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Post by Tomahawk on Feb 16, 2005 7:54:39 GMT
Hero Name: Kangìnupà<br>Given Name: Kangìnupà Wasùishtà (“Joe” Storm-Eyes, or “Joey Storm”) Fighting: Good (10) Agility: Typical (6) Strength: Good (10) Endurance: Excellent (20) Reason: Typical (6) Intuition: Remarkable (30) Psyche: Incredible (40) Health: 46 Karma (Starting): 76 Karma (to date): Resources: Poor (4) Popularity: Shift 0 (0) (Amazing (50) amongst his own people) Age: 20 Gender: Male Height: 6' 1/2" Weight: 195 Ethnicity: Sihasapa Sioux Skin Color: Native American Hair Color: Black Eye Color: Brown General Description: Tall & lean, yet muscular. Tends to have a serious look most of the time. Strong Native American features.
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Post by Tomahawk on Feb 16, 2005 7:55:37 GMT
POWERS:[/u] All of his powers come from the spells which he knows and the magical items which he carries (equipment). Kangìnupà is Disciple of the Nature School of Magic.
Personal:
Dreamwalking (Astral Projection)(EX)(20)- As per the entry in RoM; Presently, can only be used when a special ceremony requiring 20 minutes preparation time is performed, or spontaneously (ie., uncontrolled) while he is sleeping.
Medicine Shield (Shield- Individual)(EX)(20)- As per entry in RoM; Presently, he requires a full round of gesturing and chanting to bring the shield into effect; afterwards he must maintain concentration on keeping the shield up, and can take no other action than basic movement.
Universal:
All my Relations (Communicate with Animals)(GD)(10)- a magical form of entry M3 in the UPB. He requires at least one full round and his Medicine Rattle (see equipment) to cast this spell, and can only do so with one type of animal per casting. Note: this does not give any degree of control over the animals in question; they must be negotiated with as any other NPC.
Firebird’s Kiss (Fire Generation)(FE)(2)- a magical form of EE4 from the UPB. He learned this spell on some of his travels, and is currently not able to do much more with it than light a campfire. It is one of the few spells which he knows which can be called upon (relatively) instantaneously. Any flames created with this spell do power rank damage, and last as long as the Rank Number in rounds, unless circumstances warrant it lasting longer (it’s used to ignite dried wood, for example), in which case logic prevails. More often than not, he uses this spell in conjunction with rituals, particularly when a sacred fire or some other fire needs to be lit.
Sacred Space (Force field vs. Hostiles)(RM)(30)- a magical form of L6 from the UPB. Also works as a barrier against intrusion by non-corporeal beings. Presently, can only cast by completing a special ceremony requiring at least 30 minutes of preparation time.
Thunderbird’s Fury (Eldritch Blast)(RM)(30)- as per the entry in the RoM; This spell only effects beings not native to earth’s dimension; he has not yet learned how to wield this spell against more mundane (natives of earth’s dimension) foes.
Dimensional:
Spirit’s Aid (Summoning)(RM)(30)- a magical form of L20 from the UPB. This spell does not summon “demons” or hostile spirit beings, and as such is slightly different than the description given. Usually, this spell is cast with an accompanying ceremony requiring a full hour to complete, however he can also use it in emergency situations after 2 full rounds of incantations. The beings summoned can be called upon to give information, or to aid in some task as requested (such as helping in a battle, for example). The beings called upon are free-willed and already aware of the task before answering the summons (it’s part of the incantation); as such a failed roll simply means they do not come, and his efforts to summon the beings are done in vain. This spell can also be altered to summon specific Spirits whom he knows and has had contact with before (these are treated as power stunts); these are automatically considered “Friendly” for entreaty purposes. The Judge determines the exact statistics and abilities of any spirits summoned. Note: Spirits whom he summons can (and will) call upon him to perform some sort of task at a future date (or sometimes, immediately), and he is obligated to do so, to “return the favor”, so to speak. (This works both ways- In some cases, the Spirits will contact him first, in which case he is then entitled to request a favor from them in the future.)
Spirit’s Vision (Sensing Group Spell)(RM)(30)- As per the RoM; includes Sensing- Danger, Sensing- Evil, Sensing- Fields, Sensing- Identity, and Sensing- Mystical Detection. He can only select one of these to use each day, and must entreaty the Spirits to do so.
MAGICAL ITEMS:[/u]
Guardian’s Amulet- This mystical talisman appears as a normal (although quite large) claw or tooth on a leather thong. Biologists or archeologists would be hard-pressed to identify the nature of the beast from whence it came, however, as it is from a creature of otherworldly origin. Legend says that there are 9 of these amulets in existence; one for each of the Guardians of “Turtle Island” (North America)- one for each direction and cross-direction, and the center. The basic powers for each of these are identical: Extradimensional Detection- The wearer is made aware of any major breaches in the boundaries separating the worlds (dimensions) within a 100 mile radius (“Major” meaning beings of significant power, not necessarily Spirits called via “typical” summoning- but powerful demons most certainly). The exact nature of the breach is not given, aside from a basic “good, evil, or neutral”. No other information is given other than that a breach has occurred. (entities seeking to avoid detection can do so on a successful Incredible Intensity FEAT) Troubleseeker- By completing a short (1 round) song/incantation, the wearer and up to 5 other people (all must be physically touching in some way) and their belongings can be teleported to within ½ mile of the detected dimensional breach. Note: this is a one-way trip; the wearer needs to find their own way to get back to where they started from. Needless to say, this power is one which Kangìnupà does not use unless it is absolutely, positively necessary (and usually after much prompting from the Spirits). Indestructibility- The amulet itself is of Remarkable material strength for all intents and purposes. However, even if it is ground to powder, it is not destroyed. Rather, the whole of its fragments magically teleport away to a random location in the Black Hills of South Dakota, where it reforms and awaits someone else to find it and become the next Guardian. It does not, however, possess any means to disclose its abilities, powers, or nature to the one who finds it; this is just something they have to find out the hard way.
Legends say that these amulets also possess other powers and abilities. What exactly these might be is unknown to Kangìnupà at this time, and would have to be discovered later, if the legends are true, that is.
Thunderbird Staff- In it’s everyday form, this item appears as a highly decorated, 1 ½-foot long stick adorned with beadwork, feathers, and leather fringe, much like the so-called “talking sticks” common amongst native peoples. Upon command, however, it can change its form into two other shapes, that of a 6-foot tall staff, and an equally long spear. Each transformation takes two full rounds to be completed- one for the incantation to change it, and one for the transformation to take place. Each form has its own powers and/or abilities. Healing Touch(EX)(20)- This can only be used when the staff is in its “stick” form, and can only be used on willing recipients or persons who are unconscious. After a full 5 minutes of singing, the person touched by the stick is healed for 20 points of Health, even going so far as to mend broken bones and cure diseases and the like (with Excellent ability). Should the contact be broken before the 5 minutes of singing are up, the user must start again if he wishes the effect to take place. This ability is usable a maximum of 3 times per day. Weather Control(RM)(30)- as per the entry MC12 in the UPB. This ability is only available when the staff is in “Staff” form, for a maximum of 30 minutes per day. It is only effective under the open sky; inside a building or underground this power cannot be used, and attempts to do so result in “wasted time” deducted from the available 30 minutes for that day. Presently, Kangìnupà only knows how to use this to clear or summon clouds and summon wind, rain, or snow. Any further effects would have to be developed as Power Stunts. (The previous owner had used this ability to fly and summon lightning bolts, but Kangìnupà hasn’t devoted the time or effort to learn how this is done.) Spear- In this form, it functions as a very normal (albeit magical) spear. Damage is as per a normal spear (Good (10)), and it must be wielded with two hands. It can be thrown as well, but it does not return when thrown. The only exceptional thing about the spear (aside from it’s decorations) is that it can dole out its damage even to beings otherwise not effected by “normal” attacks. It does not, however, ignore Body Armor or the like, but it does bypass Resistance to Physical Attacks- unless the being in question also has Resistance to Magic. In any case, it’s damage is considered both Physical and Magical simultaneously (but not cumulatively- in other words, it only does 10 points, that’s it, no more.). The Staff may have other powers and abilities, however Kangìnupà never learned what these were, and would have to spend a great deal of time and research to discover what these might be, if any at all. The staff in all of it’s forms is considered to be Excellent material strength. If it is somehow broken while in “staff” or “spear” form, it reverts automatically back to “stick” form and is rendered unusable for 28 days (or one lunar month). Likewise if it is broken while in “stick” form, although it will magically repair itself over the 28-day period.
Ring of the Anasazi- This item appears as a turquoise stone set into a silver band with peculiar mystical markings on it. Kangìnupà received it as a gift, and has not been able to determine what its powers are or what they could even possibly be. The only thing he knows is that it is magical, and not evil. He has not been able to decipher or interpret what the markings on the ring’s band mean, nor has he been able to find anyone who has even had a clue about the ring’s purpose.
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Post by Tomahawk on Feb 16, 2005 7:57:05 GMT
STANDARD EQUIPMENT:[/u]
Medicine Satchel- A leather bag worn at his side, which contains smaller talismans, fetishes, herbs, and the like which he requires for casting his spells. Medicine Bundle- a leather bag that contains all the implements which he needs for conducting any of his ceremonies (Eagle feathers, herbs, etc.) Medicine Rattle- a (non-magical) turtle-shell rattle used in certain ceremonies and as a focus for casting some of his spells. Pipe (Chanupa)- Ceremonial Pipe in its own leather bag, used for certain ceremonies. Iron Knife- a large bowie-style knife in a beaded leather holster, made of wrought iron. (standard knife statistics, but is not properly weighted for throwing) Tomahawk- Wooden-handled with a steel head; can be thrown. Good (10) damage.
TALENTS:[/u]
Mystic Lore (Sioux Medicine) First Aid Sharp Weapons (knife, spear, tomahawk) Bows Guns (Rifle & Six-shooter only) Stamina Wilderness Survival
CONTACTS:[/u]
Sihasapa Tribal Elders Northern Guardian (Two Young Men, Sarcee Medicine Man)
ROLEPLAYING NOTES:
“Joe” is generally a quiet, unassuming fellow in most cases and circumstances. He has, for the most part, lived a very sheltered life on the reservation and has had only limited contact with the outside world. He is, of course, educated about things in the world outside of the reservation- he just lacks much practical experience. His disdain and dislike of “wasichu” is fairly apparent, but he is capable of overcoming this prejudice if the individuals in question prove themselves to be a respectful, honorable persons. To date, he has never met a person of Asian or African descent, and probably wouldn’t know how to react if he did. He has a basic knowledge and understanding of the English language, although whenever possible he prefers to let others believe he does not. His abbreviated apprenticeship which led to him becoming a Guardian has left it’s mark on this young man; he has had responsibility thrust upon him unexpectedly, and although capable, is uncertain as to what exactly this responsibility is going to entail.
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Post by Tomahawk on Feb 16, 2005 8:13:17 GMT
STRENGTHS:[/u]
Kangìnupà is a skilled outdoorsman and generally well-trained to keep a cool head in dangerous situations. His survival skills are a definite plus. He is deeply-rooted in his culture and traditions, and is capable of adapting to new circumstances readily. His knowledge of the mystical arts and training to combat otherworldly invaders are additional strengths which make him a valuable member of a team.
WEAKNESSES[/u]
Kangìnupà is fairly ignorant of the outside world. He lacks the experience with most (if not all) modern technology, and wouldn't know what to do with most of these things even if they were handed to him. He distrusts common everyday things such as airplanes, automobiles, radios, even toasters, preferring to do things "the old way". Although he can understand basic english, his skill with the language is equivalent to that of an 11 year old child or thereabouts. His reading and writing skills are negligible, at best, although that could change with effort and practice (things which he is not particularly keen on in any case). His prejudice for Wasichu (white people) is a barrier that will have to be overcome, as well as he attitudes towards "a woman's proper place". As much as he is a hunter of extradimensional beings, this status also makes him a target for such beings, looking to eliminate anything that might stand in the way of their conquest.
HISTORY:[/u]
Kangìnupà’s history actually begins thousands of years ago, in the misty annals of time, before recorded history. In an era long, long before the white man ever “discovered” the continents they would call the “Americas”, this land was known by another name- Turtle Island. The indigenous peoples of this time lived in fear, as horrible monsters called “The Great Beasts” roamed the land, destroying everything in their path, living only to sow their seeds of destruction. There were other beings as well, beings more sympathetic to the plight of Man, and it was these who taught the early peoples their secrets of what came to be called “Medicine”, or what we now collectively refer to as “Magic”. Mankind proved to be quite adept at the Arts Magical, and soon were not only driving the Great Beasts back, but were actually defeating them in battle. One by one, the Great Beasts were forced beyond the mystic barriers separating the worlds, and one by one they vowed their revenge and return should these barriers ever fail. These indigenous peoples knew that if such a day were ever to come, then the fate of perhaps all life on Turtle Island- or even the entire world- would be sealed. To prevent such a thing from ever happening, the mightiest of these indigenous mages, or “Medicine Men” formed a council, and calling themselves “The Guardians” made a sacred vow to forever be “Those who stand in the Gap” or “The Walkers between the Worlds”, protectors of mankind from “That which must not be named”. To assist in this task, they formed nine magical amulets, called the “Guardians’ Amulets” from the teeth of one of the fallen Great Beasts, and empowered them with the ability to detect any breaches in the walls separating the worlds. Armed with these amulets and their own formidable magical skills they dispersed to the eight directions of Turtle Island, with one Guardian remaining in the center. And so it was for countless generations- the Guardians keeping their silent watch, all the while training the apprentices who would be their replacements, and combating whatever evil threatened their respective areas.
Over the years, many of the secrets of Magical lore were lost, as masters died before passing on all of their knowledge to their apprentices, or newly-appointed guardians were slain before even having the chance to have students of their own. By the time the first European explorers arrived on the scene, many areas’ Guardians were nothing more than legendary or mythical figures, the truth lost to the sands of time. The amulets still exist, but many are lost, perhaps never to be seen again.
For a hundred generations, the Guardians of the Plains kept watch over their area, even as the settlers encroached upon their land and forced them onto the small plots of land that came to be known as the reservations. Kangìnupà was born onto such a reservation, and like all of the children was forced into the boarding schools run by the “Black Robes”, catholic missionaries and priests. He was stifled in this environment, however, and one day managed to escape from his captors. He ran as fast and as far as his young legs could take him until he collapsed, exhausted out on the vastness of the open prairie. He would have died that day, had the current Guardian, a Medicine Man called “Star Walker” not found him and taken him back to his lodge. Kangìnupà (Two Crows) was nursed back to health, and stayed from then on with Star Walker, who took the young lad in as his apprentice.
Kangìnupà did well under his master’s training, learning not only the magical arts of the Medicine Way, but also the more socio-religious ceremonies (such as the Inipi or Sweatlodge, for example) and the very necessary everyday skills such as survival and the use of both traditional and more modern weapons. Together, they maintained contact with the traditional tribal people of his Nation (the Sihasapa, or “Blackfoot” Sioux) as well as the occasional visit to Medicine People of other nations, but they avoided the “wasichu” or “white man” whenever possible.
One fateful day, Star Walker did not return for midday meal in a timely manner, and Kangìnupà, concerned, went out to search for him. It did not take long to find the elder Medicine Man, and Kangìnupà came upon him locked in mortal combat with a horrifying monster. In a haste, he rushed to his teacher’s aid only to batted aside like an insect. He lost consciousness, and when he finally did come to the battle was over, the beast defeated and gone. Star Walker was injured- mortally wounded, in fact- and had used all of that day’s “charges” from his Thunderbird Staff’s healing abilities to heal the young man, leaving none for himself. Kangìnupà was stunned at Star Walker’s sacrifice for his sake, and did everything he could to accommodate the dying Medicine Man. With his final breaths, Star Walker presented Kangìnupà with the Guardian’s Amulet and his Thunderbird Staff, teaching him all the things he could about these items in the last short moments of his life. He made Kangìnupà swear a sacred oath to take up the mantle of “He Who Guards against They who Must Not be Named” (aka, “Guardian”), which the young man, in tears, did. With his teacher gone, Kangìnupà did all he could to prepare himself for the responsibilities he now had- prematurely- assumed. He was fortunate to locate and establish contact with the Guardian of the North, Two Young Men, and spent a good deal of time with this Shaman, learning and studying, before returning home to his own people, the Sihasapa. And he has been there ever since, watching, waiting- and dreading the day when the skills he has learned will need to be put to the test.
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