A crack shot from a young age and a young man who wanted nothing more than to protect his people from the lawless he jumped at the chance when he was asked to join the Justice Rangers. Over the next six years Jack worked tirelessly to track down criminals, bandits and anyone else that threatened the peace. Unlike some of his comrades in the Rangers, Jack wasn't comfortable playing judge and executioner for his quarries.
When he could he'd bring them in alive to face a proper trial in front of a proper jury but one way or the other he'd bring in his quarry even if it were slung over the back of a horse. Of course Jack might always bring in his fugitive that didn't always mean he came back in one piece. More than a few times he came back in not much better shape than the fugitive. The Rangers took care of their own and they always put him back together quicker, stronger and faster than before. Then one day a rumor spread around town that Jack had turned in his badge. No one knew why but everyone agreed it must have been bad for Jack to quit so sudden like that and by the next sunrise Jack had ridden out of town never to be seen again in those parts.
Over the next few years Jack drifted North working as a mercenary or a bounty hunter for different groups. Once he even signed on as a combat medic of all things and he was surprised as anyone to find out he was pretty good at it. Most of the time though he was hired because he had the fastest gun hand around. Jack might not be a Ranger anymore but he still takes his oath seriously so even if his interpretation might be a little more flexible than it used to be. Whenever an employer crossed one line too many it was time for Jack to move on. These days Jack finds himself in Northern Gun territory where more often than not he feels like a fish out of water in these "civilized" spaces but there is work to be found here so he figures to stick around a while.
MARS Advances: Gunslingers begin as Seasoned heroes
Gunslinger Agility: +2 Agility die types, adjust Trait maximums accordingly.
Gunslinger Shootist: Shooting d8 and the Marksman and Sharpshooting Edges.
Gunslinger Intuition: Begin with the Danger Sense, Dead Shot, and Quick Edges.
The Quick and the Dead: First round as a free action, after Action Cards, may spend a Benny. The Gunslinger and his opponent make an opposed Agility roll. On success, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted.
Quick Draw Edge: The Tomorrow Legion Field Manual states that Gunslingers get this edge for free as well.
Gunslinger Hindrance: Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
Cyberware
Bionic Strength Augmentation (1 strain): Raise Strength one die step
2x Cyber-Wired Reflexes (2 strain): Raise Agility one die step each
Embedded Combat Coding (2 strain, Level Headed): Gain one combat edge, requirements for other Edges must be met. Requires Cyber-wired Reflexes
Core Electronics Package (1 strain): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Synthetic Organ Replacement (1 strain): Raise Vigor one die step.
Language Translator (1 strain): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.
Advances Novice Advances
Edge: Elan
Raise Attribute: Vigor
Raise Skills: Healing/Athletics
Seasoned Advances
Edge: Take 'Em Down
Raise Attribute: Vigor
Increase skills Stealth, Alertness
Edge: Improved Trademark Weapon (Bessie)
Veteran Advances
Edge: Steady Hands
Raise Skills: Intimidation/Research
Current Load (normal/combat): 92.15 / 50.02 (61) Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Player's Guide, Rifts®: Tomorrow Legion Field Manual Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Super Strength Validity: Character appears valid and optimal
• Big Bore Ammo
• Range: 6/12/24
• Dmg: 1-3d6+1, AP: 3
• Notes: Acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect. 100 Credits per shell, Rarity -1.
• Range: 18/36/72
• Dmg: By Grenade AP: By Grenade
• ROF: 1
• Shots: 5
• Reload: 2
• Rarity: -1 Cost: 20,000
Grenades AP
• Dmg: 3d8 MD, AP: 16
• Qty: 8
• Weight: .25 lbs. ea (Min Str: d4)
• Notes: For Grenade Launcher
• Rarity: -1 Cost: 700 ea
Stun gun
• Range: 5/10/20
• Dmg: 2d4, AP: 0
• ROF: 1
• Shots: 10
• Weight: 2 lbs. (Min Str: d4)
• Notes: Victim rolls Vigor at –2 (on a raise –4) or is Stunned, unless a Called Shot is made the embedded Toughness from Body Armor is added as a bonus to the Victim's check.
• Rarity: -2 Cost: 4,000
On Person
12x Big Bore Shell
12x Naruni Plasma Cartridge
12x Silver Shotgun Shell
2x Pistol E-Clip
2x Rifle E-Clip
NG-S2 Survival Pack
Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
Fire starter kit with pocket lighter and flint sparker.
First aid kit with three uses (each refill costs 100 credits).
Flashlight and radio (five-mile range), crank and solar powered.
Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag