English soldier and gun-for-hire working with the Fellowship.
“I fought in the war between the States for the same reason everybody else did: because I was a damned fool.”
|Male Fast Hero 4/Gunslinger 4||CR 8|
|Medium-size humanoid (adult human)|
|Init +6; Senses Listen +1, Spot +1|
|Def 20, touch 19, flat-footed 20 (+2 Dex, +7 class, +1 buff coat)|
|hp 75(HD 4d8+8 plus 4d10+8)|
|Fort +4, Ref +6, Will +4|
|Spd 30 ft.; Space 5 ft; Reach 5 ft.|
|Base Atk +6/+1; Grap +7|
|Melee attack +7/+2 (1d3+1, unarmed) or +8/+3 (1d6+1/18-20, saber)|
|Ranged attack +9/+4 (2d6, .44 Army revolver) or +8/+3 (2d10, Spencer carbine)|
|Two-Weapon attack +7/+2 (2d6, .44 Army revolver/1d6+1, saber)|
|Abilities Str 12, Dex 14, Con 14, Int 12, Wis 12, Cha 14|
|SQ close combat shot, weapon focus, defensive position|
|AL Good, Life, Fellowship; Rep +3; AP 10|
|Occupation: Military [class skills: Move Silently, Survival]|
|Skills: Escape Artist +7, Hide +9, Move Silently +14, Profession (soldier) +6, Ride +13, Sleight of Hand +13, Survival +10, Tumble +10|
|Feats: Improved Initiative, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse (saber), Archaic Weapons Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency|
|Talents (Fast Hero): evasion, uncanny dodge 1|
|Distinctions: Far Shot, Weapon Finesse, +2 ability points, Special Reputation|
|Drawbacks: Bodily Marked: Tattoos: Difficult to Conceal: Tahitian and tribal markings, Debt of Honor: Moderate Debt: Basil Hallward (Certain Weirdness), Heroic Code: Fair Play, Lecherous|
|Possessions: Cavalry saber, pair of Army revolvers (.44), Spencer repeating carbine (.56), buff coat, military uniform, and various personal items|
Class Features and Other Special Abilities
Close Combat Shot
Jack can make a ranged attack with a Medium-size (or smaller) firearm while in a threatened area without provoking an attack of opportunity.
As the feat with the same name, Jack specializes with the Army revolver (.44) and adds +1 to all attack rolls with that weapon.
Jack has learned to use cover to maximum advantage. He gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he has 1/4, 1/2, 3/4, or 9/10 cover.
Jack can get greater distance out of a weapon.
The range increment for his .44 Army revolvers is 30 ft and the Spencer .56 repeating carbine is 75 ft.
Special Benefit: Very Good Reputation
Jack enjoys a great deal of positive word-of-mouth concerning himself and his actions as a military man and soldier for hire generated by those who have used his services in the past. His sterling reputation for fair play and gentlemanly conduct precedes him and often makes life easier for him among military circles.
Bonus: Jack gains an additional +2 bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Perform for the duration of an encounter where an NPC has recognized him (in a friendly fashion).
This is cumulative with the usual +4 modifier to all of the above skills that is awarded for such recognition.
Bodily Marked: Tattoos: Difficult to Conceal: Tahitian and tribal markings
Jack’s body has been permanently marked with several large tattoos from his travels around the world.
Difficult to Conceal: Jack’s permanent marks are quite indelible, and positioned so that they may be hidden beneath relatively long clothing (full-length shirts and trousers), but will be revealed by anything less.
Jack suffers a -2 circumstance penalty to disguise checks.
Debt of Honor: Moderate Debt: Basil Hallward (Certain Weirdness)
Jack owes a debt to a powerful NPC, and that debt is to be repaid with service rather than with goods or money.
Moderate Debt: Over the course of the unfolding campaign, Jack will be called upon to perform three substantial services for an NPC. These services will test the character’s abilities and will contain assorted challenges and dangers. If your character fails to heed the call when his services are requested, something unfortunate will happen to him – he and his friends will very likely be targeted for violence by the character he has spurned.
The nature of the NPC (crime boss, occult researcher, reclusive megalomaniac, etc.) should be such that he feels no real emotional connection to your character. Your character will therefore have no idea how much of a risk he is facing when he undertakes each service. The nature of each service will also probably be contrived to minimize potential reward for your character, especially when the NPC wants something of value retrieved or an enemy wiped out. These missions are duties to be discharged, not opportunities to acquire loot and glory.
Certain Weirdness: Oh, no. The nature of the NPC is such that the errands assigned to your character are certain to involve unusually bizarre inconveniences, particularly strange requirements, and especially weird or occult obstacles. The GM may disallow the use of this handicap in campaigns that do not feature occult/weird elements.
Special: The NPC won’t mind at all if other characters accompany yours out of friendship or duty, but he won’t offer them a single penny in compensation for their time or effort.
Heroic Code: Fair Play
Jack Evarman has made it part of his moral code to never take undue advantage of an opponent, and to always fight in a forthright and sporting manner.
Jack refuses to flank others, shoot anyone in the back, take opponents unaware, or attack anyone lying prone upon the ground. In moments of drastic need, Jack may attempt a Will Save (DC dictated by the GM, no doubt a very high number) to override this habit.
Jack is frequently (and severely) distracted by his weakness for the opposite sex.
Jack finds it difficult to resist the lure of any chance to be near potential romantic entanglements. Just as a drunkard dreams of wine bottles, beer cans, and shot glasses, he dreams of healthy young flesh, flirtations, and brief but passionate romantic affairs.
Evarman is continually hopping in and out of beds (or trying to, if his lechery exceeds his personal charm) and wasting many long hours at bars, clubs, and restaurants cruising for a new conquest.
Special: Your character must make a Will Save (DC generally rather high) to avoid the urge to make a pass at a potential partner whenever the opportunity presents itself (save in dire moments of emergency). This can cause no end of complications for the character and his allies when time or discretion is of the essence.
In 1872, as the campaign begins, Jack Evarman is 38 and a bit at odds with himself.
Born June 12, 1834 in Glasgow Scotland on his family’s estate, Jack Evarman is a gentleman and a soldier. Though he bears the scars of a lifetime in uniform, Captain Evarman is still in fighting form at 38. Raised in the English system of preparatory and boarding schools, Jack edged out several other classmates for a scholarship to Brillantine Military Academy.
At the tender age of 20, Jack sought and received a commission as Ensign in Her Majesty’s 2nd Dragoons (Royal Scots Greys) and mobilized along with the 7th (Queen’s Own) Light Dragoons to fight alongside Her Majesty Queen Victoria’s allies the French and the Ottomans against the Russians in the Crimean War. Serving with distinction from 1854-1856, Evarman earned a field-promotion to Lieutenant, repeatedly distinguishing himself with gallant service and survived the now infamously disastrous Charge of the Light Brigade.
Returning home from Crimea, Evarman had only a brief respite before being sent out to the Indian sub-continent with the 2nd Dragoons to suppress the rebelling 3rd Bengal Cavalry. Evarman was involved in actions during the Indian Rebellion and helped recapture the city of Delhi in August and September of 1858. This marked the end of Company rule in India and the beginning of the British Raj. Of the Rebellion itself, Jack wrote of it only in his journal:
“I have met the notorious Lt. Colonel George Carmichael-Smyth on a number of occasions and, finding him of a most unsympathetic character, do not at all blame the Bengalese, for I would not be beholden to him, either. It came as no surprise to this officer that Major General Hewitt was slow to react, being as advanced in years as he is; but that the other officers took no notice of the present situation or, having noticed, took no action to avoid conflict, strikes me as altogether negligent—and not at all becoming of an officer.”
Evarman was confronted with his country’s disturbing policy toward ruled natives, and finding he had no stomach for being a slave owner, respectfully requested reassignment. Though it met with initial opposition, his transfer was eventually approved. Present at the opening ceremony of the bell “Big Ben” in 1859, Jack spent nearly a year in London before being shipped with the Royal Scots Greys to put down yet another rebellion, this time in Taiping, China. The 2nd Dragoons were further assigned to duty at Fort Taku in 1860 during the Second Opium War alongside the French Empire once again, this time against the Qing Dynasty they had just helped liberate in Taiping.
The constantly changing politics gave Evarman no rest, and things were rapidly coming to a head. Constantly frustrated by his superiors ability to ignore the obvious, Evarman was removed from the situation entirely when his mother and father were killed in a house fire on his estate in Glasgow.
Being detached from his commission by special dispensation to care for his family, Jack thought he would be glad to be rid of the army, but found he could not give up the way of the soldier. Trained in the art of war but now without an army, Jack became a mercenary and gun-for-hire, fighting in the American Civil War (on the side of the Union) under General Sheridan with his cavalry forces at several battles including Appomattox.
Being generally at loose ends after the war, he hired his guns out again, this time for protection along routes for the Holladay Express and Wells Fargo lines in America, then further in the ongoing American Indian Wars. Jack then returned overseas to fight in the numerous wars in the notorious Pax Britannica.
Jack has seen many strange things in his travels around the world, not the least of which is the supernatural. Jack is aware of the Shadow world that moves almost imperceptibly among our own, and he has been contacted by Harry Harwell to meet with others of a like mind at the Harwell New Year’s Eve party in New York.