TEXT: Veterans O’ the Weird West 
  By Horace Black 
   
   
  Clubs 
  Deuce 
  Soul Sympathy: You have looked into 
  the eyes of death and tasted its pain.   
  Whenever you deliver the deathblow to  
  a creature (such as humans, dogs, 
  abomination, etc.) you fall to the ground 
  in agonizing pain for 1-10 rounds as 
  you feel the creatures soul rip through 
  your guts.  This doesn’t actually cause 
  any damage to you but is very 
  inconvenient. 
  Three 
  Slow Learner: Perhaps you’ve been  
  Kicked in the head by one too many 
  mules, or book learning never was your 
  style.  Either way, you may not turn in 
  White Chips for bounty. 
  Four 
  Forsaken: Long ago, you did  
  something horrid to survive your  
  encounter with the supernatural.  Ever  
  since, the spirit world wouldn’t aid you  
  on a bet.  No beneficial supernatural  
  effect works on your character.  Bad  
  magic fries you normally. 
  Five 
  Black Magic Pact: For some reason  
  whether on purpose or by accident you  
  made a pact with the powers of 
  darkness.  You must commit an evil act 
  once per session or gain no bounty. 
  Six 
  Tainted: Evil follows you like the  
  plague, wherever you are fear rises.   
  The fear level of wherever you are rises  
  by +2 up to level 6,  but only while you  
  are visible.  By the way this fear affects  
  you also and is constantly in affect. 
  Seven   Jinxed: Something you encountered  
  cursed you.  Your luck’s fine, but your  
  companions suffer minor mishaps  
  constantly and act as if they had the bad  
  luck Hindrance. 
  Eight 
  Dark Soul: You’ve been hardened by  
  all the bloodshed you’ve seen and it’s  
  marked your soul.  You will never take  
  prisoners alive and surrender is not an  
  option for your enemy. 
  Nine 
  Paranoid: You’ve seen things your  
  weren’t meant to know.  Your afraid of  
  the dark, afraid to sleep alone, afraid to  
  wander out of camp to relieve yourself,  
  etc. 
  Ten 
  Darkness Magnet: Abominations will  
  seek you out for destruction and can  
  usually detect your presence within a  
  mile area.  If possible they will attack  
  you over other targets. 
  Jack 
  Shattered Nerves: Your no longer a  
  people person, whenever you make an  
  opposed roll versus persuasion, ridicule  
  or overawe your base TN is 10 instead 
  of 5. 
  Queen Ravenous: In the weird west food can  
  be a bit hard to find at times.  You’ve  
  spent many days without food.  You’re  
  always hungry and can only eat fresh  
  meat or else you will sicken and die. 
  King 
  Haunted Dreams: Insomniacs get  
  more sleep than you do.  You have  
  night terrors. 
  Ace 
  Blackouts: Sometimes during the heat 
   of battle you just blackout.  Whenever  
  you draw the Black Joker during an  
  action round for initiative, then you lose  
  all your cards, including any sleeved 
  card. 
   
  Hearts 
  Deuce 
  Fate’s Fool: Lady luck has turned her  
  fickle back on you.  You may not spend  
  Fate Chips to modify any die rolls.  You  
  may still use Fate Chips on special  
  affects, for bounty and to reduce  
  wounds. 
  Three 
  Fearful: In your travels you’ve seen  
  things that would curl the hair on a  
  grizzly’s behind.  You suffer a –4 to all  
  guts rolls. 
  Four 
  Bad Karma: You must have done  
  something pretty bad in the past  
  because now it’s catching up to you.   
  You may only have a maximum of 8  
  Fate Chips at any one time, all others  
  must be discarded. 
  Five 
  Mundane Touch: You never  
  believed in mysterious relics anyway.   
  Relics simple have no special powers in  
  your hands, although if they possess any  
  taints they work just fine.  Oh, by the  
  way they work just fine against you. 
  Six 
  Flashbacks: You’ve seen a lot  
  of death and dying and the so called  
  glory of war.  Often your mind will  
  flashback to the violence you’ve  
  
  witnessed.  During any tense situation  
  make a hard (9) Spirit roll or suffer –4  
  to all your actions until the situation has  
  been resolved. 
  Seven 
  Bollixed: You’ve got a bad case of the  
  gremlins.  These buggers infest every 
  device the you touch, including guns.  
  Every mechanical item you use has a 
  Reliability of 19.  Devices which were 
  previously prone to malfunction lower 
  their Reliability by –1.   If you can go 
  by without touching a mechanical 
  device for one year, the gremlins get 
  bored and go away. 
  Eight 
  Swollen Joints: You have had a hard  
  life and it shows, you often feel  like  
  maybe you’ve joined the ranks of the 
  walking dead.  It’s difficult for you to  
  move, because of this all Quickness,  
  Strength and Vigor rolls are made at a 
   –2 penalty. 
  Nine 
  Debt: Either the Agency or  
  Texas Rangers has something on you  
  that could make you swing if revealed.  
   They frequently recruit you for the  
  roughest assignments.  Refusing is bad.   
  Neither type usually ask nicely, or takes  
  no for an answer. 
  Ten 
  Infected: The last creature you tussled  
  with left a mark that won’t go away.   
  You have some sort of strange wound  
  that give you the ailin’: chronic  
  Hindrance. 
  Jack 
  Fragile: You have suffered many  
  depredations; hunger, war, and disease  
  just to name a few and it has taken its  
  toll on your body.  You have wasted  
  away to a former of the man you once  
  where.  This gives you have the  
  scrawny Hindrance. 
  Queen Sacrifice: Fate will sometimes help you  
  but it always demands a high price.   
  Whenever you use a Legend Chip for  
  anything except bounty it’s gone from  
  the pot. 
  King 
  Malevolent Aura: A past brush with  
  evil has rubbed off.  Lights dim and the  
  temperature drops when you enter a  
  room.  People usually go out of their  
  way to avoid you.  You get a +2 to  
  overawe rolls  and a –4 to persuasion,  
  animal wranglin’ and teamster rolls. 
  Ace 
  Howling Voice: Many a soldier or 
  greenhorn won’t listen unless their 
  being screamed at.  You’re so used to 
  yelling that everything you speak comes 
  out as if you’re shouting.  This makes 
  communication while sneaking a bitch! 
   
  Diamonds 
  Deuce 
  Marked for Death: Some intelligent  
  and phenomenally evil abomination  
  from your past uttered a dying curse.   
  You may not spend fate Chips of any  
  kind to negate damage, or even regain  
  wind. 
  Three 
  Unhinged: You’ve seen indescribable  
  horror and are close to the brink of  
  madness, perhaps one more horror and  
  you will be undone.  Whenever you fail  
  a guts roll add +10 to the result of the  
  Scart table. 
  Four 
  Bad Heart: How you’ve made it this  
  far is anyone’s guess, with terrible chest  
  pains.  You now have the tuckered  
  Hindrance at level 3 or +3 up to level 5,  
  whichever is higher.  Also if you ever  
  botch a guts roll, you have a heart attack  
  as indicated on the Scart table. 
  Five 
  Maimed: One of you limbs is maimed  
  or entirely missing.  Roll a d6.  On 1-2  
  you are lame: limp, on 3-4, your lame: 
  crippled, and on 5-6, you’ve lost your  
  non-weapon hand and are a one-armed 
  bandit. 
  Six 
  Aura o’ Death: You must have been 
  touched by the Angel of Death because 
  around you is an almost visible aura o’ 
  death.  Animals and small children that 
  are around you are treated as if they 
  have the ailin’: fatal Hindrance, until 
  you’ve been out of their presence for a 
  day or so. 
  Seven 
  Deaf: Some event or abomination has  
  stolen your sense of hearing.  You now  
  have the bad ears: stone deaf  
  Hindrance. 
  Eight 
  Shell Shocked: You’ve seen one too  
  many horrors of war.  During combat  
  you only get a card if you have at least  
  one success on initiative and if you bust  
  then your surprised for that round. 
  Nine 
  Hallucinations: Sometimes the mind  
  just snaps for a few moments.  Congr- 
  atulation you have one of those minds,  
  you often see things that aren’t really  
  there.  The Marshal decides when these 
  hallucinations occur, the more often the  
  better. 
  Ten 
  Cursed to Wander: An abomination  
  has cursed you.  Anytime you’re in a  
  place for more than a few weeks, the  
  
  people you care about in that place start  
  to die in slow and painful ways.  If you  
  don’t become attached to people  
  innocent people become sick and die  
  with all signs pointing toward you. 
  Jack 
  Addicted: You’d like to forget the  
  things you’ve seen out there.  You have  
  a severe hankerin’ for alcohol or a drug. 
  Queen Supernatural Susceptibility: Your  
  resistance to bad supernatural effects  
  has been almost completely worn down.   
  Any bad supernatural effect gains either  
  +2 damage dice or +2 raises whichever  
  is higher. 
  King 
   Defilement: You have touched hell  
  and it has touched you back, you may  
  not enter a holy place.  If the character  
  attempt to enter a holy place he suffers  
  8d10 damage to his guts. 
  Ace 
  Trouble Maker: Whether it’s the way  
  you carry yourself or your cynical  
  attitude, people don’t like your kind  
  around and aren’t afraid to let you know  
  it.  You have the grim servant o’ death  
  Hindrance. 
   
  Spades 
  Deuce 
  Cursed: Your very soul was cursed by  
  one of the insidious creatures you left in  
  your terror-filled past.  You draw only  
  one chip at the beginning of each play  
  session. 
  Three 
  Aura o’ Destruction: You’ve seen so  
  much destruction and so many ghost  
  towns that it has warped your very soul.  
  Every session roll a d20 on a 19 or 20 a  
  random item you own or care for has 
  fallen apart and cannot be repaired. 
  Four 
  Scarred for Life: The things you’ve 
  seen have left you speechless.  You  
  no longer speak, but will comm- 
  unicate by other means.  You’ve been 
  struck mute. 
  Five 
  Lycanthropy: During that time of the  
  month (that is the full moon), you  
  completely blackout and wake up in 
  torn and tattered clothes.  You’re now a  
  werewolf or other type of lycanthrope.  
  If  your discovered you’re in trouble, 
  BIG TROUBLE!  See Rascals, Varmits 
  and Critters II for complete rules. 
  Six 
  Plague Carrier: You carry an unknown  
  disease in your body that doesn’t harm  
  you, but causes others around you to be  
  sick.  Other survivors in your party have  
  ailin; chronic Hindrance while you’re  
  around. 
  Seven 
  Voices: You’ve dealt with one too  
  many abominations and often hear the  
  howling of demons inside your skull.   
  With all that noise it’s hard for a fellow  
  to think properly, all Cognition,  
  Knowledge and Smarts rolls are at a –2  
  penalty. 
  Eight 
  Malevolent Force: You often feel as if  
  some malevolent force is at work in  
  your life and it’s trying to destroy you.   
  Well congratulations, your right, it is.  
  After initiative is rolled and all the cards  
  have been dealt out the Marshal may  
  swap any card of her choice except for  
  a Joker with you. 
  Nine 
  Parasite: Some bugs are hard to shake.  
  You have some type of bizarre parasite,  
  this parasite looks like a giant worm and  
  can be seen crawling underneath your  
  skin.  It feeds upon your fear and every  
  time you fail a guts roll, you lose your  
  highest Fate Chip. 
  Ten 
  Hunted: You didn’t finish the job.  A  
  group of cultist, vampires, or an 
  abomination of some sorts is looking  
  for you. 
  Jack 
  Damaged Eyes: During your travels  
  your vision was damaged beyond  
  repair, not even glasses will fix the  
  problem.  You now have bad eyes: near  
  blind Hindrance 
  Queen Disfigured: An abomination you  
  encountered tried to rearrange your  
  face.  You’re ugly as sin. 
  King 
  Insane: Something you saw gave you a  
  major phobia (see the Scart Table). 
  Ace 
  Puppet: The powers of darkness are 
  using you in ways you don’t understand  
  and your very presence helps set their  
  plans in motion.  Each session the  
  Marshal gets to draw an extra chip to  
  reflect their manipulations. 
   
  Red Joker 
     Eternal Hero: Fate chose your miserable soul 
  to combat the forces of darkness across the 
  centuries.  Your have lived in other lives and 
  sometimes have flashbacks to them, and 
  occasionally they’re helpful.   
     Whenever you are out of Fate Chips and about 
  to die, making an incredible (11) Spirit roll 
  allows you to somehow survive the situation.  
  This is often not without tragic consequences 
  however.  Perhaps a dear friend or loved one 
  
  takes the bullet for you instead.  Fate can be a 
  cruel mistress. 
   
  Black Joker 
     Damned: Your hero crossed something that 
  damned his mortal soul.  At the beginning of 
  each game, the Marshal must secretly draw a 
  card.  If it’s your old friend the black Joker, your 
  character is going to die by the end of the current 
  adventure.  A good Marshal can make sure you 
  go out in style though. 
   
   
   
   
  
SOURCE: textdata/thevault/Deadlands [multi]/Misc/DL - Expanded Veteran o' the Weird West.pdf