Silas Black - Huckster

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Silas Black
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Silas Black - Huckster

Post by Silas Black »

Player Name: John
Google Handle: Garrisonburne
Silas Black
Rank:Novice Experience: 5 Advances Left: 0
Race: Human
Concept: Huckster
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 4 (½ Fighting +2); Toughness: 5 (½ Vigor+2); Grit: 1
Skills:
  • Climbing d4
  • Fighting d4
  • Gambling d8
  • Knowledge (Arcana) d6
  • Riding d4
  • Shooting d6
  • Spellcasting d8
  • Swimming d4
  • Throwing d6

Hindrances
  • Curious (Major) It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Heavy Sleeper (Minor) A thunderstorm from Hell itself won’t wake this Dozing Doolie. Once he drops off, he must make a Notice roll (–4) to wake up. He also suffers a –4 penalty to Vigor rolls made to stay awake.
  • Bad Eyes (Minor) Your hero’s eyes just aren’t what they used to be. With glasses, there’s no penalty and the Hindrance is only Minor. Should he lose his glasses (generally a 50% chance when he’s wounded, or no chance with a “nerd-strap”), he suffers a –2 penalty to any Trait roll made to shoot or Notice something more than 5” (10 yards) distant.

Edges
  • Arcane Background (Magic) Power Points: 10
  • Rich Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern day equivalent of a $150,000 annual salary.
  • Card Sharp Your hero has a way with a deck and never feels more at home than when he’s shuffling cards. He’s learned a whole heap of ways to cut, shuffle and deal that give him an edge in a game. A gambler with this Edge only gets caught cheating on a roll of snake eyes. What’s more, if your hero’s a Huckster, folks get a –2 to Notice rolls when trying to spot a hex being cast.
Last edited by Silas Black on Tue Nov 21, 2017 12:02 am, edited 3 times in total.
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Silas Black
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Powers

Post by Silas Black »

Powers:
Armor (Novice) Power Points: 2
Range: Touch Duration: 3 (1/round)
Trappings: Huckster: Attacks simply miss
Armor creates a magical shield around a character that protects him from damage. Success adds +2 to Toughness, and a raise +4. Non-magical AP damage does not negate this bonus, but magical armor piercing damage does.

Soul Blast (Bolt; Novice) Power Points: 1-6
Range: 12/24/48 Duration: Instant
Trappings: Huckster: The huckster hurls a playing card from his sleeve with devastating force.
Bolt hurls a beam of energy, a projectile, or other missile at a target. The arcane skill roll is used as the attack roll, and the base damage is 2d6.
Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. This must be decided before the power is cast. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any attack penalties.
Additional Damage: The character may also increase the damage to 3d6 by doubling the Power Point cost per bolt. This may be combined with the additional bolts, so fi ring 3 bolts of 3d6 damage costs 6 Power Points.

Boost/Lower Trait (Novice) Power Points: 2
Range: Smarts Duration: 3 (1/Round)
Trappings: Huckster: No visible effect.
This power allows a character to increase any of a target’s Traits by one die type for a standard success, and two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
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Silas Black
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Background

Post by Silas Black »

Born in 1855, in New Orleans Louisiana. Silas Black was the son of a gambler and a prostitute. Silas was immersed in the culture of the big easy, voodoo, jazz, and gambling. Silas spent a majority of his as an orphan as his mother and father died when he was around six. His father was gunned down during a card game for cheating, and his mother ended up dying of consumption. Silas spent a lot of years running with street urchins and various other criminals. Eventually Silas picked up his father's profession and started gambling, which lead to Silas meeting a great deal of shady personalities.

Only a few years ago, Silas had found his welcome wearing thin in New Orleans. So he decided to move west, he picked up money doing odd jobs, bounty hunting and gambling. It was during his exodus west that Silas began to learn the mystical aspects of being a Huckster, mostly by studying a dogeared and annotated copy of Hoyle's Book of Games he got from his father's belongings. Now he stands in the west looking for the next big score.
Last edited by Silas Black on Wed Nov 08, 2017 11:54 am, edited 1 time in total.
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Silas Black
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Equipment

Post by Silas Black »

Gear
Clothes/Worn Items:
Casual Outfit: (Duster, ,Longjohns, Work Shirt, Boots, Trousers, Stetson Hat)
Dressed to Impress Outfit (Shoes, Fancy Suit, Gold Watch)
Spectacles
Set of Playing Cards
10x Matches
Gunbelt
Quick-draw Holster
2x Cigars
2x Speed-load Cylinder (.45)

Horse w/Saddle
Saddlebags
2x Boxes .45 Pistol Ammo (50 ea.)
2x Boxes .45 Rifle Ammo (50 ea.)
2x Boxes 12 gauge Shotgun Shells (20 ea.)
Bedroll
Canteen
Iron Skillet
Mess Kit
18x Cigars
3x Sets of Playing Cards
Box of Matches (90)


Colt Peacemaker (Single Action)
  • Range: 12/24/48
  • Damage: 2d6+1
  • RoF: 1
  • Weight: 7 lbs
  • Shots: 6
  • Min Str: -
  • AP: 1

Winchester ‘76
  • Range: 24/48/96
  • Damage: 2d8
  • RoF: 1
  • Weight: 2 lbs
  • Shots: 15
  • Min Str: -
  • AP: 2

Double Barreled Shotgun
  • Range: 12/24/48
  • Damage: 1-3d6
  • RoF: 1-2
  • Weight: 8 lbs
  • Shots: 2
  • Min Str: -
  • Note: +2 Shooting rolls.

Brass Knuckles
  • Damage: Str+1d4
  • Weight: 1 lb
  • Notes: None.

Bowie Knife
  • Damage: Str+1d4+1
  • Weight: 2 lb
  • AP: 1

Greased Lightning Pills x2
  • Concocted for gunslingers looking for an edge in a fight, these pills stimulate the nervous system, speeding nerve impulses dramatically, and granting the pistolero preternatural reflexes. Whenever a character affected by these pills is dealt an 8 or less in combat, he may discard that card and draw again, keeping the best of his draws. This effect lasts until the user is dealt a Joker, or the end of a combat.
  • Malfunction: A bad patch of pills slows the reflexes. For each dose taken, the recipient must make a Vigor roll. On a 1 (regardless of the result of any Wild Die), he does not gain the usual benefit, but instead is dealt two cards each round, and acts on the lower of the two. Further, if the user has any Edges that modify initiative cards, they are nullified. This effect lasts until the user is dealt a Joker, or the end of a combat.

Resources: $218.00
Last edited by Silas Black on Sun Nov 12, 2017 5:38 pm, edited 2 times in total.
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Silas Black
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Posts: 9
Joined: Mon Nov 06, 2017 8:46 pm
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Contacts

Post by Silas Black »

Contacts: None
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Silas Black
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Posts: 9
Joined: Mon Nov 06, 2017 8:46 pm
Location: Deadlands PC
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Advancements

Post by Silas Black »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here


Advances
  • Initial Advances: (From Hindrances): Spirit 1d8, Rich
  • Free Edge (Human): Arcane Background (Magic)
  • Novice 1 Advance: Card Sharp
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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