John Newcomb

    Legendary Male Human, Huckster

    Background

    An older gentleman with a caring, open face tempered with sternness. He is soft-spoken and seems to radiate honesty and openness. John has always been a talker, not a fighter. Did I say John I meant Jim or Zeke or Bradly or Reverend Colliver or Dr. Jorde or any of a number of names and faces he has had throughout his life. He started life, as many do, at a young age learning from his mother and then the schoolmarm, working the land with his father. His family had headed west early right after the quake but never made it. Stopping in the Oklahoma planes they put down roots and started farming, selling to settlers and ghost rock hounds that came after them; headed for California and riches or ruin. John, we will stick with John for now as it is the latest name he's using, grew up listening to their stories, wishes, and hopes. It is no wonder that at 13 he ran away to follow them himself. While the story that his father had spun for him managed to get him to the maze it didn't feed him once he was there. A month on a maze runner convinced him that life on the seas and between the towering pillars of rock was not for him. Jumping ship in Shan Fran he told himself that in the last 30 days he'd done 6 months' worth of work and since that was the agreed-on wage he deserved it. Talking the purser into it was much easier than he expected as well. So an adult at 14 he had some walking around money and an inflated idea of his own intelligence, a sure sign of great things to come. Come they did in the form of Madam Zorastion heir of Nostradamus and spiritual medium. A rather large woman born Sally Mayweather of London below the high street. She took pity on the boy with far too much money and helped him spend it, but was kind enough to give him a job after. She would be his third, and he would say greatest, teacher. She taught him the elements of the grift, how to cold read a mark, what it means when they start getting antsy, and last but not least when to take the money and run. She also introduced him to Hoyle a friend he would take solace in from that time forward. Madam Mayweather was an old-school huckster, still using tarot cards. She incorporated hexes into her readings to cause things like the table to rise or the candles to flare up strictly low-risk stuff, she would never touch more powerful magics; at least that she showed him. John parted ways with her after a number of years, now an older man he was besat with wanderlust again, and the end of the rail wars provided the perfect opportunity to travel east! Running scams and short-term grifts he worked his way back across the country headed for the big cities of the east, the north depressed him, too close together, too little space, and good money but too many people. Heading south the remains of the war, the devastation of the cities shocked him. The people still going on and rebuilding were inspiring to him he developed a bit of a conscience seeing how people were helping and supporting each other. From then on he would only steal from those who could afford to lose it. New Orleans was a joy, with no devastation, plenty of rich marks, and a culture rich in magic; The nightlife wasn't bad either. His stay there ended all too abruptly as it was made clear to him that his education in magic was sorely lacking in breadth when something peeled its skin off in front of him and told him to get out of town if he wanted to keep his skin on his bones. That leads us to the present day now older, if not old, and wiser, if not wise, he has wandered into Brimstone with no clear purpose in mind yet but the smell of money is in the air and it has never led him wrong yet.


    Attributes: Agility d6, Smarts d12, Spirit d12, Strength d4, Vigor d8
    Skills: Athletics d4, Common Knowledge d4, Fighting d6+1, Gambling d6, Language (English) d8, Notice d6, Persuasion d12, Spellcasting d12, Stealth d4
    Pace: 6; Parry: 7; Toughness: 6
    Conviction: 5
    Hindrances: Bad Eyes (minor), Code of Honor, Greedy (minor), Phobia (major, Caves), Phobia (minor, Wild Dogs)
    Edges: Arcane Background (Huckster), Aristocrat, Brave, Card Sharp, Channeling, Charismatic, Connections (setting, High Society), Damned, Elan, Great Luck, Iron Jaw, Jack-of-all-Trades, New Powers (Growth/Shrink, Healing), Old Hand, Power Points (custom), Reputation, Streetwise, Tale-Teller
    Weapons: Unarmed (Range Melee, Damage Str), Colt Frontier (.44-40) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Derringer (.41) (Range 3/6/12, Damage 2d4, ROF 1), Ghost Steel Knife (Range Melee, Damage Str+d4+1, AP 1), LeMat undercarriage Shotgun (16-ga) (Range 12/24/48, Damage (1-3)d6, ROF 1), Unordinary Cane (Range Melee, Damage Str+d6+1, AP 1, Reach 1, +2 Parry)
    Gear: A Short Treatise of Whist, Backpack (Contains: Longjohns, 3x Shirt/blouse, dress, 3x Shirt/blouse, work, 3x Trousers/skirt, Winter coat, 6x Suit/fancy dress), 10x Dehydrated air tablet, Doctor's Bag (Contains: Disguise kit, Ghost rock ore, Healing unguent, Lockpicks, Noiseless Shoes, 50x Percussion caps, 50x Shot w/powder, 6x Speed-load cylinder, Tool Kit (Weird Science), 3x LeMat Carbine (.42), Ghost Steel Knife, Bowie, Vapor mask, Owl-eye goggles), Electrostatic belt , Hoyle's Book of Games (1769), Hoyle's Book of Games (1861), Jackalopes Foot (Preserved), Matches (box 100), 3x Playing cards, Playing cards - Marked, Pouch of Silver Dollars, Rifle Boot (Contains: 50x Shotgun shells, 3x Double-Barrel Shotgun, 3x Winchester Lever-Action Shotgun), 2x Spectacles, Spring Boots, Suit/fancy dress, Tobacco, chewing (tin), Tobacco, smoking (pouch), Watch, gold
    Language: English (native, d8)
    Current Wealth: 5890.50$
    Arcane Background: Huckster (Deadlands)
    • Power Points: 15
    • Powers: A Little Help From my Friends (Summon Ally; Savage Worlds: Adventure Edition p169), Ahha! (Trinkets; Deadlands - The Weird West p76), For the Rubes (Illusion; Savage Worlds: Adventure Edition p163), Insurance From the House (Healing; Savage Worlds: Adventure Edition p162; Touches the wound and pulls forth a broken poker chip, damaged old pack of cards, or other piece of betting/gaming paraphernalia. Trappings), Metal Girdle (Growth/Shrink; Savage Worlds: Adventure Edition p162; Pulls forth a metallic harness that opens elongating and bulking up the target or entrapping and squeezing the target smaller. Trappings; Limitations: Touch (limited))

    Special Abilities

    • Huckster: Power Points: 15; Powers: A Little Help From my Friends (Summon Ally; Savage Worlds: Adventure Edition p169), Ahha! (Trinkets; Deadlands - The Weird West p76), For the Rubes (Illusion; Savage Worlds: Adventure Edition p163), Insurance From the House (Healing; Savage Worlds: Adventure Edition p162; Touches the wound and pulls forth a broken poker chip, damaged old pack of cards, or other piece of betting/gaming paraphernalia. Trappings), Metal Girdle (Growth/Shrink; Savage Worlds: Adventure Edition p162; Pulls forth a metallic harness that opens elongating and bulking up the target or entrapping and squeezing the target smaller. Trappings; Limitations: Touch (limited))
    • Deal With the Devil: May not Short nor spend Bennies for Power Points, but can cast powers they don't have and are above their Rank. Also gain PP or bonus to Spellcasting from such castings. See page 64.
    • Languages Known: English (native, d8)
    Starting Bennies: 4

    Advances

    Novice Advances
    • Raise Attribute: Spirit
    • Edge: Tale-Teller
    • Edge: New Powers (Growth/Shrink, Healing)
    Seasoned Advances
    • Raise Attribute: Spirit
    • Raise Skills: Fighting/Notice
    • Edge: Elan
    • Edge: Channeling
    Veteran Advances
    • Raise Attribute: Vigor
    • Edge: Reputation
    • Edge: Charismatic
    • Edge: Streetwise
    Heroic Advances
    • Raise Attribute: Vigor
    • Edge: Old Hand
    • Edge: Brave
    • Edge: Card Sharp
    Legendary Advances
    • Edge: Damned
    • Raise Attribute: Spirit
    Legendary (2) Advances
    • Raise Attribute: Smarts
    • Raise Skills: Spellcasting/Persuasion
    Legendary (3) Advances
    • Edge: Aristocrat

    Current Load (normal/combat): 82.25 / 19.75 (21)
    Books In Use: Savage Worlds: Adventure Edition, Deadlands - The Weird West, Deadlands Weird West Companion
    Setting Rules: Unarmored Hero
    Validity: Character appears valid and optimal
    LobsterJ
    lobsterj
    User created shares are either original works or might be based off fictional or historical events or people and assumed to be fair-use for personal role playing sessions.
    Savaged.us claims no ownership or responsibility for any material created by our users.