Jack Cooper, Human Gunfighter (MARS Gunslinger)

GM: Stoic
Money, missions, munitions. There's no such thing as friendly fire with this group!
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Jack Cooper
Posts: 26
Joined: Thu Jan 28, 2021 12:33 pm

Jack Cooper, Human Gunfighter (MARS Gunslinger)

Post by Jack Cooper »

F&G Roll 1d20: [14] = 14
F&G Roll 1d20: [2] = 2
Last edited by Radecliffe on Thu Jan 28, 2021 5:07 pm, edited 1 time in total.
Ancient wisdom from the Golden Age: Don't Panic.

Jack Cooper


Player: James
Bennies 2 of 3

Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Pace: 6 Run Die: d6 Parry: 6 Toughness: 17(7) Strain: 2/10

Edges: Brave, Combat Lifesaver, Danger Sense, Dead Shot, Elan, Expert, Level Headed (Cyber), Marksman, Professional, Quick, Quick Draw, Sharpshooting, Take 'Em Down, Improved Trademark Weapon (NG Equalizer "Bessie"), Two-Gun Kid

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Jack Cooper
Posts: 26
Joined: Thu Jan 28, 2021 12:33 pm

Re: Jack Cooper - Gunfighter

Post by Jack Cooper »

Jack Cooper
Player: Jim

Seasoned Male Human Gunfighter

Iconic Framework: MARS Gunslinger


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.


_____________________________________________________________________________

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d10
Pace: 6; Parry: 5; Toughness: 17 (7); Strain: 2/10

Language: American (native, d8)
Current Wealth: $3,566.40

Skills

Agility
Athletics d8
Fighting d6
Riding d6
Shooting d12+2
Stealth d6
Thievery d6

Smarts
Common Knowledge d6+2
Electronics d6+2
Healing d8
Language (American) d8
Notice d8
Repair d6+2
Research d6+2

Spirit
Intimidation d8
Persuasion d4

Hindrances:
  • Minor - Death Wish
  • Minor - Secret (
    Forced out of the Justice Rangers under a cloud
    )
  • Major - Vengeful
  • Major - Vow (Uphold the Code of the New West)
Edges: Brave, Combat Lifesaver, Danger Sense, Dead Shot, Elan, Expert, Level Headed (Cyber), Marksman, Professional, Quick, Quick Draw, Sharpshooting, Take 'Em Down, Improved Trademark Weapon (NG Equalizer "Bessie"), Two-Gun Kid

  • 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

Created with Savaged.us
Last edited by Jack Cooper on Tue Apr 19, 2022 8:56 pm, edited 13 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Jack Cooper


Player: James
Bennies 2 of 3

Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Pace: 6 Run Die: d6 Parry: 6 Toughness: 17(7) Strain: 2/10

Edges: Brave, Combat Lifesaver, Danger Sense, Dead Shot, Elan, Expert, Level Headed (Cyber), Marksman, Professional, Quick, Quick Draw, Sharpshooting, Take 'Em Down, Improved Trademark Weapon (NG Equalizer "Bessie"), Two-Gun Kid

User avatar
Jack Cooper
Posts: 26
Joined: Thu Jan 28, 2021 12:33 pm

Re: Jack Cooper, Human Gunfighter (MARS Gunslinger)

Post by Jack Cooper »

Notes to GM
  • Took an NG-Equalizer as my Patron Item
  • Used the HJ Ranged Weapon table to modify my Bandit IP-10 Ion Pistol to add +2 damage for +24,000 credits
  • Used the HJ Armor Table to modify NG-Maverick Armor to add +2 armor and EBA for +28,000 credits
Ancient wisdom from the Golden Age: Don't Panic.

Jack Cooper


Player: James
Bennies 2 of 3

Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Pace: 6 Run Die: d6 Parry: 6 Toughness: 17(7) Strain: 2/10

Edges: Brave, Combat Lifesaver, Danger Sense, Dead Shot, Elan, Expert, Level Headed (Cyber), Marksman, Professional, Quick, Quick Draw, Sharpshooting, Take 'Em Down, Improved Trademark Weapon (NG Equalizer "Bessie"), Two-Gun Kid

User avatar
Jack Cooper
Posts: 26
Joined: Thu Jan 28, 2021 12:33 pm

Gear

Post by Jack Cooper »


NG Maverick Riding Armor*
  • • Armor: +5 Toughness: +2
    • Weight: 10 lbs (Min Str: d4)
    • Notes: Modified using HJ Armor table: +2 Armor, add EBA ability. Cost: +28,000 credits
    • Rarity: -7; Cost: 42,000



Unarmed
  • • Range: Melee
    • Dmg: Str, AP: 0
Vibro-Knife
  • • Range: Melee
    • Dmg: Str+d6 MD, AP: 6
    • Weight: 2
    • Notes: MD
    • Rarity: +2 Cost: 7,000
Bandit IP-10 Ion Pistol*
  • • Range: 10/20/40
    • Dmg: 1-3d8+2, AP: 0
    • ROF: 1
    • Shots: 10
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: +1 Shooting, Wide Spread.
    • Rarity: -1 Cost: 12,000
NG Equalizer* "Bessie"
Image
  • • 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.
  • • Naruni Plasma Cartridges
    • Range: 10/20/40
    • Dmg: 3d10+3, AP: 0
    • Notes: MD, It Burns
  • • Shotgun Shells
    • Range: 6/12/24
    • Dmg: 1-3d6, AP: 0
    • Notes: As per Shotgun.
  • • Shotgun Slugs
    • Range: 6/12/24
    • Dmg: 2d10, AP: 0
    • Notes:
  • • ROF: 1
    • Shots: 6
    • Weight: 8 lbs. (Min Str: d8)
    • Notes: +1 to hit
    • Northern Gun Quality: Uses the Northern Gun Manufacturer Quality (Empires of Humanity, page 38)
    • Patron Item
NG-LG6 Laser Rifle & Grenade Launcher
  • • Range: 24/48/96
    • Dmg: 4d6, AP: 2
    • ROF: 1
    • Shots: 20
    • Weight: 15 lbs. (Min Str: d6)
    • Grenade Launcher
    • • 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
  • Wooden Cross
  • Wooden Stakes
  • 2x Rifle E-Clip
  • 2x Pistol E-Clip
  • 20x Armor Piercing Grenade
  • 36x Big Bore Shell
  • 36x Naruni Plasma Cartridge
  • 24x Shotgun shell
  • 24x Shotgun slug
Ancient wisdom from the Golden Age: Don't Panic.

Jack Cooper


Player: James
Bennies 2 of 3

Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Pace: 6 Run Die: d6 Parry: 6 Toughness: 17(7) Strain: 2/10

Edges: Brave, Combat Lifesaver, Danger Sense, Dead Shot, Elan, Expert, Level Headed (Cyber), Marksman, Professional, Quick, Quick Draw, Sharpshooting, Take 'Em Down, Improved Trademark Weapon (NG Equalizer "Bessie"), Two-Gun Kid

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