Malcom Rap    (Human Male Huckster)
Character Information   
Name: Malcom Rap XP/Next lvl: 0 / 19
Class: Huckster HP:curr/max 5 / 5
Alignment: Grit 1 AC:reg/rear/no shield 0 / 0 / 0
Race: Human Level: Novice
Age: 23 Height: 5'10'
Weight: 165 Gender: Male
Encumbrance: 39 Movement: 60'
Languages: English
Ability Scores   
STR: 4 (Strength)
INT: 10 (Smarts)
WIS: 6 (Spirit)
DEX: 6 (Agility)
CON: 6 (Vigor)
CHR: 0 (Charisma)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
Malcom is average height and average weight, with just a shade of darker complexion. He has fairly short black hair. He tends to be neat and fastidious about his clothing and person, when he has the chance that is.

Background:
Malcom was raised back east - in Chicago. He grew up the son of a fairly prosperous newspaper editor and was apprenticed to the trade, though never really taking to it, it sparked a lifelong desire to know the truth of goings on. After Malcom's father died in a mysterious fire, he was sent to Wisconsin to live with his aunt and uncle. Over the next three years, he found out that his family had Romani (gypsy) roots and his uncle shared his prized copy of Hoyle's Book of Games and showed him how to REALLY read it. With his eyes open to the arcane all around, Malcom is on a mission to discover all about this other world hiding in plain sight. He sees himself as a detective of the unusual. And maybe he'll make a little money at the mundane card tables while he's at it.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Colt Peacemaker 1 12/24/48 2d6+1/2d6+1 n n AP 1
Knife 1 - 4+d4/4+d4 n n
Equipment
Qty Item Location
1 pair boots Worn
3 work shirt Worn/pack
2 trousers Worn
1 vest Worn
1 Stetson Worn
1 gunbelt Worn
1 Quickdraw Holster Worn
1 Colt Peacemaker Gunbelt
50 .45 rounds Gunbelt/pack
1 knife sleeve
1 backpack shoulder
1 box of matches pack
1 bedroll pack
1 canteen - full pack
3 trail rations (days) pack
1 winter coat pack
1 bottle good whisky pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 188 10
Magic Items
Qty Item Location
3 Fate Chips
10 Power Points (recover 1/3hrs)


Gems and Jewelry
Qty Item Location
1 Watch, Standard Vest
1 Harmonica Vest
6 decks playing cards misc
1 Flask - good whisky vest
Memorized Spells



Spell Book


Level 4
Guts (Spirit)
Streetwise (Smarts)

Level 6
Gambling (Smarts)
Investigate (Smarts)
Knowledge - Occult (Smarts)
Notice (Smarts)
Shooting (Agility)

Level 10
Arcane - Huckster Magic (Smarts)


Notes
Hinderances
Curious: (Major): Curiosity is said to have killed the cat and might kill your character also. They are easily dragged into adventure and have a drive to check out every mystery they hear about.

Malcom is especially fascinated about all things supernatural.

Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.

Malcom is not necessarily the heroic sort, but if a man doesn't stand for his friends, then what sort of man is he?

Vow (Minor): Malcom has made a promise to himself to aid Romani (gypsy) unfairly persecuted for their heritage.
Edges
Arcane Background (Magic) - 10 power points. It's what lets a Huckster huck!!!
Requirements: Novice
Magic in the Weird West is not to be taken lightly. Those who practice sorcery must often wrestle their powers from the dark spirits of the Weird West, who are rarely willing to give up easily. Hucksters envision these duels of will as card games, and the best are capable of amazing powers. It is rumored
that others tread even darker paths, and harness the
power of blood magic.


Card Sharp - 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.

+1 dice type (Smarts, if it matters)
Known Spells
Bolt (Novice) Power Points: 1-6 Range: 12/24/48 Duration: Instant
Huckster: The huckster hurls a playing card from his sleeve with devastating force. Called soul blast.
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.


Hunch (Novice) Power Points: 3 Range: Touch Duration: Permanent
Huckster: The huckster must deal himself a hand of cards from an actual deck and study them

The forces of darkness really hate this hex. It gives hucksters insight into the past of a person, place or
thing. Assuming the hex is successful, the caster gets a vision, feeling, insight, or “hunch” about some event that happened in the target object or person’s past. Raises on the arcane skill roll grant more information at the Marshal’s discretion.

Speak Language (Novice) Power Points: 1 Range: Touch Duration: 10 minutes (1/10 minutes)
Huckster: No visible effect.

This power allows a character to speak, read, and write a language other than his own. The language
must be of an advanced form—not animalistic. A raise on the arcane skill roll allows the user to project
a particular dialect as well.





Nightmare
Malcom is terrified of losing his ability to use his hands. The horror of Going through life without being able to use the arcane knowledge he has gained because he can't manipulate a deck of cards makes him break out in a cold sweat. To have all that knowledge and power and be unable to use it.... better to be dead.