of your posse! For each point in this Edge, your character’s base Pace is 1 more than his Nimbleness. A character with a Nimbleness of d12, for example, and fleet-footed at level 3, would have a base Pace of 15. | DL | 62 |
Fleet-Footed (2) | 2 | See L1 description. L2 - Base Pace +2 | DL | 62 |
Fleet-Footed (3) | 3 | See L1 description. L3 - Base Pace +3 | DL | 62 |
Fleet-Footed (4) | 4 | See L1 description. L2 - Base Pace +4 | DL | 62 |
Fleet-Footed (5) | 5 | See L1 description. L5 - Base Pace +5 | DL | 62 |
Foot Cavalry (1) | 1 | Confederates, such as the legendary Stonewall Brigade, are renowned (at least in the South) for their ability to march long distances in short spans of time and still whip double their number of Yankees when they reach their destination. It’s no wonder their shoes wore out quickly, and Confederates spent most of the early War in bare feet. For every point of foot cavalry, a character adds +1 to all Vigor rolls made to walk extra-long distances. The roll to keep going after twenty miles, for example, is normally made with a -2 penalty, but a character with 2 points of foot cavalry ignores the penalty entirely. |
BETS | 70 |
Foot Cavalry (2) | 2 | See L1 description. L2 - Add a +2 to all Vigor rolls made to walk extra-long distances. | BETS | 70 |
Foot Cavalry (3) | 3 | See L1 description. L3 - Add a +3 to all Vigor rolls made to walk extra-long distances. | BETS | 70 |
Foot Cavalry (4) | 4 | See L1 description. L4 - Add a +4 to all Vigor rolls made to walk extra-long distances. | BETS | 70 |
Foot Cavalry (5) | 5 | See L1 description. L5 - Add a +5 to all Vigor rolls made to walk extra-long distances. | BETS | 70 |
Forbearance (1) | 1 | “Starving Confederate” was a redundant term in the early part of The War, and hunger sometimes drove Southern soldiers more than anything else. Legend has it Confederates once attacked a Yankee regiment yelling, “Get ‘em boys! They got cheese in their haversacks!” Even when food was available, it was usually hardtack (crackers indistinguishable from bricks), saltpork (heavy on the salt) or “sloosh” (corn meal mixed with saltpork grease). A character with the forbearance Edge learned to accept deprivation as acompanion. For every point in this Edge, a character does not lose Wind for one day’s failure to eat the required amount of food. (For example, a character with 3 points of forbearance can starve for 72 hours with no ill effects.) After that time, they lose Wind normally This Edge does not prevent loss of Wind from dehydration, so don’t throw away your canteen just yet. Also, Blessed who are trying to boost their faith rolls by use of the fastin’ Aptitude must forego the benefit of this Edge while doing so. As far as the Almighty’s concerned, no pain means no gain. | BETS | 70 |
Forbearance (2) | 2 | See L1 description. L2 - Do not lose Wind for 2 days failure to eat the required amount of food. | BETS | 70 |
Forbearance (3) | 3 | See L1 description. L3 - Do not lose Wind for 3 days failure to eat the required amount of food. | BETS | 70 |
Forbearance (4) | 4 | See L1 description. L4 - Do not lose Wind for 4 days failure to eat the required amount of food. | BETS | 70 |
Forbearance (5) | 5 | See L1 description. L5 - Do not lose Wind for 5 days failure to eat the required amount of food. | BETS | 70 |
Friends in High Places (1) | 1 | It’s not who you know—it’s who knows you. Your character has friends who occasionally help him out. The value of the friend(s) depends on how powerful they are and how often they show up. A Texas Ranger who shows up with the cavalry every other game or so is worth 3 points, or 1 if he usually shows up alone. A newspaper editor who bails your character out of jail most of the time might be worth 2. There are many ways to use this Edge, so work out the details with your Marshal before you determine the final point cost. | DL | 62 |
Friends in High Places (2) | 2 | See L1 description. L2 - A newspaper editor who usually bails your character out of jail. | DL | 62 |
Friends in High Places (3) | 3 | See L1 description. L3 - A Texas Ranger who usually brings the cavalry with him. | DL | 62 |
Friends in High Places (4) | 4 | See L1 description. L4 | DL | 62 |
Friends in High Places (5) | 5 | See L1 description. L5 | DL | 62 |
Fuero (3) | 3 | Fuero is a new Edge for characters in the military or the Church. It represents their right to be tried for crimes only in military or ecclesiastical court, respectively - and, naturally enough, such courts are often more likely to rule in their favor than for some poor peon. Benito Juarez abolished this legal privilege; Emperor Maximillian, though not well-regarded by the Church because of his failure to restore its lands, at least restored the fueros. | SotB | 47 |
Gallows Humor (2) | 2 | Georgians and Louisianans are said to joke about even dire situations, which enables them to lead even suicidal charges. They can stare the Grim Reaper himself in the face, just so long as something strikes them as funny about him. Characters with this Edge respond to fear and danger with grim witticisms about their opposition or their own plight. When such heros fail a guts check, they may immediatly attempt a second check using their ridicule Aptitude, against the same TN. If they fail, the suffer the normal effects of the failed guts check. Because it’s no fun keeping a joke to oneself, the ridiculing phrase must be spoken aloud by both the player and the character, so being gagged or otherwise speechless deprives a character the benefits of this Edge. In other words, you have to actually make up and state a witicism about the situation. No joke, no roll. The Marshal has final word on the effectiveness of the chosen phrase. If the best the player can do is, “You, you…stupid monster! Look how…stupid…that is!” or similar, the Marshal may penalize the roll, disallow use of this Edge or both. Likewise, a player who comes up with a devastatingly funny line (the kind that halts the game so everyone can regain their composure) might receive a bonus to her roll. This might also apply to the rest of the Posse’s guts rolls if they were able to overhear the hilarious remark. | BETS | 70 |
Gift of Gab-new (1) | 1 | There are a lot of languages spoken in the Weird West. It helps to understand a few. This Edge allows your character to pick up a spoken language, given a few minutes of conversation, at an effective oral skill of 1. | DL | 62 |
Gift of Gab-old (1) | 1 | There are a lot of languages spoken in the Weird West. It helps to understand a few. This Edge allows your character to learn languages at half the normal cost. | DL1 | |
Gone Native (3) | 3 | Whites sometimes give up their membership in white society and join a tribe. This can happen involuntarily (as with children captured in Indian raids) or voluntarily (like when folks want to learn more about Indian ways and give up white life by choice). If your hero wasn't born an Indian, you may select one tribe to which he now belongs. This means the character can have a guardian spirit and, if he has faith of at least 1, request favors that do not cost more than 1 Appeasement point. He may participate in his tribe's group rituals and ceremonies. He can even become a shaman. The character must follow all the tribe's ways. He cannot attack another member of the tribe or its allies without due cause. All newly made Indians are also loyal to their tribe. White characters gone native may not take the tribeless Hindrance. Whites who have gone native seem to have the best of both worlds. They can still move among white society, and unless they're wearing war paint or feathered bonnets, nobody considers them anything other than back woodsy types. If it becomes known that your hero has gone native, your characters suffers a -2 (or more, at the Chief's discretion) penalty to all rolls to interact with those with intolerance of "damn Injuns." | GD | |
Good Birth Omens (5) | 5 | (Aztec) Character only goes bust when 75% or more of the dice come up 1's. Character also get to draw a chip whenever any Aptitude roll get 5 or more raises. | SotB | 57 |
Guardian Spirit (1) | 1 | (Indian) An Indian may have scalped 100 warriors in combat, but without a guardian spirit she'll never get far among her people. In many tribes, a guardian spirit is an Indian's most important trait. Any native, either by birth or by having gone native, may put 1 point into a guardian spirit. Buying a larger guardian spirit requires the character also buy the arcane background: shaman Edge. See Chapter Four for all the details about guardian spirits and how they work in the game. | GD | |
Guardian Spirit (2) | 2 | (Shaman) See L1 description. Only shamans may have this level or higher spirit. | GD | |
Guardian Spirit (3) | 3 | (Shaman) See L1 description. Only shamans may have this level or higher spirit. This level grants access to the first 3 abilities. | GD | |
Guardian Spirit (4) | 4 | (Shaman) See L1 description. Only shamans may have this level or higher spirit. | GD | |
Guardian Spirit (5) | 5 | (Shaman) See L1 description. Only shamans may have this level of spirit. this level grants the final ability. | GD | |
Iron Stomach (4) | 4 | Never let ’em see you sweat (or puke). After some time in Lost Angels, this hero’s seen just about everything Hell can send at the living, and it’s left him just a bit jaded. He can disregard any Scart Table result of “weak in the knees” or less. This is for Lost Angels only. | LA | 47 |
Keen (3) | 2 | Frontier veterans expect the unexpected. Other folks are just jumpy. The thing they’ve got in common is that they can both sense a mountain lion creeping up on them from 50 yards away. A keen hero notices little details, sounds, and movements that others may ignore. She may add +2 to any Cognition, search, trackin’ or scrutinize rolls made under these circumstances. This covers raw observation, so include rolls made to hear, smell, taste, or otherwise sense whatever it is the hero is attempting to detect. | DL | 62 |
Kemosabe (1) | 1 | Anyone who wanders into the Sioux Nations or the Coyote Confederation better know how to say “howdy” without making anyone angry. Likewise, an Apache who doesn’t know to spit in the spittoon instead of on the floor probably won’t endear himself to the barkeep. Kemosabe gives the character knowledge of a culture and a few casual friends within it. The cost depends on how different the culture is from the hero’s native ways. The cost is 2 if the contacts are totally foreign, such as whites to Indians and vice-versa, or Chinese to most any other Westerners. Kemosabe costs only 1 point if your character knows the ways of a similar culture such as Protestants to Mormons or Sioux to Comanche. | DL | 62 |
Kemosabe (2) | 2 | See L1 description. L2 - Your character comes from a culture which is totally foreign to the chosen culture, such as whites to Indians, or Chinese to most any others. | DL | 62 |
Knack: Bastard (5) | 5 | The character’s a bastard. Not just the mean and ornery kind, but the kind born out of wedlock. It is said that a child born out of wedlock can see the unseen. Seems there’s some truth to that, at least in this character’s case. White: The hero can find an inanimate object he’s looking for within 10 yards. Red: A red chip lets your hero spot someone or something that is actively hiding from him or others through natural means (such as sneakin’). This benefit lasts 5 minutes. Blue: This lets your hero see “invisible” critters, or those that supernaturally blend in with their surroundings. This effect lasts 10 minutes. Legend: A Legend chip works the same as a blue but the effect lasts an entire day. | DLMH; DL1 | 39; |
Knack: Blue Veil (5) | 5 | Your character was born with a “blue veil”—a purplish bit of his momma’s insides—wrapped tight around his noggin. The old-timers say this gives a child the gift of foresight. White: Your character cannot be surprised as long as he has at least one white chip in his possession. If you ever happen to fail a surprise check, just chuck the chip into the pot and grin like a possum. You automatically make the check, even if you went bust. Red, Blue, Legend: Only one of each color chip may be spent per game session. When it is, the Marshal must describe a vision or dream of some sort to you. Hidden within the vision is an enigmatic clue that might help your hero survive the upcoming struggle. The clarity and insight of the vision increases with the type of chip spent. | DLMH; DL1 | 39; |
Knack: Born on All Hallow's Eve (5) | 5 | They say Mr. Unlucky, the King of Halloween, favors those born on his day of mischief. His gift to these rascals is a greater understanding of the arcane world. Your character has an innate “sense” about matters of the arcane or supernatural. Note: You can only use the blue and Legend chip function of this knack if your character has the arcane background Edge and is a mad scientist or a huckster. White: Your character can sense magic or arcane energy within 50 yards. Red: Your character can sense magic as above, and also has some idea as to its purpose or inclination. Blue: Whenever your huckster or mad scientist draws a hand to cast a hex or design a gizmo, you may discard any one card of your choice and draw another. You can spend multiple chips on the draw, but you can’t discard a black Joker. Legend: Your character gets the highest possible raise on his draw, a royal flush. Relax and watch the fireworks, partner. You’ve earned this one. | DLMH; DL1 | 39; |
Knack: Born on Christmas (5) | 5 | A babe born on Christmas is particularly resistant to arcane effects powered by evil spirits. If your character takes this knack and has the arcane background Edge, she may only be a blessed or a shaman. The knack has no effect on shamanic or blessed powers. It works on the tainted magic of hexes, weird gizmos, and black magic. Your character can use this knack even if she isn’t aware she’s a target of some foul magic She cannot, however, use the knack against a magic-using character who isn’t using an arcane effect directly on the heroine. If your buffalo gal sees a huckster cast a hex on himself or someone else, for instance, there’s nothing she can do about it. White: Against any type of damage causing magic, a white chip provides 1 point of Armor. Against a resisted spell effect, the character gets to add +4 to his roll. Red: As above, but it gives 2 points of Armor and adds +4 to your heroine’s resistance roll (if there is one). A red chip is not cumulative with a white. Blue: A blue chip forces a backfire of some sort. Hucksters roll on the Backlash Table, mad scientists suffer a malfunction, and cultists get spanked by their dark masters for their incompetence. If the effect is caused by a creature’s special ability with no “backfire” results, the spell simply doesn’t affect your heroine. Legend: When a tainted supernatural spell or power affects your character, spend a Legend chip to make him immune to all the powers of the creature who cast it for the rest of the scene. A vampire could not charm the hero, for instance, but it could still bite her on the neck since that isn’t a supernatural power. | DLMH; DL1 | 40; |
Knack: Born Under a Blood Red Moon (5) | 5 | The blood-red moon leered down upon your birth. The wolves howled. The bobcats wailed. Nature went blood simple the night you were born. Your heroine has a wild and feral side. She can’t work anything more complicated than a pistol and must take the all thumbs Hindrance, but animals think she’s Mother Nature herself. All the effects below work on a single large animal (such as a wolf or a bear), a half dozen or less small animals (beavers), or a pack of about a dozen smaller varmints (rats). It does not work on creatures created by the Reckoning (including jackalopes, Maze dragons, and the like), so don’t get any foolish notions. White: You can get some idea what a critter within 10 feet is thinking or feeling. Red: Spending a red chip calms nature’s little beasties. The critters won’t attack unless provoked or they have some more important concern (such as being worried the rest of the posse will harm their young). Move carefully, because upsetting the animal in some way negates the chip. And remember, happy wolves eat people too. Blue: The critter becomes a temporary companion. It stays by your character’s side and fights for her until a scene or violent encounter has ended. Legend: An animal native to the environment comes to the heroine’s side and becomes her constant companion until its death. It is fiercely loyal to her, and won’t attack her friends if they do not threaten it. The beast is still an animal, but it understands and obeys her commands as if it had been trained to do so from birth. | DLMH; DL1 | 40; |
Knack: Breech Birth (5) | 5 | A baby born butt-first is said to have the uncanny ability to heal sprains, lumbagos, and other discomforts. Your character has a knack for healing. He can attempt to heal serious and critical wounds even if he has only the medicine: general Aptitude. No chip is necessary; the kid’s just a natural. Using these powers requires touching the patient. White: Given a full minute and a few minimal supplies, the healer can completely remove a single light wound per chip. Note that this only works on light wounds—it has no effect on greater wounds. Red: Healing wounds less than an hour after they were received usually lets a sawbones remove one level of wounds per area. If your hero makes his medicine roll, he heals two levels of wounds. Blue: Your healer is a wonder with others, but he’s downright miraculous when mending his own body. Given ten minutes and some home-brewed poultices or other herbs, the healer can spend a blue chip to completely remove a single wound from his body. Legend: If the healer can place his hands upon the body of someone slain in the last minute, she can return them to life. The body must be reasonably intact to accomplish this. | DLMH; DL1 | 41; |
Knack: Brush With Death (2) | 2 | This character suffered a great illness or injury that brought her very close to death. Unlike other birth-based knacks, a character can have this knack in combination with another knack. However, a character can't have this knack if she is, in fact, dead. That was just too close a brush. White: While on a vision quest or in the Hunting Grounds, the hero may summon any ancestor spirit the character knows by name. The spirit speaks with the character for the duration of their vision quest. Red: At any time, the hero can summon any ancestor spirit the character knows by name. The spirit is visible to only this character and stays in contact for up to the character's Spirit die type in hours. Blue: The character may "mark" another character or extra. If this marked character should die, the hero can make contact with the dead character's spirit at any time by spending a white chip. | DL1; GD | |
Knack: Cat Child (5) | 5 | You’ve heard the old wives’ tale that cats sneak into children’s beds and steal their breath? Truth is, some do. But if the child’s lucky, the cat leaves something in its place. A cat stole your character’s breath soon after he was born. Of course, this was no ordinary cat, and it left a little part of itself in you. Reduce your hero’s Wind by 4 if you take this Edge (to a minimum of 4), and gain the powers listed below. White: Your character automatically lands on his feet after a fall, ready to go. He can safely fall up to 10 yards without taking any damage. Red: You can see in darkness as long as there’s any light at all (even starlight). This lasts for 10 minutes and extends to the natural limit of your hombre’s vision. Blue: Your character’s Nimbleness increases by two steps for one entire scene, increasing his die rolls and Pace accordingly. Legend: They say cats have nine lives. Whenever your character is about to die, a Legend chip saves his life. The Marshal must come up with some bizarre circumstance to explain how Fate intervenes to save his life (maybe a fatal fall is broken by a pond, haystack, or snowdrift, for example). Place a tick mark at the top of your character sheet each time this happens. When you reach nine marks, you lose this ability forever. Use your lives wisely, cat-boy. | DLMH; DL1 | 41; |
Knack: Child of the Raven (5) | 5 | A raven perched on the windowsill when you were born. It didn’t say “nevermore,” but it did give you the ability to look into the past. Your character has the gift of psychometry. Whenever he touches a nonliving thing (including corpses and the Harrowed) and concentrates, he receives a vision about the thing’s past. The vision is often couched in symbolism or puzzles, so don’t expect it to solve a mystery for you. It might help you turn up an unfound lead, however. The vision is always of the most dramatic event in the thing’s past, up to the time limit imposed by the chip (see below). The most dramatic event in the history of a rock, for example, might be a drop of rain. A blood-soaked rag has a better story to tell. It isn’t pleasant sensing someone else buying the farm. If a child of the raven uses his ability on a corpse, the blood of a corpse, a murder weapon, or other items associated with death, he gets a taste of what it’s like to die. When he does, the character runs the risk of busting his ticker. The investigator must make a Hard (9) Vigor test. If he passes, everything’s peachy. If he fails, he suffers 3d6 Wind, his Vigor is permanently reduced by one step, and he has a heart attack. Make a second Hard (9) Vigor test. If this one is failed, his last double-eagle buys him a plot in Boot Hill, unless someone makes an Incredible (11) medicine roll within 2d6 rounds. The type of chip spent determines how far back in the target’s past you can go. White: One day. Red: One year. Blue: Centuries. Legend: Anytime, and the vision is particularly clear. | DLMH; DL1 | 41; |
Knack: Difficult Labor (5) | 5 | You were so slow to come into the world, the medicine men gave you and your mother extra protection. You're still wrapped in powerful medicine. This knack works Just like Born on Christmas. | DL1 | |
Knack: Dream Birth (5) | 5 | Your character's mother was visited by her guardian spirit shortly before his birth and was brought to the Hunting Grounds for a short time. While they were there, your hero met his guardian spirit (meaning he has to have the guardian spirit Edge) as well as other spirits who promised to help after he was born. This knack works just like Born on All Hallow's Eve, except for the blue-chip effect which would normally be useless. Blue: You may spend a blue chip to change your character's guardian spirit. The new spirit IS the same size as the old one and has as many Appeasement points stored in it as before. Everything changes to the new spirit: the guardian spirit's favored medicine, Its special abilities, and its restrictions. As long as your character's current guardian spirit is not his original type, he may not store any additional Appeasement points in it. The next time you use a blue chip on this knack, It must be to revert your native's guardian spirit back to Its original form. | DL1 | |
Knack: Earth Bond (3) | 3 | The Sioux say a person with an earth bond is chosen by the nature spirits to protect the physical world. They offer precious gifts, but they are ruthless if these gifts are abused. Your character has some mystical bond with Mother Nature. She understands the ways of the wilds and can sometimes use its secrets as well. None of these bonuses apply in towns or cities, while on trains, or in other places where nature has been overshadowed by technology. White: Your heroine may add +4 to her climbin’, sneak, survival, and trackin’ rolls. The chip can be spent after the roll is made, even if it was already modified by other Fate Chips. Red: Given a few hours and a few acres of wilderness, your character can find enough herbs and roots to make healing poultices. This allows your hero to make an immediate natural healing roll for each wounded area. Only one such attempt may be made per day. Blue: Your heroine can completely disappear in the wilderness. If silent and stock still, she is effectively invisible to all but magical means. Also, for one hour after spending the chip, the character leaves no tracks upon natural surfaces, even in muddy fields. Unnatural surfaces, such as a street covered in paint, show tracks normally. Legend: The character can call upon the spirits of nature to return to an area flooded with fear, temporarily riding it of its vile influence. Plants return to life, birds return, and the sun (or moon) shines a little brighter. Make a Spirit roll. The Fear Level is 0 for one hour for every success and raise the hero achieves. (Don’t worry if you don’t know what a “Fear Level” is, the Marshal does!) This negates the guts penalties as well as certain special powers the forces of darkness get for the ambient fear. | DLMH; DL1 | 42; |
Knack: Medium (5) | 5 | Heroes with this knack have an open line to the
spirit world. They can contact the denizens of the Hunting Grounds for
information and guidance. Whenever your hero uses this powethe Marshal
should draw a card, but not show it to you. On a Deuce, the spirits
can’t help you. On a Joker, they mislead your character. On any other
result, the power functions as described. White: The medium can ask the spirits a single question which can be answered either “yes” or “no.” Red: The medium can contact the soul of a single deceased person. The medium can then question this spirit for up to ten minutes. The soul does not know anything which it did not know before it died, and it does not have to answer the medium. Blue: As above, but the medium can question the spirit for up to thirty minutes. In addition, the medium can force a hostile spirit to answer her questions. Whenever the soul refuses to answer, roll a contest of Spirit. If the medium wins, the spirit must answer the question truthfully. However, the spirit does not have to volunteer any information it was not specifically asked for. |
BETN | 77 |
Knack: Nightmare Birth (5) | 5 | Your hero's mother was visited by manitous in the Hunting Grounds (before he was born) and they were both exposed to the horrors of the Deadlands for a short period of time. Evil medicines have clung to the character ever since, and evil spirits have watched over him from the Hunting Grounds. The Raven Cult has probably tracked this character down as a result of his connection with the darker side of things. How he reacts to them when they approach him could very well determine the length of the remainder of his cursed life. White: Discard a white chip and spend as many Appeasement points as are being used by another Indian to cancel out your opponent's Appeasement points. Red: Spend a red chip to temporarily increase the Fear Level of an area (the size of which is determined by the Chief) by +1 for an hour. Blue: Physically enter the Deadlands region of the Hunting Grounds. This is a soul-searing event and requires an Incredible (11) faith roll. On a failure, the character loses 1 point from her Spirit Coordination. If all dice are lost, Spirit drops by a die type instead. On a successful roll though, the visitor may freely speak with any of the dark spirits that inhabit the Deadlands, without fighting them as normal. | DL1 | |
Knack: Seventh Son/Daughter (5) | 5 | Your character is fated for greatness. Her legend will loom large in the Weird West. Your hombre has the unique ability to control Fate. Anytime someone spends a Fate chip in his presence (usually within sight), you can discard a like-colored chip to stop its effects. A pricey but valuable power, amigo. Legend: If your character dies and there’s enough left of him, he automatically comes back Harrowed. | DLMH; DL1 | 42; |
Knack: Tempest (5) | 5 | By now, you've probably figured out there's safer places to stand than beside a huckster who's dealing himself a hand. But a huckster is as peaceful as a sheep compared to one of the poor souls born with the power of the tempest. Assuming they somehow manage to survive to adulthood, it's only a matter of time before some sort of Hell drops down on their heads. Folks call them "tempests," because a storm is the only way to describe them: fierce and uncontrolled. Most die long before the average kid finishes his first growth spurt. Others are luckier, and their power doesn't screw up their lives until their early teens. As if pimples and growing pains weren't enough, uncontrolled magic makes adolescence a really awkward age. A few tempests, usually those who manifest their power at an older age, come out intact after the first few months. With a little luck they live long enough to get a bit of control over their abilities, sometimes enough to even call on their power at will. Eventually, the tempest's power catches her off-guard. lf this happens in the town square at noon, she'll likely end up in a noose by sundown. She can bring down Hellfire, tame beasts, heal wounds, or melt into the shadows, just like a huckster. While one of Hoyle's card sharps stares down manitous to power his hexes, a tempest calls her power from within. The only problem is, that kind of power is hard to control. And if she's not careful, one day it'll put her six feet down. It gets worse.There'sa chance the tempest's power might fire itself off when she least expects it and usually at the worst possible time-during a gunfight or in a crowded courtroom, for example. If you decide to make a tempest character, look through all the hexes available to hucksters and choose one. But make sure you decide carefully, because your hero only gets one. The hex becomes an innate ability of your character. She can call on it as long as she has Fate Chips to spend to activate it. The power of the effect, just like with all knacks, depends on the color of the chip she spends. Since your hero's not dealing with manitous, she doesn't have to worry about backlash. Relieved? Well, don't get too comfortable. Any time she uses her ability, draw one card from a complete deck. If you get a Joker, she's lost control of her power, and the Marshal chooses what happens. The exact effect is up to him, but black Jokers usually mean worse effects than red ones. Just to add a little more complication to her life, any time a tempest fails a surprise roll her power goes off, just as if she'd spent her lowest chip on it. If she doesn't have any chips, it works like she's spent a white chip on it. Again, the Marshal decides the effect of it, but it's more likely to work for her in this case. Oh, and since your hero's already up the creek, she doesn't have to draw from the deck in these circumstances and she doesn't actually lose any chips. When choosing the tempest's ability, know that Two Pairs is the best hand they can normally manage, so pay attention to the minimum hand necessary. If you've got a Legend Chip, though, you can spend this to get yourself a higher hand in special circumstances. When and how you can do this is up to your Marshal. Any effects, such as range or duration, which are based on hex level use the tempest's Coordination in the Trait associated with the hex. The color of the Fate Chip spent determines the hand drawn for purposes of the hex's effect. White: The hex works as if you'd drawn a Pair. Red: The hex works as if you'd drawn a Pair of Jacks. Blue: The hex works as if you'd drawn Two Pairs. Legend: Marshal's call. | H&H | |
Law Man: Low Rank (new version)(1) | 1 | A badge carries a lot of weight in the Weird West. It also bears responsibility. The common folk depend on you to fight off marauders, bandits, and stranger things. While this Edge grants your character a great amount of authority, jurisdiction is always limited. Marshals operate only within the limits of their town, Sheriffs patrol counties, and US Marshals’ authority extends to their entire country. Most law dogs should have an obligation or an oath as well. L1 - Deputized for a specific but long-term purpose (like the capture of Jesse James or Geronimo). Agency operatives typically have no official law enforcement powers of their own, but they are often given authority by the US Government in specific regions or situations. | DL | 62 |
Law Man: Moderate (new version) (3) | 3 | See L1 description. L3 - Sheriff of a county. Because this edge is only appropriate for a saga that takes place in a specific geographic area, it should only be bought with the Marshal’s permission. | DL | 62 |
Law Man: Sworn (new version) (5) | 5 | See L1 description. L5 - Federal Marshal or Texas Ranger. Your law dog has jurisdiction within the borders of the USA or CSA respectively. | DL | 62 |
Law Man: Low Rank (old version) (1) | 1 | A badge carries a lot of weight in the Weird West. It also bears responsibility. The common folk depend on you to fight off marauders, bandits, and stranger things. While this Edge grants your character a great amount of authority, jurisdiction is always | DL1 | |
Law Man: Minor (old version) (2) | 2 | See L1 description. L2 - Sheriff of a small county, town marshal. | DL1 | |
Law Man: Moderate (old version) (3) | 3 | See L1 description. L3 - Sheriff, Secret Service operative, provost guard (national jurisdiction, but over a limited subject). | DL1 | |
Law Man: Serious (old version) (4) | 4 | See L1 description. L4 - Texas Ranger, Deputy US Marshal. | DL1 | |
Law Man: Sworn (old version) (5) | 5 | See L1 description. L5 - Texas Ranger captain, US Marshal, and any other lawman with unlimited authority over an entire nation. | DL1 | |
Level-Headed (5) | 5 | Veteran gunmen claim speed and skill are vital, but they’re overrated compared to keeping your cool, aiming at your target, and putting it down. A hothead who empties his hogleg too fast soon finds himself taking root in the local bone orchard. Immediately after drawing Action Cards in combat, a character with this Edge can discard his lowest card and draw another. If the character draws a black Joker on the first draw, he’s out of luck and can’t draw again. | DL | 63 |
Light Sleeper (1) | 1 | Sleep doesn't always come easy in Deadlands. While it might make you grouchy before your morning coffee, being a light sleeper can be fairly handy when some critter tries to slither into your bedroll. A character with this Edge may add +2 to Cognition rolls made when he needs to wake up quickly. | DL | 63 |
Lost Angel (0) | 0 | The character is at home in Lost Angels. This Edge enables other Edges and Hindrances that are only available to Lost Angels. You can only take this with the marshals okay. | LA | 47 |
Luck of the Irish - (new) (3) | 3 | Some folks are just born lucky. Rattle off a Gatling pistol at them and you just ruin their new duds. Characters with luck o’ the Irish get to draw an extra chip at the beginning of each session. This chip can be used normally except that it may not be converted into Bounty Points. | DL | 64 |
Luck of the Irish-old (3) | 3 | A cowpoke with luck like this might catch an incoming bullet on the new pocket watch he just bought a few hours earlier. That's the way it works for these folks - some minor bad luck winds up saving their kiester in some genuinely freaky but ultimately fo | DL1 | |
Martial Arts Training (3) | 3 | Your character has trained for years in the martial arts, under the tutelage of a sifu, or master. Her sifu may have been the head of a renowned school of martial artists or just a wandering wise man that most mistook for a saddletramp. He taught her the secrets of fighting, both standard and mystical. He also taught her a spiritual philosophy, which she can use to achieve harmony with nature, and also to spout poetical-type proverbs that make her sound real wise and peaceful just before she goes out to crack skulls. To better enable her to crack those skulls, she deals additional damage when fighting hand to hand. She deals STR + 1d6 damage when striking with her hand or foot. This damage may be brawling type damage or lethal damage - your choice. In addition, for each level she has in the fightin’: martial arts Aptitude, she knows one special maneuver, detailed a little later in this chapter. A hero can’t take this Edge without also taking the fightin’: martial arts Aptitude, with one of the concentrations described in the sidebar. Each represents a different style of Chinese martial arts. This edge also entitles your cowpoke to pick up the arcane background: enlightened Edge. | Hex | 60 |
Mechanically Inclined (1) | 1 | Mechanical devices aren't common on the frontier, and neither are those who know how to fix them. A character with this Edge adds +2 to rolls involving fixing or understanding machinery. | DL | 64 |
Mestizo (0) | 0 | The hero is of “la Raza Mestizo,” the semiindigenous, Spanish-speaking people of the southern Maze and Mexico of mixed Spanish-Indian descent. This Edge allows the character to take any of the Edges and Hindrances that are available only to mestizos. The majority of Grimme’s people don’t care much for the “heretics” in the Spanish Quarter. With them, the hero receives all the penalties of being a ferner, but he receives no points for it. For this reason, he can’t take the standard ferner Edge as well, unless he leaves town. | LA | 47 |
Nerves O' Steel (1) | 1 | Some of the Weird West’s heroes are too darn stubborn to run even when their boots are full of “liquid fear.” Most of their skeletons lie bleaching in the desert, but a few are still fighting the horrors of the High Plains. Whenever the character fails a guts check and is forced to flee, the character can choose to stand his ground instead. He still suffers any other penalties, however. A character with nerves o’ steel isn’t necessarily brave. Sometimes he’s just more afraid of being branded a yellowbellied coward than he is of death. Some folks are funny that way. | DL | 64 |
Old Hand (3) | 3 | (Huckster) This Edge is only available to hucksters, and only those with an academia: occult Aptitude of 4 or greater. Old hands are hucksters who have been around a while. They've put aside learning new ways to blow things up for a while to investigate the true nature of the Hunting Grounds and its dangerous denizens. With knowledge comes power. When old hands draw cards to cast a hex, they can draw them one at a time and stop whenever they choose. Say an old hand is entitled to a total of eight cards through a combination of a good skill roll and a relic he found in his last adventure. He could draw each of his cards and stop whenever he felt he had a good enough hand to achieve the desired effect. If his first two cards are Aces and that's all he wants, he doesn't have to draw the next six cards. This Edge comes with experience and devotion to studying the power behind hexes instead of just the hexes themselves. So most every huckster should eventually devote some Bounty Points to buying it. The rules for buying new Edges are covered in The Quick & the Dead, but in short, it costs your huckster 9 Bounty Points and three weeks worth of study after you've raised your character's academia: occult Aptitude to 4 or better (assuming it wasn't there already). | H&H | |
Paleface (1) | 1 | (Indian) This Indian is white as a rail baron's son on the outside, but all Indian inside. Unless he's painted for war or showing off his braids, whites can't tell him apart from their own people. Some may think he was a white baby stolen by a war party, but he's native born. In any case, the Indians in the hero's tribe accept the hero as one of them. Other tribes may not feel the same way, unless your hero has renown among their people or friends in high places in other tribes. If the hero tries to pass for white among whites, he needs to speak English and have a dose of performing, acting or kemosabe to maintain the illusion. Some fresh duds from the trading post might help too. If the character's identity is somehow revealed, whites react in one of two ways: They think the character is a white who's gone native, or they're angry at the deception. | GD | |
Patron Saint: Anahuac (1) | 1 | (Anahuac) Anahuac worshipers (those with the faith: Anahuac Aptitude) usually have a patron saint who watches over him or her. Only they can take this Edge. Get your Marshal’s permission to turn to Chapter Three to learn more. | LA | 48 |
Patron Saint: Anahuac (2) | 2 | (Anahuac) See L1 description. L2 | LA | |
Patron Saint: Anahuac (3) | 3 | (Anahuac) See L1 description. L3 | LA | |
Purty (1) | 1 | They say an ugly fellow can stop a bullet with his face. A good-looking one might not get shot at in the first place. A 'Purty' character may add +2 to most 'Persuasion' rolls or other situations where his physique might come into play. | DL | 64 |
Quick Thinker (2) | 2 | Maybe your hero has been trained to avoid situations in which he might be surprised or maybe he just doesn’t seize up under pressure like most. Either way, there’s a tiny part of him that always expects an ambush. When making Cognition rolls to see if your hero has been surprised, he never faces a Target Number higher than 5. Even if he fails that roll, he still gets 1 Action card during the round in which he was supposedly surprised. He is never surprised past the first round; don’t even bother rolling to recover. Anyone may buy this edge. | Hex | 61 |
Rank-Agency (0) | 0 | (Agents) Agents Rank in the organization. Gives Requisition points of 10. Cost is 0. L1 - Field Operative | TA | 71 |
Rank-Agency (1) | 1 | (Agents) See L0 description. L1 - Operative. Must meet skill requirements. New characters can not have a rank higher than this. Can only get this rank with Marshall permission. | TA | 71 |
Rank-Agency (2) | 2 | (Agents) See L0 description. L2 - Field Agent. This edge level can only be gained through play or to an NPC. | TA | 71 |
Rank-Agency (3) | 3 | (Agents) See L0 description. L3 - Agent. This edge level can only be gained through play or to an NPC. | TA | 71 |
Rank-Agency (4) | 4 | (Agents) See L0 description. L4 - Special Agent. This edge level can only be gained through play or to an NPC. | TA | 71 |
Rank-Agency (5) | 5 | (Agents) See L0 description. L5 - Assistant Director. This edge level can only be gained through play or to an NPC. | TA | 71 |
Rank-Military (1) | 1 | Soldiers are found all over the frontier. Most women like a man in uniform, and a little rank demands a certain amount of authority. The downside is that soldiers are the first people the locals come running to when something strange happens. Individuals who belong to a military outfit spend most of their time in the service of their country and so aren’t normally part of a Deadlands posse. If a posse tends to stay in one place, however, the local troops might frequently be part of their group. If the Marshal allows it, a character can buy military rank as an Edge. All of them have a 5 point obligation to their local post. This is already built into the cost of the rank (hence the low cost), so don’t take points for it again. Military types who gain promotions don’t have to pay additional points for the Edge—it’s just a reward for good play. Similarly, a character busted to a lower rank doesn’t get any points back for his demotion. L1 - Enlisted soldiers: Private, Corporal, Sergeant; members of law enforcement organizations (Texas Rangers, Pinkertons); Indian brave. | DL | 64 |
Rank-Military (2) | 2 | See L1 description. L2 - Military officers: Lieutenant, Captain, Major; Texas Ranger corporals, US Marshals, Secret Service operatives; Indian war party leader. | DL | 64 |
Rank-Military (3) | 3 | See L1 description. L3 - High ranking military officer: Colonel, General; Texas Ranger lieutenants, Pinkerton lieutenants and captains; an Indian chief. | DL | 64 |
Rank-Military (4) | 4 | See L1 description. L4 - High-Ranking Officer: Major or Colonel (commands a regiment of 8 troops or companies). | DL | 64 |
Rank-Military (5) | 5 | See L1 description. L5 - High ranking law officers: Texas Ranger majors and captains, Pinkerton bureau chiefs, US Marshals, Secret Service chief operatives. | DL | 64 |
Rank-Religious (1) | 1 | Some religions, but not all, have a fairly well-defined organizational structure. This Edge gives the hero a place in it, a bit above the common worshipper. The higher the rank, the more benefits and responsibilities the character gets along with it. Characters with religious rank gain a bonus to their Mien-based rolls equal to the value of the Edge when dealing with members of their own religion. They are also able to call on the resources of their church from time to time, to help them in their battles. L1 example - Priest, elder, or other leader with responsibility for a single congregation. | F&B | 27 |
Rank-Religious (2) | 2 | See L1 description. L2 example - Bishop, high priest, or similar leader with responsibility for a single large or several smaller churches. | F&B | 27 |
Rank-Religious (4) | 4 | See L2 description. L3 example - Archbishop, lama, or other leader with authority over a large group of churches. | F&B | 27 |
Rebel Yell (2) | 2 | The banshee-like, blood-curdling Rebel Yell has
terrified Yankees and emboldened Confederates from Manassas on. Legend
says it can’t be done on a full stomach, but under other circumstances,
it’s your hero’s trademark. A Rebel Yell absolutely requires a character
to wail at the top of their lungs, so there’s no mistaking use of this
Edge. Assuming there’s nothing preventing the Yell (such as a gag), the
character is +2 to all guts checks for the remainder of the round. If
the character achieves Surprise prior to letting loose with his yelling,
all those Surprised must make their Cognition checks to act at a base
TN (9) instead of the usual base TN (5). Since the yeller’s adrenaline
rush and the opponent’s shock both wear off quickly, Rebel Yell is only
effective once per encounter. Thus, it’s wise to save it until you’ve
caught your opponents offguard, or when you’re in deep, deep trouble. |
BETS | 70 |
Renown: Heard Of Ya (1) | 1 | A reputation's a funny thing. The bigger it gets, the more most folks stay out of your way. But the fellows that don't get out of the way are most likely gunning for you. Recognizing a famous person by looks is a Fair (5) task for most - Foolproof (3) for those in the character’s field, town, etc. | DL | 65 |
Renown: Known (3) | 3 | See L1 description. L2 - Well known among a large group of people (county, minor celebrity). | DL | 65 |
Renown: Respected (5) | 5 | See L1 description. L3 - Known everywhere (major celebrity, war hero). | DL | 65 |
Righteous (3) | 3 | (Blessed) Roll +1 die type higher on the sinnin’ table when sinnin’ in the name of God - when kicking evil’s ass, in other words. Not sure what “evil” entails? That’s good! The Marshal should let you know when the hero’s righteousness is in effect. If you’re already at a d12 die type, add +2 to the final roll. This Edge can only be taken by heroes with the blessed Edge. | LA | 47 |
Sand (1) | 1 | Every level of 'Sand' allows the hero to add +1 to any stun and recovery checks she must make during combat. L1 - +1 to Stun and Recovery checks. | DL | 65 |
Sand (2) | 2 | See L1 description. L2 - +2 to Stun and Recovery checks. | DL | 65 |
Sand (3) | 3 | See L1 description. L3 - +3 to Stun and Recovery checks. | DL | 65 |
Sand (4) | 4 | See L1 description. L4 - +4 to Stun and Recovery checks. | DL | 65 |
Sand (5) | 5 | See L1 description. L5 - +5 to Stun and Recovery checks. | DL | 65 |
Seen the Elephant (1) | 1 | Soldiers are exposed to carnage inconceivable to civilians. They retain memories of it long after the battles are over, but as compensation, they no longer scare easily. For every point a character has in seen the elephant, they add +1 to all guts checks so long as the potential source of fear is not of a visibly abnormal nature. For example, a survivor of Sharpsburg is highly unlikely to be phased by the mere sight of a corpse, no matter how badly shot up it may be. However, if a corpse gets up and moves around, all prior bets are off and the normal benefits of this Edge become null and void. Similarly, the rumble of cannon fire is like crickets chirping at night to a soldier who’s seen the elephant, but if that rumble turns out to be from a hungry Mojave rattler, that soldier is left with his normal TN for the guts check. This benefits of this Edge are cumulative with the brave Edge, which boosts guts checks regardless of what provokes them. | BETS | 70 |
Seen the Elephant (2) | 2 | See L1 description. L2 - +2 to non-supernatural 'guts' checks. | BETS | 70 |
Seen the Elephant (3) | 3 | See L1 description. L3 - +3 to non-supernatural 'guts' checks. | BETS | 70 |
Seen the Elephant (4) | 4 | See L1 description. L4 - +4 to non-supernatural 'guts' checks. | BETS | 70 |
Seen the Elephant (5) | 5 | See L1 description. L5 - +5 to non-supernatural 'guts' checks. | BETS | 70 |
Sense of Direction (1) | 1 | You can usually tell which direction is north - or south if you're a Reb. To determine direction, make a Fair (5) Cognition roll. With a Hard (9) Smarts roll, your character also knows what time it is. | DL | 65 |
Sidekick (4) | 4 | The dime novels paint the Weird West as being populated with lone-wolf gunslingers wandering around with nothing but their horses and sixshooters for company. If you buy that, you probably think the cavalry will come to your rescue when you need them, too. In the Weird West, no man stands alone when a passel of prairie ticks are on the rampage. Not when he can push his best buddy out in front of him, at least. There’s strength in numbers. Just try to make sure they add up in your favor instead of against you. Lots of western heroes have allies, best friends, guy or gal pals, and sidekicks. If your character gains a close companion during the course of the campaign, you don’t need to use these rules—that’s just one of the rewards of roleplaying. If you want your character to start with a genuine sidekick, however, you need to buy this Edge. The first thing you should do is write out a brief description of the companion and his relationship with your hero. How did they meet? What incredible adventure forged such a strong and lasting friendship? What does either of them to make the other really mad? Once you’ve come up with the backstory, the Marshal should generate the character’s game statistics based on your description. A sidekick should never be more powerful than your character. Otherwise your hombre would be his sidekick. If your hombre’s sidekick isn’t around half the time, drop the cost by 1. If he only comes around when your hero calls for him—and that takes some time—then he has friends in high places instead. Sidekicks are more or less always in your hair. Before you imagine you’ve picked up a living shield for your hero, let’s get something straight: sidekicks are strictly under the control of the Marshal. Neither you nor your character control their every thought or action. Although they are very loyal, they probably won’t throw themselves in front of bullets for you, even if you ask real nice. Comprende, amigo? To reflect the relationship with your ally, both the sidekick and the character are loyal to one another. Don’t take any additional points for being loyal (and don’t count them against your 10 point Hindrance limit either). The Hindrance is free to both characters. No whining: it’s the price of having another pair of hands to help out in a pinch. One last thing. Take real good care of your hero’s companion. The world of Deadlands is a creepy place, and old friends make nasty enemies if left for dead. Imagine having an enemy that knows your every weakness and how to cause you the most grief humanly possible. Now imagine having that enemy come back from the grave with a vendetta because you sent him into certain death. It’s best to watch your sidekicks back just as vigilantly as he watches yours. L4 - The "sideckick" shows from time to time, but have his own business to attend. | DL | 65 |
Sidekick (5) | 5 | See L4 description. L5 - The 'sidekick' is nearly always with the hero. | DL | 65 |
Social Class-Mexican Society (1) | 1 | (Mestizo) Character is a Mestizo - Add the cost of this edge to applicable Mien Rolls when social class may come into play. | SotB | 47 |
Social Class-Mexican Society (2) | 2 | (Mestizo) See L1 description. L2 - Character is a Criollo - +2 to applicable Mien Rolls when social class may come into play. | SotB | 47 |
Social Class-Mexican Society (3) | 3 | (Mestizo) See L1 description. L3 - Character is a Peninsulare - +3 to applicable Mien Rolls when social class may come into play. | SotB | 47 |
Stone-Faced (3) | 3 | Indians are really good at being inscrutable. Some have learned how to beat the best white poker players at their own game. All social skills directed against this character-overawe, persuasion, scrutinize-are made at one die type lower than normal. | GD | |
Strong Stomach (1) | 1 | The character has a cast iron stomach when it comes to gore. Maybe she’s an ex-surgeon or has just seen one too many murder victims, but whatever the case, it just doesn’t have that strong of an effect on her anymore. Whenever she fails a guts check because of blood, dead bodies (not undead ones, though), she can ignore any result that causes her to lose Wind or run away. She still suffers any other penalties, if applicable. | TA | 72 |
Tenure-Collegium (1) | 1 | Level 0 - Character is a member of the Collegium - This is the highest level a starting character can have. | TC | 70 |
Tenure-Collegium (2) | 2 | See L0 description. L1 - This edge level can only be gained through play or to an NPC - Allows access to Collegium resources | TC | 70 |
Tenure-Collegium (3) | 3 | See L0 description. L2 - This edge level can only be gained through play or to an NPC - Allows access to Collegium resources | TC | 70 |
Tenure-Collegium (4) | 4 | See L0 description. L3 - This edge level can only be gained through play or to an NPC - Allows access to Collegium resources | TC | 70 |
Tenure-Collegium (5) | 5 | See L0 description. L4 - This edge level can only be gained through play or to an NPC - Allows access to Collegium resources | TC | 70 |
Tenure-Collegium (6) | 6 | See L0 description. L5 - This edge level can only be gained through play or to an NPC - Allows access to Collegium resources | TC | 70 |
The Stare (1) | 1 | There’s something in your stare that makes others nervous. When your eye starts twitching, someone’s about to get carried to Boot Hill. Clint Eastwood has it, and so does your gunslinger. A character with “the stare” may add +2 to his overawe attacks as long as the intended victim is close enough to look into his steely gaze (usually less than 30 feet). | DL | 66 |
The Voice: Grating (1) | 1 | Whatever comes out of your mouth commands attention. A 'Grating Voice' adds +2 to 'Ridicule' rolls. You can buy multiple voices as well. | DL | 67 |
The Voice: Soothing (1) | 1 | Whatever comes out of your mouth commands attention. A 'Soothing Voice' adds +2 to 'Persuasion' rolls made in calm, seductive, or otherwise peaceful situations. You can buy multiple voices as well. | DL | 67 |
The Voice: Threatening (1) | 1 | Whatever comes out of your mouth commands attention. A 'Threatening Voice' adds +2 to 'Overawe' rolls. You can buy multiple voices as well. | DL | 67 |
Thick-Skinned (3) | 3 | Thick-skinned characters may ignore one level of penalty modifiers per wounded area. Thus, a character with light wounds in both arms has no modifiers (see Chapter 5 of the Deadlands rulebook). | DL | 66 |
Tough as Nails (1) | 1 | Some folks keel over in a stiff wind, but you chew razor blades for breakfast. A real hero's got to persevere no matter how hard things get. Every level of 'Tough As Nails' adds +2 to your character's Wind. She can tough out losing blood and getting banged around when others are curling up like babies with thumbs in their mouth. +2 Wind | DL | 66 |
Tough as Nails (2) | 2 | See L1 description. +4 Wind. | DL | 66 |
Tough as Nails (3) | 3 | See L1 description. +6 Wind. | DL | 66 |
Tough as Nails (4) | 4 | See L1 description. +8 Wind. | DL | 66 |
Tough as Nails (5) | 5 | See L1 description. +10 Wind. | DL | 66 |
Two-Fisted (3) | 3 | A rare few are just as good with their left hand as they are their right. These folks make deadly gunfighters and better cheats. A two-fisted character ignores the –4 penalty for using his off hand. If he’s firing two guns or fighting with two hand-weapons, he’ll still have to deal with the –2 penalty for using a second weapon, however. You’ll learn all about that in Chapter Four. Trust us. A really skilled two-fisted gunman with a couple of double-action Peacemakers is one tough hombre. | DL | 66 |
Two-Gun Kid (3) | 3 | A gun in each hand is your trademark. When they speak, folks listen—and die. Characters must have the two-fisted Edge to buy this Edge. Two-fisted eliminates the –4 penalty for using an off hand. Two-gun kid eliminates the –2 penalty for using a gun in each hand. For 3 points, it reduces the penalty to –1. For 5 points, it eliminates the penalty entirely. Alternately, a character with this Edge may fight with a knife in each hand or throw a knife with each hand at once. | LD | |
Two-Gun Kid (5) | 5 | A gun in each hand is your trademark. When they speak, folks listen—and die. Characters must have the two-fisted Edge to buy this Edge. Two-fisted eliminates the –4 penalty for using an off hand. Two-gun kid eliminates the –2 penalty for using a gun in each hand. For 3 points, it reduces the penalty to –1. For 5 points, it eliminates the penalty entirely. Alternately, a character with this Edge may fight with a knife in each hand or throw a knife with each hand at once. | LD | |
Veteran of the Weird West (0) | 0 | You can tell by the stare. Or the way her hand slowly eases down toward her six-gun when there’s trouble. Some folks have seen what humanity was not meant to know and lived to tell the tale. Your character has been around a while. She’s experienced the Weird West and said “howdy” to a few of its lessthan- friendly denizens with her sixguns blazing. You get an extra 15 points with which to buy Edges or Aptitudes or even improve your hero’s Traits (at the usual cost). Most veterans have encountered the supernatural and should have an academia: occult of at least 1. Characters without this skill may or may not have encountered the forces of darkness, but their mettle has been forged in more mundane but no less amazing adventures. Extra points sound great, huh? They are, but the hero’s past experience doesn’t come without a steep price. You need to write a brief story of your character’s past. The Marshal is going to use that to assign your hero a few haunting reminders of his past. Give him a good background so that whatever he comes up with fits your hero and makes him a more interesting character. The price might be as simple as a new Hindrance gained from your character’s past encounters, such as an enemy or a terrible scar. More often, the price is much higher. Your hero might have lost a limb, be stalked by a nefarious creature, or find himself drawn into a struggle against evil far older than he ever have imagined. | DL | 67 |
Whateley Blood (3) | 3 | Your hero is a Whateley or one of the clan’s cousins. She might be the illegitimate offspring of one of the family’s more amorous members, a distant relative who’s kept herself on the straight and narrow, or maybe even an actual member of the family who’s trying to mend her ways. Whatever the connection, she gains the advantages and disadvantages of the family’s rather unusual breeding habits. Her inherited ties to the Hunting Grounds give her some special abilities where magic and the darker forces of the world—both this one and the next!— are concerned. The rather shallow gene pool her family’s been swimming in have likely saddled her with one or more undesirable traits as well. She may have an extra finger or three, a hunchback, scaly skin, or worse! Your Marshal is going to give you all the grisly details on exactly how the Whateley taint has manifested in your hero. All folks with this Edge have green eyes, by the way. There are four different powers available to anyone with Whateley blood in his veins, as detailed at the end of this section. To call forth the inherited power, all your hero has to do is spend a Fate Chip and let his birthright do the rest. The color of Fate Chip you spend determines which aspect of your hero’s dark forbearers he draws on. Your character can only spend one chip per action. However, each time he makes use of his other-worldly powers, he strengthens the dark side’s hold over his spirit. If he’s not careful, he may find he’s willingly chosen to become a minion of Hell just like the rest of his family! Whenever you spend a chip to activate one of the Whateley powers, write down its “value” (whites are worth 1 point, reds are 2, blues are 3, and Legend Chips are 4). These are “Corruption Points.” The more Corruption your hero accumulates, the more he becomes aligned with his unholy bloodline. How far down that road can your character go and still turn back? That’s a tough call. Let’s just say when your hero’s Corruption Point total equals his Spirit die type, he’s flirting with disaster. Reducing Corruption Points is very simple, and very expensive. You can reduce your character’s Corruption by one point by spending a Legend Chip for that purpose. Just put it back in the pot (at any time) and tell your Marshal you’re reducing your hero’s Corruption. Easy, right? Right. Blood Powers White Chip: Your character gains +4 to a single Vigor or Spirit roll. The chip can be spent after the total has been determined. Red Chip: Your character calls on the ancient pacts your family made with darkness. Any abomination or supernaturally evil foe must win a contest of Spirit to attack your hero. Otherwise, it ignores him. This power lasts for a number of rounds equal to your hero’s Spirit die type. Blue Chip: By tapping into the Hunting Grounds, your character causes a magical backfire of some sort. A huckster rolls on the Backlash Table, gizmos roll for a malfunction, and so on. If the spell or device has no “backfire” mechanic, the magic fails to affect your hero. This particular effect does not protect against miracles or divine interventions. Legend Chip: The blood in your hero’s veins draws manitous like honey draws flies. If your character dies and there’s enough left of him, toss a Legend Chip into the pot to automatically return as a Harrowed. | TBC | 28 |
VENTAJAS DESVENTAJAS REFERENCIAS
Desventajas
Hindrance | Cost | Description | Book | Page |
Accursed (-5) | -5 | Fate seldom gives an 'Accursed' character a break. You may only draw 2 Fate Chips at the beginning of each session, instead of 3. You may still get bonus chips for good role-playing or good ideas, however. | F&B | 26 |
Ailin: Annoying (-1) | -1 | There are some things doctors just can’t cure. If you get a rash in your crotch from time to time, it’s damned inconvenient. If you’ve got consumption, you’d better make arrangements with the local undertaker. Diseased characters are affected by their ailments depending on the severity and the circumstances of their particular affliction. Lesser ailments are things like chronic allergies or colds, frequent lice, or worms. Some more serious diseases are consumption (tuberculosis), diabetes, and cancer. Remember this is the Weird West, so there are likely far worse ailments out there. L1 - Minor: Your character has a minor but incurable ailment. This might cause him to cough at poor times, make social engagements difficult, give him the shakes, etc. Subtract -2 from any persuasion rolls and sneak attempts. | DL | 49 |
Ailin: Chronic (-3) | -3 | See L1 description. L2 - Chronic: Your hero has a chronic illness that causes constant agony and may eventually kill her. She suffers the penalties for a minor ailment, and at the start of each game session, she must make a Fair (5) Vigor roll. If she fails, she suffers –4 to all tasks she performs this session. The Marshal might modify your die roll depending on the weather and your particular illness. | DL | 49 |
Ailin: Fatal (-5) | -5 | See L1 description. L3 - Fatal: You’ve got a chronic
illness that might kill your character at any time. Roll as above. If
you go bust, your character must also make an Onerous (7) Vigor roll. Should she fail, Death’s door swings wide. |
DL | 49 |
All Thumbs (-2) | -2 | You don't like machines, and they don't seem to like you either. Scientific and mechanical aptitudes cost twice the normal bounty points to learn or improve. All rolls made to use or repair machinery are at -2. | DL | 49 |
Angst (-1) | -1 | (Harrowed) It’s time to get a little heavy. Think
about coming back from the dead from your character’s point of view. It
can be a depressing experience. Sure, you’ve cheated death, But now you
have a whole new set of troubles. First, there are your friends and
family. Maybe they know your coffin is empty, and they’re looking for grave robbers. That’s sure to cause them grief, which can make you feel guilty. On the other hand, do you dare contact those loved ones? Having attended your funeral, they’re liable to react poorly if you show up on their doorstep holding in your slimy innards. Perhaps they’ll think you’re a cruel impostor. Or maybe you’ll just scare the Hell out of them. Then there’s the problem of how to deal with this whole undead thing. Once, you thought you’d live till you died, and then things would be over. You’d spend the rest of eternity playing harp on a cloud somewhere. But now you’re back on Earth with no idea of what the new “rules” are. How long do you have this time? Will you stay this way forever? What about your soul? Learning that your body is energized by an evil spirit can’t make you feel too confident about reaching Heaven any more. For that matter, the whole issue of the manitou inside you is a thorny one. You have to stay in control, or who knows what evil it might do with your sorry carcass. It’s sort of like being joined by leg irons to an ax murderer. As a Harrowed, you’re trapped with no hope for parole and no end in sight. Ever. It isn’t any wonder, then, that many Harrowed live under a permanent shadow of anxiety and depression. For many of them, angst is a constant companion. It greets them every morning with a sardonic smile and taunts them in their restless sleep every night, day in and day out. (The dead do sleep, by the way, as you’ll see later on.) A character with the angst Hindrance has a difficult time rising out of apathy, depression, and guilt to get started on any major course of action. This means that whenever a new game session begins, he suffers a penalty to all his dice rolls equal to the level of the Hindrance. For instance, if he’s got 3 points of angst, he takes –3 to every roll. Once the action is well underway, however, the character finds it easier to stay motivated. One way to escape depression and uncertainty is to just get up and do something. In game terms, each time the character spends a Fate Chip, besides getting its normal effect, he also loses some of the angst penalty for the remainder of the current session. A white chip negates 1 point of angst, a red chip negates 2, and a blue chip negates 3. These chips must be spent during play—they can’t just be tossed away at the beginning of the night. Of course, once the action is over (between your regular gaming sessions), the Harrowed has time to mull things over and sink into that same old “slough of despair” again. At least until he buys off his angst in the next session. |
BotD | 11 |
Angst (-2) | -2 | (Harrowed) See L1 description. L2 - as L1 with a -2 penalty. | BotD | 11 |
Angst (-3) | -3 | (Harrowed) See L1 description. L3 - as L1 with a -3 penalty. | BotD | 11 |
Angst (-4) | -4 | (Harrowed) See L1 description. L4 - as L1 with a -4 penalty. | BotD | 11 |
Angst (-5) | -5 | (Harrowed) See L1 description. L5 - as L1 with a -5 penalty. | BotD | 11 |
Aura of Death (-1) | -1 | (Harrowed) Some Harrowed characters wear their
undeath like a shroud. People around them instinctively know there’s
something disturbing about these folks, though they can’t quite put
their finger on exactly what it is. Still, just as animals tend to slink
away from the Harrowed, people avoid those with an undead aura. This
doesn’t keep them from whispering about the “creepy strangers” behind
their backs, however. This uneasiness means that whenever such a Harrowed makes a roll for Mien or any Aptitude falling under that Trait, she suffers a penalty equal to her level of undead aura. The one exception is the overawe Aptitude, which actually receives a bonus equal to that level, instead of a penalty. Besides these modifiers, the Marshal should roleplay the Harrowed’s general effect on people. It’s much harder for him to form relationships, get information, and ask for help. |
BotD | 12 |
Aura of Death (-2) | -2 | (Harrowed) See L1 description. L2 - as L1 with a -2 penalty (+2 overawe, though). | BotD | 12 |
Aura of Death (-3) | -3 | (Harrowed) See L1 description. L3 - as L1 with a -3 penalty (+3 overawe, though). | BotD | 12 |
Aura of Death (-4) | -4 | (Harrowed) See L1 description. L4 - as L1 with a -4 penalty (+4 overawe, though). | BotD | 12 |
Aura of Death (-5) | -5 | (Harrowed) See L1 description. L5 - as L1 with a -5 penalty (+5 overawe, though). | BotD | 12 |
Bad Birth Omens (-3) | -3 | (Aztec) - Character goes bust when half of the dice come up 1's. | SotB | 57 |
Bad Birth Omens (-5) | -5 | (Aztec) See L1 description. L2 - Character goes bust when half of the dice come up 1's, and suffers the effects of a Bad Luck hindrance. | SotB | 57 |
Bad Ears: Mild (-3) | -3 | The quick and the deaf. Subtract -2 from all Cognition checks based on hearing. | DL | 49 |
Bad Ears: Stone Deaf (-5) | -5 | Your character can't hear at all. | DL | 49 |
Bad Eyes: Mild (-3) | -3 | Sometimes it’s better not to see what’s coming after you. Bad eyes subtract from any Trait or Aptitude rolls you make for your hero to affect or see things at greater than 20 yards. The Marshal might sometimes allow you to use your bad eyes as a bonus to guts checks when viewing gruesome horrors at this range. If your hero wears spectacles, reduce the value of the Hindrance by 1. Lv 1 - Myopic: Subtract –2 from your character’s Trait and skill rolls made to see or affect things at greater than 20 yards. | DL | 50 |
Bad Eyes: Near Blind (-5) | -5 | See L1 description. L2 - Near Blind: As above, but the penalty is –4. | DL | 50 |
Bad Karma (-5) | -5 | (Huckster) Your hombre has made a lot of enemies in the Hunting Grounds, where the manitous live. And they remember you. Manitous revile your hero so much that your huckster always takes backlash for drawing a Joker, regardless of its color or his skill. | H&H | |
Bad Luck (-5) | -5 | Calamity Jane's got nothing on you. Anytime you go bust on a roll, the worst possible effect happens. | DL | 50 |
Big Britches (-3) | -3 | It's good to be confident, but only a fool charges 600 cavalrymen into 6000 Sioux. Your character is severely overconfident. He believes that he can do anything, and never refuses a challenge. | DL | 50 |
Big Mouth (-3) | -3 | A little lip-flapping can cause a whole passel of trouble. Your hombre’s lips are looser than Miss Kitty’s drawstring. He always speaks before he thinks. Worse, he’s constantly blurting out the posse’s plans or telling the bad guys what they want to know. The hero also manages to put his boot in his mouth fairly often. No one ever trusts this habitual gossip twice. | DL | 50 |
Big Un: Husky (-1) | -1 | Your horse really hates to see you coming. Fortunately, it's pretty hard to bust up someone your size. The effects of a character's size depends on whether he is merely husky, or truly obese. Increasing your Size has an effect on the damage he can take. Lv 1 - Husky: Add +1 to your hero’s Size and reduce his movement by one step (minimum is 4). His maximum Nimbleness is a d10. | DL | 50 |
Big Un: Obese (-2) | -2 | See L1 description. L2 - Obese: Add +2 to your hero’s Size and reduce her movement by two steps (minimum is 4). Her maximum Nimbleness is a d8. | DL | 50 |
Blood Sacrifice (-2) | -2 | (Aztec) The Character MUST make a daily blood sacrifice of 1d4 Wind (Do not reroll aces) or suffer a -1 penalty to all actions. The wind does not return for 24 hours. | SotB | 57 |
Bloodthirsty (-2) | -2 | Some folks are just plain mean. Others don’t believe in leaving their enemies alive to come back and haunt them later. Your character rarely takes prisoners, and she enjoys confrontations. If she’s forced to take prisoners, they don’t tend to live long when they’re no longer useful. | DL | 51 |
Cautious (-3) | -3 | A good plan can turn a posse into an army. But no army ever won a war sitting on its kiester. Your character is a planner. He likes to plot things out long before any action is taken, often to the chagrin of his impulsive, gun-fighting companions. Of course, sometimes this can be a lifesaver. Custer could have used a little of this Edge. | DL | 51 |
Clueless (-3) | -3 | Your cowpoke is about as alert as a lightpost. Whenever you must make a Cognition check to notice things (including surprise checks), you must subtract -2 from your roll. | DL | 51 |
Crisis of Faith (-1) | -1 | This Hindrance represents a character's doubt in her religious beliefs. Whenever the hero makes a 'Faith' check, she suffers a -2 penalty. This Hindrance is worth 1 point for a non-Blessed, 3 points for a Blessed character. | F&B | 26 |
Crisis of Faith (-3) | -3 | (Blessed) See L1 description. This level is for Blessed characters only. | F&B | 26 |
Curious (-3) | -3 | If it killed the cat, think what it can do to you. Your hero wants to know all he can about just about everything he comes across. Anytime the character is confronted with a mystery, he must do everything in his power to try to solve it, no matter how dangerous the situation might be. | DL | 51 |
Damned (-3) | -3 | For some reason, Heaven frowns upon your character. At this level, no beneficial miracles work on your character. Other, less desirable miracles work fine, however. Blessed characters may not take this Hindrance. | F&B | 26 |
Damned (-5) | -5 | See L1 description. L2 - Not only do beneficial miracles fail to help you, beneficial shamanic rituals don't do any good either. As above, Blessed cannot take this Hindrance. | F&B | 26 |
Death Wish (-5) | -5 | Sometimes a fellow just doesn’t want to go on. Maybe his family has fallen victim to some heinous creature. Maybe he’s got consumption and wants to go out in a violent blaze of glory. Or maybe he’s a young upstart who knows just enough about the Harrowed to be dangerous. Your character wants to die for some reason (secret or otherwise), but only under certain circumstances. Most want to go out in a blaze of glory, such as saving a town or taking some major villain or critter to Hell with them. Your hombre won’t throw his life away for just any little thing (suicide is easy, after all). The Marshal should reward your character for taking extreme chances, but only when they help him attain his most important goal. | DL | 51 |
Degeneration (-1) | -1 | (Harrowed) When a manitou enters a corpse and creates a Harrowed, its supernatural energy does more than simply bring that body back to life. Its animating power also makes the body resistant to damage, and it quickly regenerates the flesh when wounds are suffered. Still, undead flesh can’t help but stink a little. For whatever reason, some manitous either don’t care to keep the flesh pickled or just can’t manage it. The Harrowed still heals with supernatural quickness, but his body resumes the process of decay, though perhaps very slowly. The degeneration Hindrance represents that situation. The level of the Hindrance determines what state of decay the Harrowed has reached, as shown in the table below. Players who choose this Hindrance for their Harrowed should keep in mind that living creatures (human or animal) react very poorly to the sight of a decaying corpse up and moving about. They’re especially particular about obvious cadavers. To disguise his condition, the rotten apple needs some heavy clothing and a load of perfume or whiskey to mask his mortuary stench. Level 1 - Pallid: At this stage, the Harrowed has an unhealthy grayness to his complexion. His eyes are dull, and the odor of decay is stronger, noticeable on a Foolproof (3) Cognition roll by anyone next to him, or on a Hard (9) roll by anyone in the same room. | BotD | 12 |
Degeneration (-2) | -2 | (Harrowed) L2 - Slimy: The flesh of the Harrowed has a slick film, and his eyes are milky. His odor is noticeable on an Onerous (7) Cognition roll by anyone nearby. Those who get a long look at him should make a guts check against a Terror score of 5. His various animal-handling aptitudes suffer a penalty of –4. | BotD | 12 |
Degeneration (-3) | -3 | (Harrowed) L3 - Bloated: Decay has distended the Harrowed’s abdomen with gas and pestilent fluids. The character has watery eyes, and his various orifices leak a bit. The smell of decay is automatically noticeable, and animal handling skills are at –6. It can be as embarrassing as you probably think. The undead’s Terror score is 7. | BotD | 12 |
Degeneration (-4) | -4 | (Harrowed) L4 - Tattered: The Harrowed is losing flesh right off the bone. His skin is tattered, showing the stringy remains of his muscles beneath. In some places, bare bone peeks through. His eyes are sunken. Even if they don’t notice these obvious physical clues, anyone nearby smells the odor of decay on an Onerous (7) Cognition roll. Animals won’t have anything to with him, and his Terror score is 9. | BotD | 12 |
Degeneration (-5) | -5 | (Harrowed) L5 - Desiccated: All that remains of the Harrowed’s body is parchment skin over stringy ligaments and bleached bones. The character’s eyes look like little dry raisins. They’re so stiff, in fact, that the Harrowed must subtract –4 from any Cognition rolls made to notice things by sight. There is little odor, if any, but the Harrowed creaks slightly when he moves. His animal handling aptitudes go back down to a –4, but the near-mummy takes double damage from fire. His Terror score is 9. | BotD | 12 |
Disloyal (-3) | -3 | (Indian) Your character has decided to look for better hunting grounds elsewhere. There are a rare few natives who have renounced their tribal loyalty, turning their backs on their tribes just as the tribes now turn their backs on them. Disloyal natives become notorious among members of their own and surrounding tribes. Other members of their old tribe refuse to help them, and surrounding tribes treat them with disrespect. A disloyal character suffers a -2 penalty to all social Aptitude rolls with Indians who are aware of his status. | GD | |
Doubting Thomas (-3) | -3 | Some folks have a hard time believing in supernatural events even when they they’re halfway down some critters’ gullets. Doubting Thomases are skeptics. It’s hard not to believe in the supernatural after a few adventures, but these characters always look for some more mundane source than the blatantly paranormal. | DL | 51 |
Enemy: Annoyin (-1) | -1 | Remember that every foe you put down likely has some friends or family that might come looking for you later. Your character has an enemy or enemies of some sort. You and the Marshal should determine the value of any enemies based on their relative power . | DL | 51 |
Enemy: Minor (-2) | -2 | See L1 description. L2 - This level indicates a minor enemy: someone who may be persistent, but weak. | DL | 51 |
Enemy: Moderate (-3) | -3 | See L1 description. L3 - This level represents a foe of about equal skill and ability. | DL | 51 |
Enemy: Pretty Tough (-4) | -4 | See L1 description. L4 - This level represents an opponent of greater skill and/or ability than the character. | DL | 51 |
Enemy: Terrifying (-5) | -5 | See L1 description. L5 - This level represents a very powerful or influential enemy, who is extremely dangerous should the character run across them. | DL | 51 |
Ferner (-3) | -3 | No man’s an island. Sooner or later, a fellow needs a hand, and if they can’t understand you, they can’t help you. “Ferners” are outsiders in the culture central to your adventure or campaign. Usually, the outsiders are Mexicans, Indians, or Chinese folks who have a difficult time adapting to the white man’s language and way of life. An Englishman who insists on bad-mouthing the “democracy” or a Chinese railroad worker who speaks little English are likely to be shunned by most folks on the frontier. Sometimes whites are the ferners. If your Marshal is running a campaign centered in the Sioux Nations, those who don’t know the Sioux’s practices and traditions will find themselves the subject of prejudice. As long as your character can communicate well in the culture he’s in and doesn’t go out of his way to prove himself an outsider, he will likely suffer little prejudice and you need not take this Hindrance. Foreign characters may sometimes suffer from individual intolerance, of course. | DL | 52 |
Focus (-1) | -1 | (Huckster) When learning how to cast hexes, the huckster learned by focusing on some kind of item. Now she's got a hard time working without it. For each level of this Hindrance chosen, the huckster has a -3 to her Attribute roll for attempting to cast a hex without the focus item. The focus item may be anything from a deck of cards to a ceremonial dagger. It may even be the character's favorite derby. The Marshal should have some fun at the hero's expense with this one, of course. | H&H | |
Focus (-2) | -2 | (Huckster) See L1 description. L2: -6 penalty to hex casting rolls without the focus. | H&H | |
Focus (-3) | -3 | (Huckster) See L1 description. L3: -9 penalty to hex casting rolls without the focus. | H&H | |
Geezer (-5) | -5 | You're practically a fossil in the Weird West, and most cowpokes call you "old timer". You can determine your own age - some folks are old at 40, others are still young at 90. Regardless, reduce your Vigor (minimum of d4) and Pace (minimum of 2) by a step | DL | 52 |
Greedy (-2) | -2 | It's one of the seven deadly sins. But while your mortal soul might be damned to Hell, you'll sure have a good time here on earth rolling in the loot. Money and power mean everything to your character, and you'll do most anything to get more of it. | DL | 52 |
Grim Servant O' Death (-5) | -5 | “And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.” — Revelations 6:8 Well, maybe that’s a bit much, but folks do seem to get dead around you. A lot. Maybe you look like a loser, and all the other losers like to pick on you. At least until they find out how quick you are. Or maybe you look like a dandy, but you’re really a huckster with a mean disposition. Whatever the story, your hombre gets picked on a lot, even when he isn’t looking for trouble. You aren’t even necessarily mean-tempered. You’re just trouble looking for a place to happen. Most of those troubles end up buried in Boot Hill while you’re being carted off to the hoosegow. As long as your hombre kills in selfdefense, juries usually find him innocent. Unfortunately, your character spends a lot of time locked up, on the run, or sitting in a courtroom proving his innocence. Needless to say, local lawmen aren’t fond of your hero. They usually know your character’s name and warn him about staying too long in their towns. Worse than the local lawmen are hanging judges. They hate the competition and will dream up just about any method imaginable to see you swing. |
DL | 52 |
Grim Servant O' Death-new (-5) | -5 | This is one of our favorite Hindrances - when it’s roleplayed properly. However, there are a lot of grim servants of death running around that are neither grim nor servants of death. Here’s a suggestion from fan Stephen Joseph Ellis for making the Hindrance both. Whenever a grim servant of death spends a Fate chip other than a Legend Chip to avoid damage, an innocent bystander or, lacking that, another posse member takes one-half the wounds he prevented! Perhaps the bullet whizzes by the servant’s head to strike the local schoolmarm, or the noseferatu he just dodged lands on a friend. Either way, he’s going to find his welcome wearing out fast in any town he spends much time in. Of course, if no one’s around to take the wound, it’s merely cancelled as normal. Note that a grim servant doesn’t get a Fate chip reward when his Hindrance makes someone else’s life miserable - or even shorter! He only gets the reward for roleplaying his Hindrance well, or when the effects make his own life Hell. Otherwise, these characters run the risk of recycling Fate chips endlessly in combat. | TA | 104 |
Habit: Annoyin (-1) | -1 | Folks aren’t much on cleanliness in the Weird West, but that doesn’t mean they like to watch some tinhorn shove his picker up his nose. Your character has a habit others find annoying or revolting. Besides putting off other characters, this Hindrance subtracts a number of points from your character’s persuasion rolls equal to the value of the Hindrance. The value of the Hindrance depends on the frequency of the habit and just how gross and disgusting it is. | DL | 52 |
Habit: Revoltin (-2) | -2 | See L1 description. L2 - Your character has a moderately disturbing habit, which subtracts -2 from 'Persuasion' rolls. Examples may be talking constantly, nose picking, or other similar habit. | DL | 52 |
Habit: Truly Disgustin (-3) | -3 | See L1 description. L3 - Your character has a particularly nasty habit, which subtracts -3 from 'Persuasion' rolls. A good example would be constant crotch scratching, among others. | DL | 52 |
Half-Breed (-2) | -2 | (Indian) Born half-Indian and half-something-else, this character has trouble fitting into either society. He's still a member of his tribe, but has few opportunities for advancement, and is treated shabbily by intolerant bigots of both races. | GD | |
Hankerin: Mild (-1) | -1 | If you just can’t think without a stogie in your pie-hole, you’ve got yourself a habit. If it’s alcohol or opium you’re craving, welcome to Addiction City, population one. A mild hankerin’ means the character is highly addicted to some mildly harmful substance (such as tobacco), or slightly addicted to a more dangerous substance. A severe hankerin’ means the character is addicted to alcohol, opium, laudanum, peyote, or some other dangerous drug. | DL | 53 |
Hankerin: Severe (-3) | -3 | See L1 description. L2 - Your character is addicted to a harmful substance, such as alcohol, opium, or peyote. Penalties as for a Mild Hankerin', plus a -4 penalty to Mental and Corporeal skills if the substance is not available every 48 hours. | DL | 53 |
Haunted (-1) | -1 | (Harrowed) The manitous have a good time when they subject mortals to the terrors of the Hunting Grounds. Sometimes, the manitou inside a Harrowed can use these memories to keep the host off-guard. The souls of haunted undead are dragged kicking and screaming into the Hunting Grounds every time they go dormant (see Sleep on page 22). There they are subjected to horrible nightmares by the cruel parasites inside them. This Hindrance does not function like night terrors—the Harrowed do not suffer fatigue and incur no penalties from restless nights. Instead, the effect is to erode the hero’s will and give the manitou a greater chance the next time it tries to gain control of its host. Every level of this Hindrance subtracts a like amount from the hero’s Spirit roll when checking for Dominion. L1 - -1 penalty to Dominion roll. | BotD | 13 |
Haunted (-2) | -2 | (Harrowed) See L1 description. L2 - -2 penalty to Dominion roll. | BotD | 13 |
Haunted (-3) | -3 | (Harrowed) See L1 description. L3 - -3 penalty to Dominion roll. | BotD | 13 |
Haunted (-4) | -4 | (Harrowed) See L1 description. L4 - -4 penalty to Dominion roll. | BotD | 13 |
Haunted (-5) | -5 | (Harrowed) See L1 description. L5 - -5 penalty to Dominion roll. | BotD | 13 |
Heavy Sleeper (-1) | -1 | Logs wake up faster than you. Subtract -2 from your hero's Cognition rolls to wake up in an emergency or when some critter is sneaking up on him. The character usually oversleeps as well. | DL | 53 |
Heroic (-3) | -3 | You're a sucker for someone in trouble. Your character can't turn down a plea for help. She doesn't have to be cheery about it, but she always helps those in need, eventually. | DL | 53 |
High-Falutin (-2) | -2 | These snobs turn their noses so high they usually drown when it rains. Your character has no tolerance for those of a lesser class. Those who notice your upturned nose usually don't care for it much. Subtract -2 from any 'Persuasion' rolls you make toward those who know your hero thinks they are beneath him in social stature. | DL | 53 |
Honorable (-3) | -3 | Whether your character was born into the
aristocracy, worked their way into it, or is a sympathetic outsider,
they live by the dictates of honor. While this scores points with others
who have this Hindrance, it also complicates their lives occasionally. A
hero with this Hindrance must be a paragon of virtue, hospitable to
guests and charitable to those of lesser social standing (at least in
public). Lying, cheating, stealing or even bad manners are unthinkable to an honorable character no matter what advantage might be derived, even when dealing with dishonorable parties. He views any position of authority or leadership as his by right, as well as the respect and obedience of all those of a lesser social standing. Honorable male characters place women on a cherished pedestal, and always rush to their aid. Any slight against his personal character, his family or a lady must be properly avenged. (See “The Code Duello” on page 15 for guidelines) Honorable female characters must yield to the authority of their husbands and fathers, and must be good hostesses, homemakers, and mothers. Only in the total absence of a father or husband (an increasingly common and unfortunate situation due to The War) can honorable women assert their independence. Any dishonorable act which is publicly disclosed results in “social death,” and the character is shunned by most of Southern society, including their family, friends and many who are themselves less than honorable. In this situation, a character is usually better off in the Weird West or some other place where reputations count for little, but most renew their commitment to the strictures of this Hindrance in hopes of regaining social respectability. Be careful about taking this Hindrance. If improperly played, it can cause a fair amount of inter-posse friction. It can also be hazardous to your hero’s health if he takes his honorable self out into the wilder parts of the country. A whole lot of folks out there care precious little for honor. |
BETS | 72 |
Illiterate (-3) | -3 | It's a terrible thing to come back from the dead and not be able to read the words on your own tombstone. Illiterates can't read even the most basic words of their own language, or any other language that they happen to speak. | DL | 53 |
Impulsive (-3) | -3 | Your character has a motto: “Act before you think.”
Even if that’s not actually her actual motto, it should be, because she
seemingly does her utmost to live by it. Impulsive characters are doers, not thinkers, and they tend to go off based on their own hunches even while the rest of the posse makes elaborate plans and preparations. Of course, quick action often times saves the day, but this Hindrance also gets your character into a lot of trouble, which the rest of the posse may not feel obligated to help her out of. |
DL; BETS | 54 |
Intolerance: A Few Folks (-1) | -1 | There's some folks that you just can't stand. They don't cotton to you, and you'd like to push them off a tall cliff. Your character does not get along with certain types of people (Mexicans, white men, politicians, etc.). If forced to work with them, he insults and provokes them whenever he gets the chance. The value of the Hindrance depends on the frequency of encounters your character has with those he is intolerant of. | DL | 54 |
Intolerance: Lots a Folks (-2) | -2 | See L1 description. L2 example - The character doesn't like Mexicans, and primarily wanders in the southern border area (Texas, New Mexico). | DL | 54 |
Intolerance: Most All (-3) | -3 | See L1 description. L3 example - The character doesn't like Mexicans, and lives along the border. | DL | 54 |
Kid (-2) | -2 | Don’t let that face fool you. A kid with a gun can still blow your guts out. Your character is a kid 8–15 years of age. Most people don’t take him seriously and call him “sawed-off,” “runt”, or “half-pint.” For two points, the kid is 11-15 years old. Reduce his Strength and Knowledge by one step to a minimum of d4. For four points, the kid is 8-10 years old. Reduce his Strength and Knowledge by two steps to a minimum of d4. As you character grows up, you must buy off this Hindrance with Bounty Points (see Chapter Five). When you do, increase his Traits as appropriate. Don’t worry about it too much. Most kids don’t live that long. | DL | 54 |
Lame: Limp (-3) | -3 | There's an old chestnut that says when something's chasing you, you've only got to outrun one person. Unfortunately, you're usually that one person. L1 - Your character has a bum leg. You are reduced to 3/4 Move, and subtract -2 from active Dodge rolls, and other tests requiring mobility. | DL | 55 |
Lame: Crippled (-5) | -5 | L2 - One leg is missing or disabled entirely. You are reduced to 1/4 move, and subtract -4 from active Dod | DL | 55 |
Law O' the West (-3) | -3 | You’ve heard the expression “nice guys finish last?” There’s some truth to it. A true gentleman of the West won’t draw down on an enemy until the foe draws first. Boot Hill hides the bones of many of these honorable folks. Your hero must live by a code of honor that not everyone else subscribes to. He treats all women with respect even if they’re “soiled doves.” He won’t draw his gun on others who don’t have their own weapons drawn (unless he’s seriously outnumbered and even then he just uses the guns to threaten first). In a duel, he always lets his opponent go for her guns first. And he absolutely refuses to shoot someone in the back, or take a shot at a foe who’s distracted (unless he’s in a large firefight). On the plus side, folks know your hombre is one of the white hats. You can add +2 to any negotiations or friendly persuasion attempts whenever your character’s honorable reputation is known and might make a difference. | DL | 54 |
Loco: Annoying (-1) | -1 | No one in their right mind would stand up to some of the critters in Deadlands. Maybe that’s why there are so many kooks wandering the High Plains. Loco covers all sorts of crazy. This can range from being absentminded to being a compulsive liar or suffering from phobias, delusions, depression, or schizophrenia. The illness is always present, and it rules your character’s actions most of the time. The value of the Hindrance depends on the severity of the illness and its effects on the character. You should discuss the exact dementia with the Marshal and work out the effects and penalties it has on your nutjob. Phobias, by the way, usually inflict a -2 penalty when in the presence of the feared object or situation. This is usually a 2-point Hindrance unless the source of fear is very common, in which case the value is 3 or higher. Major phobias inflict a -4 penalty. The base cost is 3, with higher values for how common the source of fear is. | DL | 55 |
Loco: Batty (-2) | -2 | See L1 description. L2 example - Delusion. Some part of the hero's mind snaps, and he suddenly believes something patently untrue (like he's a werewolf, the moon is made of green cheese, etc.) | DL | 55 |
Loco: Few Bricks Shy (-3) | -3 | See L1 description. L3 example - Minor phobia. You have developed a strange fear of some common object or condition. You suffer a -2 penalty to all actions whenever affected by your phobia. | DL | 55 |
Loco: Off His Rocker (-4) | -4 | See L1 description. L4 example - Major phobia. As above, but the character suffers a -4 penalty to actions, and must make a Hard(9) 'guts' check to directly affect or manipulate the object of his fear. | DL | 55 |
Loco: Plain Nuts! (-5) | -5 | See L1 description. L5 example - Schizophrenia. The character adopts drastically different attitudes from time to time. At one moment he might be passive and restrained. The next he's a raving madman. | DL | 55 |
Loyal (-3) | -3 | You may not be a hero, but your friends know they can count on you when the chips are down. The character is extremely loyal to his friends or to a specific group, nation, or ideal. He will risk his life to defend it and uphold it's traditions. | DL | 55 |
Lyin Eyes (-3) | -3 | Your character couldn't tell a lie to save his life. Besides suffering -4 to all 'Bluff' rolls, he cannot mislead, deceive, or even omit the truth from others without giving himself away somehow. | DL | 55 |
Macho (-3) | -3 | A key element of Latin culture is the concept of machismo. Men will be manly and women exist to serve and pleasure them. Your hero cannot let any slight to his honor or manhood go unchallenged, and women are merely pretty objects there for your enjoyment.Your hombre views himself as the epitome of manliness and virility. This can occasionally ruffle some feathers In Mexico, but north of the border it may get your hero shot by someone who doesn't share his views. This Hindrance is only available to male heroes. | SotB | 47 |
Mark o’ Cain (-5) | -5 | Some folks carry with them a mark that’s been in the family since the Garden of Eden. Those who bear the mark o’ Cain are bad seeds, rotten to the core even when they do their best to live above their family heritage. Bearing the mark o’ Cain has several effects. First off, anyone who’s blessed can sense the mark on your hero, even if he’s not a Christian flavor of blessed. Blessed also react at -22 to any social-type roll you make with them. Second, no blessed powers ever work on the character, for any reason. Finally, Grimme’s people (in particular, the Guardian Angels) seek your character out for possible recruitment. This last part wouldn’t be so bad were it not for the induction ceremony, which the Marshal can tell you all about should your hero take the plunge. | LA | 48 |
Mark of the Devil (-1) | -1 | (Harrowed) Certain folks can see right through the
taut skin of the undead to the rotten, worm-riddled core. That’s when
they can get a glimpse of the manitou sitting there and stare straight
into the eyes of Hell. On the other hand, some Harrowed seem to wear their damnation like a shiny tin star—at least to people who know what they’re looking for. This Hindrance means anyone with the arcane background Edge—or at least 3 levels in academia: occult—has a chance to see the evil demon wriggling around inside your hero, no matter how good he looks or what kind of disguise he might be using. There’s just no way of properly hiding from prying eyes with the right sort of education. Mad scientists are an exception. They have to have academia: occult at level 3 or more to see the mark o’ the Devil, despite their arcane background. Scientific types just don’t tend to see these things unless they’ve researched them on their own. Whenever a person with one of the above qualifications gets within a few feet of your hero, she can make a scrutinize roll versus the manitou’s Spirit. The viewer can add the level of your Hindrance to her roll. If successful, the viewer sees some sign of the manitou in your hero—perhaps the Harrowed’s eyes glow red or the watcher can see the manitou’s hideous face peeking out at her. Needless to say, such folks won’t trust your character until he’s burning on a stake. L1 - Qualified folks get a +1 to Scrutinize what you are. |
BotD | 14 |
Mark of the Devil (-2) | -2 | (Harrowed) See L1 description. L2 - Qualified folks get a +2 to Scrutinize what you are. | BotD | 14 |
Mark of the Devil (-3) | -3 | (Harrowed) See L1 description. L3 - Qualified folks get a +3 to Scrutinize what you are. | BotD | 14 |
Mark of the Devil (-4) | -4 | (Harrowed) See L1 description. L4 - Qualified folks get a +4 to Scrutinize what you are. | BotD | 14 |
Mark of the Devil (-5) | -5 | (Harrowed) See L1 description. L5 - Qualified folks get a +5 to Scrutinize what you are. | BotD | 14 |
Mean as a Rattler (-2) | -2 | You think the whole world pissed in your canteen. Maybe it did. People tend not to like your character. She's hateful and mean-spirited. Besides making you hard to like, subtract -2 from friendly 'persuasion' attempts. At the Marshal’s discretion, you may occasionally be allowed to add +2 to hostile persuasion or overawe rolls. | DL | 55 |
Miser (-3) | -3 | A miser knows the price of everything and the value of nothing. Miserly characters must always buy the “cheapest” goods available and haggle incessantly over everything. Because of this, she can only buy “el cheapo” gear. | DL | 55 |
My Kung Fu is Superior! (-1) | -1 | (Martial Artist) Your hero is easily challenged to a fight, especially if the challenger has the cojones to claim to be a better fighter than you. You’re so proud of your martial arts abilities that you turn three shades of purple when anyone dares to question your vaunted prowess. Worse yet, there’s something about the way you carry yourself that attracts other similar hotheads with boneheaded attitudes similar to your own. And wouldn’t you know it - challengers are extra likely to approach you at a moment of maximum inconvenience? Your hero’s ability to resist the urge to rise to a challenge is determined by how many points of this hindrance you select when you take this Hindrance. L1 - Onerous (7) Smarts to turn down any challenge to fight. | Hex | 61 |
My Kung Fu is Superior! (-2) | -2 | (Martial Artist) See L1 description. L2 - An Incredible (11) Smarts roll is required to turn down a challenge. | Hex | 61 |
My Kung Fu is Superior! (-3) | -3 | (Martial Artist) See L1 description. L3 - Forget it—your brainer has to fight each and every time he's challenged! | Hex | 61 |
Night Terrors-new (-5) | -5 | The Indians say nightmares are glimpses into the Hunting Grounds -a mad limbo where evil spirits devour the souls of the newly dead. Your nightmares make you think there might be some truth to this. Your character’s nightmares are far worse than most, something that keeps her from wanting to sleep much. Coffee is her best friend, and she usually only gets about 3–4 hours sleep at night. Make an Onerous (7) Spirit check at the beginning of each game session immediately after drawing Fate Chips. Chips left over from the previous session may be spent on this roll, but those you just drew cannot. Consider them “on loan.” If you fail, your character loses her lowest value chip. This represents the fatigue and strain the constant terror of sleep has on her. Go bust and your character loses her highest value Fate Chip. Roleplay your character’s sluggishness and fear of sleep and your Marshal should reward you with chips as usual, but the real benefit of night terrors lies in the dreams themselves. A character who suffers from night terrors is actually a plaything of evil spirits. They drag her “dream self” into the “Hunting Grounds” and torment her with her own worst fears. Occasionally, however, these dreams reflect reality and can impart important clues into the heroine’s current predicament. The next time your character sleeps after failing her Spirit roll and losing her chip, the Marshal should take you aside and quickly describe your character’s last nightmare. Hidden within the symbolism and pseudoreality of the dream should be an important clue about something in the current adventure or the character’s own background. It’s up to you to interpret the dream, but the Marshal should give your tormented heroine something good for all her suffering. | DL | 56 |
Night Terrors-old (-5) | -5 | Your character's nightmares are far worse than most, as they are influenced by the manitous. Coffee is your best friend, and you seldom sleep more than 3-4 hours a night. Make a Hard (9) Spirit check each time you bed down. If you fail, you get no sleep, | DL1 | |
Oath: Annoying (-1) | -1 | A person is only as good as his word. Your hero has an oath to perform some important task or always react to certain conditions. The value of the oath depends on how often it might come into play and the risk it involves. | DL | 56 |
Oath: Guardian Spirit (-0) | 0 | Similar to the Oath Hindrance, this is a specific concentration for Indians with Guardian Spirits. | GD; Hex | ;85 |
Oath: Minor (-2) | -2 | See L1 description. | DL | 56 |
Oath: Moderate (-3) | -3 | See L1 description. | DL | 56 |
Oath: Serious (-4) | -4 | See L1 description. | DL | 56 |
Oath: Sworn (-5) | -5 | See L1 description. | DL | 56 |
Obligation: Annoying (-1) | -1 | A man's got to do what a man's got to do. Your character has an obligation to some person, group, or duty. This should be frequently inconvenient, as the hero has to report to work or go off on assignment occasionally. The value of the Hindrance depends o | DL | 56 |
Obligation: Minor (-2) | -2 | See L1 description. L2 example for lawmen - Protect a region (US Marshal). | DL | 56 |
Obligation: Moderate (-3) | -3 | See L1 description. L3 example for lawmen - Protect a state or territory, or protect a larger area against limited threats (Secret Service agents), or have duties besides law enforcement in a smaller area (some sheriffs and town marshals). | DL | 56 |
Obligation: Serious (-4) | -4 | See L1 description. L4 example for lawmen - Protect a county (sheriffs). | DL | 56 |
Obligation: Sworn (-5) | -5 | See L1 description. L5 example for lawmen - Protect a town or city (town marshals). | DL | 56 |
Obvious: Did Ya Hear That (-1) | -1 | (Huckster) Any character with this Hindrancejust can't be very sneaky when casting her hexes. At these times, she must make extensive hand gestures, produce lots of flashing lights, shoot glowing cards into the air, or maybe even let loose with a feral howl. Whatever effect you choose to validate this Hindrance, it has to be, well, obvious. This may not be the best thing in a place like the Weird West, where most people think dealing with evil spirits is wrong. Go figure. Hucksters with this Hindrance stay well clear of Texas Rangers and their like. Many try to disguise their magical disability by posing as flamboyant stage magicians. | H&H | |
Obvious: Did Ya See That (-2) | -2 | (Huckster) See L1 description. | H&H | |
Obvious: Lookie There! (-3) | -3 | (Huckster) See L1 description. | H&H | |
Obvious: What the Hell..? (-4) | -4 | (Huckster) See L1 description. | H&H | |
Obvious: Witch! Burn Her! (-5) | -5 | (Huckster) See L1 description. | H&H | |
Old Ways Vow (-3) | -3 | (Indian) All loyal members of tribes which follow the Old Ways movement have taken this oath. To honor the spirits, your character has sworn to never own any of the white man's modern, mass-produced, soulless goods: guns, wagons, steel hatchets, etc. In addition, the character must not travel in any modern conveyancessuch as trains or steam wagons. In return for this respect, the character receivesa +2 bonus to all ritual rolls. If the character Violates his vow, however, by possessing a gun or riding on a train, he receives a -4 penalty to all ritual rolls. This penalty remains in effect until the situation is corrected. The spirits are not fooled by a shaman who quietly sets his Peacemaker to one side while performing a ritual. The Chief has the final word as to whether a shaman is in violation of his oath. Note that this is a change from the rules in the Deadlands rulebook. Only characters who have taken this oath receive these bonuses and penalties. Indians who do not follow the Old Ways are not affected. | GD | |
One-Armed Bandit (-3) | -3 | There's lots of veterans who lost arms and legs in the war. To think this makes them any less dangerous is a big mistake. It only takes one finger to yank a trigger. Your character has only one hand or arm. You must subtract -4 from any skills that require the use of two hands. | DL | 57 |
Opoche (-2) | -2 | (Aztec) Means left handed in Aztec. Character suffers -4 penalty to all applicable Mien rolls with other aztecs unless the interaction is based on intimidation or threats. | SotB | 57 |
Outcast (-2) | -2 | This is for mestizos only. Some mestizos have forsaken their families and tried to join white society, with mixed results. They are not fully accepted by their mestizo brethren, nor are they accepted by many whites. Any outcast character can suffer from intolerance at the hands of mestizo and white characters. Of course, this all depends on the particular situation and how much the people in any given encounter know about the hero and her past. | LA | 48 |
Outlaw: Annoying (-1) | -1 | The only authority you abide by is the “law of the West.” And even that’s flexible when it suits your needs. Outlaws are lawbreakers by nature. They have little respect for the law and are wanted for everything from petty larceny to horse thieving. The point value depends on just how little respect your character has for others. For 1 point, your “hero” swipes bottles of whisky from behind the counter when the bartender isn’t looking. For 5 points, your blackheart is a cold-blooded killer. The worst of these characters shouldn’t normally be heroes in the world of Deadlands, but sometimes Fate leads folks down strange roads. A jealous, drunken bastard might join a group of “white hats” who are fighting evil. Maybe he sees the monsters as a greater evil than the law. More likely, there’ some treasure or payment for putting an end to some varmint’s rampage. Be careful friend. Most outlaws meet bad ends. Lv 1 - your “hero” swipes bottles of whisky from behind the counter when the bartender isn’t looking. | DL | 56 |
Outlaw: Minor (-2) | -2 | See L1 description. L2 example - Big-time card cheating, theft, counterfeiting; known throughout a state or territory. | DL | 56 |
Outlaw: Moderate (-3) | -3 | See L1 description. L3 example - Beginning bank or train robbery, stagecoach robbery, small-time horse and cattle rustling; known throughout a region. | DL | 56 |
Outlaw: Serious (-4) | -4 | See L1 description. L4 example - Murder (once or twice), rape, hardened bank or train robbery, horse and cattle rustling; known throughout the Confederacy or Union, or all over a large region. | DL | 56 |
Outlaw: Sworn (-5) | -5 | See L1 description. L5 example - Multiple or especially gruesome murders; known throughout the Weird West. | DL | 56 |
Pacifist: Self-Defense (-3) | -3 | Being a pacifist doesn't mean a fellow is afraid of a fight. It's just that he'd rather find a different way. L1 - Your hero will not kill another person unless it is absolutely necessary. This Hindrance is unsuitable for Indian characters other than berdache or shamans. | DL | 57 |
Pacifist: Unwavering (-5) | -5 | See L1 description. L2 - Your hero will not kill another person under any circumstances. This Hindrance is unsuitable for Indian characters other than berdache or shamans. | DL | 57 |
Poverty (-3) | -3 | Your character is broke, because (s)he spends money like water. You begin the game with only $50, and love to spend, spend, spend. Anything he buys eventually falls into disuse and is lost or discarded. He probably buys quite a bit of 'el-cheapo' gear. | DL | 57 |
Rage (-1) | -1 | (Harrowed) Wine gets better with age. The Harrowed just get meaner. The perpetual struggle with the manitou within, the temptation of greater power, and the frustration of being undead all push these characters toward bestiality. Get your hands off your horse. That’s not what we’re talking about. Whenever a Harrowed with this Hindrance is wounded by an opponent or gets particularly upset, she must make a Smarts check. The base difficulty of the check is Fair (5), and the undead must subtract her level in rage from her Smarts roll. If failed, the hero goes into a blood frenzy and attacks. She refuses to go into cover or seek to protect herself—she just runs straight at the foe and rampages all over his unfortunate kiester. She can fire a gun along the way, but if the enemy’s still alive when she gets to him, she drops her pistols and gets up close and personal with her bare hands (or claws if she’s got them). Once the foe’s dead (and we mean really, messily dead), the Harrowed can make another Smarts roll. If she makes it, her blood lust is sated and she can act like a normal walking corpse again—whatever that means. If she fails, she starts raging on her former enemy’s companions. She won’t attack her own comrades, but she probably won’t be reading them any bedtime stories either. L1 - take a -1 penalty on that Smarts check. | BotD | 14 |
Rage (-2) | -2 | (Harrowed) See L1 description. L2 - take a -2 penalty on that Smarts check. | BotD | 14 |
Rage (-3) | -3 | (Harrowed) See L1 description. L3 - take a -3 penalty on that Smarts check. | BotD | 14 |
Rage (-4) | -4 | (Harrowed) See L1 description. L4 - take a -4 penalty on that Smarts check. | BotD | 14 |
Rage (-5) | -5 | (Harrowed) See L1 description. L5 - take a -5 penalty on that Smarts check. | BotD | 14 |
Randy (-3) | -3 | If it moves… School marms run in terror at the sight of your drooling lech. Your character wants sex and lots of it. He or she hits on every reasonably goodlooking member of the opposite gender in sight, usually more than once. Like it or not, men and women suffer this Hindrance differently. If your hero is a man, he’s wellknown in every bordello in the West. Polite society thinks he’s a pig, and “respectable” women avoid him like the plague. The lecherous hero has a –4 to any persuasion rolls made to influence “nice girls.” He suffers no penalties with ladies of lesser morals, but resists their charms at –4. If your character is a woman, all other women, respectable or not, call her all sorts of unpleasant names. She suffers the same penalty as a man around polite society, but other men might treat her differently., especially if the two of them are alone. Your heroine will likely never gain any real respect from “respectable folk” or be able to hold a position of authority if her sordid past becomes known. It may not be fair, but that’s just how it is in the Weird West. On the plus side, a female with this Hindrance actually gains +4 to any persuasion rolls she makes to seduce a fellow. This can have its own consequences, of course, but it can be really handy in getting out of jail, distracting guards, or the like. | DL | 57 |
School Rivalry (-2) | -2 | (Martial Artist) There are countless schools of Chinese martial arts. These schools have long histories, and those histories almost invariably include a deadly, ancient grudge against another school. Entire adventures might center around the feuding between rival schools. It’s up to you to pick the name of your fu fighter’s school; you can choose one described in The Great Maze or you can just make one up. If you use one of the former, your hero already has a built-in rival school. If you make up one of your own, you’ve got to come up the name of a rival school as well. Every member of that rival school is guaranteed to hate your hero’s guts. They can identify her as a member of that school just by watching her moves when she’s fighting. And, wouldn’t you know it, it just so happens that she seems to be constantly running into members of this rival school, no matter how rare it is. She isn’t obligated to fight them, but they might feel obligated to fight her. In fact, you can just about count on it! When combined with “My Kung Fu Is Superior,” this can be a dilly of a Hindrance. | Hex | 63 |
Scrawny (-5) | -5 | Beanpoles are thicker than you, and in a stiff breeze, you feel like bending. At least your horse is happy about it - he can barely feel you up there on his back. Scrawny cowpokes (who usually run under the name “Slim”) are slight and weak and must subtract –1 from their Size. Their maximum Strength is a d10. A character’s slight frame might benefit him in certain situations, like crawling through a small cave or window, but usually it just gets him picked on. | DL | 57 |
Secret Identity (-2) | -2 | You actively have and use a false identity to hide from your past. If your secret is discovered, things could get ugly. 'Performing: Acting' is a recommended Aptitude to have along with this Hindrance. | LD | 47 |
Self-Righteous (-3) | -3 | If you're not always right, then you're at least sure that the ignorant masses are always wrong. Given the chance, you're sure you can prove it. Your character believes in a greater cause of some sort, and also believes that everything that he does serves some greater cause (such as Christianity, the taming of the West, etc.). She never backs down from her beliefs. | DL | 58 |
Sifu! Sifu! (-2) | -2 | (Martial Artist) Your hero is still in contact with his sifu, the master who trained him. Whenever he sees her, he must bow before her and otherwise act as if he’s a miserable bug and the sun shines out of her patoot. He shows this “respect” even in public or in front of his friends. Although your hero can expect her to constantly castigate him for not living up to some impossible Confucian ideal of behavior, he is not allowed to give her any lip, no matter what she says. There is no amount of humiliation he isn’t willing to endure in order to show his devotion to the sifu. The Marshal should know that it’s okay to threaten your character’s sifu, thus motivating him to go out and save her on a regular basis. On the other hand, he should try not to let your hero’s sifu kick the bucket. Sometimes, though, the Marshal can’t keep an extra alive without blowing his credibility all to bits. If your hero’s sifu does take one too many Winchester rounds to the head, your hero is required to go through a lengthy period of weeping and wailing. If you don’t then buy off the Hindrance (see the Weird West Player’s Guide), the hero’s sifu’s sifu shows up and commences to bossing him around and otherwise making sure that he still gets the full kick out of this Hindrance. Although the sifu has more kung fu in his little pinky that your hero has in his whole body, for some reason she never ends up helping your cowpoke out much. If he asks for her assistance on a mission, she has other things to do. If she’s along with your hero on a fight, she likely gets herself wounded in the first scene, and needs protecting throughout the adventure (This is when your hero cries “Sifu! Sifu!”). If she’s still healthy by the time she meets up with the bad guys, she turns up her nose and refuses to engage such measly opponents. In other words, you can’t use this Hindrance as a back door method of having your fu fighter’s bacon saved whenever he gets into trouble. The sifu isn’t the cavalry. The value of this Hindrance tells how big a role the sifu plays in your hero’s life. If you’re thinking of taking a 4 point sifu, talk it over with your Marshal and fellow players first. If the sifu is forever showing up, that’s going to affect the direction of the entire campaign. The table below gives you a rough idea of how much trouble your fu fighter is going to have with his sifu by the point-value of the Hindrance. L1 - Sifu shows up infrequently. She rarely sends you on missions or requires rescuing. | Hex | 62 |
Sifu! Sifu! (-3) | -3 | (Martial Artist) See L1 description. L2 - Sifu shows up once every couple of sessions. She requires a mission or rescue about one out of every four sessions. | Hex | 62 |
Sifu! Sifu! (-4) | -4 | (Martial Artist) See L1 description. L3 - Sifu shows up every session. Almost every adventure is a mission picked by your sifu, a rescue mission, or the like. | Hex | 62 |
Slowpoke (-1) | -1 | You’d better learn to fight, ’cause you ain’t gonna get away from anything that’s chasing you. Your hombre is faster than a dead turtle. Barely. His Pace is reduced by 1 for each point in this Hindrance, down to a minimum base Pace of 2. | DL | 58 |
Social Class-Mexican Society (-2) | -2 | Character is a Campesino, Indian, Black, mullatto, zambo, or cimarrone. Subtract 2 from applicable Mien Rolls when social class may come into play. | SotB | 47 |
Slowpoke (-2) | -2 | See L1 description. | DL | 58 |
Slowpoke (-3) | -3 | See L1 description. | DL | 58 |
Slowpoke (-4) | -4 | See L1 description. | DL | 58 |
Slowpoke (-5) | -5 | See L1 description. | DL | 58 |
Squeaky (-2) | -2 | Your voice sounds like you swallowed a mouse. Your character suffers -2 to any test of wills rolls he initiates (he can defend normally) that involve his voice. Folks don't tend to take him very seriously. | DL | 58 |
Squeamish (-3) | -3 | Your hero can have a hard time keeping down lunch when seeing a particularly gruesome sight. Subtract -2 from 'Guts' checks caused by gory scenes. | DL | 58 |
Stubborn (-2) | -2 | It’s your way or not at all. If the rest of the world is too stupid to realize you’re right, they can go hang themselves with an itchy rope. The hero is pigheaded and as stubborn as a mule. He always wants to do things his way and holds out until everyone agrees or some major concession to his idea has been made. | DL | 58 |
Style Vulnerability (-1) | -1 | (Martial Artist) Although your character may have learned moves from a number of disciplines, his sifu mainly trained him in one particular style of the Chinese fighting arts. This adherence to tradition is a big part of the spiritual essence of kung fu. It also makes martial arts easier to teach to large numbers of students, since it uses set formulas and techniques. The disadvantage of this training method is that you’re a sucker for the classic moves associated with certain other schools. Choose up to three styles described above in the Martial Arts Training edge. When your hero is fighting an opponent with a concentration in one of the styles you have chosen, his Target Number to hit your hero is reduced by 3. You get 1 point for each style you so designate. You can choose a maximum of three styles this way. | Hex | 63 |
Style Vulnerability (-2) | -2 | (Martial Artist) See L1 description. L2 - Choose two styles to which you are vulnerable. | Hex | 63 |
Style Vulnerability (-3) | -3 | (Martial Artist) See L1 description. L3 - Choose three styles to which you are vulnerable. | Hex | 63 |
Superstitious (-2) | -2 | Owls never hoot “just for the Hell of it,” and black cats should be shot if they try to cross your path. You keep a rabbit’s foot in your pocket, and you rarely wonder why it didn’t seem to do the rabbit any kind of good. Your character believes in superstitions and tries to live his life by signs and omens. You should check out a book of superstitions from your local library to help you roleplay this Hindrance. | DL | 58 |
The Cup Overflows (-2) | -2 | (Martial Artist) Your hero’s ch’i energy is powerful. A mite too powerful, in fact. Whenever she uses any of the powers described in this book, her internal energy goes all external and wreaks high holy havoc on the surrounding terrain. For example, if she uses monkey goes to the mountain to fly down a sandy hillside, clods of earth explode beneath her as if somebody’s planted the hill with firecrackers. When she leaps into the air to kick a body, winds whip up all around her, whirling sand and leaves all over. Ever time she lands a punch, it sounds like a thunderclap going off. In short, she stands out like a circus clown at a funeral. Anyone who sees her in action knows there’s something not right about her. If they’re regular folks, they run in terror from her, as if she’s some kind of abomination. If somebody watching her knows about martial arts, he knows what she’s all about, and likely target her as the one to shoot first in a fight. And believe me, anybody with experience of the weirdness lurking behind the surface of the Maze is going to know all about martial arts. | Hex | 61 |
Thin Blood (-1) | -1 | Some people just can’t handle a little chilly weather. Every time a hero with the thin blood Hindrance fails a survival check due to cold weather, have him make an Onerous (7) Vigor roll. Hombres who fail have picked up a head or chest cold, and spend the next 1d6 days coughing, sneezing and oozing mucus. This minor-league ailment gives the hero a –1 to all tasks while it hangs around. In addition, if the hero fails her roll for survival and the Vigor check for thin blood a second time, or if she botches the Vigor check, she’s picked up some sort of chronic infection. Give the poor sap the ailin’: minor Hindrance, and a hot bowl of chicken soup. | DToB | 141 |
Thin-Skinned (-3) | -3 | You get splinters from your own pistol grip and won’t quit whining about it until you see a sawbones. Increase your character’s wound penalty by 1 whenever your hero is wounded. | DL | 58 |
Tinhorn (-2) | -2 | Dudes using “two-dollar words” are a dime a dozen in the Weird West after gold and ghost rock were discovered in California. Those who live on the frontier don’t take kindly to these fasttalking dudes and their New York ways. Tinhorns are big talkers, usually from back East. They use big words and brag about their families a lot. | DL | 58 |
Tribal Loyalty (-0) | 0 | (Indian) Identical to the Loyal Hindrance detailed above, this is a specific concentration for Indian characters. | GD | |
Tribeless (-3) | -3 | (Indian) A native without a tribe is hardly a native at all. Caught between the white and Indian worlds, your character has lost his spiritual grounding. Becoming tribeless can happen any number of ways. The tribe may have been killed in a raid, your hero may have been kidnapped as a child and spoiled by white society, his family may have been cursed, or the character's parents were from different, warring tribes, and he was conceived in secret. A tribeless character can't learn tribal rituals, take part in large ceremonies, or request favors known only to certain tribes. Tough luck, but at least he has his freedom. | GD | |
Tuckered: Annoying (-1) | -1 | A strong man can run a mile without getting winded. Others get tuckered out just getting out of bed in the morning. Reduce your character's wind by 2 points per point of 'tuckered' that you take, down to a minimum of 4. L1 - Subtract 2 Wind. | DL | 58 |
Tuckered: Minor (-2) | -2 | See L1 description. L2 - Subtract 4 Wind. | DL | 58 |
Tuckered: Moderate (-3) | -3 | See L1 description. L3 - Subtract 6 Wind. | DL | 58 |
Tuckered: Serious (-4) | -4 | See L1 description. L4 - Subtract 8 Wind. | DL | 58 |
Tuckered: Walkin Dead (-5) | -5 | See L1 description. L5 - Subtract 10 Wind. | DL | 58 |
Ugly as Sin (-1) | -1 | It’s too bad the old saying about “stopping a bullet with your face” isn’t true. If it was, you’d sure never have to worry about being shot. Subtract –2 from friendly persuasion rolls made whenever your character’s looks might intervene. On the up side, you can add +2 whenever his looks might help, such as when making overawe or hostile persuasion attempts. | DL | 58 |
Unnatural Appetite (-1) | -1 | (Harrowed) Here’s a delightful habit. For some inexplicable reason, a rare few Harrowed develop a craving for one thing or another that, while technically edible, thoroughly disgusts most people. Your character must eat the item of his craving at least once a day. For each day that he goes without that item, he loses 2 Wind. This damage cannot be recovered except by gorging on the item he craves. For each day he spends eating that item again, he avoids suffering any more damage and regains 1d6 points of lost Wind. The level of the Hindrance depends on just how disgusting your appetite is. Once you eat someone’s tongue, your companions are likely to think that snacking on scorpions is a step up. Some examples of disgusting vittles are listed below. L1 -Rotten food, mold | BotD | 14 |
Unnatural Appetite (-2) | -2 | (Harrowed) See L1 description. L2 - You need something like grave dirt or raw meat (pick one). | BotD | 14 |
Unnatural Appetite (-3) | -3 | (Harrowed) See L1 description. L2 - You need something like bugs, living raw meat or animal blood (pick one). | BotD | 14 |
Unnatural Appetite (-4) | -4 | (Harrowed) See L1 description. L2 - Only Human Blood will do for you. | BotD | 14 |
Unnatural Appetite (-5) | -5 | (Harrowed) See L1 description. L2 - You need Raw human organs, such as the heart, liver, lung, brain or eyeball. | BotD | 14 |
Vengeful (-3) | -3 | The world needs to be taught a lesson, and you're the professor. The character must always attempt to right a wrong committed against him. Whether this revenge is violent or not depends on his nature. | DL | 59 |
Wanted: Thief (-1) | -1 | Your hombre’s wanted for some crime. He may not be guilty, but he’s on the run and doesn’t want to be caught. Most folks who are wanted are outlaws as well, but they don’t have to be. Some are falsely accused of their crimes. The value of this Hindrance depends on how bad the authorities want your hero and where exactly he’s wanted. Below are a few examples to give you an idea of where your hombre might fit in. Lv1 - Thief: Your hero is wanted for a petty crime in a single town or county, or he’s wanted for more serious charges in a foreign country. | DL | 59 |
Wanted: Swindler (-2) | -2 | See L1 description. L2 - Your hero is wanted for a host of crimes that could net him a few years in prison. | DL | 59 |
Wanted: Outlaw (-3) | -3 | See L1 description. L2 - Your hero once participated in a bank or train robbery and is Wanted in either the North or the South, but not both. | DL | 59 |
Wanted: Desperado (-4) | -4 | See L1 description. L2 - Folks have read about your sidewinder's life of crime in both the North and the South. He's likely killed a few guards in his sordid career. Someday he'll swing for his crimes. | DL | 59 |
Wanted: Villain (-5) | -5 | See L1 description. L2 - Congratulations. Everyone hates this bastard. He's killed innocents and murdered in cold blood. He's wanted throughout the North and South. He's wanted dead, not alive. | DL | 59 |
Yearnin: A Fancy (-1) | -1 | Your character has a dream or goal of some sort. Maybe he wants to own his own cattle ranch or become the town marshal of Abilene. The more difficult and dangerous the goal, the more points the Hindrance is worth. It’s up to the player and the Marshal to come to an agreement as to exactly how many points this is worth. If the hero ever attains his goal, he might have to buy off this Hindrance. | DL | 59 |
Yearnin: Minor (-2) | -2 | See L1 description. L2 - A goal which may take a bit more time and/or effort, or has some hint of danger. Examples include opening and operating a small business, or gaining a minor rank or position in an organization (above any that the character may already have). | DL | 59 |
Yearnin: Moderate (-3) | -3 | See L1 description. L3 - A goal which involves a notable amount of time, risk, hard work, or all of the above. Examples may include opening and running a fairly successful small business, a moderately-sized business, or gaining a moderately prominent position. | DL | 59 |
Yearnin: Serious (-4) | -4 | See L1 description. L4 - A goal involving substantial time, effort, and risk. Some examples are owning a successful moderately-sized business or ranch; gaining a respectable rank in a good sized military unit or government organization; etc. | DL | 59 |
Yearnin: Ultimate (-5) | -5 | See L1 description. L5 - The character's goal is extremely time-consuming and/or dangerous. Examples include becoming the President of the USA or CSA; a famous and respected general in the army; or the fastest gun in the Weird West. | DL | 59 |
Yeller (-3) | -3 | You usually get shot in the backside and you’ve got the stitches to prove it. Cowards don’t have the heart for combat and try to avoid it whenever possible. “Real” men don’t like them much unless they’re female, in which case they might actually be more appealing. Subtract –2 from guts checks and persuasion rolls made on those with no respect for your character’s cowardly ways. | DL | 59 |
VENTAJAS DESVENTAJAS REFERENCIAS
Referencias:
BETN | Back East The North |
BETS | Back East The South |
RVC | Rascals, Varmints and Critters |
TBC | The Black Circle |
LA | Lost Angels |
DL | Dead Lands |
Hex | Hexarcana |
H&H | Hucksters & Hexes |
GD | Ghost Dancers |
SotB | South of the Border |
DLMH | Deadlands Marshal Handbook |
TA | The Agency |
F&B | Fire & Brimstone |
TC | The Collegium |
LD | Law Dogs |
DToB | DoomTown or Bust |
DL1 | Deadlands old version |
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