Huckster

HOYLE'S HUCKSTERS

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. Soon magic became the subject of myth and legend. Not all was forgotten. Around 1740, a fellow named Edmund Hoyle wandered Europe, putting some of the pieces back together. He knew what he learned would 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 refined 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’re not as complete; unknowing editors often ruined the arcane formulae in the process of reorganizing and republishing the manuscript. But those who knew the secrets of Hoyle’s Book of Games were rarely able to muster much in the way of power. Jokers seemed rare as hen’s teeth, especially those strong enough to accomplish powerful magic. Then, in 1863, the world was suddenly flooded with spirits—including Jokers—and it was much easier to make use of Hoyle’s formulae. These wizards of the Weird West call themselves “hucksters” after the snakeoil salesmen who so successfully pull the wool over the public’s eyes. Other terms were borrowed (and often mistranslated) 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.” Witches and warlocks are still considered evil by most folks, and a dabbler in the socalled “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 authorities or overzealous preachers with a few mystical powers of their own.

PLAYING A HUCKSTER

If a Huckster wants to play it safe, he can cast hexes as usual and use up his precious Power Points in the normal way. If he’s in a gambling mood, though, he can risk everything for more power. 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 tempts the manitou into a game of wits. 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.

DEALING WITH THE DEVIL

Instead of casting a spell normally, a huckster can choose to engage his manitou directly. This is more dangerous than the huckster’s usual game, but has much greater potential as well. Dealing with the Devil is an action which includes casting the spell but can only be attempted once per turn. While the game seems to take minutes or even hours in the Hunting Grounds, only a few seconds pass in the real world. There are two main reasons a huckster might want to Deal with the Devil. First, he can cast any spell in his Available Powers list, even those he doesn’t normally know, and including those above his current Rank! Second, with a good hand, he can add any leftover Power Points to his Spellcasting roll or his personal total. Here’s how to do it:
  1. Ante Up: Spend a Benny. That’s the cost the manitou requires to play, partner!
  2. Choose a Power: Tell the Marshal which power your huckster is trying to cast and total up the number of Power Points it requires, including all Power Modifiers.
  3. Gamble: Make a Gambling roll, then draw five cards plus one extra card for a success or two with a raise (no cheating on this roll, amigo, the manitou is watching). Failure simply means you get no additional cards. A Critical Failure means you get no additional cards, and after the spell is resolved, the Marshal rolls on the Backfire Table! (See page 88.)
  4. Make a Poker Hand: Put together the best poker hand from the cards you drew and consult the Dealing with the Devil Table. Jokers are Wild Cards that can be used as any other card, and you get your ante (Benny) back! You can only use the Power Points granted by the hand—not your own pool—when Dealing with the Devil. If you didn’t get enough Power Points, subtract however many points you came up short from the Spellcasting roll in the next step—the game ain’t over yet!
  5. Cast the Spell: Now make a Spellcasting roll at −2 for each Rank the power is above your current Rank, if any, and −1 for each Power Point you came up short in the last step. If the hand gave you more Power Points than you needed, you may add them to the Spellcasting roll to increase its total, or use them to recharge your regular Power Points for later—your call, but decide before rolling. Critical Failure has the usual consequences and the Marshal rolls on the Backfire Table! (See page 88). Failure (after adding any leftover Power Points, if possible) means the spell fails. The huckster doesn’t spend a Power Point but does lose the ante unless a Joker was used.
  6. Resolve the Hex: If the power was successful, resolve its effects as usual.


TRAPPINGS

Casting a hex causes a hand of mystical playing cards to materialize in the huckster’s hand. That’s pretty obvious to anyone paying attention. Wise hucksters keep a deck of real cards in hand to conceal the truth. This nifty bit of legerdemain is why most hucksters are gamblers with a card-shuffling habit, and it fools most folks who don’t know exactly what they’re looking for. Effects are another matter. Attack powers take the form of thrown cards glowing with energy. Powers such as boost Trait don’t have obvious effects, but something like havoc certainly does. A viewer with detect arcana or similar abilities active when the huckster casts a hex can see the arcane energy too.

HUCKSTER EDGES

HEXSLINGING

REQUIREMENTS: Seasoned, Arcane Background (Huckster), Shooting d8+ John Henry “Doc” Holliday was a huckster who learned the secrets of “rune magic,” a process the ancient Vikings used to enchant their weapons in days long past. He carved the runes on his favorite six-gun and “hexslinging” was born. Taking a cue from Hoyle, Doc passed those techniques on to his friends in a series of dime novels appropriately called The Adventures of Doc Holliday. Hexslingers who learn Holliday’s secrets gain the ammo whammy power (page 75) and can create their own rune-engraved “hex guns.” This takes four hours per weapon, most of which is spent inscribing the barrel with various runes. The weapon can be any firearm—a pistol is common, but nothing stops a hero from making a hex gun out of a derringer or even a Gatling if she wants! Once complete, any hexslinger can use that weapon to cast any of the following powers (assuming they have them) on or with the hex gun without incurring a Multi-Action penalty: ammo whammy, deflection, boost Shooting, and protection. These spells have a Range of Self when cast in this way and can’t use the Additional Recipients modifier if they have it. Activation causes the runes on the weapon to glow subtly, throw sparks, or some similar effect.

HIGH ROLLER

REQUIREMENTS: Seasoned, Spirit d8+, Arcane Background (Huckster), Spellcasting d6+ Go high or go home. Your hero draws an extra card anytime he Deals with the Devil (see page 65).

IMPROVED HIGH ROLLER

REQUIREMENTS: Veteran, High Roller Your inveterate gambler draws two extra cards (total) when Dealing with the Devil.

OLD HAND

REQUIREMENTS: Heroic, Arcane Background (Huckster), Spellcasting d10+ With knowledge comes power, and this huckster knows when to say when. After you form a five-card poker hand when Dealing with the Devil, you can discard up to three cards and redraw!

WHATELEY BLOOD

REQUIREMENTS: Novice, Arcane Background (Huckster) Somewhere in your family tree is a crooked branch known as the Whateleys. This twisted family of inbred witches and warlocks is known by arcane types as being powerful—and extremely crazy. Hucksters with Whateley spirit running through their veins have learned “blood magic.” Many of the Whateleys are deformed, although your hero doesn’t have to be (take the appropriate Hindrance if he is). All have some telltale 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 puts folks off. That unsettled feeling reduces the huckster’s Persuasion rolls by 1, though many overcome it with other Edges taken separately (Attractive, Charismatic, etc.). Now for the meat of the Edge. A huckster with Whateley Blood can voluntarily suffer a Fatigue level for 5 Power Points, or a Wound for 10. This is done exactly as you’d think— by cutting, carving, or otherwise maiming themselves (as a free action, which makes it pretty messy!). Whateleys are a slippery bunch, so if this Incapacitates the caster he completes his turn before keeling over for a dirt nap.
  • Edge: Arcane Background (Huckster)
  •  Requirements: Novice, Gambling d6+, Spellcasting d4+ 
  •  Arcane Skill: Spellcasting (Smarts) 
  • Starting Powers: 3
  •  Power Points: 10
  •  Available Powers: Ammo whammy, arcane protection, barrier, beast friend, blind, bolt, boost/lower Trait, burst, confusion, damage field, deflection, detect/conceal arcana, disguise, dispel, divination, elemental manipulation, empathy, entangle, environmental protection, farsight, fear, havoc, illusion, intangibility, invisibility, light/darkness, numb, object reading, protection, puppet, sloth/speed, slumber, sound/silence, speak language, stun, summon ally, telekinesis, teleport, trinkets, wall walker.
  •  Magic: Hucksters may take Edges that require Arcane Background (Magic).
  •  Backlash: A Critical Failure on a Spellcasting roll causes the huckster a level of Fatigue and all currently active powers are terminated.
  •  Deal with the Devil: Hucksters may not Short nor spend Bennies for Power Points (see Savage Worlds), but can Deal with the Devil for the ability to cast powers—even  ones they don’t have and are above their Rank! They might also gain additional Power Points or a bonus to their Spellcasting rolls from such castings. See Dealing with the Devil for the details.