Exit 101

Dark Champions, Elder Gods, No U turns…

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Meshikinnoquah

Turtle symbolaka Little Turtle

As a young warrior he followed the tribe’s medicine man to an opening where they manged to bring through a tribal spirit. In the following months he quickly rose to war Chief of the Miami tribe and lead the tribe’s warriors in battle with the following notable results.

  • wiped out Colonel LeBaume’s forces in 1789
  • defeated Colonel Humer in 1790
  • defeated General St. Clair in 1791
  • advised against fighting General Wayne at Fallen Timbers but then defeated him
  • signed Greenville Treaty, 1795

Since that time he has appeared at numerous smaller openings and survived them all. He arrived in New Avalon recently and spends much of his time pursuing his own ends in the depths of the swamp. He is a veteran player with tremendous knowledge of the spirit realm… doubtlessly he is in contact with the Crocodile King.

Val   Char    Cost
15   STR 5
22   DEX 36
15   CON 10
10   BODY 0
13   INT 3
13   EGO 6
15   PRE 5
12   COM 1
 
8   PD 5
8   ED 5
4   SPD 8
6   REC 0
30   END 0
26   STUN 0
 
6″   RUN 0
2″   SWIM 0
3″   LEAP 0

Characteristics Cost: 84

Cost   Power END
15   Poison Expertise: Multipower, 31-point reserve, (31 Active Points); all slots OAF (Blow Gun; -1) 
1u   1) Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4) (31 Active Points); OAF (Blow Gun; -1)  3
1u   2) Drain INT 2 1/2d6, Range Based On STR (+1/4) (31 Active Points); Limited Power Power loses about half of its effectiveness (only effects perception rolls; -1), OAF (Blow Gun; -1)  3
1u   3) Drain EGO 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (Blow Gun; -1)  2

Powers Cost: 18

Cost   Martial Arts Maneuver
2   Weapon Element: Axes, Maces, Hammers, and Picks, Polearms and Spears 
4   Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
4   Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3   Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 
4   Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 

Martial Arts Cost: 17

Cost   Skill
3   Animal Handler 12- 
3   Climbing 13- 
3   Fast Draw 13- 
3   AK: Exit 101 Swamp 12- 
2   KS: The Game 11- 
1   Language: English (basic conversation) 
3   Mimicry 12- 
3   Paramedics 12- 
7   KS: Poisons 16- 
5   Power: Poison Use 12- 
3   Riding 13- 
3   Security Systems 12- 
5   Shadowing 13- 
3   Sleight Of Hand 13- 
7   Stealth 15- 
7   Survival (Temperate/Subtropical Forests) 15- 
3   Tactics 12- 
9   Tracking 15- 
2   WF: Common Melee Weapons 

Skills Cost: 75

Cost   Talent
6   Combat Luck (3 PD/3 ED) 

Talents Cost: 6

Total Character Cost: 200

Val   Disadvantages
15   Unluck: 3d6 
5   Distinctive Features: American Indian (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10   Social Limitation: Minority/Outsider (Very Frequently, Minor, Not Limiting In Some Cultures) 
20   Hunted: Various closers 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
10   Money: Destitute 
10   PsyLim: Unfamiliar with High Tech: Common, Moderate 
15   Physical Lim:: -3 all skills in high tech environment (Frequently, Greatly Impairing) 
15   PsyLim: Hunts closers: (Common, Strong) 

Disadvantage Points: 100

Base Points: 100
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Comments

Pingback from Exit 101 » 101 Update
Time: August 21, 2008, 6:56 am

[...] life, stop Butross lousy summoning spell and all it cost me was the book - MY BOOK.  I hope Meshikinnoquah chokes on it or worse needs my help to decode [...]

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