Full Name |
James Thomas Blackthorne |
Race |
Human |
Classes/Levels |
Seasoned |
Gender |
Male |
Special Abilities |
Gambler, Lawyer |
About J. Thomas Blackthorne
Born to a well-off New Orleans family with French heritage, J.T. was, up until his teen years constantly getting into trouble of one kind or another. With everything from vandalism to the occasional shoplifting incident, he knew nothing but his parents getting him out of whatever trouble he got into. All of that changed though when he got home on his thirteenth birthday (late, after a rowdy, trouble-filled evening). As he climbed the tree next to his bedroom window, he was surprised to see a gathering of people around a bonfire back in the woods. As it would any daring teen, curiosity took hold and he went to investigate. As he got close, he swore he could hear his father’s voice among others chanting some non-coherent words. What he then saw froze his blood and caused him to let out a loud gasp.
There were several people standing in a large circle on top of a drawing on the ground that included many strange symbols. In the middle, his father plunged a knife into his mother's chest and a glowing SOMETHING flew from the wound and into his father's mother. In moments, his grandmother's appearance softened and she became more youthful. As his father's eyes met his across the distance, JT took off in a run and never looked back. Without thinking, he ran back to town and hid in a stack of crates on the dock. Before he knew it, day was breaking and talk was all over town of the animal attack that had killed the Blackthorne family, mauling them beyond recognition. JT didn't understand why that was the story, but kept quiet about what he'd seen and contacted the Sheriff to find out what was to become of him.
After a couple of weeks, JT was on a boat for France and a life with his relatives. While there, he did all he could to find out about what had happened (and in the process felt "touched" by ~somehing~ in many dreams, some were even 'waking' dreams where he would just stare off into space). After that, it wasn't one of his relatives, but an old Gypsy woman who came to him declaring that he had taken the first steps to his destiny and presenting him with a copy of Hoyle's Book of Games.
His future took an ominous turn when that gift of Hoyle's Games wound up being a distraction. Unbelieving at first, JT focused on his Law Studies with every thought of returning to the states to open a law practice in or near New Orleans. When graduating, he started out with the intention to do just that. As often happens, good intentions go wildly awry.
The entire journey from France to The CSA, he studied the book, finding all kinds of hidden secrets and what could only be spells within it. His fascination with the games and poker almost consumed him. From the moment he arrived back in the states, he embarked on a career of Gambling instead of law or theology. His fortunes fled and returned frequently, keeping him going as he rode riverboats, visited saloons, and even was invited to private games. Most recently, his fortunes have been on a downward run, and he's thought about heading further west to try changing that. Something else he's also discovered is that similar secrets reside in a dime novel about Doc Holliday. He hasn't explored that book for secrets as deeply as he has Hoyle's, but he's finding the hints of the possibilities inside it...
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Academics d6, Athletics d4, Common Knowledge d6, Fighting d4, Gambling d8, Language (English) d8, Language (French Creole) d6, Language (French) d8, Language (Italian) d6, Language (Linguist #4) d6, Notice d6, Occult d6, Persuasion d4, Shooting d6, Spellcasting d8, Stealth d4
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Code of Honor, Heroic
Edges: Arcane Background (Huckster), Card Sharp, Linguist, Veteran O' the Weird West
Weapons: Unarmed (Range Melee, Damage Str), Derringer (.41) (Range 3/6/12, Damage 2d4, ROF 1), Knife (Range Melee, Damage Str+d4), Lemat Revolver (.40) (Range 12/24/48, Damage 2d6, ROF 1, AP 1), Undermount Shotgun for Pistol (16-ga) (Range 5/10/20, Damage 1-3d6, ROF 1)
Gear: Book (Adventures of Doc Holliday dime novel), Book (Hoyle's Book of Games), 2x Deck of cards, 50x Pistol Ammunition (.40 caliber), 20x Pistol Ammunition (.41 caliber), 50x Pistol Ammunition (Large, .40-.50 caliber), Saddlebags
Languages: English (native, d8), French (d8), French Creole (d6), Italian (d6), Linguist #4 (d6)
Current Wealth: $205.30
Arcane Background: Huckster (Deadlands)Power Points: 10Powers: (none selected)
Special Abilities
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.
Advances
Novice Advances
Edge: Linguist
Raise Skills: Gambling/Spellcasting
Raise Skills: Academics/Shooting
Seasoned Advances
Edge: Card Sharp
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Current Load: 23 (41)
Books In Use: Savage Worlds: Adventure Edition, Deadlands - The Weird West, Deadlands Weird West Companion
Validity: Character appears valid and optimal