A while back, I made this document for myself, just to have laying around when making characters for Deadlands. Now, since I'm starting to play it again, I figured I'd post it up here so I can share it with my players easily. And add some pictures...
Using this guide:
The point of this document is provide a
list of EVERY SINGLE Edge and Hindrance in every Deadlands source
book in the classic Weird West line. It will also include recommended
Edges/Hindrances for the various character concepts, as well as the
optional Edges/Hindrances for each Arcane Background.
Unless otherwise noted, things are from
the Player's Guide.
General Edges:
Belongin's
Big Ears
Brave
Brawny
Dinero
Don't Get 'Im Riled!
EAGle Eyes
Fleet-Footed
Friends In High Places
Gift of Gab
Keen
Kemosabe
Law Man
Level-Headed
Light Sleeper
Luck O' The Irish
Mechanically Inclined
Nerves O' Steel
Purty
Rank
Renown
Sand
Sense O' Direction
Sidekick
“The Stare”
Thick-Skinned
Tough As Nails
Two-Fisted
Veteran O' The Weird West
“The Voice”
Two-Gun Kid (LD)
Gallows Humor (BE:S)
Blood-Brother (GWN)
Nature's Own (GWN)
Soft-Footed (GWN)
Strong Digestion (GWN)
Unscented (GWN)
Strong Stomach (AG)
General Hindrances:
Ailin'
All Thumbs
Bad Ears
Bad Eyes
Bad Luck
Big Birches
Big Mouth
Big 'Un
Bloodthirsty
Cautious
Curious
Clueless
Death Wish
Doubting Thomas
Enemy
Ferner
Geezer
Greedy
Grim Servant o' Death
Habit
Hankerin'
Heavy Sleeper
Heroic
High-Falutin'
Illiterate
Impulsive
Intolerance
Kid
Law o' the West
Lame
Loco
Loyal
Lyin' Eyes
Miser
Mean As A Rattler
Night Terrors
Oath
Obligation
Outlaw
One-Armed Bandit
Pacifist
Poverty
Randy
Scrawny
Self-Righteous
Slowpoke
Squeaky
Squeamish
Stubborn
Superstitious
Tinhorn
Thin-Skinned
Tuckered
Ugly As Sin
Vengeful
Wanted
Yearin'
Yeller
Accursed (F&B)
Damned (F&B)
Secret Identity (LD)
Finicky (GWN)
Smelly (GWN)
Unpolished (GWN)
Mark O' Cain (LA)
Arcane Backgrounds
Blessed:
Arcane Background: Blessed
Crisis Of Faith (F&B)
Conscience (F&B)
Righteous (LA)
A note on religion: Fire &
Brimstone covers most major religions, including Islam, Taoism, and
others. However, the Mormons and followers of Grimme's Church of Lost
Angels are covered in City o' Gloom and Lost Angels respectively.
Recommended Reading: Fire and
Brimstone, Hexarana
Hucksters:
Arcane Background: Huckster
Arcane Prodigy (H&H)
Familiar (H&H)
Old Hand (H&H)
Bad Karma (H&H)
Focus (H&H)
Obvious (H&H)
Recommended reading: Hucksters &
Hexes, Hexarcana
Shamans:
Arcane Background: Shaman
Recommended reading: Ghost Dancers,
Hexarana
Mad Scientists:
Arcane Background: Mad Scientist
Recommended reading: Smith &
Robards, The Collegium
Martial Artists:
Arcane Background: Enlightened (Hex,
TGM)
Martial Arts Training (Hex, TGM)
Quick Thinker (Hex)
The Cup Overflows (Hex)
“My Kung-Fu Is Superior!” (Hex)
Sifu! Sifu! (Hex)
School Rivalry (Hex)
Style Vulnerability (Hex)
Recommended reading: The Great Maze,
Hexarcana
Voodoo Priests:
Arcane Background: Voodoo (Hex, RoB)
Favored Chual (Hex)
Recommended reading: River o' Blood,
Hexarcana
Blood Mage:
Arcane Background: Blood Mage (TBC)
Whatley Blood (TBC)
Apt Pupil (TBC)
Belongin's: Arcane Tombs (TBC)
Recommended reading: The Black Circle,
Doomtown or Bust!
Shootist:
Arcane Background: Hexslinger/Shootist
(LD/TR)
Recommended reading: Law Dogs, Texas
Rangers
Anahuac:
Arcane Background Anahuac (LA)
Patron Saint (LA)
Recommended reading: Lost Angels, South
o' the Border
Note: not included - Arcane Background:
Aztec.
Concept types
Soldiers:
Cavalier (BE:S)
Foot Cavalry (BE:S)
Forebearance (BE:S)
Seen The Elephant (BE:S)
Soldiers currently members of an army
should take Obligation, Rank, and Enemy. Former soldiers can take
things like Loco, Lame, One-Armed Bandit, and Hankerin' to explain
why they're not still wearing a uniform. Deserters should also take
Wanted. Current and former soldiers can also take things like Brave,
Heroic, and the like. They can also take Veteran O' The Weird West,
as a lot of weirdness has been centered on battlefields. If your
character retired and still has some friends in uniform, Friends In
High Places could be something to think about.
Law Man:
Depending on the degree of authority a
Law Man has, they should have the Edge of the same name. Most
marshals and sheriffs are bound to towns and counties, but Federal
Marshals and Texas Rangers can be highly mobile and not tied down too
much. Bounty hunters can also count as Law Men, except that they
rarely have the Law Man Edge. Seeing as most members of the law have
to face down some serious threats without much back-up, Edges like
Brave, Sand, Nerves O' Steel, “The Stare” and “The Voice” can
be very helpful. There's also no reason why a man wanted Back East or
across a border or even a few states/territories away can't be a Law
Man, but if they want the Wanted Hindrance, make sure it's low level,
maybe 1 or 2 points worth. If your character has made a name for
himself as a Law Man, the Renown Edge might be something to look in
to. Both Law Men and bounty hunters might have Friends In High Places
to reflect folks in power they've helped out in the past.
Recommended reading: Law Dogs
Outlaws:
There are many different types of
outlaws; shyster, bank robbers, Maze pirates, and forgers all operate
on the other side of the law. If your character is an Outlaw, she
should take the Wanted Hindrance. Just because someone is an Outlaw
doesn't mean they're a bad person. Maybe your character became a bank
robber to make ends meet and has gotten quite good at it. Combining
the Wanted and Yearin' Hindrances could make your character have a
goal or reason for breaking the law. Or, maybe your character became
an Outlaw because she has a temper and gunned down the wrong man that
pissed her off. In general, you don't want to play a Black Hat in the
game, but being a bit on the mean side should be fine.
Recommended reading: Law Dogs
Monster Hunters:
Most 'Monster Hunters' in the game are
from either the Union or Confederate governments. But, there's also
the Explorer's Society from Rascals, Varmints, and Critters book. In
addition, there's tons of folks who have had run-ins with the
monsters and weird creatures running around. If you're wanting to
have government support, look below. For those of you who want to be
a bit more independent, you might want to take an Arcane Background
(Blessed is the most powerful one for fighting the minions of the
Reckoners), but it isn't required. To face down the horrible things
out there, and to live to fight another day, you're going to want to
have Sand, Veteran O' The Weird West, Brave, and maybe Gallows Humor.
Since they're been facing Things Man Was Not Meant To Know, they
might be a bit Loco, have a Hankerin', maybe have some Night Terrors
that keep them up at night, or be missing some parts making them Lame
or a One-Armed Bandit to remember a beast by. You might also want to
look at being a veteran Soldier or former Law Man.
Gunslingers:
Folks that follow the 'way of the gun'
tend to be people that can't operate very well in the normal world.
In general, a Gunslinger is going to need Brave so they don't run
during a gun fight, and for those of you who want to have both hands
firing, Two-Fisted and Two-Gun Kid are must-haves. There's tons of
things for trick shooting and modifying your guns, so make sure you
look around the 'Recommended reading' below. Some Gunslingers might
be Law Man or veteran Soldiers so look at those for more suggestions.
Recommended reading: Law Dogs
Texas Ranger:
There are two 'degrees' of Rangers:
regular Law Men and Monster Hunters. While the Rangers handle both,
they might not be in the know about the beasts running around the
Weird West until they get promoted up in Rank. In general, Rangers
have Big Britches, are usually Brave, Loyal, and have Law Man and an
Obligation.
Recommended reading: Texas Rangers, Law
Dogs
Agent/Man In Black:
Originally, the Union's Monster Hunters
were the Pinkerton Detective Agency, but in 1877, President Grant
created the Special Services Agency. For the most part, the members
of either group had two major goals: fighting the Confederates and
killing monsters. Unlike the Texas Rangers, the Agency doesn't really
have law enforcement powers and tends to be more scientific in their
approach to the servants of the Reckoners. Being Brave, having a
Secret Identity, and Curious isn't uncommon. But, you're kind of a
Law Man and you best believe you have an Obligation.
Recommended reading: The Agency, Law
Dogs
Nationalities and Such
Indians:
Born on Horseback (GD)
Clown (GD)
Converted (GD)
Gone Native (GD)
Guardian Spirit (GD)
Paleface (GD)
Stone Faced (GD)
Disloyal (GD)
Half-Breed (GD)
Old Ways Vow (GD)
There are tons of different tribes of
Native Americans out there. Some follow the Old Ways, others are more
European influenced. If you're making an Indian Brave or Shaman, make
sure to do your research and read the book listed below.
Recommended Reading: Ghost Dancers
Canadians:
Blackfoot (GWN)
Cold-Blooded (GWN)
Lumbering (GWN)
White-Boy (GWN)
Wide-Eyed (GWN)
In 1877, British forces invade Detroit.
Now, while that might be seen as an improvement to some folks, it did
piss off a lot of others. Canada is a lot like its southern
neighbors, but not as rough and tumble. If you want to play a
Canadian, just make him like a normal cowpoke, but maybe give him
Ferner if he's a real big fan of the Crown.
Recommended reading: Great Weird North
Mexicans:
Macho (SoB)
Fuero (SoB)
Social Class (SoB)
Unless you're running a game Down
South, Mexcians are going to be Ferners. They'll also have to pick up
the lingo, too, so don't forget about that. Most Mexicans will be
coming up north to get away from the happenings down there, so they
might have a Yearin' to start a good life. They might also be the
stereotypical Bandito, with Wanted to go with it, on the run from the
law back home.
Recommended reading: South O' The
Border
Mazers:
(As in from The Maze [formerly
California] and/or Lost Angels)
Lost Angel (LA)
Mestizo (LA)
Iron Stomach (LA)
Chosen One (LA)
Outcast (LA)
There's so many types of folks out in
the Maze, I'm just going to list out some of the major groups: the
Chinese, the Indians, the Confederates, the Yankees, the Mexicans,
and just about anyone and everyone else. Outlaws around the Maze are
usually pirates. Mad Scientists abound, looking to be close to a
source of Ghost Rock. Martial Artists are common here because of the
large Chinese population. The Texas Rangers might be looking for
someone who's run off and hiding as a miner or something. There's
also people who try to salvAGe things from the cities that fell into
the sea. Seriously, if you think of it, you'll find it in the Maze.
Now, the City of Lost Angels is the
largest city in the Maze and is run by a religious nut-job.
Recommended reading: The Great Maze,
Lost Angels
Federals/Yankees:
For folks that come from Back East and
north of the Mason-Dixie line, they'll want to take a look at the
book listed below. For the most part, folks heading west from the
North are escaping built-up cities, a mildly oppressively government,
and a lot of war zones.
Recommended reading: Back East: The
North
Confederates/Rebels:
Rebel Yell (BE:S)
Honorable (BE:S)
Southerners are an interesting breed,
from a young nation (who's existence is subject of debate). They have
some mighty Big Britches, they tend to be Intolerant towards
loud-mouthed Yankees (and/or Mexicans), and if from New Orleans,
might have Arcane Background: Voodoo.
Recommended Reading: Back East: The
South, River O' Blood
Scrappers:
(Steam-punk cyborgs)
Got a fella missing an arm? Well, the
New Science has a solution! Scrappers are most common in the City o'
Gloom but I'm sure people could be found anywhere. If you want to
start out with some new gizmos in your body, you're going to want to
pick up the Belongin's Edge.
Recommended reading: City o' Gloom, The
Collegium
Advanced Stuff
Harrowed:
Angst (BoD)
Aura o' Death (BoD)
Degeneration (BoD)
Haunted (BoD)
Mark o' the Devil (BoD)
RAGe (BoD)
Unnatural Appetite (BoD)
Lycanthropy (RVC 2)
Vampirism (RVC 2)
Knacks:
Bastard
Blue Veil
Born on All Hallows Eve
Born on Christmas
Born Under A Blood-Red Moon
Breech Birth
Cat Child
Child Of The Raven
Earth Bond
Seventh Son/Daughter
Medium (BE:N)
Tempest (H&H)
Brush With Death (GD)
Dream Birth (GD)
Nightmare Birth (GD)
New Hindrances:
Minority (1-3)
“Give me your tired and poor, your
huddled masses yearning to breathe free..”
Let's face it, America has always been
a home for immigrants. Folks from every walk of life have ended up in
the USA and now the CSA. In the Deadlands world, folks are a bit more
enlightened than they were in ours, but I think a minor addition to
the game works okay. Unlike Ferner, being a Minority doesn't mean
that you're Fresh-Of-The-Boat, but may have been born and raised in
the country but are just slightly different. To define, there are
three categories of minorities: Racial, Religious, and Gender. Racial
minorities are easy: if you aren't a honkey, you can pick up this
Hindrance. Religious minorities are a bit harder to define and mostly
rely on where the game is taking place, but the major minority Back
East (and to some degree in other places around the West) is
Catholics. Usually from Irish or Italian immigrant stock, the
followers of the Pope don't have an easy time from judgmental folks.
Gender is a bit harder to work with, as the Civil War has drained
lots of men-folk allowing women to fill many roles thought
unimAGinable a few short years AGo. Women can pick up Minority if she
does a job that's very much 'man's work' like being a Law Dog, but
take it up with your Marshal first.
For the most part, not being a WASP is
enough to get the one point level of this Hindrance. Your character
is black, Chinese, Indian, or maybe Catholic. While most folks don't
really have a problem with him, some folks might look at him a little
funny and the law might knock on his door first if 'someone matching'
his description commits a crime.
For campaigns that take place an area
where a group of minorities cause issues (Apache raids, perhaps?),
Marshal's may allow players to take two points in this Hindrance if
they are part of or closely match the minority (like being an Indian,
but not even an Apache in the example above).
For Marshals that want a bit more
'darkness' in their campaigns, they may allow up to three points of
this Hindrance in some locations. For example, some folks in the Maze
may not take too kindly to someone Chinese because of Kang's pirates.
Or, maybe folks in the CSA aren't as accepting of freedmen as they
say in the Back East book...
Book Abbreviations:
PG – Player's Guide
MH – Marshal's Handbook
F&B – Fire and Brimstone
H&H – Hucksters & Hexes
GD – Ghost Dancers
Sm&Rds – Smith and Robards
Col – The Colligum
BE:N – Back East: The North
BE:S – Back East: The South
TR – Texas Rangers
AG – The AGency
LD – Law Dogs
TGM – The Great Maze (California)
CoG – City o' Gloom
Dead – Book o' the Dead
ToT – Tales o' Terror: 1877
RoB – River o' Blood
TBC – The Black Circle
RVC 1 – Rascals, Varmints, and
Critters
RVC 2 – Rascals, Varmints, and
Critters 2
SoB – South o' the Border (Mexico)
GWN – Great Weird North (Canada)
LA – Lost Angels
BoD – Book o' the Dead
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