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Arcane Background (Huckster)
Requirements: Novice
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3
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.
Hucksters
The arcane secrets of casting hexes go back quite a ways. Back in the old days—the really old days, when folks still believed the earth was flat—magic was a lot more common than it is today. For reasons unknown, it began to fade from the world some time toward the end of the Dark Ages. Some of the more powerful magics stuck around for a while longer, but they became the subject of myth and legend as the Age of Reason rolled around. That said, not all was forgotten. Around 1740, a fellow named Edmund Hoyle wandered Europe, putting some of the pieces back together in the process. He knew that what he learned would probably get him burned at the stake for being a witch were he to write it down, so he came up with a cover story for his journal of the arcane. You and I call it “Hoyle’s Book of Games.” The key to Hoyle’s power was communicating with certain mischievous spirits—he called them “Jokers” to confuse the uninitiated—and besting them in mental duels. He would wager some of his soul against a Joker’s power, and if he won, he could force the Joker to carry out some task. Hoyle eventually refi ned his mental duels by visualizing them as hands of poker. Poker was relatively new at the time, and quickly became Hoyle’s game of choice whenever he cast his hexes. The 1769 edition of Hoyle’s Book of Games contains these secrets in their purest form. A proper reading of the complex bridge diagrams, numeric codes written into card play examples, and sample scores that litter the book can uncover secrets beyond imagining. Later editions of this arcane tome exist, though they are not as complete; unknowing editors often ruined the arcane formulae in the process of reorganizing and republishing the manuscript.
Hoyle’s Hucksters
Those who knew the secrets of Hoyle’s Book of Games were rarely able to muster much in the way of power. The Jokers seemed rare as hen’s teeth, especially those strong enough to accomplish powerful magic. Then, in 1863, something changed. Suddenly, the world was flooded with spirits, including Jokers, and it was much easier to make use of Hoyle’s formulae. “Witches” and “warlocks” are still considered evil by most folks, and a dabbler in the so-called “dark arts” had best keep his hobbies private. Otherwise, he risks being the guest of honor at a necktie party. What’s more, there are more than a few stories of sorcerous types being hunted by the Agency, the Texas Rangers, and even overzealous preachers with a few mystical powers of their own. These wizards of the Weird West call themselves “hucksters” after the snake-oil salesmen who so successfully pull the wool over the public’s eyes. Other terms were borrowed from the Indians, who have a different view of the supernatural. Jokers became “manitous,” and the supernatural plane they call home became the “Hunting Grounds.” Being a huckster isn’t easy. The would-be warlock must first learn to communicate with the manitous. This is easier said than done, especially since the huckster is trying to do more than scream at the spirits to leave him alone (like most well-balanced folks would do in the same circumstances). Assuming he’s successful, the huckster must then tempt the manitou into a game of wits. The game takes place in the Hunting Grounds, and may seem to take seconds, hours, or even days. In the real world, however, it takes only a few seconds; a really good (and lucky) huckster can have a manitou licked fast enough to beat a gunslinger in a fair draw.
Everything to Lose
This contest between hucksters and manitous is entirely cerebral, but most hucksters visualize the process as some sort of game. The vast majority “play” poker, though a few play cribbage, rummy, or mahjong. Hell, a huckster could visualize the contest as a game of tiddly-winks if he wanted to (though he’d best not tell anyone). At any rate, if the huckster wins, the manitou is forced to do his bidding. Manitous cannot normally affect the physical world directly, so the huckster must allow the manitou to inhabit his body for a short time in order to accomplish a required task. Unfortunately, manitous are as clever as they are evil, and occasionally fool a huckster into believing he’s won, before wreaking ten kinds of holy Hell once they’re in control. When a manitou cuts loose like this, it can cause massive damage, insanity, and even death.
Tipping Your Hand
Unfortunately, all these shenanigans in the Hunting Grounds don’t necessarily go unnoticed in the real world. Aside from the effects of the hex itself (which can be pretty remarkable), a hand of playing cards materializes in the huckster’s hand when he casts the hex. The huckster must look at the hand in order to draw the manitou’s power into the physical world. In other words, someone who knows what they’re looking for can spot a huckster from a country mile. If a huckster wants to hide his mystic mojo, he usually keeps a deck of real cards in his hand and conceals the magical cards with a fancy shuffle or a one-handed cut. This nifty bit of legerdemain is why most hucksters disguise themselves as gamblers, and it’ll fool most folks. But if some bird-dogger’s giving you the hairy eyeball, he can make a successful Notice roll to spot what you’re up to. Most townsfolk in the West (even the Weird West) are God-fearing folk who view magic as the work of Satan. The consequences of being caught “consorting with the evil one” usually involve a rope, a short drop and a sudden stop! You’ve been warned, amigo.
Playing a Huckster
Playing a hexslinger works just like the Arcane Background (Magic) Edge described in Savage Worlds, except that hucksters’ Power Points recharge at a much slower rate than other arcane types—1 point every three hours! The Rapid Recharge Edge reduces this to 1 point every two hours, and the improved version to 1 point an hour. If a Huckster wants to play it safe, he can cast hexes as usual and use his precious Power Points up in the normal way. If he’s in a gambling mood, however, he risk everything for more power. Interested?
Backlash
If a huckster opts for the standard method of casting spells, he makes his Spellcasting roll as usual. If the spellslinger rolls a 1 on his Spellcasting die, (regardless of the result of his Wild Die), he suffers backlash and is Shaken.
Spell List
Aim, Armor, Barrier, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burst, Confusion, Damage Field, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Elemental Manipulation (Air and Fire Only), Entangle, Environmental Protection, Farsight, Fear, Gambler, Havoc, Hunch, Invisibility, Light/Obscure, Mind Rider, Pummel, Puppet, Quickness, Slow, Slumber, Speak Language, Speed, Stun, Summon Ally, Telekinesis, Teleport, Trinkets, Wall Walker, Wilderness Walk, Windstorm
Find all of the spell descriptions on the Arcane Powers page.
Deal With the Devil
Instead of the normal casting procedure, however, hucksters can choose to “deal with the devil.” The devils in this case are actually manitous—lesser demons who give the hexslingers their power in the first place. This is basically like “double or nothing” in the spirit realm, and is far more dangerous than the huckster’s usual game. Dealing with the devil is a free and instant action, and largely replaces the usual Spellcasting roll. To make the deal, the huckster announces which of his spells he’s casting (including any variables, like extra damage or number of bolts, for example), and how many Power Points he needs. Note that a huckster can’t recharge his Power Points like this: he doesn’t get the points generated by the deal, they are used on the power. He can use it to preserve his points by dealing with the devil when he still has plenty of Power Points to spare, however. It’s his neck, after all. Once the hexslinger has declared what he’s after, he draws five cards plus one per point of Grit. He then makes the best poker hand he can (using just five of the cards in his hand). Jokers are wild cards and can be used in place of any card in the deck (even duplicating cards already in the huckster’s hand). Unused cards are discarded and the huckster compares his hand with the chart on the left.
The Good the Bad and the Ugly
If the huckster’s hand matches or beats the number of Power Points needed to cast the hex, he’s won his bargain with the manitou. He still needs to make a Spellcasting roll to determine success, but the power points are paid by the manitou. With a Flush or better, success is automatic, but a Spellcasting roll may still be needed to hit or in the case of an opposed roll (the huckster gains a +4 bonus for the Flush). This may seem like access to unlimited power, but there is a downside, compadre. If he fails to generate enough power for his hex, or uses a Joker in his final hand, the manitou wins the battle of wills, and gets the opportunity to flex its muscles a little. After the hex takes effect (or fails), the Marshal rolls on the Backfire Table (see page 129) and breaks the bad news to the huckster.
Example: Willy “KC” Silverton gets caught cheating at a game of cards and decides it’s time to skin out the back way. He decides to cast Obscure, requiring 2 Power Points. Being a mite short on Power Points, he opts to deal with the devil and draws six cards (the standard five plus one for his single point of Grit). Taking on a manitou in an ethereal card game, Willy tries to wrest the power he needs from the ornery spirit. He’s dealt two Queens. Checking the chart, he sees that a pair of Jacks or better nets him 3 Power Points. The hex is successful!
Willy throws his cigar to the floor as a mystical pair of shimmering Queens appears in his hand. His cigar erupts into a choking cloud of smoke and Willy makes good his escape.
New Edges
A canny spellslinger always keeps a few extra tricks up his sleeve (along with a couple of “spare” Aces). Here are a few new Edges that fit the bill.
Dealer’s Choice
Requirements: Novice, Arcane Background (Magic), Spellcasting d6+
Your hero’s never happier than when he has a deck of cards in his hands. Poker, faro, even patience, this huckster has card games in his blood. Any time you are dealt a card for any reason, after you have looked at it, you can choose to spend a Fate Chip to discard it and redraw another card.
High Roller
Requirements: Seasoned, Arcane Background (Magic), Spellcasting d6+, Guts d8+
Go high or go home. You don’t bother with lesser manitous. When dealing with the devil, your hombre draws an extra card. He may still only use five cards to form the hand, but now he has more choice.
Improved High Roller
Requirements: Veteran, High Roller.
This Edge functions like High Roller, only the spellslinger draws two extra cards instead of one.
Old Hand
Requirements: Heroic, Arcane Background (Magic), Spellcasting d10+
With knowledge comes power, and you know when to say when. When dealing with the devil, red Jokers are wild cards but don’t cause Backfire. Black Jokers still bring the pain as usual. (Make sure you can tell the difference before drawing cards.)
Whateley Blood
Requirements: Novice, Arcane Background (Magic)
Somewhere in your family tree is a crooked branch called the “Whateleys.” This twisted family of inbred witches and warlocks are well-known by arcane types as being both extremely powerful, and extremely crazy. Many of the Whateleys are deformed, though your hero doesn’t have to be (take the appropriate Hindrance if he is). All have some tell-tale mark— pale skin, jet black hair, long fingernails, sallow complexion, and so on, and all have green eyes. Whatever mark you choose, there’s something about their tainted blood that just puts folks off, and gives your descendant –2 Charisma. It’s entirely unfair, and we know it, but a female with Whateley blood can choose if her tell is unsettling (–2 Charisma) or exotic (+2 Charisma). We’ll repeat it one more time. We know it ain’t fair, so don’t write to us whining about the “free Edge” sister Whately got that her little brother didn’t. (She’ll have her hands full fending off suitors foolish enough to think about joining the family anyway.) Now for the meat of what this Edge is all about. Hucksters with Whateley spirit running through their veins have learned “blood magic”. They can voluntarily suffer a Fatigue level for 2 Power Points. They can suffer a wound for 1d6+1 Power Points. This is done exactly as you’d think it’d be—by cutting, carving, or otherwise maiming themselves. This is a free action—they’re quick, those Whateleys—and so can be done the same action as the spell they so desperately need to cast with no multi-action penalty. Since this is a free and instant action, the Whateley can actually render himself incapacitated and still get his spell off. Good luck waking with your gear still in your pack, however.
Poker Hands and Power Points