Advertisement
Guest User

Untitled

a guest
Jul 21st, 2017
69
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.28 KB | None | 0 0
  1.  
  2. New Mysterious Pasts
  3. Ok, this list is still a little rough and may need some fine-tuning, but here's an expanded list of Mysterious Pasts if you're already bored of the stuff in the main rulebook. Mostly what I've done is split the whole good/bad cards into two specific suits, and added in a lot of Knacks from "The Quick and The Dead." Unfortunately, there aren't as many hindrances to fill out the black cards. However, the old system was a little forgiving on cards that didn't differentiate between red or black... for example, a Six was always good even if it was black, and so on. So I decided not to worry so much about filling things out with hindrances and added more edges. Nasty hindrances are for Veteran of the Wierd West, after all. Anyway, here's the breakdown.
  4.  
  5. Deuce
  6. Clubs - Cursed!
  7. Just like in the rulebook, sometimes it just doesn't pay to get out of bed. The character gets the Bad Luck hindrance.
  8. Diamonds - Bastich!
  9. There's some question about the legitimacy of the character's birth... he's got the Knack for seeing the unseen.
  10. Hearts - Lucky
  11. The hero's got the Luck of the Irish in his blood. Also, once per session, he can ignore the results of going bust and reroll the dice.
  12. Spades - Double or Nothing
  13. Draw twice, partner. The hero has two mysterious pasts, though you may have to redraw for contradictory results.
  14.  
  15. Three
  16. Clubs - Enemy
  17. Same thing in the rulebook. Somebody's mighty upset at the character.
  18. Diamonds - Connections
  19. The hero's got a lot of Friends in Low Places. This doesn't give him much to brag about at parties, but he can add +2 to his Scrounge and Streetwise rolls.
  20. Hearts - Favor
  21. As in the rulebook, somebody owes him a favor. Sort of Friends in High Places, if you will.
  22. Spades - Debt
  23. The character owes somebody big. This is usually money, but other kinds of debts are possible. The lender has a habit of showing up at the wrong time or sending thugs after the character to try to collect.
  24.  
  25. Four
  26. Clubs - Doppleganger (Bad)
  27. Like it says in the rulebook. The character is a dead ringer for somebody people don't think too highly of.
  28. Diamonds - Doppleganger (Good)
  29. Like above, although this time the resemblance is more flattering.
  30. Hearts - Earthbond
  31. The character has a special link with Mother Nature. He gets the Earthbond Knack.
  32. Spades - Outlaw
  33. The authorities are after the character for one reason or another. He might have been set-up or he's genuinely guilty, but somebody's gotta hang for it sooner or later.
  34.  
  35. Five
  36. Clubs - Loyal
  37. He's got a strong loyalty to a particular group, be it his friends, his state, the North/South, or his people.
  38. Diamonds - Kin
  39. As in the rulebook, the hero's family has a habit of sticking their noses into his business. This can be either good or bad, but he can always depend on his family to help him out in a pinch.
  40. Hearts - Sidekick
  41. Well, at least the hero's work doesn't go unappreciated. He's picked up a sidekick that likes to follow him around and lend him a hand when he gets into trouble, or get him into trouble if he can't find any.
  42. Spades - Betrayed!
  43. Somebody doublecrossed the hero in a big way, and he's never forgiven them since. He's now intolerant and distrustful of whoever stabbed him in the back, or anyone who works with or reminds him of them. Pick a group like the Texas Rangers, Pinkertons, Muckrakers, Mad Scientists, etc., and put them on his list of folks to get even with.
  44.  
  45. Six
  46. Clubs - Honest
  47. The character has a real tough time pullin' the wool over people's eyes, something always seems to give him away. On the other hand, most people seem to know when he's telling the truth. Like the Lyin' Eyes hindrance, he gets a -4 to his bluff rolls. But he also has an honest voice and gets a +2 to his persuasion rolls when trying to tell the truth.
  48. Diamonds - Keen
  49. The hero doesn't missr being born under a Blood Moon.
  50. Spades - Poor
  51. You know what they say, blessed are the poor. Well, looks like the character got blessed! His starting cash is only $50 instead of $250, and he's got a problem holding on to money.
  52. much. Add +2 to his Cognition rolls as described under the Keen edge.
  53. Hearts - Sixth Sense
  54. Just like in the rulebook, he's got an uncanny ability to sense danger.
  55. Spades - Old Injury
  56. The character has an old injury or war wound that flares up every once in a while and makes life uncomfortable. Whenever he draws the black joker on a quickness roll, his injury flares up and he's got the Slowpoke hindrance for the rest of the day.
  57.  
  58. Seven
  59. Clubs - Brave
  60. Some people just don't have the good sense to turn tail and run when things start to get ugly. The hero is one of these people, and adds +2 to his guts checks. This isn't always a good thing, however... he's got to make an Onerous (7) spirit roll to turn down a challenge, back out of a fight, or willingly run from danger.
  61. Diamonds - Born on Christmas
  62. The character has a knack for resisting arcane effects and black magic. He's got the Born On Christmas Knack.
  63. Hearts - Seventh Son/Daughter
  64. The character is destined for something pretty gosh-darned important, and has the Seventh Son/Daughter Knack.
  65. Spades - Blackouts
  66. There's a lot of things the character doesn't remember, just like it says in the rulebook.
  67.  
  68. Eight
  69. Clubs - Light Sleeper
  70. He wakes up easily, and has the Light Sleeper edge.
  71. Diamonds - Born On All Hallow's Eve
  72. Ever dance with the devil in the pale moonlight? Probably, 'cuz the character's got a Knack for understanding the arcane or supernatural.
  73. Hearts - Ancient Pact
  74. Somebody in the character's family made a deal with the spirits way back when. He gets a Harrowed power at level 1, like in the rulebook.
  75. Spades - Liquor Is Quicker
  76. The character has a problem holding his liquor. He gets drunk in half the time it takes a normal person, and the effects of alcohol are twice as strong on him. Once he's seriously pickled, he has a habit of getting belligerant, acting silly, becoming violent, or other unpredictable behavior. This isn't the same as a Hankerin', but a combination of the two could mean some serious trouble!
  77.  
  78. Nine
  79. Clubs - Blue Blood
  80. The character is pretty new in town, probably just off the train from back east, and has the Tinhorn hindrance. The locals don't take him seriously, but he gets an extra $250 in starting cash.
  81. Diamonds - Arcane Background
  82. Just like in the rulebook, the character has an Arcane Background they may not know about.
  83. Hearts - Nine Lives
  84. Here, kitty kitty... yep, he's got the Child of Cat Knack.
  85. Spades - Allergy
  86. The character is allergic to something common enough to be a genuine nuisance, like horses, animal fur, down pillows, alcohol, or smoke. Whenever he's around it, he has a -2 on all his rolls. If he's unlucky enough to ingest it, he gets this penalty until its out of his system.
  87.  
  88. Ten
  89. Clubs - Short Fuse
  90. The character is awfully sensitive about one of his shortcomings, be it his height, his voice, his weight, or whatever. He loses his temper at the drop of a hat, and has a -4 penalty to his roll whenever someone is ridiculing him.
  91. Diamonds - Breech Birth
  92. So maybe he came out the wrong way, its not like he was given very good directions. He's got the Knack for healing.
  93. Hearts - Blue Veil
  94. The character has the power of visions, and has the Blue Veil Knack.
  95. Spades - Direction Sense
  96. The hero never gets lost, and has the Direction Sense edge.
  97.  
  98. Jack
  99. Clubs - Haunted (Bad)
  100. As in the rulebook, the character has a malevolent spirit making his life difficult.
  101. Diamonds - Haunted (Good)
  102. Like above, but this one's looking out for the character and trying to make his life easier.
  103. Hearts - Kemosabe
  104. The hero has spent a lot of time learning and living in another culture. He gets a 2-point Kemosabe edge.
  105. Spades - Minor Phobia
  106. Something scares the willies out of the hero. He's got a minor phobia of something, be it heights, spiders, fire, darkness, or thunderstorms.
  107.  
  108. Queen
  109. Clubs - Animal Hatred
  110. The hero and animals don't get along, like in the rulebook.
  111. Diamonds - Animal Ken
  112. The opposite of above, critters have a natural fondness for the hero.
  113. Hearts - Blood Moon
  114. Mother Nature's awful impressed with the hero. They have the Knach
  115.  
  116. King
  117. Clubs - Inheritance (Bad)
  118. Somebody kicked the bucket and left the hero a piece of his (ill) fortune. Like in the rulebook, but whatever it is, the character is better off without it.
  119. Diamonds - Inheritance (Good)
  120. As above, but there were no strings attached.
  121. Hearts - Nevermore!
  122. He's got the power to see into the past, and has the Child of Raven Knack.
  123. Spades - Blackmail!
  124. Somebody's got some dirt on the hero or someone close to him, and he'd do anything to keep it under the rug. His blackmailer will keep it there, providing the character keeps him happy...
  125.  
  126. Ace
  127. Clubs - Relic (Bad)
  128. He's got a relic, but it's cursed and only seems to get him into trouble.
  129. Diamonds - Relic (Good)
  130. As above, but no nasty curses.
  131. Hearts - Level-Headed
  132. He's got a good melon on his shoulders, and can think clearly even in a crisis. He's got the Level-Headed edge.
  133. Spades - On A Pale Horse
  134. People have a habit of dyin' around the character. Yep, he's a Grim Servant of Death.
  135.  
  136. Joker
  137. Red - Harrowed
  138. Ok, this is a little different from the book. When you draw a card to see how powerful the Manitou is, draw twice and pick the lowest card.
  139. Black - Harrowed
  140. As above, but draw twice and pick the highest card.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement