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Native American Supers: Post Your's Here


Corven_Ren

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Just thought it would cool for everyone to compare each other's Native American Supers.

 

I'll go first

 

 

Seminole

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

30 DEX 30 15- OCV: 10/DCV: 10

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

8/38 PD 5 Total: 8/38 PD (0/30 rPD)

8/38 ED 4 Total: 8/38 ED (0/30 rED)

6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

8 REC 2

50 END 5

50 STUN 12 Total Characteristic Cost: 156

 

Movement: Running: 16"/32"

Leaping: 10"/20"

Swimming: 2"/4"

Swinging: 15"/30"

 

Cost Powers END

50 Trick Arrows: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)

1u 1) Smoke Arrow: Darkness to Sight and Smell/Taste Groups 3" radius (35 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3]

3u 2) Stun Arrows: Drain BODY 7d6 (70 Active Points); 4 Charges (-1), OIF (-1/2) [4]

3u 3) Impact Arrow: EB 15d6 (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]

3u 4) Gas Arrow: EB 6d6, Area Of Effect (One Hex; +1/2), NND (LS: Self Contained Breathing; +1) (75 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3]

3u 5) Bola Arrows: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]

2u 6) Scream Arrow: Hearing Group Flash 9d6, Area Of Effect (22" Line; +1 1/4) (61 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

3u 7) Titanium Razor Arrows: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc]

2u 8) Extunguisher Arrows: Suppress Fire 15d6 (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

1u 9) Grapnel Arrow: Swinging 15" (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (-1/2) [1 rc]

2u 10) Concussion Arrow: EB 6 1/2d6, Explosion (+1/4), Double Knockback (+3/4) (66 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

20 Titanium Alloy Bow: HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 4

30 Titanium Mesh Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

3 Domino Mask I: Nightvision (5 Active Points); OIF (-1/2)

5 Domino Mask II: +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2)

7 Domino Mask III: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

15 Energy Belt I: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

13 Energy Belt II: +2 SPD (20 Active Points); OIF (-1/2)

33 Energy Belt III: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (Protect Carried Items) (50 Active Points); OIF (-1/2) 5

13 Enhancement Moccasins I: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2

8 Enhancement Moccasins II: Leaping +7" (10" forward, 5" upward) (Accurate) (12 Active Points); OIF (-1/2) 1

 

Perks

2 Fringe Benefit: Florida Police Powers

 

Skills

3 Systems Operation 13-

3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-

3 Tracking 13-

4 Survival (Temperate/Subtropical, Tropical) 13-

3 Mechanics 13-

3 Inventor 13-

3 Electronics 13-

3 Language: Seminole (completely fluent)

3 Language: Cheyenne (completely fluent)

7 CuK: Seminole 17-

7 CuK: Cheyenne 17-

3 Demolitions 13-

12 +4 with Trick Arrow MP

15 +3 with DCV

 

Total Powers & Skill Cost: 294

Total Cost: 450

 

200+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation: Public Identity (Frequently, Major)

15 Hunted: Terror Inc 8- (Mo Pow, Harshly Punish)

15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish)

10 Hunted: Florida State Police 8- (Mo Pow, NCI, Watching)

20 Psychological Limitation: Will Not Kill (Common, Total)

20 Psychological Limitation: Wont Allow Bystander to Come to Harm (Common, Total)

25 Enraged: if Heritage is Insulted (Uncommon), go 14-, recover 8-

10 Native American Hero Bonus

100 Experience Points

(1 points unspent)

 

Total Disadvantage Points: 150

 

Background/History: Jeremiah Spottedhorse is the son of a Cheyenne father and a Seminole mother. He spent his early years on a reservation learning the history of his people. After graduating high-school he attended Florida State University . While in college he learned that the super villain group, Terror Inc., had attacked his reservation, stole all the money from the casino & killed everyone. Jeremiah swore to see Muerte and his band brought to justice. Using his newly aquired education, he constructed his bow, trick arrows and costume. He then traveled to his mothers home in Florida, where he had heard of the group of heroes, the Forces of Nature. He had heard that they fought Terror Inc quite often. He has since joined the forces and earned the hatred of Terror Inc, especially Fuer who dislikes his extenguisher arrow.

 

Personality/Motivation: Seminole is very proud of his heritage and if you insult that you are likely to piss him off. His major goal as a hero is to see Muerte locked up forever for his crimes.

 

Powers/Tactics: Seminole generally keeps his distance in battle, but if drawin in to H-H combat he will use his bow like a staff.

 

Campaign Use: Native American Archer

 

Appearance: Seminole is well muscled and lean. His hair is long and he wears a costume that looks like street close. He always wears his boot moccasins with the built in enhancements.

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Re: Native American Supers: Post Your's Here

 

Way back when, I had a metamorphic, telepathic, power duplicator named Copy Cat. His natural form was that of a green blob of protoplasm, but his very first replication of an Air Manipulating Apache mutant was so complete that he honestly believed it to be his natural state.

 

Then there was my alternate Marvel Earth version of Captain America, who was John Proudstar (AKA Thunderbird form the X-men).

 

Recently I've been playing Robin Fletcher, an expert archer, hunter and alchemist with blond hair and blue eyes. You'll never convince him that he's only 1/8th Cherokee ;)

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Re: Native American Supers: Post Your's Here

 

I made Shaman many years ago for a con game. He and his team mates are corporate heroes (being an independent hero is very expensive!).

 

From the con handout:

 

TEAM America and TEAM Nippon are large metahuman teams who function as security personnel for Taesei Eigyo Amalgamated Metals. The two Teams are also used as public superheroes as a good will gesture by the T.E.A.M. public relations department. Both Teams are made up of even numbers of American and Japanese metahumans who are chosen for their public charisma as well as their powers. In other words, they're tough and photogenic. Team membership rotates between Japan and America on a regular basis in order to continually create photo ops.

 

Both Teams specialize in children's hospitals, parades, press conferences, disaster relief, and smiling for the cameras. While their primary duties revolve around reinforcing plant security teams and bodyguarding high-level T.E.A.M. officials, the TEAM board of directors makes sure that they have plenty of opportunities to shine in public.

 

Shaman, while a full-blooded Amerindian, was not brought up in the tribal traditions, and is very aware of how much of a fraud he is (the corporation makes him wear Hollywood-style Indian clothing in public). He is not a front-line fighter, instead using his shapechanging and telepathy as the team scout.

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Re: Native American Supers: Post Your's Here

 

I've got a PC who has recently found out that his mother was part of the Cahuilla Nation and is slowly exploring this connection. He's a part of The Salton Sea Sultans campaign, which was created as a Native American version of Neil Gaiman's American Gods.

 

WHISPER

Taj Saubel

Character Sheet (Click Here)

 

Background

Taj Saubel thought he was a tough guy around the streets of his home in Brooklyn. While his mother worked in Manhattan he was left alone to grow up among the other kids who seemed to spill out onto the streets every morning, and by the time he was fifteen he was among the most influential and well-liked of his neighborhood. The girls hung off him and the guys listened when he spoke.

 

But then his mom brought her work home with her.

 

She was a psychiatrist who specialised in court testimony, particularly in organised crime cases. Taj didn't pay much attention to her work and she didn't have much time to watch her son, but when his mother somehow got on the wrong side of a hitman all chances for a happy family were shot to pieces.

 

Taj woke up to the sound of gunfire. It was like a thunderous applause at a monstrous concert. Each bullet seemed to thud into his walls, the sound lodging in his heart. The gunfire was followed by shouts and screams and agony, but everything seemed to fade, to simply melt away...

 

Taj hid under his bed. He pulled himself into a ball and prayed to God that he wouldn't be found. His bedroom fell silent. Too silent. He couldn't even hear his own breathing, or the door as it was kicked open. But Taj scrunched up his eyes and kept praying.

 

When he opened them, he realised he had survived.

 

He ran out of the apartment, not even waiting to see his mother. He had to see Carrie, the girl who had been closer to him over the past year than his mother, and he had to see Lily. It was all he knew.

 

The hitman had waited. And the hitman followed the distressed teenager.

 

Taj Saubel thought that he was in control of his world, that everyone woke up each day just to see what he was going to do. His mother had woken most mornings with a smile for him, and Carrie had been his girl for over a year. There had been others, but Carrie had been the one. When she got pregnant, Taj felt panicked, but she talked him around. She was older than him. She said she could handle it. Taj knew she would make everything okay. Carrie had that way about her.

 

But all he brought Carrie was death. Seconds after he burst through her door, pushed passed her aunt and barged into her bedroom, gunfire was spraying around the apartment, seeking him out. The hitman cut down Carrie's aunt and then cornered Taj in the bedroom. Gunfire erupted. Taj shut his eyes.

 

Again.

 

Carrie screamed.

 

Lily started to cry.

 

And then silence.

 

Taj opened his eyes and saw bullets spraying through the room. He had Lily in his arms and the air between him and the gunman was shimmering. Bullets were bouncing away. He looked to the left in the unearthly silence.

 

Carrie was shot.

 

Taj shook his head and shouted but no sound came out. He backed up to the wall, felt the window and jumped. Lily was against his chest, his arms protecting her, and as he fell it seemed like the world was just waking up.

 

Noise returned.

 

Horns. Birds. Arguments from next door.

 

And then the sound of broken glass as he landed on a discarded window in the dumpster. Pain shot up his back, but he shook it off and rolled out of the dumpster, already running for his life from the Mob.

 

He didn't stop running for two months. He read about his mother and Carrie in the newspapers, but he dared not go to the police. He remembered his mother telling him that the mafia-types owned anything in a uniform. Every time he saw a police man or a fire man, Taj saw corruption. Every time he saw a man in a dark coat he saw a gangster.

 

He took buses and hitched rides, all the while keeping Lily safe. He told people she was his little sister and they were going home... home to a family.

 

The bus line ended at Seattle and Taj realised he couldn't keep running. He knew they would take Lily away, take her to an institution and leave him at the bottom of a river. Everything seemed hopeless. Death seemed imminent, although it had taken nearly two months to catch up with him.

 

But then the Outsiders found him. Instead of running away he realised he had been running towards them all that time. They were young and lost kids, just like him. They had no family except themselves, and they had no trust in the authorities to make sure things worked out.

 

And they were a little more than your usual street kid, too.

 

Like him, the Outsiders were ubers, and for the first time he truly realised how much he had changed from the confident young Hispanic kid from Brooklyn.

 

They called him Whisper.

 

________________________________________________________

 

Six years later, Taj lifted his motorcycle helmet and sighed after a long ride down from Los Angeles. He looked around at the reservation, his eyes drawn to the Morongo Casino where a limousine had just pulled away. A woman walked towards him, her skirt billowing in the hot wind as she held her hair steady with one hand. She was smiling at him.

 

"You must be Taj," she said, and he realised her smile reminded him of his mother. "I'm glad you could make it."

 

They shook hands.

 

Tamara Saubel was his mother's sister, her secret sister. Taj never knew his mother came from California, nor that she was Cahuilla as well as Hispanic. It seemed that his mother had run away from Riverside County after a fight with her father and she never looked back. New York City drew her in with its promise of a better, more anonymous, life. Taj looked at Mara and she let him, keeping quiet as he reconciled himself with a previously unknown part of his heritage.

 

"Satisfied?" she asked after a while.

 

He shrugged.

 

Since turning eighteen he had left Seattle and worked his way down the coast, picking up work where he could and playing gigs where they let him. He and Lily had always had enough to eat and they usually had a roof over their heads, but life was still not turning out to be as lavish and romantic as promised. Taj sang and strummed his guitar, but he hadn't cracked the music scene, and he was finding it more and more difficult to ignore the part of him which tried to convince him that he never would.

 

Mara had tracked him down somehow. It was all very mysterious or convenient - Taj couldn't work out which. She said something about seeing a poster with his name on it at UCLA, advertising a concert where he was the fourth act - only one song while the support band went and shot up heroin. It wasn't glamorous, but Mara had seen his name and her curiosity was piqued.

 

"So here we are," Mara said, almost as if reading his thoughts.

 

He looked around again. It was warm, the sun was high in the sky and everything looked so big and so wide open. The San Bernardino range framed the reservation and he couldn't help but think that he was lost in another world. The air actually had a different taste - almost like freedom or hope. Memories of his life in the tunnels beneath Seattle flashed through his mind, the darkness and uncertainty lurking just below the surface. This was almost the opposite world: no walls, no dark corners where dark things dwelt.

 

He thought, too, of Lily. She needed to start school. She needed stability, an education. A real shot at life.

 

"Are you sure we can stay, I mean for a while," he asked.

 

"You're part of us, Taj. You're my nephew. You're Cahuilla, family. If you didn't stay we'd feel insulted."

 

He tried to smile.

 

"I don't want to impose or anything," he added. "I'll work."

 

"And you'll work hard," Mara added as she slid her arm around his waist and turned him to the 4WD which was parked on the side of the driveway. "You and Lily will stay with me until we work out a better arrangement. And play your cards right, we might even get you up on stage singing to the tourists."

 

"What sort of music?"

 

"Have you heard of Keith Urban?"

 

Personality

When he first started running, Taj had been traumatised by death and the ensuing paranoia that people were trying to kill him and take Lily away. He had withdrawn into himself, changing from an outspoken and cocky young kid from New York, into a quiet and watchful young father.

 

He is still cautious, but he has grown into a strong and capable young man, perhaps even a hero of sorts. When he is relaxed, usually in his own company, he returns to the Brooklyn kid he was before. And while his dreams are still as wild and unattainable as they were when he first arrived in Seattle, now that he is in his early twenties he finds that most times when he is asked to play music it is country and western, rather than the alternative scene which he so desperately wants to be a part of. He does it for the money of course, but hates it and finds it very uncomfortable up on stage wearing a cowboy hat.

 

Since arriving in southern California he has come into contact with the Cahuilla reservation. The news that he has family here has shocked him and for the first time in six years he is living with a blood relative, an aunt who looks so much like his mother. Whether he will embrace his Cahuilla heritage remains to be seen, but he is thankful for Mara, especially as she helps to look after young Lily.

 

Quote

"Let's keep this quiet, okay?"

 

Powers

Whisper is able to manipulate the sound in his immediate area, whether intensifying it or dampening it. When his powers first manifested, he was able to completely turn the sound off thrusting him into absolute silence. Since that time he has also shown the ability to restrict the silence field to just himself which enables him to walk silently. He has also been able to generate almost solid constructs of sound such as barriers which have served to protect him from gunfire.

 

Normally he uses his powers to keep his illicit activities quiet, enabling him to bypass security checks and cover the noise of breaking and entering. He also used to employ his powers occasionally to dampen Lily's cries, although every time he did that he felt intense guilt. He found it difficult raising a baby, especially in the hard world of the Outsiders.

 

Taj has been incredibly fast at learning new ways of utilising his powers and since joining the Outsiders as a teenager, and came to realise that his powers really are a gift. He enjoys using them and marvels at his growing power - but at the same time he is also incredibly frightened by the idea of coming across other, more powerful ubers - or of losing control of his powers.

 

Recently he has begun to have frequent blood noses when he uses his more aggressive powers, and at times he has also bled from his eyes and ears. This has worried him and he has contemplated giving up using his powers once and for all rather than risk permanent damage to himself. Of course, given his background, Taj hasn't seen a doctor about the problem.

 

Appearance

Taj is a young hispanic man in his early twenties with short black hair, usually shorn to a crewcut. He wears a leather jacket over a white singlet top, and sometimes an open-buttoned flannel shirt. He wears hardy trousers and red and white basketball shoes. His material possessions rarely add up to more than his motorbike, a faded and torn satchel, and his guitar.

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Re: Native American Supers: Post Your's Here

 

I once made up a guy who was full-blood Mohawk. He was a powered-armor wearer who had some natural psionic talents that were enhanced by the armor. Done mostly as a reaction to all the "Indians are either mystics or bow and tomahawk toting weaponsmasters" sterotypes I'd seen.

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Re: Native American Supers: Post Your's Here

 

Almost all my characters were born in the United States and thus qualify ;)

 

Reminds me of an idea I never really did anything with --

 

A white guy, born in the US, who is granted the power to transform into an anthropomorphic version of one of the four 'totem beasts' we got in that one 4th Ed. sourcebook, Creatures of the Night.

 

The fallen Indian shaman who had been trying to get a powerful flunky was dismayed when the Coyote spirit interpreted his commands in this fashion. I saw the conversation going something like this:

 

MANITOU/MISQUAMACUS: "You idiotic, moth-eaten vermin! I told you to give those powers to a Native American! One of The People, not the invaders!"

 

COYOTE: "Oh, so when you said a Native American, you meant a Native American. Oh, gee, my mistake. I guess all my 'flea-bitten fur' was clogging my ears."

 

Don't mess with Coyote... ;)

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Re: Native American Supers: Post Your's Here

 

Here's my other.

 

 

Totem

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

20 DEX 30 13- OCV: 7/DCV: 7

25 CON 30 14-

20 BODY 20 13-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

25 PD 13 Total: 25 PD (25 rPD)

25 ED 20 Total: 25 ED (25 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

20 REC 6

50 END 0

75 STUN 12 Total Characteristic Cost: 241

 

Movement: Running: 26"/52"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

70 Spirit Warrior: Multipower, 70-point reserve

4u 1) Spirit Arrow: EB 14d6 (70 Active Points); Gestures (Requires both hands; -1/2), No Knockback (-1/4) 7

4u 2) Spirit Tomahawk: HKA 2d6 (4d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); No Knockback (-1/4)

6u 3) My Animal Brothers: Telepathy 10d6 (Animal class of minds), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2

 

20 Totem Warrior: Elemental Control, 40-point powers

18 1) Nature's Healing: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

20 2) Stride of the Stallion: Running +20" (26" total) (40 Active Points) 4

 

25 Skin of the Mountain: Damage Resistance (25 PD/25 ED)

20 The Might of the Oak: Knockback Resistance -10"

20 Nature's Protection: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: Phytotoxins; Immunity: Zootoxins; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat)

16 Will of the Warrior: Mental Defense (20 points total)

5 Eyes of the Owl: Nightvision

Martial Arts: Totem Fighting

Maneuver OCV DCV Notes

4 Bear Hug (Crush) +0 +0 16d6 Crush, Must Follow Grab

4 Buffalo Charge (Charge) +0 -2 14d6 +v/5 Strike, FMove

4 Eagle's Claw (Killing Strike) -2 +0 HKA 1d6 +1

4 Ram's Horns (Martial Strike) +0 +2 14d6 Strike

4 Scorpion' Sting (Nerve Strike) -1 +1 2d6 NND

3 Serpent's Coils (Martial Grab) -1 -1 Grab Two Limbs, 70 STR for holding on

5 Stallion Kick (Offensive Strike) -2 +1 16d6 Strike

 

Perks

2 WCR Base Donation

10 Contact: Ancestor Spirits, Spirit Contact (x2) (10 Active Points) 14-

1 Fringe Benefit: License to practice Vetreanry Medicine

 

Skills

15 +3 with DCV

9 +3 with Totem Fighting

3 Animal Handler (Canines, Equines) 13-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: Apache (idiomatic) (4 Active Points)

0 2) AK: Camp Verde, Arizona 11-

0 3) Acting 8-

0 4) Climbing 8-

0 5) Computer Programming 8-

0 6) Concealment 8-

0 7) Conversation 8-

0 8) Deduction 8-

0 9) PS: Vetrenarian 11-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

4 Language: English (completely fluent; literate)

6 SS: Vetrenary Medicine 16-

14 Survival (Temperate/Subtropical, Desert, Mountain) 17-

9 Tracking 16-

3 Teamwork 13-

3 Traveler

2 1) AK: Boise, Idaho (3 Active Points) 13-

2 2) AK: Denver, Colorado (3 Active Points) 13-

2 3) AK: New Orleans, Louisiana (3 Active Points) 13-

2 4) AK: Orlando, Florida (3 Active Points) 13-

2 5) AK: Phoenix, Arizona (3 Active Points) 13-

2 6) AK: Portland, Oregon (3 Active Points) 13-

2 7) AK: Portsmouth, Virginia (3 Active Points) 13-

2 8) AK: Salt Lake City, Utah (3 Active Points) 13-

2 9) AK: San Antonio, Texas (3 Active Points) 13-

2 10) AK: San Diego, California (3 Active Points) 13-

2 11) AK: Seattle, Washington (3 Active Points) 13-

2 12) AK: Wahington D.C. (3 Active Points) 13-

 

Total Powers & Skill Cost: 359

Total Cost: 600

 

400+ Disadvantages

10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)

5 Distinctive Features: Native American (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Enraged: if heritage is insulted (Uncommon), go 14-, recover 8-

10 Hunted: Donors 8- (Mo Pow, NCI, Watching)

15 Hunted: Governments 11- (Mo Pow, NCI, Watching)

10 Physical Limitation: Crushing Grip (Frequently, Slightly Impairing)

15 Physical Limitation: Weird Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing)

20 Psychological Limitation: Code vs Killing (Common, Total)

20 Psychological Limitation: Will Not Allow Bystanders to Come to Harm (Common, Total)

15 Psychological Limitation: Will Not Break His Word (Common, Strong)

20 Psychological Limitation: Will Not Surrender (Common, Total)

10 Social Limitation: Held to a Higher Standard (Frequently, Minor)

10 Social Limitation: Object of Native American Stereotype (Occasionally, Major)

15 Social Limitation: Public Identity (Frequently, Major)

 

Total Disadvantage Points: 200

 

Background/History: The Apache have many legends and prophecies. Among them is that a warrior would be born among them, his eyes would be white like snow and he would help all nations and all tribes. When Joshua Greycloud was born, many of the Apache elders believed that he was the fufilment of this prophecy. . He learned to meditate and listen for the voices of his ancestors. Most of all they taught him that he was a warrior, and as a warrior, it was his obligation to protect the tribe. As he grew he learned that he was stronger than everyone else his age, and he learned to control that strength so that he did not hurt any who were weaker than him. He also discovered that it was very hard for him to get hurt and that he could run very fast. When he was 16 he ran down and wrestled a buffalo to the ground with his bare hands. Joshua also excelled academically as well, graduating high school with a perfect 4.0 gpa. Aftergraduating, the elders told him that he must leave the reservation.

"Why?" he asked, "You said it was my duty to protect the tribe."

The lead elder stood, "Your duty is to more than the Apache. It is to mankind. You must go into the world and use the abilities given to you to protect all of mankind."

Seeing the wisdom of the elders words, Joshua left the reservation. Knowing he would need some way to support himself as he traveled, he went to University of Phoenix, and earned a degree in veterinary medicine. After gaining his degree, he traveled throughout the country, using his super strength to aid those in need. During his travels, he improved his ability to fight. Mimicing animals, such as the bear, the eagle and the ram, he came up with his own unique martial art. He called it Totem fighting. He also contacted his ancestor spirits and learned how to chanel his own spirit energy into various uses. He currently resides in Seattle where he has a small veterinary practice.

 

Quote: "Did you just call me Tonto?"

"A true warrior mourns the loss of any life, and especially an innocent life most of all."

 

Powers/Tactics: Joshua is a mutant who posesses many different powers. He has superhuman strength, toughness, & resistance to harm. His powerful legs allow him to run at amazing speeds. He heals much faster than a normal human and is immune to any poisons derived from plants or animals. It also seems that his ability to heal has slowed his aging process. He can also hold his breath for an extended amount of time as well as resist extreme temperatures. Joshua sees as well in total darkness as well as daylight. Through meditation, his ancestor's spirits have taught him to call upon his own spiritual energies and use it in several different ways including firing spirit arrows and speaking with animals. His martial art is of his own creation, mimicing the attacks of various American animals.

 

Campaign Use: My cross between Nightwolf (from Mortal Kombat), T.Hawk (from Street Fighter), & Warpath (From X-Force).

 

Appearance: Joshua is a very tall muscular Apache indian. He appears to be in his early 20's but Joshua is actually 60 years old. His hair is very long, hanging down to the middle of his back. On his head he wears a headband with two eagle feathers hanging from it. His 'costume' consists of a pair of blue jeans, boot moccasins and a denim vest. He also wears Apache warpaint on his face.

 

Height: 6'4"

Weight: 225 lbs

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Re: Native American Supers: Post Your's Here

 

Almost all my characters were born in the United States and thus qualify ;)

 

That aside, I've made several NPCs who are of one tribe or another but never played a PC of one. Maybe I'll make one for this thread.

As someone who gets asked "Hay are you native?" way to often my typical response is something very similar. "Why yes, I've from New York." Typically this is followed up with, "Now you know whut I mean." ah the joys of the south.

 

So although I have not done a Native American hero before I thought I would give it a shot. Here's what we came up with:

 

Wakan
Val Char Cost Roll Notes

16 STR 6 12- Lift 229.7kg; 3d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

15 CON 10 12-

17 BODY 14 12-

25 INT 15 14- PER Roll 14-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

3+25 PD 0 Total: 3/28 PD (0/25 rPD)

3+25 ED 0 Total: 3/28 ED (0/25 rED)

6 SPD 0 Phases: 2, 4, 6, 8, 10, 12

6 REC 0

30 END 0

33 STUN 0

 

Total Characteristic Cost: 107

 

Movement: Running: 8"/16"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

33 Spirit Armor: Armor (25 PD/25 ED) (75 Active Points); Extra Time (Extra Phase, Only to Activate, -½), Requires A Skill Roll (Magic: Power ; -½), Visible (The hero’s body is surrounded buy wispy apparitions and animal spirits that block attacks and guard her. ; -¼) 0

13 Quickness of the Guide: +3 SPD (30 Active Points); Linked (Spirit Armor; Lesser Power can only be used when character uses greater Power at full value; -¾), Requires A Skill Roll (Magic: Power; -½)

33 Warrior Prayers: Multipower, 50-point reserve, (50 Active Points); Requires A Skill Roll (Magic: Power; -½)

2u 1) Hands of the Wise One: Healing BODY 3d6, Resurrection (50 Active Points); Extra Time (5 Minutes, -2) 5

3u 2) Call of the Spirit Guardians : Summon 2 225-point Ursine (50 Active Points); Extra Time (Extra Phase, Only to Activate, -½) 5

2u 3) Spirit Blades: Killing Attack - Hand-To-Hand 2d6-1 (3d6 - 1 w/STR) (25 Active Points) 2

 

Perks

10 Grandfather: Contact (Contact has useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (10 Active Points) 11-

 

Talents

20 Animal Friendship

15 Beast Speech

57 Danger Sense (general area, any danger, Analyze, Discriminatory, Function as a Sense, Targeting Sense) 14-

 

Skills

3 Animal Handler 13-

3 Climbing 13-

3 Concealment 14-

3 Deduction 14-

3 KS: Occult History 14-

3 KS: Tribal Cultures 14-

5 Language: Sioux (Dakota) (idiomatic; literate)

0 Language: English (completely fluent; literate) (4 Active Points)

3 Paramedics 14-

11 Magic: Power 18-

3 Research 14-

3 SS: Medicine 14-

3 Shadowing 14-

3 Stealth 13-

3 Survival 14-

3 Tactics 14-

 

Total Powers & Skill Cost: 243

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Erin Redriver 8- (Incompetent)

5 Distinctive Features: Full blooded Sioux woman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

30 Hunted: HAAD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

5 Watched: BIA 11- (As Pow, Watching)

10 Watched: BMA 11- (As Pow, NCI, Watching)

5 Money: Poor

15 Psychological Limitation: Bound By Duty (Common, Strong)

15 Psychological Limitation: Wants to return home (Common, Strong)

15 Reputation: Environmental Activist and suspected terrorist , 11- (Extreme)

20 Social Limitation: Subject to Orders Very Frequently (14-), Major

15 Social Limitation: Distaste for urban environments (Very Frequently, Minor)

 

Total Disadvantage Points: 350

 

Background/History:

 

A native of Sioux City Iowa Willow was raised, Ashley Wilson. Her childhood was much like many others in the town. It wasn’t until high school she began to learn the truth of her ancestry. Her parents had adopted her at age two from a couple living in a reservation in Minnesota. They had been good to her through her youth but as she reached college age there was little she could do to shake off her desire to learn about her parents.

 

Against her parents best wishes Ashley left the University of Great Falls after only her first semester to visit the Lower Sioux Indian Reservation in Minnesota. It was almost a week before she could find someone willing to speak with her and three months of drifting from home to home before tracking down what had happened to her parents.

 

Both had died in a BIA raid on a drug lab not long after she was born. It was her grandfather who told her this, and gave her the gift of her birth name. When Willow was born her parents were barley able to make ends meet and to support a child would have been impossible. Neither had ever lived outside the reservation. Her mother worked selling trinkets to the store outside the reservation while her father made a living as a mechanic.

 

Both had known that the store sold marijuana and other drugs off the reservation to tourists and so Willow’s mother picked up extra money smuggling dope out of the reservation to the store. Willow’s adoptive parents had met her mother on the walk from the store home. Nine miles, they offered her a ride and spent the night in the small trailer. Her grandfather told Willow it had not been an easy choice to let her go but the couple was unable to conceive and even though they were getting by now she wanted a better life for her daughter.

 

In the nineties pot turned to crystal meth as labs sprung up through the community. There was no spiritual remedy just a cheap high and cheap labor to make it. When the BIA raided the lab her parents worked out of everyone was killed. The rumor was it was to make an example of drug dealers. Grandfather told her it was because the store hadn’t paid Sheriff Barlow his kickback in almost two weeks.

 

The months they spent together seemed to drift away as she learned about her and her people’s history. The story of her parents lingering in her mind. Her family had been warriors once, protectors of the tribe, now they were a storyteller and an outsider. Grandfather taught Willow to live off the land, how to listen to the winds and feel the movement of the world around her. These were lesions he had once taught to her father but he had turned away from the traditions early in life.

 

Months turned to years as Willow became part of the tribe, a teacher and a hunter. She danced with the fevered warriors at gatherings and felt a peace in herself as she embraced the old ways. As time passed she began to forget her childhood, instead she remembered the tales of the tribe and the great hunts gone by. She knew that not long after she had arrived she sent papers to have her name changed legally. As the years rolled on it seemed like a trivial gesture.

 

No child may sleep forever. Willow had traveled north following the trail of an eagle. Wandering into town it was as if she was reliving Grandfather’s stories. Men from the Bureau of Indian Affairs had six people lined up outside a trailer. Two men, three women and a child, without hesitation they opened fire, executing one after another. It wasn’t pride or a sense of duty or heritage or even anger, something deep within her was sparked inside.

 

Without thinking Willow chanted Grandfather’s prayers asking for the strength and protection of her ancestors. As she prayed Willow felt them her mother, father, grandfather and more circling her warding her from protection. She called for the land to give her guidance as two large brown bears charged past her. At the time she though she drew the knife as she cut into the first officer. Looking back she knew it had come to her. When it was over there were nine dead, four agents and five members of the reservation only the child had lived.

 

Her name was Erin Redriver, and both her parents had just died. It was six miles to Willow’s home and fearing taking her to the authorities Erin came with her. The girl didn’t question or complain, she didn’t really speak at all. At first Willow had worried that seeing her parents die had done something to her, it was then she noticed that they walked along the trail with the bears. There was no fear of them, Willow could look at them and know they were her guardians. To prove to Erin how safe they were the child rode on their backs most of the way home.

 

It was there Willow made her second realization. Her home was a burned out trailer. Tanned skins patched the holes in the roof and walls and a funnel on the roof collected water for her to drink. She had built this place Grandfather had shown her. Grandfather had died with her parents. Willow was all that remained of her family and their history. With a silent prayer she dedicated her self to helping other remember the forgotten ways and protecting those who no longer remembered.

 

Erin still lives with Willow who has taken on the name Wakan when she acts as a warrior. She sees Erin as a daughter and she helps to keep her grounded, no letting her get lost in Grandfather’s teachings. Barlow left the Lower Sioux Indian Reservation after sever of his men were caught by Willow. More than once she has tried to track him down, prove the extortion rackets that he runs on the reservations he’s assigned to. One of her few fears is his ability to be moved when Willow comes for him. She fears his connections in the BIA and who profits from his deeds.

 

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Re: Native American Supers: Post Your's Here

 

Here's a character for a PbP game on Keith Curtis' Savage Earth website. The name of the Campaign is called Metahumans. It's more low powered and more "realistic". You can check it out here.

 

Val..Char...Cost

20...STR....20

20...DEX....30

15...CON....10

10...BODY..0

18...INT.....8

11...EGO....2

13...PRE.....3

10...COM....0

 

8/13...PD....4

5/10...ED....2

2.....MD......0

3.....SPD....0

7.....REC....0

30...END....0

35...STUN...7

 

11'/22"..RUN....0

2'/3"..SWIM....0

4'/6"..LEAP.....0

 

Characteristics Cost: 72

 

 

Cost PowerEND

10 Animal Speed: Running +5" (11" total) END: 1

 

Enhanced Senses END:

6 1) Animal Senses: +2 PER with all Sense Groups END: 0

5 2) Night Eyes: Nightvision END: 0

3 3) Keen Ears: Ultrasonic Perception (Hearing Group) END: 0

5 4) Tracking Scent: Tracking with Normal Smell END: 0

5 5) Animal Scent: Discriminatory with Normal Smell END: 0

 

18 Spirit Bow: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1) END:

1u 1) Spirit Shock: Energy Blast 4d6, AVLD (Mental Defense; +3/4) (35 Active Points); OAF: Bow (-1), Gestures (Requires both hands; -1/2) END: 3

1u 2) Spirit Light: Sight Group Flash 7d6 (35 Active Points); OAF (-1), Gestures (Requires both hands; -1/2) END: 3

1u 3) Spirit Bind: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical (+1/4) (37 Active Points); OAF (-1), Gestures (Requires both hands; -1/2) END: 4

Powers Cost: 65

 

Cost Martial Arts Maneuver

Martial Arts: Tribal Fighting

4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

1 5) Weapon Element: Blades, Empty Hand

Martial Arts Cost: 18

 

Cost Skill

3 Breakfall 13-

3 Deduction 13-

3 Conversation 12-

3 Criminology 13-

2 KS: Iraquois Customs/History 11-

2 Language: Iraquois (fluent conversation)

2 Navigation (Land) 13-

3 Paramedics 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 12-

2 Survival (Temperate/Subtropical) 13-

5 Tracking 14-

3 WF: Common Missile Weapons, Blades

Everyman Skills

3 1) Climbing 13-

0 2) Computer Programming 8-

0 3) Concealment 8-

0 4) Language: English (completely fluent; literate) (4 Active Points)

0 5) TF: Common Motorized Ground Vehicles, Everyman Skill

Background Skills

0 1) AK: New York State (Background Skill) 11-

0 2) KS: Metahumans (Background Skill) 11-

0 3) KS: FBI (Background Skill) 11-

0 4) PS: F.B.I. Agent (Background Skill) 11-

0 5) WF: Background Skill, Handguns

Skills Cost: 40

 

Cost Perk

2 Fringe Benefit: Local Police Powers

3 Fringe Benefit: FBI Special Agent

Perks Cost: 5

 

 

Cost..Equipment..END

Nano, Duralon suit: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 14- (-1/2), IIF (-1/4) 0

Hunting Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) 1

Normal Arrows: Killing Attack - Ranged 2d6 (30 Active Points); 12 Charges (-1/4) [12]

Standard Issue service sidearm: (Total: 21 Active Cost, 21 Real Cost) Killing Attack - Ranged 1d6+1, 16 Charges (+0) (Real Cost: 20) plus +1 To OCV (Real Cost: 1) [16]

Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Val Disadvantages

0 Normal Characteristic Maxima

5 Distinctive Features: Doomborn (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

15 Psychological Limitation: Seeks Justice (Common, Strong)

15 Psychological Limitation: Afraid of betraying his heratige (Common, Strong)

10 Psychological Limitation: Conflicted about upholding the Law, and need for Justice (Common, Moderate)

10 Hunted: F.B.I. 11- (Mo Pow, NCI, Limited Geographical Area, Watching)

20 Vulnerability: 2 x Effect Flashes (Common)

10 Social Limitation: Subject to Orders (F.B.I.) (Frequently, Minor)

15 Social Limitation: Secret ID (Frequently, Major)

Disadvantage Points: 100

 

Base Points: 104

Experience Required: 4

raised DEX by 2

Total Experience Available: 5

Experience Unspent: 1

Total Character Cost: 204

 

Height:1.93 m

Hair:Black

Weight:102.00 kg

Eyes:Brown

 

Appearance:Daniel is tall with long straight black hair and dark brown almost black eyes. In his everyday appearence, he typically wears jeans a brown leather jacket with Native American jewlery, and brown leather boots that come to his knees.

 

Personality:Daniel is an intense man, who is sometimes driven by conflicting goals. On the one hand he wants to be a "Good Cop" and follow the law, yet has an intense desire for justice that sometimes the law doesn't fulfill. He tries to reconcile these by following the law in her Daniel persona, and seeking justice in the Thunderbird persona.

 

Quote:"You cannot hide from me"

 

Background:Daniel was born in the mountains of Upstate New York on an Iroquois Reservation. His parents had all but given up their Native American heritage, and tried to raise him without the trappings of it. Daniel's grandmother, however, was still very much rooted in it and instilled an interest very early on. When Daniel was 16 his parents were killed during a robbery attempt while Daniel was out with some friends. The local police never found the killers. Daniel moved in with his grandmother, and for the next few years heard stories about how the spirit of the Iroquois would infuse their power in a champion of the tribe, and how his grandmother thought Daniel was that champion, following in the footsteps of his grandfather. Daniel started to believe his grandmother's stories, as he noticed he was different then most people. He realized he was strong, and fast, and his senses were unnaturally sharp. His grandmother taught him "the old ways" of tracking, living off the land, and combat. Finally, when Daniel was old enough, his grandmother showed him the bow. She explained to Daniel that the bow was magical, and only the champion could use that magic, because it came from the champion himself. She explained that it was time for her to pass the mantle to Daniel. Daniel took the bow and asked about arrows. "The arrows come from you, from inside you," his grandmother replied. Daniel concentrated on the bow and drew the string, and there on the string was an arrow made of energy. Daniel released the arrow into the wall, where the energy dissipated harmlessly. "The arrow is made from Spirit Energy, so it only affects things that have a spirit," his grandmother explained. "You must now, go out into the world, and be our champion." "How do I do that? What does that mean?" Daniel asked. His grandmother just gave him a motherly smile and caressed the side of his head, "That's for you to figure out." Daniel decided he would head to the city. He had always wanted to be a police officer after what had happened to his parents so he went to the police academy where his abilities allowed him to excel. He easily made the force and was quickly promoted to Detective. In his other persona he pursued the street thugs, where he came to the attention of the F.B.I. He now works for the police as Daniel and the F.B.I. as Thunderbird.

 

Powers/Tactics:Daniel's bow was handed down from her grandmother. It actually draws on Daniel's spirit energy and can tire him out quickly if he's not careful. He will usually soften his foes up with the bow, then switch to hand to hand to finish them off. If his opponent is using lethal force, he has no compunction about using his knife or hunting arrows if needed. While he has a Service Side arm, he typically doesn't carry it even in his civilian ID, preferring to just wear the knife on his belt.

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Re: Native American Supers: Post Your's Here

 

I have a character, Breaker, also in the same campaign as Tribe's Whisper. He's Navajo - son of the god/champion Monster Slayer. There is character fiction for him here (character fiction for Whisper is here).

 

BREAKER

Sam Sable/Tse Tsahaszih

Character Sheet (Click Here)

 

Background

 

The Secret Origins of Breaker

 

 

At first glance it seemed like any other cave in the mountains and it seemed safe enough. Although dark and foreboding, it was no more dark and foreboding than any other that he had been to. Kid Boots dismounted, taking the reins of Old Crow in tightly as the horse was even more skittish than normal - more skittish than in any other thunderstorm.

 

 

A jagged bolt of lightning illuminated the valley giving Sam a split second to see the layout of the cave. It ran deeper than he could see with the flash, so the first thing he did was strike a match to light a spare piece of dry cloth and then light a torch.

As Sam, also known as Kid Boots, led his horse further into the cave, the damp smell of rain-soaked apparel and horse hair began to give way to a drier scent of dust. The cave walls of the outer part of the caverns were fairly smoothed by wind and sand, but the inner caverns were a bit rougher. Yellow and brown spikes of rock occasionally protruded from the ceiling and floor, their tips and parts of their canes moist.

 

 

A large hairy brown spider leaped ahead of him and around a cavern bend. Was it the wind, or did he really hear voices coming from further inside?

 

 

As he turned the bend, Sam had to quickly stop his steps else he would have knocked over an Indian maiden. Her eyes were captivating, dark pools that seemed to examine him and know him. Her hair was loose but did not flow. She wore deerskin leather that seemed hairy.

 

 

Standing in the middle of a large cave with many cavern entrances, she continued to stare into Sam's eyes and simply stood there. A smile, gentle and small, came upon her face as she said, "Tse Tsahaszih, Son of Nayee Neizghani, Son of Patricia Sable. It has been a long time since I have seen you last."

 

 

Sam straightened himself but could say nothing. There was something familiar to him about this woman, but at the same time, he couldn't recall meeting her. Stranger still, she knew his real name. But what she said next made him wonder.

 

 

"Your father is Nayee Neizghani the Monster Slayer. Your father's father is Sun and your father's mother is Changing Woman," she said. Seeing the look of confusion mixed with disbelief on the face of Tse, she added, "as for who I am. I am a friend and guide to your father. I am Spider Woman."

 

 

Spider Woman, Changing Woman, Sun, Monster Slayer. These were all names of Navajo gods. Either this woman was mad or... In some ways, this explained some of his incredible - some called it super human - talents. And, it explained his dreams. He said, "well, lady, you've caught my attention, that's for sure. Tell me what you want."

 

 

With a gentle, sincere smile, the woman who had called herself Spider Woman simply said, "to teach you... And certainly, you will not comprehend everything now, but you will at some time. Yes, that is my purpose, to teach you as I did your father."

 

 

Tse simply nodded his head. He hitched Old Crow to one of the rock spikes that rose from the cave floor and then waited. The teaching consisted first of philosophy and then of exercise, mental, physical, but mostly spiritual. It was fascinating and he could certainly use some of the physical things against enemies - perhaps some of the mental things, too. Time went by in a strange sort of way. It seemed both to take too long and pass too quickly.

 

 

Still, in the end he was skeptical. This woman knew a lot, but the things that ranged toward the supernatural were clearly things that he either had to accept on faith or not accept at all. In the end, he tested her. She claimed to be a seeress of sorts, so he asked her a simple question, "how is she doing?"

 

 

"Your partner..." said the woman. It almost seemed as if her eyes became as dark gems with facets cut by a jeweler.

 

 

"Bess?"

 

 

"Yes, that is the name that she uses, just as you use the name Sam Sable..." her voice carried an air of mystery, but he could tell that was not an affected tone. "Your partner... will die by the time you have left this cave."

 

 

Kid Boots leaped up immediately and bounded past the saddle and bag, past his treasured boots, toward Old Crow. Bess, whatever her real name was, deserved a long and happy life. She had spent too many days living the life of one of the lowest of the low. She had a good heart and had helped him save many innocent people and making life better for thousands. If he was, indeed, son and grandson of gods, he would implore them to help her. Abruptly he said, "Tell me two things: Where do I find my father and his parents? And what is Bess going to die of?"

 

 

"The gods of Dine have faded away. Some like me live in obscure places and have far less power than in the old days. Others live in other places. You will easily find your father and his father and mother. But you can only ask yourself what to do." Still calm and sitting near the campfire, Spider Woman's hairy brown tunic shifted. "As to the second question... She will die of old age."

 

 

Leaping easily onto Old Crow, Tse tapped the horse's sides and whispered in his ear, "Yozons! Shil-loh!" He shouted to Spider Woman, "Crazy woman. You make no sense at all!"

 

 

A look of concern and irony came to her face, "beware Tse, you are going through the wrong cavern."

 

 

Kid Boots only shook his head. He had come in through the cavern nearest his boots. He was leaving through the cavern nearest his boots. But was he? The cavern continuously went from warm to cool several times and it took several minutes before he was out once again in the red dirt hills. It seemed like the ride was longer than it should have been, but then again, his head was filled with thoughts of how he was going to find Bess and what he would do to help her... if indeed she was in deadly trouble.

 

 

It was daytime now and the rain had stopped. In fact all traces of rain were gone. Funny, the area looked similar, but not the same. Of course last night, it had been storming. In any case, East was to the right and that was the way he headed. He'd ride hard to Phoenix and then catch the train from there.

 

Biographical Summary

 

 

The promise of land and hope for a better life sent many a man and woman to the west. Harold Sable and his new bride, Patricia, left the crowded city of New York to go to Santa Fe. All settlers took pride in the fact that their prosperity was in their own hands. Hard work would lead to a better life. But, life in the west was rough, too. All the benefits of a bustling civilization were diminished. Services were perhaps a day's travel away, law was nearly nonexistent. Harold was slain by a roving gang and Patricia was left to fend for herself.

 

 

Another roving gang nearly completed the task of pillaging the settlement of Golden Valley, but a mysterious Indian, who gave the name of Nayee Neizghani, wiped out the gang. He stayed for a brief time until the settlement was back on its way to recovery and then left saying that he was no builder, only a destroyer of monsters.

 

 

A strapping boy was born to Patty Sable, whom she named officially Sam Sable, but also named him Tse Tsahazish as a mysterious Navajo woman told her to. Eventually, Patty married a neighboring widower farmer and enjoyed some degree of prosperity.

 

 

At the age of 16, young Sam left. He had too much of his father in him. At first he lived the life of a cowboy working for a nearby ranch. But, after leading a posse to track down some rustlers, he found his calling in life.

 

 

Over the next two decades, he wandered the southwestern United States, tracking down villains and bringing them to justice, living off of the occasional bounties that were paid. During that time, he picked up a nickname, Kid Boots, for the turquoise-studded boots that he treasured for his mother had given it to him on his 18th birthday. He also picked up a partner, rescuing her from some despicable men. Bess had a keen eye and good hand and quickly became a sharpshooter and a great horse rider. With one horse to ride for distance and another to ride for action, the nearby Indians referred to her as Two Saddles. The pair became known as Boots and Saddles throughout the region.

 

 

After defeating the banditos and El Lobo Rojo, Kid Boots and Two Saddles left the town of Las Puntas, riding into the sunset. As they left, a telegraph operator approached and handed Bess a note. Bess left for Boston. The message was from her mother. An orphan, she had never known her mother, but Bess just knew it was from her mother who was dying. She set out East to Boston.

 

 

Kid Boots went with her to the next town, but heard rumors that an old enemy, Rotary Gun Ralph, was in the area east of Los Angeles. There was no doubt that if the rumor was true, Ralph was up to no good.

 

 

In a thunderstorm, Kid Boots sought shelter and met a mysterious woman who knew his real name and who told him of his past. She told him of the present and taught him the Navajo ways. She then started to tell him of his future and made the dire prediction of Bess' death. As he stormed out of the cave, he mistakenly took the wrong direction and the tunnel led him on a journey through time.

 

 

At first he was disoriented, but Tse/Sam easily found a job as a ranch hand. He learned about the new time that he was in and all of the new ways. Once he figured out what had happened, he tried to visit the cave again. Again he met Spider Woman, but was not able to travel back to his own time. He was wiser since his previous meeting with the goddess and he listened to her advice. His purpose here was to carry on the work of his father, Monster Slayer, to defeat those who posed a threat to the Dine and to other people.

 

 

For three years, Tse began to carry on the task. In many ways it was much as he had done Kid Boots, but this time with no sharpshooting partner. He looked for trouble or trouble looked for him. Through investigation and an inevitable clash of arms he defeated the modern monsters... most of the time. And while he could not turn them to stone as his father did his enemies, he did send them to stone places. Tse was carrying out the family task, or so he thought.

 

 

Then, the dream came. Tse had long had dreams and waking dreams, but did not understand their relevance until Spider Woman taught him. This dream of the woman and the coyote was important, too. And this dream came every night. After the second week of the dream, he awoke and whispered to no one in particular, "Grandmother..."

 

Personality

 

 

Vanquishing evil and riding out in the sunset has always been Tse's style. Part of it comes from what inevitably follows - law enforcement officials moving to the scene. They didn't trust Kid Boots; they don't trust Breaker, either. Tse doesn't really trust them either. He'd seen too many of them corrupted by power or money. The other part is that once the job is done, he sees no reason to stick around. As a teenager he had his share of accolades and appreciation; he just doesn't need that anymore.

 

 

Tse also misses the past. Mostly he misses his partner, Bess. But things were simpler, too, in general. Yet, he knows that his duty and destiny both lie in the present.

 

Quote

 

"Some are monsters not by appearance, but by their selfish and malicious blackened hearts."

 

Powers

 

Tse has always been stronger, faster, quicker and tougher than most humans. He also has the natural ability to erode an enemy's defenses in combat. Since his training under the tutelages of Spider Woman, Tse has learned to listen to the spirits more and utilize their aid. He has also become a much more effective hand-to-hand fighter to the point that he no longer carries a gun.

 

Appearance

 

As Sam Sable, he dresses in jeans, longsleeve shirts, a buckskin vest, a western hat, and work boots. As When he visits any Native American residence or any residence of a Native American spirit, he prefers to dress in traditional Navajo attire. As Breaker, he wears a white western hat, a blue bandana over the lower half of his face, a Navajo warrior headband, high leather boots, and a buckskin pants and jacket.

 

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Re: Native American Supers: Post Your's Here

 

I once made up a guy who was full-blood Mohawk. He was a powered-armor wearer who had some natural psionic talents that were enhanced by the armor. Done mostly as a reaction to all the "Indians are either mystics or bow and tomahawk toting weaponsmasters" sterotypes I'd seen.

 

Don't you know? All Native American's are natural Bowmen/Hunter's or born with a Spiritual link to their Totem/Ancestors.

 

- - -

 

Here's my take on this. Part of the Native American archetypes come from the creators idolization of the culture or history. Rarely do characters from other cultures fit into the standard superhero molds. These character's tend to draw on that cultural background for their origin or to add depth to the personality.

The same can be said about all characters but when you talk about a culture from a shared background the writer does not need to focus in on it so greatly. Things that most people understand and are familiar don't need the volume of detail as something alien to the reader requires. So characters from cultures outside the norm tend to reinforce stereotypes or become idolized versions of that society or some part of their history.

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Re: Native American Supers: Post Your's Here

 

Is that so bad?

 

So many are fascinated by Samurai, Fighting Priests, Celtic Warriors, Ancient Egyptian Culture, and Knights in Shining Armor...

 

The American Indians created an incredible culture where none existed before. It's a testimony to their greatness that gamers revere the purity and mysticism of their relationship with nature and unique tribal existence.

 

It's a good thing. :)

 

Now, I understand that stereotypes are bad... But we're talking about games and archetypical heroes here. ;)

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Re: Native American Supers: Post Your's Here

 

Is that so bad?

 

It depends, when you are talking about stereotypes yes. Even when you're looking at idolized images in a positive light they tend to blur one's perspective. That is not to say positive roles are bad. I am a firm believer that we could use more positive roles for cultures outside the US norm, be it Native American, Asian or Middle Eastern really any society.

 

So many are fascinated by Samurai, Fighting Priests, Celtic Warriors, Ancient Egyptian Culture, and Knights in Shining Armor...

 

The American Indians created an incredible culture where none existed before. It's a testimony to their greatness that gamers revere the purity and mysticism of their relationship with nature and unique tribal existence.

 

It's a good thing. :)

 

Now, I understand that stereotypes are bad... But we're talking about games and archetypical heroes here. ;)

 

No arguments here, we use a few more heroes from different places. One can hope that wit them will come some nugget of information on the actual society or at least enough solid writing and good old heroingness that the readers might want to learn more on their own.

 

Finally, here is a link to old war propaganda art covers. Take a look at some of the stereotypes the comic industry used to push.

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Re: Native American Supers: Post Your's Here

 

Don't you know? All Native American's are natural Bowmen/Hunter's or born with a Spiritual link to their Totem/Ancestors.

 

At least Danielle Moonstar wound up a Valkyrie and got to cross mythologies a little bit. I wanted to list Forge as technology based, but I think they did some wacky totemic stuff with him too.

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Koyotie (my PC) gets her code name from the Coyote of Native American mythology, so there's a connection there. She also wears a feather from time to time, since she's counted coup in combat. But that's as far as the really overt stuff goes. I know I've had her play up the NA aspect in her various SID guises, usually with t-shirts like FBI (Full Blooded Indian) or Homeland Security: Fighting Terrorism Since 1492 (with picture of Apache warriors).

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At least Danielle Moonstar wound up a Valkyrie and got to cross mythologies a little bit. I wanted to list Forge as technology based' date=' but I think they did some wacky totemic stuff with him too.[/quote']

 

::Hangs head:: I was going for funny on that one...

 

So looking up Forge, his wiki page has him originally trained as a medicine man and turning his back on his tribe. While serving in Vietnam he did however use the spirits of his lost troops to summon demons to defeat the enemy before calling in an air strike. This is how he lost his hand and leg. (Something that I had wondered about)

 

Here is the link if you want it.

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Re: Native American Supers: Post Your's Here

 

I've never played a "Native American" character, mostly because in a way, I have no ability to play one effectively, especially given how easy it is to resort to stereotype.

 

Of course, it seems that in order to create a convincing nativew american, you have to resort to stereotype...

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