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All of the Hindrances listed under Savage Base Hindrances are available in Deadlands Noir with the exception of Anemic, which is replaced by Ailin’.
Ailin’ (Minor or Major)
A character with this Hindrance has one foot—or at least a couple toes—already in the grave. He has a Long-Term Chronic (Minor or Major) Debilitating disease, as defined in Savage Worlds, under Hazards.
Corrupt (Minor)
Morals are just something at the end of a fairy tale to this loser. He’s always looking for a chance to better his own position, and the shadier the method, the better. He’s prone to taking bribes, selling out his clients and friends, and skimming a little off the top whenever possible. His Charisma takes a –2 penalty with anyone aware of his untrustworthiness, on top of any other problems his behavior is likely to generate for him. In combination with Greedy, he can be bought by anyone for little more than the price of a cup of java.
Dark Secret (Major)
Your hero harbors some illicit mystery that could endanger her very life, or at the very least how she’s perceived should it ever come to light. Most often it is some terrible crime, but occasionally it may be something not exactly illegal, but equally awful. Her Charisma suffers a –4 penalty to anyone aware of her secret. If it becomes public knowledge through the course of play, she loses this Hindrance, replacing it with Wanted (Major) or Enemy (Major), depending on the nature of the secret, as well as keeping the –4 Charisma modifier.
Destitute (Minor)
Times are tough, and for your hero, they’re even tougher. Your character is a drifter or otherwise completely down-on-his-luck sad sack who’s lost everything in the Depression. Money runs through his hands like rainwater down a sewer grate. He starts the game with nothing but the clothes on his back. Destitute characters may not take the Comfortable Edge.
Grim Servant of Death (Major)
Your gumshoe is a stone-cold killer. Her enemies aren’t long for this world, but her friends probably aren’t either. More than one has a hole in his back that’s suspiciously the same caliber as your hero’s pistol. Only Wild Cards can take this Hindrance—and even they shouldn’t take it lightly. The good news is your investigator adds +1 to every single damage roll she makes, be it from Fighting, Shooting, Spellcasting, or even just Throwing things with ill intent. On the other hand, he also runs afoul of the law a lot. And that’s just the tip of the iceberg: Any Shooting or Throwing attack that comes up a 1 on the skill die (regardless of the result of the Wild Die) automatically hits the nearest friendly character in range. Player characters are always the first choice, but an allied Extra will do in a pinch. A Benny may be spent on the roll unless it’s a critical failure (see Setting Rules), but a Benny spent is a Benny burned. Even Fighting attacks hit friends when your hero rolls a 1 on her skill die. We’ll give you that this might require a little imagination from time to time. The original target might sidestep at a really inconvenient time, or your hero’s weapon might slip out of her hand at a truly unfortunate angle…for the ally, at any rate. Whether ranged or hand-to-hand, if your shamus rolls snake eyes, she inflicts damage as if she rolled a raise. Of course, this bonus damage is against her friend—or more likely—former friend.
Impulsive (Minor)
You’re a firm believer in the old saw that goes “He who hesitates is lost.” When an idea takes you, like as not, you run with it. You’re not overconfident; you just don’t always think things through before taking action.
Lech (Minor)
Your shamus has a hard time keeping his gun in its holster, if you catch the drift. He tends to pay an unhealthy amount of attention to whoever attracts him and has a hard time turning down requests for help if he thinks it might result in an “encounter.” He’s more than a little sucker for a spectacular pair of gams or big blue ones, and as a result, he suffers –2 to resist Persuasion in Tests of Will or Social Conflicts with those he’s attracted to.
Lyin’ Eyes (Minor)
Your hero has a tough time telling a lie. While that might make her a swell gal, it can complicate things when dealing with the less savory elements of the city. She suffers a –2 to all Intimidation and Persuasion rolls where she has to tell an untruth—even one of those tiny, white lies. She also suffers a shameful inability to bluff when playing cards, if that’s her bag. She subtracts 2 from Gambling rolls in any game of chance that involves bluffing.
Night Terrors (Major)
This gumshoe doesn’t sleep well. In fact, the Land of Nod is a constant nightmare for him. He tosses and turns like a demon doing the jitterbug and likely keeps everyone within a dozen yards of him awake with his nightly torment. When your hero sleeps for the night (or whenever, but no more than once a day), he must make a Spirit roll or suffer a level of Fatigue. Luckily for him, he recovers that Fatigue the next time he beds down. Unluckily for him, he has to battle his nightmares all over again! If the Marshal skips over long periods of time, such as during a trip, roll once instead of for each night that would have passed.
Obligation (Minor/Major)
Your hero has a responsibility she can’t ignore. It could be as simple as a job, a duty to an organization, or it could be a personal requirement to protect or care for a person. Regardless of the specifics, your character is legally, ethically, financially, or otherwise bound to comply. She can expect her responsibilities to occasionally be inconvenient, or in some cases, even dangerous.As a Minor Hindrance, her Obligations are generallyrestraints on her time, such as a work schedule she can’t alter. As a Major Hindrance, your character’s Obligations are crucial and may put her in harm’s way. Failure to honor the hero’s Obligation always has
consequences, though exactly what those are is up to the situation and the Game Master.
Rebellious (Minor)
You’ve got a problem with authority figures: cops, mob bosses, bouncers, you name it. Whether you mouth off, actively disobey instructions, or just sit quietly and
fume, your disrespect is blatantly obvious—and has the effect of getting you in hot water with the wrong people. Not surprisingly, this doesn’t do a lot to make you popular around the precinct house or courtroom. In addition to the obvious drawbacks, your hero has –2 Charisma with respect to any person in a position of authority.
Schmuck (Minor)
Most folks are honest—at least in your mind. You tend to take a person at their word until they prove they can’t be trusted. Even then you’re likely to give them the benefit of the doubt. You’re taken hook, line, and sinker more often than a hungry catfish.
Short Temper (Minor)
Your character is more than a little touchy. He might not necessarily hold a grudge for long, but he’s got a short fuse and is likely to lose his composure at the
slightest provocation. How he lashes out is up to you, of course, but he’s not one to suffer in silence! He’s also a sucker for any barbs thrown his way and subtracts 2 from all attempts to resist Taunt in a Test of Wills or Social Conflict.
Smart Mouth (Minor)
While your investigator is convinced she’s a master of witty banter, not too many others share that opinion. She has a habit of cracking wise at the worst times or poking fun at the wrong gorillas. In addition to the obvious downside, her sharp tongue gives her –2 Charisma.