Huckster

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Name: Huckster

Race: Human

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6

Skills: Fighting d4, Gambling d6, Guts d6, Notice d4, Persuasion d6, Riding d6, Shooting d6, Spellcasting (Arcane) d8

Pace: 4, Parry: 4, Toughness: 5, Charisma: 0, Grit: 2

Gear: Unarmed Strike d4 (Str), Derringer d6 (2d6, 5/10/20), Brass Knuckles d4 (Str+d4)

Hindrances: •Bad Eyes (minor): -2 to shoot or notice distant targets w/o glasses

•Cautious: Plot things out in detail before any action

•Lame: -2 Pace; Roll d4 for running

Edges: •Arcane Magic: Gain the Magic arcane background

•Card Sharp: Only get's caught cheatin' when he rolls snake eyes; people are at -2 to notice Huckster.

•Dealer's Choice: Spend Fate Chip to redraw a card.

•True Grit: +1 Grit

Arcane Powers:

•Burst: Use Cone Template; Roll Agility or 2d10 damage

•Deflection: Attacks are at -2 (or -4 with raise); Serves as Armor against area effect weapons

•Gambler: The blessed can sometimes transmute divine favor into pure luck with this minor miracle. With a successful roll, the caster converts her 5 Power Points into a Fate Chip drawn at random from the fate pot. Failure, however, angers the fi ckle spirits of fate and costs her a Fate Chip instead. No Fate Chips may be spent on the Faith roll, and it may not be cast if the hero has no Fate Chips to wager.

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