Edges & Hindrances
Edges & Hindrances
"What Makes You Special—And What Holds You Back"
How Edges & Hindrances Work
Edges are advantages—special abilities, talents, or beneficial circumstances that give your character an edge over others. Hindrances are disadvantages—physical limitations, personality flaws, enemies, or circumstances that complicate your character's life.
Together, they transform your character from numbers into a person with strengths, weaknesses, and a story.
- You start with 5 points to spend on Edges
- Hindrances give you points (negative values like –3 become +3 to spend)
- You can take up to 10 points worth of Hindrances
- Spend earned points on more Edges or save for later
Complete Hindrances List
Hindrances are listed with their point values. Remember: taking a –3 Hindrance gives you 3 points to spend.
Ailin' (–1/–3/–5)
Your character suffers from a chronic illness or disease.
- –1 (Minor): Chronic allergies, frequent colds, or similar minor ailments. –2 to Persuasion rolls and Sneak attempts
- –3 (Chronic): Serious chronic illness like diabetes or early-stage consumption. Suffers minor penalties plus must make Fair (5) Vigor roll at start of each session—failure means –4 to all tasks that session
- –5 (Fatal): Life-threatening condition that could kill at any time. Same as Chronic, but if you go bust, make Onerous (7) Vigor or die
All Thumbs (–2)
You're terrible with machines and mechanical devices. Scientific and mechanical Aptitudes cost twice the normal points to learn or improve. –2 to all rolls involving machinery.
Bad Ears (–3/–5)
- –3 (Mild): Hard of hearing. –2 to Cognition tests based on hearing
- –5 (Stone Deaf): Completely deaf. Cannot hear anything
Bad Eyes (–3/–5)
Poor vision affecting distance sight (beyond 20 yards).
- –3 (Myopic): –2 to Trait/Aptitude rolls for seeing or affecting things beyond 20 yards. Reduce to –2 if wearing spectacles
- –5 (Near Blind): –4 penalty. Reduce to –4 if wearing spectacles
Bad Luck (–5)
Murphy's Law personified. Whenever you go bust on a roll, the absolute worst possible outcome occurs. The Marshal determines what this means in context.
Big Britches (–3)
Severely overconfident. Your character believes they can do anything and never turns down a challenge, even suicidal ones. Like charging 600 cavalry into 5,000 Sioux.
Big Mouth (–3)
Can't keep secrets. Your character blabs important information at the worst times, reveals plans to enemies, and generally can't keep their trap shut.
Big 'Un (–1/–2)
Overweight or obese. Not just "big boned"—actually fat.
- –1: Noticeably overweight
- –2: Significantly obese
The Marshal determines specific penalties (harder to sneak, climb, fit through spaces, etc.). Cannot be combined with Brawny or Scrawny.
Bloodthirsty (–2)
Prefers killing to capturing. Never takes prisoners if there's any excuse to gun them down instead. "Shoot first, ask questions never" is your motto.
Cautious (–3)
Overly careful to the point of paralysis. Must plan extensively before acting. Despises impulsive characters. The opposite of Impulsive.
Clueless (–3)
Curious (–3)
One of the most common Hindrances! Cannot resist investigating mysteries, opening locked doors, or poking things best left alone. Must make a Hard (9) Smarts roll to resist investigating something intriguing.
Death Wish (–5)
Your character wants to die—but in a specific, meaningful way. Maybe taking down a particular villain, or in honorable combat. Actively seeks dangerous situations hoping to find their "good death."
Doubting Thomas (–3)
Refuses to believe in the supernatural despite overwhelming evidence. Constantly finds "rational" explanations for obviously magical events. The longer this continues, the more ridiculous the rationalizations become.
Enemy (–1 to –5)
Someone wants you dead, imprisoned, or ruined. Cost depends on power level and persistence:
- –1: Minor enemy (single person with limited resources)
- –2–3: Dangerous enemy (skilled individual or small group)
- –4–5: Powerful enemy (organization, law enforcement, or very powerful individual)
Ferner (–3)
"Foreigner" in Western slang. You're clearly not from around here—accent, customs, appearance mark you as an outsider. –2 to Persuasion with locals who distrust outsiders.
Geezer (–3/–5)
You're old. Real old.
- –3: 50-65 years old. –1 to Nimbleness and Vigor
- –5: 65+ years old. –2 to Nimbleness and Vigor
Greedy (–2)
Obsessed with wealth and possessions. Will do almost anything for money. Has trouble sharing loot or spending money on others.
Grim Servant o' Death (–5)
Death follows you. Not your fault necessarily, but people around you die with disturbing frequency. The Marshal ensures you encounter more deadly situations, and innocents near you tend to meet bad ends.
Habit (–1 to –3)
Annoying or disgusting mannerism others find revolting. Subtracts the Hindrance value from Persuasion rolls. Examples: nose-picking, spitting, constant scratching, etc.
Hankerin' (–1/–3)
Addiction to a substance.
- –1 (Mild): Tobacco or similar mild substance. –2 to Mental skills after 24 hours without it
- –3 (Severe): Alcohol, opium, laudanum, peyote. –2 to Mental skills after 24 hours, –4 to ALL skills after 48 hours
Heavy Sleeper (–1)
Sleep like the dead. –2 to Cognition rolls to wake up in emergencies or when danger approaches. Usually oversleeps.
Heroic (–3)
Very common! Cannot ignore pleas for help. Doesn't have to be cheerful about it, but always helps those in need. "Nice guys finish last" applies—and in Boot Hill.
High-Falutin' (–2)
Snobby and elitist. No tolerance for "lower classes." –2 to Persuasion with those you consider beneath you socially.
Illiterate (–3)
Cannot read or write in any language, even those you speak. You'll never know what your own tombstone says.
Impulsive (–3)
Act first, think never. Your character goes off half-cocked while others plan. Opposite of Cautious. Creates lots of trouble the posse may not help with.
Intolerance (–1 to –3)
Prejudice against a specific group. Insults and provokes them whenever possible.
- –1: Uncommon group (Mormons, specific tribe, etc.)
- –2: Common group (all Indians, all Mexicans, etc.)
- –3: Very broad category (all foreigners, all women, etc.)
Kid (–2/–4)
You're a child (8-15 years old). Not taken seriously. Called "runt," "half-pint," "sawed-off."
- –2: Ages 11-15. Reduce Strength and Knowledge by one die step (minimum d4)
- –4: Ages 8-10. Reduce Strength and Knowledge by two die steps (minimum d4)
Must buy off as character ages.
Lame (–3/–5)
Leg injury or disability.
- –3: Limp. Reduce Pace by 2
- –5: Severe disability. Reduce Pace by 4, need crutches or cane
Law o' the West (–3)
Lives by a strict code of honor. Won't draw on an unarmed opponent, always gives enemies a fair chance, keeps promises. Boot Hill is full of honorable men.
Loco (–1 to –5)
Mental illness—phobias, delusions, or other psychological problems. Cost depends on severity and how debilitating it is.
Loyal (–3)
Very common! Never abandons friends or allies. Will risk life to help them. Both a strength and a weakness.
Lyin' Eyes (–3)
Terrible liar. Even when telling the truth, people think you're lying. –2 to all Bluff attempts and Tests of Wills where honesty matters.
Mean as a Rattler (–2)
You're not evil—just trouble. Fights break out around you. People die. Not always your fault, but lawmen know your name and watch you closely.
Miser (–3)
Extreme cheapskate. Hoards wealth, spends as little as possible, haggles over everything. Makes others pay for things.
Night Terrors (–5)
Nightmares plague your sleep. Cannot recover Wind normally overnight. Requires special circumstances to rest properly.
Oath (–1 to –5)
Sworn vow you must uphold. Cost depends on how restrictive and dangerous. Examples: vow of poverty, promise to destroy a specific evil, blood oath to an organization.
Obligation (–1 to –5)
Duty to organization, person, or cause. Cost depends on demands and frequency. Agency operatives, soldiers, and clergy often have this.
One-Armed Bandit (–3)
Missing an arm. Obvious penalties to two-handed tasks. Cannot use two-weapon fighting or rifles effectively.
Outlaw (–1 to –5)
Wanted by the law. Cost depends on severity of crimes and reach of warrant.
- –1: Minor crimes, local warrant
- –3: Serious crimes, regional warrant
- –5: Major crimes, federal warrant. Wanted dead or alive
Pacifist (–3/–5)
Refuses to use violence.
- –3: Won't kill. Will fight to incapacitate
- –5: Total pacifist. Won't fight at all
Poverty (–3)
Start with only $50 instead of $250. Always broke.
Randy (–3)
Distracted by attractive members of your preferred gender. –2 to all actions when one is present and you're trying to impress them.
Scrawny (–5)
Thin and weak. –1 Size (reduces to 5). Maximum Strength of d10. May help in tight spaces, but mostly means you get beat up.
Self-Righteous (–3)
Believe you serve a greater cause and are always right. Never backs down from beliefs. Insufferable to be around.
Slowpoke (–1 to –5)
Slow movement. Reduce Pace by 1 per point (minimum Pace 2).
Squeaky (–2)
High-pitched, annoying voice. –2 to Tests of Wills you initiate using your voice.
Squeamish (–3)
Sickened by blood and gore. Guts checks for gory scenes at –2.
Stubborn (–2)
Pigheaded. It's your way or the highway. Won't compromise until everyone agrees or major concessions are made.
Superstitious (–2)
Lives by omens and signs. Won't walk under ladders, fears black cats, carries rabbit's foot. Check out real superstition books to roleplay this well.
Thin-Skinned (–3)
Poor pain tolerance. Increase wound penalty by 1 whenever wounded.
Tinhorn (–2)
City slicker, dude, Eastern dandy. Use big words, brag about family "back East." Westerners don't trust you.
Tuckered (–1 to –5)
Poor stamina. Reduce Wind by 2 per point of this Hindrance.
Ugly as Sin (–1)
Unattractive. –2 to Persuasion in social situations where looks matter.
Vengeful (–3)
Common! Must settle all scores. Never forgives slights. Seeks revenge even when impractical or dangerous.
Yearnin' (–1 to –5)
Life goal or dream. Cost depends on difficulty and danger. Examples: own a ranch (–1), become marshal of Dodge (–3), destroy all supernatural evil (–5).
Yeller (–5)
Coward. Get shot in the backside often. –2 to Guts checks and Persuasion with those who know you're yellow-bellied.
Complete Edges List
Edges cost points. You start with 5 points plus any earned from Hindrances.
Arcane Background (3 points)
The most important Edge for supernatural characters! Unlocks access to magic, miracles, mad science, or shamanic powers. Choose one type:
- Huckster: Gambles with demons for hex-casting power using Hoyle's Book of Games
- Blessed: Channels divine miracles through faith
- Mad Scientist: Builds impossible ghost-rock-powered contraptions
- Shaman: Performs ceremonies calling on nature spirits
See the appropriate chapter for full details on your chosen path.
Belongin's (1–5 points)
Start with a valuable item or cash. One-time bonus, not ongoing wealth like Dinero.
- 1 point: $500 cash, fast horse, fancy pistol, or 12 silver bullets
- 2 points: $1,000 cash, boat, exceptional horse, or silver dagger
- 3 points: $5,000 cash, Jesse James's pistol, blessed tomahawk, Gatling gun, or riverboat
- 4 points: $20,000 cash, ship, saloon/business, or relic of limited power
- 5 points: $50,000 cash, train, powerful relic, or pardon for all crimes in a state
Big Ears (1 point)
Exceptional hearing. +2 to Cognition rolls involving hearing.
Brave (2 points)
Courageous (or too stupid to run). +2 to all Guts checks.
Brawny (3 points)
Big and muscular. Requires minimum d8 Strength. +1 Size (becomes 7). Cannot combine with Big 'Un. Your nickname is probably "Hoss" or "Tiny."
Dinero (1–5 points)
Wealthy. More starting money and can wire home for funds. Ongoing wealth, unlike Belongin's one-time bonus.
- 1 point: Start with $250, can get $100 extra
- 2 points: Start with $500, can get $500 extra
- 3 points: Start with $1,000, can get $2,000 extra
- 4 points: Start with $2,000, can get $5,000 extra
- 5 points: Start with $5,000, can get $10,000 extra
Don't Get 'Im Riled! (2 points)
Fight like a cornered wildcat when wounded. Add Xd4 to hand-to-hand damage, where X equals your highest wound penalty (not counting abilities that reduce it).
Eagle Eyes (1 point)
Sharp distance vision. +2 to Cognition rolls to spot things far away.
Fleet-Footed (1–5 points)
Fast runner. Each point adds +1 to base Pace beyond Nimbleness. With d12 Nimbleness and Fleet-Footed 3, your Pace is 15.
Friends in High Places (1–5 points)
Powerful allies who help occasionally. Cost depends on power and frequency:
- 1 point: Texas Ranger who shows up alone occasionally
- 2 points: Newspaper editor who bails you out of jail
- 3 points: Ranger with cavalry backup appearing often
Work with Marshal on specifics.
Gift of Gab (1 point)
Pick up spoken languages quickly. After a few minutes of conversation, effective oral skill of 1 in any language.
Keen (3 points)
Very useful! Notice details others miss. +2 to Cognition, Search, Trackin', and Scrutinize rolls for raw observation (hearing, seeing, smelling, etc.).
Kemosabe (1/2 points)
Knowledge of another culture and casual friends within it.
- 1 point: Similar culture (Protestant to Mormon, Sioux to Comanche)
- 2 points: Foreign culture (White to Indian, Chinese to Westerner)
Law Man (1/3/5 points)
- 1 point: Deputized for specific long-term purpose (hunting Jesse James, Agency operative)
- 3 points: Sheriff of a county
- 5 points: Federal Marshal or Texas Ranger with USA/CSA jurisdiction
Level-Headed (5 points)
Excellent for combat! After drawing Action Cards, discard lowest and draw another. If first draw is black Joker, you're stuck with it.
Light Sleeper (1 point)
Wake easily. +2 to Cognition rolls to wake up quickly when danger approaches.
Luck o' the Irish (5 points)
Born lucky. Draw one extra Fate Chip at the start of each session (cannot be converted to Bounty Points).
Mechanically Inclined (1 point)
Natural with machines. +2 to rolls involving fixing or understanding machinery, including Tinkerin' and Mad Science.
Nerves o' Steel (1 point)
Too stubborn to run. When failing a Guts check that forces you to flee, you can choose to stand ground instead (still suffer other penalties).
Purty (1 point)
Attractive. +2 to Persuasion and other situations where good looks help.
Rank (1–5 points)
Military or organizational authority. Grants command privileges but also duty. Work with Marshal on specific rank and obligations.
Renown (1/3/5 points)
Famous reputation. May be good or bad notoriety. Cost reflects how widespread fame is.
Sand (1–5 points)
Always useful! Extra Fate Chips each session. Each point gives +1 chip at session start.
Sense of Direction (1 point)
Never lost. Always know which way is north and can retrace your steps.
Sidekick (5 points)
Loyal companion NPC created like regular character. Both you and sidekick have Loyal to each other (free, doesn't count against Hindrance limit). Take care of them—betrayed sidekicks make nasty enemies.
"The Stare" (1 point)
Intimidating gaze. +2 to Overawe attempts when target can see your steely eyes (within 30 feet). Clint Eastwood has this.
Thick-Skinned (3 points)
Tough. Reduce wound penalty by 1. Serious wound normally gives –3, you only get –2.
Tough as Nails (1–5 points)
High pain tolerance and endurance. Each point adds +2 Wind.
Two-Fisted (3 points)
Ambidextrous. Ignore –4 penalty for using off-hand. Still have –2 for using second weapon simultaneously.
Veteran o' the Weird West (0 points)
Free Edge! Your character has survived supernatural encounters before. Starts with 1 point of Grit automatically. Can only be taken at character creation.
"The Voice" (1 point)
Commanding presence. +2 to Leadership and Persuasion when voice is a factor.
Your advantages define what you can do. Your flaws define who you are.
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