Jack McCall, “Crooked Nose” or “Broken Nose Jack,”
“Meet Jack McCall, the Infamous Killer of Wild Bill Hickok!”
- Alias: Crooked Nose Jack, Broken Nose Jack
- Gender: Male
- Race: Unknown
- Occupation: Buffalo hunter, Saloon-goer, Murderer
- Religion: Unknown
- Allies: None of note
- Enemies: Wild Bill Hickok
- Abode/Base of Operations: Gold mining camp near Deadwood, Dakota Territory
- Nationality: American
- Languages: English
- Alignment: Chaotic Evil
- Affiliation(s): None
- Significant Others: Not mentioned
Jack McCall, also known as “Crooked Nose” or “Broken Nose Jack,” is a figure shrouded in mystery from the Wild West. Born in Jefferson County, Kentucky, his early life remains largely unknown. He grew up with three sisters and eventually embarked on a journey westward, becoming a buffalo hunter under the alias “Bill Sutherland” in a gold mining camp near Deadwood, Dakota Territory.
McCall’s life took a sinister turn when he committed the infamous murder of Wild Bill Hickok. This event occurred in Nuttal & Mann’s Saloon in Deadwood on August 2, 1876. Driven by a lethal mix of intoxication and wounded pride, McCall shot Hickok from behind while he played poker. This act, rooted in personal offense, catapulted McCall into the annals of criminal history.
Not much is known about McCall’s fears, but his actions reflect a reckless disregard for the consequences of his deeds. He killed Hickok impulsively, not realizing the chain of events that would follow. McCall’s thirst for vengeance, whether real or imagined, led him to commit a heinous crime that would ultimately seal his fate.
McCall’s motives remain enigmatic. Some speculate that he believed Hickok had previously killed his brother in Abilene, Kansas, seeking retribution for this alleged injustice. Others suggest that his actions were driven by alcohol-induced bravado and an inflated sense of pride. Regardless of his true motivations, McCall’s wanton act of violence had profound consequences for both him and the legendary Wild Bill Hickok.
In the end, Jack McCall’s story serves as a cautionary tale of how a moment of recklessness can alter the course of one’s life forever. His name is forever associated with the murder that rocked the Wild West, leaving an indelible mark on the pages of history.
Jack McCall
Medium humanoid (human), chaotic evil
Armor Class 13 (leather duster)
Hit Points 72 (16d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 10 (0) | 8 (-1) | 13 (+1) |
Skills Deception +3, Sleight of Hand +4
Senses passive Perception 9
Languages Common
Challenge 4 (1,100 XP)
Background Feature: Criminal Contact. McCall has a reliable and trustworthy contact who acts as a liaison to a network of other criminals. He can gain information about local activities, including any major crimes, wherever he goes.
Cunning Action. McCall can use a bonus action to Dash, Disengage, or Hide.
Sneak Attack (1/Turn). McCall deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when he has an ally within 5 feet of the target.
Multiattack. McCall makes two melee or ranged weapon attacks.
- Revolver. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Reloading the revolver takes an action.
- Bowie Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage.
Actions
- Quick Draw (Recharge 5-6). McCall can make two revolver attacks against a single target as a bonus action.
- Drunken Fury (Recharge 6). McCall enters a drunken rage, gaining advantage on Strength checks and saving throws. While in this state, he has disadvantage on Dexterity saving throws. The fury lasts for 1 minute (10 rounds). McCall can end the fury early by taking an action to calm down. Once used, he can’t use this ability again until he finishes a short or long rest.
Reaction
Uncanny Dodge. When an attacker McCall can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Equipment Leather armor, revolver, bowie knife, playing cards, criminal’s tools, wanted poster with Wild Bill Hickok’s face, 20 gold pieces.
Description
Jack McCall is a scruffy-looking, medium-built man in his late twenties. He sports a crooked nose, which has given him the infamous moniker “Crooked Nose Jack.” His dark, unruly hair falls over his forehead, partially obscuring his sly eyes that are always darting around. McCall’s attire consists of worn leather clothing, and he often carries a deck of playing cards, which he uses for his games of chance.
Tactics
Jack McCall is a ruthless outlaw driven by anger and revenge. He usually tries to avoid direct confrontations but will fight dirty if cornered. McCall prefers using his revolver for ranged attacks, taking potshots at his enemies from a distance. He’s not above using his Drunken Fury ability when things get tough, but he’ll also use it as a last resort to escape capture. McCall values his own skin above all else and will use his Cunning Action to Disengage and flee if the tide turns against him.
Interaction
McCall is a treacherous individual who trusts no one. He’s always looking for ways to profit or settle old scores. If confronted, he might try to lie or negotiate his way out of trouble but won’t hesitate to use violence if necessary. McCall has a deep-seated hatred for those who stand in his way, particularly those associated with law enforcement or justice.
Roleplaying McCall
Jack McCall is driven by anger, revenge, and a thirst for personal gain. He’s cunning, deceptive, and always on the lookout for opportunities to get ahead. However, his volatile and unpredictable nature can lead him into reckless situations, making him a dangerous adversary and an unpredictable ally.
Currently in the World
Jack McCall has a scruffy and unkempt appearance. He stands at an average height, with a wiry build that suggests a life of physical labor and hardship. His hair is a tangled mess of dark brown, hanging loosely around his face. A scruffy beard frames his chin, and his sun-weathered skin bears the marks of a rough life on the frontier.
He’s currently dressed in worn and tattered clothing that consists of a frayed, beige-colored shirt and equally battered brown trousers. A pair of dusty, well-worn boots encases his feet, and he wears a faded and battered cowboy hat that shields his eyes from the harsh sun.
McCall’s current surroundings are far from luxurious. He’s in a dimly lit, dusty saloon somewhere in the Wild West, sitting alone at a weathered wooden table. Empty whiskey glasses are scattered across the table’s surface, evidence of his recent indulgence. The room is filled with a mix of rowdy patrons engaged in card games and heated discussions. The air is thick with the scent of tobacco, alcohol, and the lingering tension of a place where trouble can erupt at any moment.
His mood is sullen, and his eyes dart around the room nervously, as if he’s constantly on edge. He’s nursing a half-empty glass of whiskey, lost in his thoughts, haunted by the past and the weight of his actions. There’s a palpable sense of guilt and paranoia that surrounds him, as he knows that justice could catch up to him at any moment.