Jack Slate
pic_jack_slate.jpg
Jack Slate
Biographical Information
Location of Birth Ruidoso, New Mexico
Age 32
Home ?
Alias(es) Tin Can Man
Judas of Moctezuma
Title(s) ?
Physical Description
Race Human
Gender Male
Hair Color ?
Eye Color ?
Family Information
Family Members ?
Affiliations
Occupation ?
Loyalty ?

"I don't see the world in absolutes. Not anymore."

Jack Slate is a gunslinger in the New West. He is known as the Tin Can Man. Wanderer and vampire slayer. A former member of Reid's Rangers in New Mexico, but is on the run due to him murdering his squad to keep them from killing a group of women and children who were suspected vampires.

A recovering racist; he once hated all D-Bees and non-humans, but ever since Moctezuma, he has begun to question how he sees the world. His robot horse is named Toby and gives Jack something to converse with during long stretches of the wasteland.

Master Gunslinger; Expert Tracker; Expert musician

Biography


Early life

The Ruidoso Massacre

Vampires killed much of the small town.

Reid's Rangers

Jack was found by a small posse of Reid's rangers near Roswell. Together, they traveled south, through Cuidad Juarez and on to Fort Reid. There, he was given two weeks combat and vampire lore training and sent out on his first hunt with a small group of first timers that Jack trained with.

His group arrived at a small village near Monterrey and they found a hive nearby the town. It was a massacre; all Jack's fellows were killed and Jack survived only by running away as an ally begged for help while being dragged away into the hive.

Other hunts followed and Jack improved. He killed vampires and traveled in the northern areas of Mexico and into New Mexico and Arizona.

The Judas of Moctezuma

Traveling with his group to a vampire outpost known as Moctezuma, the rangers were prepared to kill the entire settlement with extreme predjudice.

Wandering outlaw

After Moctezuma, he traveled east to Cuidad Juarez and stayed for a while and then moved on into the Pecos Empire.

Appearance and personality


Powers and abilities


Gear


Armor

Bandito Armor
Type: Light personal body armor.
Size: Human equivalents are most common, but comes in a variety of sizes and slightly different shapes.
Weight: 121bs(5.4kg)
Mobility: Excellent mobility, no movement penalties.
M.D.C. By Location:
Head/Helmet — 30
Arms— 18 each
Legs — 24 each
Main Body — 38
Market Price: 10,000 credits; good to excellent availability.
Note: This is not full environmental armor and does not have a cooling system.

Weapons

Bandit LP1 Laser Pistol
Also Known as the "No Lip" Pistol
Weight: 2 Ibs (0.9 kg)
Mega-Damage: 2D4 (or IDS if one prefers) M.D.
Rate of Fire: Standard
Effective Range: 1000 feet (305 m)
Payload: 20 shots from a standard short E-Clip, 40 shots with a long E-Clip!
Bonuses: Due to this weapon's superior laser focusing optics, light weight and handling, it has a bonus of +1 to strike.
Cost: 20,000 credits for the gun. 2000 credits per magazine.

Wilk's-Remi 147 "Sharp Shooter"
An Old West version of the "classic" Wilk's 447 laser rifle made to look like a Sharp Winchester .50 caliber rifle.
Weight: 5 Ibs (2.25 kg)
Mega-Damage: 3D6 M.D.
Rate of Fire: Standard
Effective Range: 2000 feet (610m)
Payload: 20 shots standard clip, can not use a long E-Clip.
Bonus to Strike: +1 to strike on an aimed shot.
Cost: 18,000 credits.

CFT Experimental Weapons
Wilk's has also developed a revolutionary "cartridge" energy weapon system specifically with the frontier of the New West in mind. Fearing this new, experimental (and very different) product might be poorly received by the public, Wilk's Laser Technologies decided to release it under the brand name of CFT. This way, if the CFT energy cartridge system (known as the CFT Energy Six System) failed, it would not have a negative impact on the sterling reputation of Wilk's.

CFT handguns hold 6 to 12 small energy rounds that have the same general appearance and size of a standard .44 to .45 caliber or 9-10 mm bullet. The energy contained in each round/bullet is totally expended in a single coherent blast the moment the weapon is fired. The spent energy cartridge/bullet is worth only about 25 cents per shell casing and is usually discarded. To Wilk's delight, the CFT Energy-6 weapons have been a huge hit in the West, particularly among gunslingers, gunfighters, bandits, gamblers and average citizens looking for protection or a bit of excitement and power. The big advantages to CFT weapons are that the gun is comparatively inexpensive, one can buy as many or as few E-6 cartridges as he wants (or can afford), the cartridges should last for 8-10 years without losing power (hard to say since the weapons have only been on the market for six years), anybody used to handling a gun (i.e. has a W.P. revolver or W.P. pistol skill) can use a CFT "energy" gun, and the energy blasts do good amounts of damage.

CFT weapons have four notable disadvantages, most of which don't seem to bother the users of these popular weapons: 1. Limited pay load (6-10 rounds) depending on the type of weapon. 2. Limited range: about half to a third the range of a conventional energy pistol. 3. CFT Revolvers require manual removal of the spent shells and reloading; pistols will have a clip. 4. The discharge of energy has a recoil, or "kick," like a conventional revolver or pistol; something that many Westerners like (it keeps with tradition and has the look and feel of a real S.D.C. six-shooter but with mega-damage power).

Note: Although these weapons have been designed to look like old style Colt revolvers (6 shots) and automatic pistols (10 shots), the CFT Energy Six System weapons require a special gun made from M.D. materials to fire the E-6 cartridge. If desperate enough, a character may try to fire a CFT E-6 cartridge from a conventional revolver or pistol. However, there is a 01-65% likelihood that the round will explode in the gun and inflict double damage to the shooter (roll for each shot/attempt) — this is a good way to lose fingers or a hand. If the energy round is successfully discharged, the range is half and firing more than two E-6 rounds a minute will melt the gun, fusing parts together and making it useless junk (irreparable damage).

The cost of each E-6 round is 320 credits or 29,700 cr. for a box of 96 (roughly a 1000 credit savings).

CFT "Peacebringer"
The "Peacebringer" is modeled after the long-barrelled, single-action Army or "Peacemaker" Colt .45 caliber revolver, circa 1872-1900 — used by the likes of Wyatt Earp, Bat Masterson, Neal Brown and other legendary figures from the Old West. Like its ancient predecessor, the Peacebringer is one of the finest handguns available. It is reliable and sturdy enough to sustain rough use in the field of combat as both a reliable shooting iron and as a club, used to hit an opponent over the head or alongside the ear with the barrel or handle. This weapon is handcrafted and is commonly found with such added features as pearl, bone, or wooden grips. It has good accuracy and balance, but nothing impressive enough to provide bonuses to shoot.
Weight: 3 Ibs (1.4 kg)
Mega-Damage: 2D6+3 M.D.
Rate of Fire: Each shot — pull of the trigger — counts as one melee action/attack.
Effective Range: 500 feet (152 m)
Pay load: Six-shot revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,400 credits for the gun; each E-6 round costs 320 credits.

Model 1860 Colt .44 Revolver
A replica of the Colt 1860 Model Army, percussion .44 caliber revolver — one of the most popular guns in the New West, especially among gamblers, gunfighters and gunslingers.
Approx. Weight: 3 Ibs (1.5 kg)
H.P./S.D.C. Damage: 5D6 per round. (Silver rounds)
Rate of Fire: Each shot — pull of the trigger — counts as one melee action/attack.
Effective Range: 130 feet (39.6 m)
Payload: 6 rounds; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it take half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 900-1200 credits.

Misc gear

Bandito Arms Medium Robot Horse
Model Type: RH-1002B
Class: Robot Horse
Crew: One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location
Head —100
Legs (4) _ 100 each
*Main Body — 250

  • Destruction of the main body will destroy the bot. Destruction of the head shuts it down. Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.

Speed
Running: Maximum speed of 100 mph (160 km).
Leaping: 15 feet (4.6 m) high and 40 feet (12.2 m) lengthwise, with a running start.
Flying: Not applicable.
Underwater Capabilities: The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal
running speed, or swim at a speed of 3 mph (4.8 km or 2.6 knots). Maximum Depth is 500 feet (152.4 m).
Voice recognition and response (talks)
Statistical Data
Height: Usually about 15 hands (or 5 feet/1.5 m) at the shoulders.
Width: 3 feet (0.9 m)
Length: Approximately 8 feet (2.4 m).
Weight: 1200 Ibs. (540kg)
Attributes of Note: Robot P.S. 28, P.P. 20, P.B. 9,
Spd 148; equivalent I.Q. 9.
Power System: Nuclear, average life of 15 years.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 1400 pounds (630 kg). The robot horse can pull up to five tons!
2 Secret Small compartments are half the size of a cigar box or roughly the size of a videocassette box.
Cost: 5.2 million; sometimes on sale for 10-20% less.
Weapon Systems: None to start.
Combat Notes:
Attacks per Melee Round: Three
Bonuses: +2 on initiative, +2 to strike, +4 to dodge when running, and +2 to roll with punch, fall or impact.
Damage:
Restrained Hoof Strike: 1D4 M.D.
Full Hoof Strike: 1D6M.D.
Rear Kick/Power Kick: 2D6 M.D.
Stomp: 1D4 M.D.
Running Body Block: 1D4 M.D.
Head Butt: !D4xlOS.D.C.
Bite: 6D6 S.D.C.

Gunslinger O.C.C.


Special Gunslinger O.C.C. Abilities & Bonuses
1. Expertise with all handguns: The Gunslinger has a W.P. in the use of all types of revolvers and pistols, whether they fire bullets or energy bolts.

It is important to note that the Gunslinger is a master of closerange combat with small arms, which makes him perfect for approaching and gunning people down in crowded streets and in confined areas like a saloon. This form of "city" combat gives this character an edge, because rifles and heavy weapons are often illegal and prohibited in most towns, cities, and places of business, while handguns are usually allowed or easily concealed. Furthermore, rifles and heavy weapons are extremely obvious because of their size, which, in turn, causes a commotion among everybody who sees him with the weapon and warns the assassin's potential target and/or alerts the law of an impending gunfight. Handguns, on the other hand, can be easily concealed in the belt, behind the back, under one's aim, in an ankle holster or boot, up a sleeve (if a Derringer), under a hat, in a book, in a backpack or saddlebag, and so on.

2. Quick-Draw Initiative: Revolvers and Pistols: This is a special P.P. bonus exclusive to the Gunslinger O.C.C.: +1 to initiative for every P.P. point 18 and above (maximum P.P. 30; for a bonus of +13). This means a Gunslinger with a P.P. of 24 is +7 on initiative (plus any other initiative bonuses from skills or magic). Remember, the winner of the initiative roll shoots first. This skill combined with W.P. Sharpshooting, makes for a deadly combination. Note: The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols), reduce by half when using rifles (any kind), shotguns, archery, knife throwing, laser rods, or magic rods and staffs (round odd numbers down). Not applicable to the use of rail guns, artillery, explosives, hand grenades, power armor, or weapons built into vehicles (no bonus). G.M. Note: A P.P. above 24 should be extremely uncommon, and 25-28 extremely rare; 29 and 30 virtually unheard of.

3. Paired Weapons: Revolvers & Pistols (special): The Gunslinger can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack! In the alternative, the two-gun attack can be divided between two different targets visible to the shooter, and within his range of peripheral vision. The divided attack counts as one simultaneous melee action directed at two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each), and the bonus to strike each is reduced by half because the attack is divided.

Note: Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which uses up one of his attacks) and counter by shooting.

4. W.P. Sharpshooting Specialty: Sharpshooting Revolver and Sharpshooting Energy Pistol. Sharpshooting is a combination of special expertise and trick shooting with a particular type of weapon. Includes +1 melee attack when using that specific weapon for the entire melee round, shooting bonuses, and trick shooting, which includes:

  • 1. Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
  • 2. Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
  • 3. Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible.
  • 4. Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
  • 5. Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
  • 6. Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.

Note: See the W.P. Sharpshooting Specialty skill description for full details.

5. Reputation & Horror Factor: The mere occupation alone comes with a certain stigma and creates an element of fear, particularly among ordinary citizens (+2 to the Gunslinger's Horror Factor when dealing with common folk). This aura of fear and death gives the Gunslinger a Horror Factor of 8 +1 at levels 2, 4, 5, 6, 8, 10, 11, 13, and 15. Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else …) and again if and when he first draws his weapon on a character (How does one react. Beg, dodge, try to shoot first? The latter is usually a bad mistake). Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Shootist in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the 'Slinger isn't aware the character plans to attack.

A failed roll means the Gunslinger's opponent momentarily hesitates or freezes or fumbles with his weapon (slow-draw). Obviously, losing initiative and one melee attack against a Gunslinger, even for a melee round, is deadly, unless the Shootist retaliates by shooting to disarm or wound (or happens to roll poorly and misses).

This reputation is a two-edged sword. While it may provide an intimidation factor, power, and an edge in combat, on the downside, famous and/or notorious Gunslingers are likely to be noticed whether they want to be or not, usually by other men at arms, outlaws, bounty hunters and lawmen, and sometimes by ordinary citizens. The most famous are modern day "superstars" like Michael Jordan or Michael Jackson, and can not go anywhere without being recognized. This can become a deadly liability, and certainly makes anonymity impossible for those traveling in their company.

6. +1 Melee Attack at levels 5, 10, and 15 when using any type of revolver or pistol only!

7. Other Bonuses: Add 2D6+6 to S.D.C., +2 to pull punch, +2 to disarm on a "called" shot, and +1 to save vs Horror Factor at levels 1, 3, 4, 5, 7, 8, 9, 11, 12, 13, and 15. Most are also strong-willed and mentally driven, so they are +2 to save vs possession and mind control (including psionics, magic and drugs).

The Gunslinger O.C.C. & NPC Villain

Also known as 'Slinger (a common slang in the New West, especially for those of a good or unprincipled alignment), Shootist, Duelist, Hired Gun, Killer and Assassin.

Alignments: Any, but often anarchist or evil. Those who are honorable and live by The Code, may be any alignment, including good, unprincipled or aberrant.

Attribute Requirements: I.Q. 8, M.E. 14, P.P. 17 or higher; anything less is a "dead man walking" when pitted against Gunslingers with a P.P. of 20 or higher. Lots of thugs and wannabes call themselves Gunslingers, but few have what it takes to really become one. A high I.Q., M.A. and P.S. may also be helpful, but are not required.

Racial Restrictions: Dragons and other creatures of magic, master psionics, and supernatural beings (demons, etc.) cannot select this specialized O.C.C. nor can partial or full conversion cyborgs, androids, and robots. Furthermore, many optional D-bee R.C.C.s will preclude them from selecting this O.C.C.

Player Character Note: Like the Bandit O.C.C., the Gunslinger, whether a lawman, mercenary or outlaw, is likely to have (or will build) a reputation and earn his share of enemies. Some communities respect and welcome 'Slingers with a reputation for being lawmen and/or champions of the downtrodden, but most fear, distrust, and hate these paid killers and bullies. A Gunslinger is usually pretty obvious by his pair (sometimes more) of handguns, fancy clothing or ornate body armor, and by how he or she carries himself. In addition, since most use their reputation (and the reputation that the Gunslinger occupation brings) as a weapon, they don't usually try to hide who or what they are. Furthermore, characters traveling in a Gunslinger's company may be deemed equally undesirable and untrustworthy.

O.C.C. Skills:
Speaks American and one language of choice at 96% efficiency.
Find Contraband (+12%)
Basic Electronics (10%)
Piloting Skill: One of choice (+10%) or Horsemanship: General
Interrogation (+15%)
Streetwise (+12%)
Palming (+10%)
Prowl (+10%)
Recognize weapon quality (+30%)
W.P. Revolvers (includes Derringers)
W.P. Automatic Pistols
W.P. Energy Pistols
W.P. two of choice.
Hand to Hand: Expert
Hand to hand: expert can be changed to hand to hand: martial arts or assassin for the cost of one O.C.C. Related skill, or to Commando (see Rifts® Coalition War Campaign) for two skills.
Horsemanship: General can be changed to Cowboy for the cost of one O.C.C. Related skill.
Also see Sharpshooter Specialty skills, above.

O.C.C. Related Skills: At first level the character can select six "other" skills, plus one additional skill at levels 2, 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Cowboy: None
Domestic: Any
Electrical :None
Espionage: Any (+10%)
Mechanical: Basic Mechanics only
Medical: First Aid or Paramedic only
Military: None
Physical: Any, except acrobatics
Pilot: Any
Pilot Related: Any
Rogue: Any (+10%)
Science: Math only (+5%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Wilderness Survival, Track Animals and Hunting only.

Secondary Skills: The character gets two secondary skills from the list above, excluding those marked "None," at levels 1,3, 6, 9, and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level.

Standard Equipment: M.D.C. body armor of choice (Bandito Arms and Northern Gun are most popular), tinted goggles or sunglasses, quality cowboy hat, set of riding clothes, a rich quality suit (fancy and expensive) for town — Gunslingers tend to be very stylish dressers, flashlight, binoculars, multioptics band, laser distancer, pocket language translator, gun cleaning kit, cigarette lighter, pocket mirror, small silver cross, 2 pairs of handcuffs, 50 ft (15.2 m) of lightweight rope, survival knife, two-holster gun belt, utility belt, knapsack, backpack or saddlebag, air filter, and two canteens.

Starts with a robot horse or a brand new hovercycle or landrover of choice (see Rifts® Lone Star for hovercycles).

Weapons include one laser scalpel, a Derringer, a pair of fancy silver plated revolvers (plus 60-96 silver bullets), a pair of automatic pistols (often the same caliber as the revolvers), a pair of energy pistols, one additional weapon of choice (including TW revolver), 1D4+4 additional E-clips for each weapon that needs one, and 288 rounds of ammunition for each of the weapons.

Additional Equipment: Hand grenades, flares, magic items, special weapons, souped-up vehicles, etc., must be acquired later.

Money: Starts with 3D6x100 in universal credits; the rest has been spent on fancy clothes, weapons and vehicles.

Cybernetics: None to start. Most Gunslingers avoid them except for augmented hearing and/or optics and for medical reasons; then bio-systems will be preferred.

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