"Emerald" Jackson

Background
Jackson was born and raised across the ocean in Ireland and tends to dress in green to match his eyes - hence the name. He moved to California after his wife died about a month before the Reckoning and has been convinced that something is "wrong" with the world ever since, especially after his home sunk into the sea after the 'quake of '68. He learned from a friend all about Hoyle's Book and quickly extracted most of it's secrets and, oweing to his intuition and high intelligence, became an accomplished Huckster, and not a bad poker player to boot. He has now decided to catalogue all the strange phenomina and bizarre creatures in the Weird West and for this he needs proper "field work", i.e investigating every rumour of oddness he hears - much like the Pinkertons do.
He is a calculating, perceptive, smart - but sometimes coldly manipulative person who puts his "book" before anything else. He already has in his posession several pages of Edmund Hoyles original manuscripts, and so has access to a few hexes that most Hucksters do not even know exist! He is always on the lookout for the rest of Hoyles notes...if he completes his collection then in theory he would have the correct "tools" for deciphering all of Hoyles secrets! He would be a powerful huckster indeed...although he would probably use his talents for good rather than ill....i stress "probably", who knows what that knid of power would do to a man?

Appearance
Jackson is now over 50 years old but he is nevertheless a tall fellow who prefers to wear a green suit and stetson, (although as you can see from his picture the odd "earth brown" jacket creeps into his collection!) he is also strangely gregarious and likes to know everything about everybody, especially fellow Hucksters who he often "trades" Hex's with, although he is very careful about who he imparts his knowledge to. He has pensive green eyes, curly brown hair and a strong southern Irish accent. The man is slow to anger but quick to deal with a dangerous situation, even under pressure, and is well respected by most people he meets

Quote - "That's an interestin' bit 'o' paper you've got there...would ye mind lettin' us take a gander? I can make it worth ye while, so I can...

Statistics
DEFTNESS 3d8, NIMBLENESS 3d6, STRENGTH 2d8, QUICKNESS 3d10, VIGOUR 3d8
Pistol 3, Sleight O Hand 4, Throwin':Knife 1, Filchin' 4, Sneak 3, Fightin':Brawl 2, Fightin':Knife 2, Dodge 3, Ridin' 2, Quickdraw 2

COGNITION 5d10, KNOWLEDGE 3d10, MIEN 2d8, SMARTS 4d12, SPIRIT 4d8
Scrutinize 4, Search 4, Trackin' 2, Arts - Paint 2, Occult 4, Area:Great Maze 3, Area:Arizona (all)2, Area:Dodge 2, Area:Denver 2, French 1, English 2, Gaelic Irish 2, Medicine:General2, Professional - Author 2, Persuassion 3, Tale Tellin' 4, Bluff 3, Gamble 4, Survival:Great Maze 2, Guts 4, Faith 2 (Catholic)

Edges:Luck O the Irish (of course!), Sense of Direction, The Voice - soothing/persuassive, Level headed, Veteran O the Weird West*
Hindrances:Curious, Cautious, Yearnin' - to write his book, High Falutin', Ferner (technically), nearly a Geezer, although not quite!

*Forsaken - Due to his Veteran edge Emerald cannot be the recipient of any beneficial magic from others!

Wind=16, Pace=6/12, Size=6, Grit=4

Hexes
Soulblast 4, Arcane Flames 3, Mirror Image 6, Corp Tweak 5, Corp Twist 7, Mind Twist 5, Phantom Fingers 3, Ironhide 3, Trinkets 3, Sucker Punch 5, Rum Punch 5, Ascension 3, Private eye 5, Earshot 3, Dangerous Dice 4, Ace of Hearts 2, One-eyed Jacks 5, and any others you feel appropiate...also don't forget the bonuses given by Hoyles Cards!

Gear
Relic - Hoyles Cards (see Q&theD), Peacemaker + ammo, Good quality whiskey, one quickdraw holster, a few of Hotles handwritten manuscripts, notepad + pen, plenty of green suits, plenty of cash - for train + coach fares between Maze & Dodge

Notes...
Emerald Jackson is a mysterious character (as most Hucksters are) and can most commonly be found on a train travelling through the disputed territories, he's really here to interact with the Hucksters in your posse and gives them chance to learn new hexes, although Emerald won't let them know any Hexes he thinks they aren'e able to control properly. New hexes can be learned from his manuscripts and notes if one passes an Occult (7) check rolling Cognition Trait dice types rather than Knowledge as they sift through the info trying to find the code, they may add +2 to this roll if Emerald is helping them
I've found that most Hucksters are arrogant sorts and the Hucksters amongst my posse's have treated Emerald as a conniving inferior and just trying to get hexes out of them...this is fine...just the way Jackson likes it in fact...play up the fact that he is of indeterminable power, and try not to let the posse figure he has a deck of Hoyles Cards, they will no doubt try to kill him for them - as Emerald did their previous owner!

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