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Native American Supers: Post Your's Here


Corven_Ren

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Re: Native American Supers: Post Your's Here

 

I've been lurking on this thread, since I don't have any Native American characters.

 

I do, however, have an indigenous Australian one. He's roughly modelled on a couple of people I know, and only conforms to stereotype to the degree they do.

 

Of course, it's a one side representation even of them, since how can you accurately represent someone else?

 

For the record, he's a football (rugby league) player turned brick. I took his name from the nickname of one of people he is based on, which is that of the team he is associated with. Appropriately enough, that name, "Bronco", is an American, not Australian, term.

 

In general, though, I have adopted the principle of embracing cliches and stereotype. I like a fairly Silver Age style, with a considerable tongue in cheek element. Another way of describing it is semi-humourous Iron Age!

 

In this kind of setup, everybody is a stereotype. This includes, and probably especially applies to the white Americans, Australians and so on comics were originally mainly written for.

 

Yes, I have an Australian character that throws Boomerangs. He's named "Blue Boomerang". He'd be named "Black Boomerang", but he's not black.

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Re: Native American Supers: Post Your's Here

 

Yes' date=' I have an Australian character that throws Boomerangs. He's named "Blue Boomerang". He'd be named "Black Boomerang", but he's not black.[/quote']

 

So do I...although he is only part Australian..here is a link to his write up.

 

http://www.herogames.com/forums/showpost.php?p=642725&postcount=47

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Re: Native American Supers: Post Your's Here

 

In my campaign Native Americans have produced quite a few supers.

To name a few:

 

Red Crow: mutant/martial artist; now member of a gang of inter-stellar buccaneers

 

Stampede: tough brick, reluctant hero

 

Black Bear: hero, transformed into a huge bear-man by a demon-lord

 

Bear Claw: twin brother of Black Bear, abducted at an early age by a demon-lord, now his loyal servant

 

Many Deaths: mutant hero, who witnessed the brutal murder of his whole village, out for revenge

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Re: Native American Supers: Post Your's Here

 

Not 100% complete, but almost...The background is only in my head. The special effects of his Totem Multi-Power is that when he calls on a particular totem power (a MP slot), he takes the physical features of the totem he is calling in. So when using eagle, his physical features might start to imitate an eagle (Like in Shadowrun when a Shaman casts a spell).

 

Guardian

 

Val Char Cost

30 STR 20

23 DEX 39

25 CON 30

15 BODY 10

18 INT 8

13 EGO 6

25 PRE 15

10 COM 0

 

25 PD 19

20 ED 15

5 SPD 17

11 REC 0

50 END 0

50 STUN 7

 

8" RUN 4

4" SWIM 2

21" LEAP 0

Characteristics Cost: 192

 

Cost Power

20 Totem Powers: Multipower, 20-point reserve

1u 1) Bear: +20 STR (20 Active Points); No Figured Characteristics (-1/2)

1u 2) Rhino: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2)

1u 3) Dog: (Total: 20 Active Cost, 14 Real Cost) Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus +4 PER with Normal Smell and Hearing Group (12 Active Points); Costs Endurance (-1/2) (Real Cost: 8) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3)

1u 4) Spitting Cobra: Sight Group Flash 4d6 (20 Active Points); No Range (-1/2)

1u 5) Pit Viper: Infrared Perception (Touch Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees), Targeting (20 Active Points); Costs Endurance (-1/2)

1u 6) Turtle: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2)

1u 7) Lizard: Healing (Regeneration) 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

1u 8) Cheeta: Running 10" (20 Active Points); Increased Endurance Cost (x2 END; -1/2)

1u 9) Mole: Tunneling 2" through 2 DEF material, Fill In (20 Active Points); Only through natural substances (-1/2)

1u 10) Lion: +20 PRE (20 Active Points); Costs Endurance (-1/2)

1u 11) Boa Constrictor: Hand-To-Hand Attack +2d6, No Normal Defense (Breathing Life Support; Hardened Armor; +1) (20 Active Points); Hand-To-Hand Attack (-1/2)

1u 12) Spider: Clinging (60 STR) (20 Active Points); Costs Endurance (-1/2)

1u 13) Cat: +4 with Agility Skills (20 Active Points); Costs Endurance (-1/2)

1u 14) Fish: (Total: 15 Active Cost, 15 Real Cost) Life Support (Expanded Breathing; Safe in High Pressure) (Real Cost: 6) plus Swimming 7" (Real Cost: 7) plus Environmental Movement (no penalties in water) (Real Cost: 2)

1u 15) Bat: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Costs Endurance (-1/2)

1u 16) Chameleon: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2)

1u 17) Eagle: (Total: 10 Active Cost, 8 Real Cost) +16 versus Range Modifier for Normal Sight (8 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 6) plus Increased Arc Of Perception (240 Degrees) with Normal Sight (Real Cost: 2)

1u 18) Frog: Leaping +15" (21" forward, 10 1/2" upward) (15 Active Points)

12 Tough: Damage Resistance (15 PD/10 ED)

Powers Cost: 50

 

Cost Skill

3 Tracking 13-

3 Riding 14-

3 Animal Handler 14-

3 Survival 13-

3 Breakfall 14-

3 Contortionist 14-

3 Acrobatics 14-

0 : Cherokee (completely fluent)

1 Language: English (basic conversation)

3 Animal Sound Mimicry 13-

3 Shadowing 13-

3 Stealth 14-

3 Concealment 13-

3 Navigation 13-

2 KS 11-

2 KS 11-

2 KS 11-

5 Rapid Attack (HTH)

5 +1 with HTH Combat

Skills Cost: 53

 

Cost Talent

2 Environmental Movement (no penalties in Wilderness)

3 Bump Of Direction

Talents Cost: 5

 

Total Character Cost: 300

 

Pts. Disadvantage

15 Psychological Limitation: Avoids Technology (Very Common, Moderate)

10 Psychological Limitation: Reluctant to Kill (Common, Moderate)

10 Distinctive Features: Big Hulkin' Indian (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Money: Poor

5 Reputation: Ecological Activist, 8-

20 Dependence: Within Earth's atmosphere (Lose Multipower), Very Common, 20 Minutes

 

** note some of the multipower slots require special GM permission (sense power, Skills). I do not feel the character is abusive, you might.

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Re: Native American Supers: Post Your's Here

 

White Wolf

Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

23 DEX 39 14- OCV: 8/DCV: 8

30 CON 40 15-

13 BODY 6 12-

15 INT 5 12- PER Roll 19-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

30 PD 16 Total: 30 PD (5 rPD)

25 ED 14 Total: 25 ED (5 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

15 REC 0

60 END 0

60 STUN 9 Total Characteristic Cost: 218

 

Movement:

Running: 16"/32"

Leaping: 19"/38"

Swimming: 2"/4"

 

 

Cost Powers END

13 Leader of the Pack: Mind Link , One Specific Mind, Number of Minds (x8) (20 Active Points); Limited Class Of Minds [subset of a class] (-1/2)

 

10 Strong Leaper: Superleap +10" (19" forward, 9 1/2" upward) 1

20 Swift of foot: Running +10" (16" total) 2

 

Metahuman Senses

3 1) Hi Range Hearing: Ultrasonic Perception (Hearing Group)

10 2) Hyperacute Olfactory: Discriminatory Sense with Smell

5 3) Infrared Vision: Infrared Perception (Sight Group)

21 4) Superhuman Senses: +7 PER with All Sense Groups

10 5) Tracking Scent: Tracking with Smell/Taste Group

 

Metahuman Toughness

4 1) Durable Physiology: Life Support (Longevity: 400 Years; Safe in Intense Cold)

10 2) Exotic Defenses: Power Defense (10 points)

8 3) Iron Willed: Mental Defense (12 points total)

2 4) Steady and willful: Knockback Resistance -1"

15 5) Toughened Flesh: Armor (5 PD/5 ED)

 

Wrestling/Martial Arts

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 60 STR vs. Grabs

3 Hold -1 -1 Grab Two Limbs, 55 STR for holding on

5 Kick -2 +1 13d6 Strike

4 Punch +0 +2 11d6 Strike

3 Slam +0 +1 9d6 +v/5, Target Falls

3 Take Down +2 +1 9d6 Strike; You Fall, Target Falls

 

Perks

30 The Pack: Follower: 10 Wolves

4 Can Mix it Up: Reputation: Top Notch Fighter (A large group) 11-, +2/+2d6

4 Real Shaman: Contact: Paul Windwood (Contact has useful Skills or resources) 12-

 

Talents

15 Keen Senses: Danger Sense (self only, out of combat, Intuitional) 19-/12-

 

Skills

35 +7 with HTH Combat

16 Leader of the Pack: Animal Handler (Canines) 20-

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Forensic Medicine 12-

2 Navigation (Land) 12-

3 Paramedics 12-

3 Riding 14-

2 SS: Biology 11-

2 SS: Medicine 11-

2 SS: Veterinary Medicine 11-

3 Scholar

1 1) KS: Flora And Fauna (2 Active Points) 11-

2 2) KS: Folklore (3 Active Points) 12-

1 3) KS: Herbalism And Healing-Lore (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

13 Shadowing 17-

7 Stealth 16-

3 Streetwise 13-

16 Survival (Arctic/Subarctic, Temperate/Subtropical, Mountain, Urban) 16-

5 TF: Common Motorized Ground Vehicles, Dog Sleds, Dogs, Equines, Snowmobiles, Two-Wheeled Motorized Ground Vehicles

19 Tracking 20-

3 Traveler

2 1) AK: Alaskan Wilderness (3 Active Points) 12-

1 2) AK: Pacific Northwest (2 Active Points) 11-

1 3) CK: Juno (2 Active Points) 11-

1 4) CK: Seattle (2 Active Points) 11-

1 5) CK: Vancouver, BC (2 Active Points) 11-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 382

Total Cost: 600

 

200+ Disadvantages

15 Dependent NPC: Natty (Wolf Puppy) 8- (Incompetent)

10 Hunted: Bloodwolf 8- (Occasionally), As Powerful, Harshly Punish

15 Hunted: FBI 8- (Mo Pow, NCI, Mildly Punish)

10 Hunted: Pariah 8- (Occasionally), As Powerful, Harshly Punish

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing Common, Total

10 Psychological Limitation: Melting Pot Multi-culturalist (Common, Moderate)

15 Psychological Limitation: Seeks Justice Common, Strong

10 Psychological Limitation: wanderlust Uncommon, Strong

10 Reputation: Violent Criminal, Sometimes (8-), Extreme

15 Social Limitation: Secret Identity Frequently (11-), Major

250 Experience Points

 

Total Disadvantage Points: 600

 

 

 

Background/History: Lee's parents are doctors and he wanted to be like them. He went to school and then medical school, returning home after his superhuman abilibies awakened. After spending some time with his maternal Grandfather who had been college wrestling champion and succuessful policeman, Lee took a costume and the name Arcitc Wolf.

 

However, his first few actions as a superhero ran him afoul a few corrupt cops. He was called White Wolf and made out to be some sort of eco-terrorist. On the run in his home state he traveled south through Canada and into the Pacific Northwest. He's still wanted for questioning but the corrupt cops in question have been revealed and White Wolf is generally considered a non issue.

 

He has one high profile televised combat with the supervillain known as Pariah. White Wolf more than held his own and his reputation as a fighter skyrocketed. He isn't interviewed much, if at all and has no social agenda to fight for; he's just a Truth, Justice, and the American Way kind of hero.

 

Another "Cool pic from Champions Book" Character

 

Personality/Motivation: Just trying to find some justice in the world. White Wolf has an up beat, positive outlook. Lee has no trouble being a wise guy, playing off his heritage or his profession. He has an unnaturally thick epidermis physically and emotionally. He does bristle when people expect him to act a certain way or treat them a certain way due to ethnic, social, and economic background; but for the most part he brushes these things off to ignorance and ignores them.

 

Quote: "Running Bear....Loves Little Whitedove....I'm gonna break your face..."

"Call me Tonto again, buddy and I'll bust your ass so fast you'll be seeing silver bullets."

"Hello, I'm Lee and I'll be your Medicine Man today..."

 

Powers/Tactics: A martial artist with impressive physical and sensory abilities. White Wolf can also speak with any canine.

 

Campaign Use: He can be a member of an NPC group or just a lone hero encountered anywhere. He would be considered an expert on Alaskan native lore if ever the need arose.

 

Appearance: Handsome Amerind with black hair and gray eyes. Wears a black body suit with white gloves lined with teeth, a white wolf headdress, black trunks, white legs and white boots.

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Re: Native American Supers: Post Your's Here

 

I refer you to Huitzilin, from Kate Orman's first Doctor Who novel The Left-handed Hummingbird

 

An appallingly powerful psychic and time-permeable psychopath, who went on to become the patron god of the Aztecs.

 

The book caused something of a furore, because the Doctor takes some LSD and magic mushrooms, to try and learn more about the entity he's trying to defeat - and ends up possessed by a psychopathic Aztec god.

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  • 2 weeks later...

Re: Native American Supers: Post Your's Here

 

I've got two write-ups floating around somewhere on this board. The first one's Hardcase he's a mutant teen brick, that's pretty much indestructible. The Second's Bright Star, and energy manipulator who can create objects out of solid light energy. I'll see if I can track down the threads I posted them in.

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