| Two |
| Clubs | Bad Luck: The character has the Bad Luck hindrance until she finds some way of resolving the curse she is under. The curse shuld be brought on by someone from her past, perhaps she mocked an old gypsy, or stepped on the toes of the wrong huckster. |
| Diamonds | Foolish: There's always something stopping the character from being all she can be. She must put your lowest die types in her Mental traits. |
| Hearts | Short Life: The character is not going to live long. Whenever you draw fate chips from the pot, you will automatically draw white chips. (Draw normally and change red and blue chips to white chips. Legend chips are unchanged and remain legend chips.) |
| Spades | Cursed: You're cursed, not by manitou, but by the Powers That Be. Whenever you make rolls for your character, you are not allowed to ace the roll more than once. This IS extremely harsh if you don't have alot of high die types, so on the upside you get 10 free points for character creation. |
| Three |
| Clubs | Knowledgable Enemy: Your characterer has an arch-nemesis who knows everything about you, maybe even things you don't know. He/She will use this to humilate and discredit you, but never kill you. |
| Diamonds | Unhinged Enemy: Your enemy is a manitou and is ultimately attempting to drive the character to madness. This character starts with Dominion and the manitou has at least 1 point so far. (This is NOT a gaurantee of being brought back Harrowed upon the character's death.) |
| Hearts | Fearless Enemy: Your enemy wants to see you dead, and is willing to do anything to make sure you stay that way. This enemy is Harrowed and will confront the character head-to-head and set traps for her incessantly. |
| Spades | Destructive Enemy: The character has a powerful enemy in an organization, such as the Coyote Federation or the Agency. This enemy wants to destroy everything the character holds dear and THEN kill him. |
| Four |
| Clubs | Forsaken Lookalike: Your character resembles somebody who was wronged. Everywhere you go, people will say they theought you were dead or they will gasp in horror. Effectively, in populated areas, the hero always raises the fear level by +1. |
| Diamonds | Heartened Lookalike: Your character resembles someone popular who has died. He is constantly being told he looks like Jesus or George Washington or Abraham Lincoln or someone similar. This will cause most people to react favorably to the hero, effectively giving him a +2 bonus to social rolls. |
| Hearts | Bad Kharma: Your character is always being mistaken for local criminals and villains. It seems that every town has a badass deputy or sheriff looking to incarcerate or kill the character. This isn't constantly happening, but it's often enough to be a nuisance. |
| Spades | Scarred for Life: The manitou have created an abomination that looks just like the character in order to create dissent and mischief in the character's life. It will use it's position to sow fear and distrust, but never kill the character or her friends. |
| Five |
| Clubs | Black Mark: Your character has a friend amongst the manitou. Any black magic user has a -4 difficulty when casting a spell targeted at the character. What this manitou's agenda is, only the Marshal knows. |
| Diamonds | Accepted: The character is considered a member of some group she normally wouldn't be a member of (for an indian the Texas Rangers, or a chinese the Coyote Federation, etc) and is popular (has Renown 3) with that group. |
| Hearts | Mundane Companion: The hero is being followed by a completely average person (3d6 traits, no special skills or edges) and is considered a free Sidekick. This sidekick looks up to the hero and emulates her for some reason, but ultimately is a fairly mundane person himself. |
| Spades | Cursed to Wander: Your character can never sleep in the same bed, or the same spot, twice. If she does she will take four wound levels to the guts and head while she sleeps (it can't be chipped). How she earned this devilish curse, how she can remove it, or if she can, is up to the Marshal, but should fit in with the rest of the character's background. |
| Six |
| Clubs | Tainted Heart: The character has an uncanny knack of knowing when an abomination or fearmonger is nearby. The Marshal should determine how the character perceives the creature's presence, but she should be able to detect it when it's at least 60 feet away. |
| Diamonds | Plague Sight: The hero can "see" ailments and disease, whether they are inside a person's lungs, floating on the water he is currently wading through, or flying through the air. |
| Hearts | Cognitive Flashbacks: The character has the ability to see into the past of any person or object. He can only do this once with any one person or object, treat it as an automatically succesful Hunch hex. |
| Spades | Second Chances: The hero "knows" when she might die, and can possibly prevent it. In game terms, whenever you roll damage against the character that would kill her, you should allow the player to replay the scene or action to try to get out of it. This ability can only be used once, then it is gone. |
| Seven |
| Clubs | Jittery: You always faint in a fight. Any time the character takes damage, he must make a hard (9) Spirit check or fall unconscious for a number of rounds equal to the number of wounds taken. |
| Diamonds | Dumb: The character has seen something that has scared him speechless, he is mute and can't get his voice back until he accomplishes some great feat to overcome his fear. |
| Hearts | Who Am I?: Your hero doesn't know who she is or where she comes from. How to get your memory back, how much is missing, and even if you can get it back, is up to the Marshal. |
| Spades | Where Am I?: Occasionally the hero finds herself someplace that she doesn't remembering going to, time has passed and she doesn't know where it went. What happens during these blackouts is up to the Marshal but he is encouraged to have fun with it. Perhaps the hero has a split personality or is simply absent-minded and daydreams while she walks. |
| Eight |
| Clubs | Dark Soul: Your character is going to hell. There is no question about it. There is no redemption from it. In exchange for your soul the manitou have provided you with some service, such as invulnerable to fire, or gadgets and elixirs have no affect on you. The Marshal should devise something that fits in with the character. (The character is also coming back Harrowed, but he won't be in control) |
| Diamonds | Deal with the Devil: The character has some sort of pact. In exchange for some service the manitou can see and hear through the character at any time. In essence he is always being watched by the dark powers and no abomination or fearmonger ever suffers from surprise in the character's presence. What the manitou have done for the character is up to the Marshal, but it should fit in with the character appropriately enough (and shouldn't be as powerful as something the character would get from having a Dark Soul) |
| Hearts | Keep It In the Family: Somewhere in the character's family tree is a broken branch and your character is unknowingly part of a pact with forces that "man was not meant to know" about. Whether this means the character has Whateley Blood or is simply "promised" to a certain manitou, is up to the Marshal. |
| Spades | Benevolent Force: The character has made a friend of some benevolent force or power out there and it has granted the hero an ability that normal men don't have. (Suggestion: Let the player pick a Gift out of Fire & Brimstone) |
| Nine |
| Clubs | Ravenous Spirits: You are surrounded by spirits who feed off of your emotions, and this can make you seem quite cold and ruhtless. Your emotions are muted, you may not take any edges or hindrances that would reuire an emotional role-playing state, and likewise you cannot "receive" them through the course of the game. |
| Diamonds | Paranoid Friend: Your character is allies with a person who is knowledgable in the occult. He is always warning your character of the trouble she might get into, but is more often than not, exaggeratting the terrorifying details of what she's involved in. Or is he? (You should treat this as an NPC with a high Academia: Occult who is Obligated to the character.) |
| Hearts | Friends in Showbiz: Your character is friendly with famous people and is always getting invited to private and formal dress parties. This should obviously fit the character in some way, if she's a gunslinger perhaps she works as a bodyguard at the parties. She also most likely has connections at play and opera houses, and carnivals and circuses. The Marshal should work with the player to include this in such a way that it seems plausible. |
| Spades | Legendary: Your character is a living legend, at any time when you have them, you can turn in a white, red, and blue chip to gain a legend chip. In terms of bounty and preventing wounds you are losing a level, but you are gaining the ability to re-roll a botch. Think about it. |
| Ten |
| Clubs | Hunted: Animals just don't like you, especially predatory ones. Bears, lions, snakes, spiders, and sometimes even buffalo, chase your character in the wild and hunt her as if she were prey. Also, the character has a -2 to social rolls with animals. |
| Diamonds | Little Friends: Your character has fleas. Your character is occasionally itching herself, and no matter how many times she takes a bath, she just can't shake them either. Anyone who learns of her predicament has a -2 on social rolls with her. It's possible the fleas could do things for her though, like jumping off of her when she's getting close to an abomination, or if she's a huckster she might have a hex that lets her control one and see through its eyes. |
| Hearts | Animal Companion: The hero has an animal following her, what kind is up to the Marshal, but it should fit in with the character's background. (treat it as an animal Sidekick, or optionally, it could be a low-level abomination sent to spy on or protect the character) |
| Spades | Animal Magnet: Your character attracts animals like a dead cow attracts flies. Fortunately for you, animals are very friendly to you. You not only have +2 to any social rolls with animals, but there are probably a few that follow you around on a regular basis. (These don't count as Sidekicks and cannot have bounty spent on them to improve their characteristics, nor do they feel any sense of true loyalty to the character, they just like to be in her presence.) |
| Jack |
| Clubs | Shattered Nerves: Your character has crossed paths with something nasty before, but it has left you weakened in spirit. In game terms you have +1 to Grit, but cannot ever have a Guts aptitude higher than 3. |
| Diamonds | In Debt: Your character is owed something, probably money, but more than likely an inheritance or a trust fund that just didn't come through. Maybe the will got lost, or the bank was robbed. Whatever it is, there's something out there that belongs to the character and she'll be damn rich if she ever gets her hands on it. (This should be something that fits in with the character's background.) |
| Hearts | In Dreams: Your character is capable of walking into the Hunting Grounds when she dreams, but she cannot control this ability. In game terms, whenever the character is about to face a particularly evil abomination or fearmonger, the Marshal should devise a prophetic dream for the character. It is strongly encouraged that the Marshal should take this one step further and create "dream" adventures. |
| Spades | In Reputation: Your character is the offspring of a well-known hero or historical figure. In game terms your character has a high-level of Renown, but most likely also has a few enemies as well, who your enemies might be only the Marshal knows. Your deeds will also constantly be compared to your relative's. |
| Queen |
| Clubs | Supernatural Susceptibilitiy: You are vulnerabke to the forces of darkness. Black magicians successfully cast spells at you as long as they don't botch, and their spells are treated against you as if the level were one higher. This goes for Harrowed abilities used against the character as well. |
| Diamonds | Tempest: Your character is a Tempest, as described in the Hucksters & Hexes sourcebook. |
| Hearts | The Eyes Have It: The ability to see the influence of evil spirits is a double-edged sword. Your character can see evil spirits, gremlins in a gadget, a ghost hovering over a character's shoulder, a manitou powering a harrowed. He can also determine the spirit's relative power by making a Scrutinize check against a TN equal to the spirit's Spirit die type plus number of dice (e.g. a 4d12 would be a TN of 16). |
| Spades | Ghostly Companion: Someone in the character's life died and is now bound to the character in the material world. In game terms, the character has a friend in the spirit realm who can see the fear rising and declining, and has a unique insight into the existence of the Hunting Grounds. Any abilities this insubstantial companion has or doesn't have is left up to the Marshal to determine. |
| King |
| Relic: The character has a relic of some sort. You should try to make something that could fit in with the character itself, or the character's background. Perhaps she owns the pistol of a famous outlaw, or carries an early copy of Hoyle's with scrawled notes from the previous owner, or perhaps she was given a mumified monkey's paw by an old gypsy woman on a street corner. At the very least, the suit of this draw should determine the relative power and taint. |
| Clubs | Weak power, strong taint, won't be able to rid herself of it easily. |
| Diamonds | Strong power, strong taint, but it might be worth money. |
| Hearts | Weak power, weak taint, the character could probably live with or without it. |
| Spades | Strong power, no taint. |
| Ace |
| Clubs | "Spooky": The character can Spook other people. This acts just like the Black Magic spell of the same name at level 4, except to activate it the character need only make a foolproof (3) Spirit check, if she busts she loses the power forever. This power cannot be used against abominations. (Marshal's Note: if the character uses this often enough she might raise the fear level of an area) |
| Diamonds | Whack: "Passersby were amazed at the huge amounts of blood." Give the character Grim Servant o' Death, she can also use white and red chips to increase damage rolls. |
| Hearts | Knick: The character can Count Coup as if she were Harrowed. |
| Spades | Knack: Choose a Knack out of the Marshal's Handbook that best fits with the character. |
| Black Joker |
| The Dark Side of Harrowed | The manitou has half Dominion and the hero has only one power. |
| Red Joker |
| Normal Harrowed | Is there such a thing? Determine Dominion and powers normally. |