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Sons of Liberty: The Frontiersman

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We’ve already explored some of the adventurous possibility of hanging a game around some only slightly fictionalized exploits of famous American frontiersman Davy Crockett. His real life exploits fit nicely into the established timeline for the early 19th century adventures of the Sons of Liberty, and our previously foreshadowed suggestion that he could be easily linked to the Cherokee nature spirit Tsul ‘Kalu let us make this version of Davy Crockett a good analog for another more famous contemporary superhero: The Incredible Hulk.

The Frontiersman is one of the most mechanically complex members of the Sons of Liberty because he is, essentially, two completely separate characters controlled by a single player. The Davy Crockett/Tsul Kalu dichotomy give the player a huge amount of potential options for how to approach any given encounter, albeit with the additional challenge of trying to keep the character’s dual nature secret from the other characters. Keeping it secret from the other players is borderline impossible. Of course, if you can figure out a way to do it, I’d love to hear about it.

Secret Origins

Born on a mountaintop in Tennessee, David “Davy” Crockett had killed a bear by the time he was three. Or so the story goes. Since then, he’s lived a life on the frontier, and been both friend and enemy to men both white and red. He’s still both of those things, but not in the way he once expected. Crockett had been trapping furs for weeks when he came upon the Creek war party that night, tired and hungry, and not looking for a fight. But they were painted for blood, hunting for scalps, and as far as he could tell, they’d found one. A dozen warriors harried an old Cherokee medicine man from the cover of the trees, and by the time you got close enough to help, he already had a half-dozen arrows feathering his chest and back.

Still, incredibly, the old man ran on, cursing the cowardly warriors with his quickly fading breath. Crockett took down one with his musket, another with his knife, and then the old Medicine Man was upon him, eyes wide and desperate. Though he spoke fluent Cherokee, Crockett couldn’t tell what the old man was saying as he spent his last breaths singing a slow, haunting song; his last action to slash open his medicine pouch and spill its contents all over Crockett’s well worn buckskins.

It didn’t take long to figure it out. Immediately, Crockett felt the Cherokee spirit fall on him, like the medicine man had dropped a mountain on his head. He was filled, just for a moment, with a bizarre combination of savage rage and quiet peace, and then his mind and body were not his own.

Reduced to a rider in his own skin, Tsul ‘Kalu took control, and the hunt began.

What must have been days later, Crockett woke up, covered in blood, surrounded by bones. Twelve scalps hung from the tree branches above him. Hey knew that they, and the bones around him, had belonged to the Creek. Since then, Crockett has gained a measure of control over Tsul ‘Kalu. It’s not an easy partnership, but the wilderness is now more his home than ever before. He is, after all, King of the Wild Frontier.

You Wouldn’t Like Me When I’m Angry

 As Davy Crockett, you’re practical and worldly, capable of handling a variety of situations better than most normal men. You’re caustic and uncivilized, but friendly, and men gravitate to you. As Tsul ‘Kalu, you live for the hunt. You are the embodiment of all the savageness of the wild frontiers in this world and in the world beyond, but you are noble, as well.

Davy Crockett is a capable for a man, and when problems are man-sized, you handle them with subtlety. But some problems require larger solutions. When they do, you call on Tsul’Kalu. As Tsul’Kalu, you belong in battle, rending flesh from bone and limb from limb. Invulnerable to arrows and the soft lead fired by the white man’s muskets, no mortal can stand against your power.

The Frontiersman (PL10, 150pp*)

(For Mutants and Masterminds 3e)

Abilities:

Strength 5, Agility 3, Fighting 5, Awareness 3, Stamina 4, Dexterity 3, Intellect 3, Presence 4

Advantages:

All-out Attack, Animal Empathy, Assessment, Chokehold, Close Attack 4, Defenseive Attack, Defensive Roll 4, Diehard, Equipment 4, Fearless, Improved Aim, Improved Critical (Frontier Rifle), Improved Disarm 2, Move-by Action, Power Attack, Prone Fighting, Ranged Attack 6, Tracking, Uncanny Dodge, Weapon Bind

Offense:

Initiative +3

Frontier Rifle +15 (Tough DC 20, Crit 19-20)
Long Knife +12 (Tough DC 23, Crit 19-20)

Unarmed +9 (Tough DC 20)
Grab +9 (Tough DC 20)
Throw +9 (Tough DC 20)

Defense:

Dodge 12
Parry 12
Fortitude 11
Toughness 8 (4)
Will 9

Skills:

Acrobatics 5 (+8), Athletics 4 (+9), Close Combat (Knife Fighting) 3 (+8), Deception 4 (+8), Expertise (Wilderness Survival) 4 (+7), Insight 5 (+8), Intimidation 2 (+6), Investigation 4 (+7), Perception 5 (+8), Persuasion 6 (+10), Ranged Combat (Rifles) 6 (+9), Sleight of Hand 4 (+7), Stealth 6 (+9), Treatment 6 (+9)

Powers:

Old Bess [Blast 5, Improved Critical, range 125/250/500 ft], **Long Knife [Strength-based Damage 3, Improved Critical]

Form of Tsul Kalu [Morph 2, Bestowed, Preternatural, +20 Disguise; Narrow Group; Metamorph. Free/personal/sustained]

Equipment:

Bolos, Frontier Rifle (“Old Bess”), Long Knife

Tsul ‘Kalu (PL10, 150pp*)

An angry nature spirit for reference.

For reference.

(Alternate Form)

Abilities:

Strength 13, Agility 3, Fighting 7, Awareness 3, Stamina 13, Dexterity 3, Intellect 0, Presence 2

Advantages:

Animal Empathy, Chokehold, Defenseive Attack, Diehard, Fast Grab, Fearless, Great Endurance, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improvised Weapon, Interpose, Power Attack, Prone Fighting, Ranged Attack 4, Startle, Takedown, Uncanny Dodge Offense:

Defense:

Dodge 7
Parry 17
Fortitude 13
Toughness 13 (13)
Will 7

Skills:

Athletics 0 (+13), Deception 0 (+2), Insight 0 (+3), Intimidation 5 (+10), Perception 0 (+3), Persuasion 0 (+2), Stealth 7 (+4)

Powers:

Big as a Mountain [Growth 6; Innate, Permanent], Strong as an Ox [Enhanced Strength 2, Super Strength: Power-lifting 7, Leaping 8], Tough as Leather [Enhanced Stamina 3], Super-Senses [Senses 8: Danger Sense - Hearing, Darkvision, Direction Sense, Infravision, Tracking - Scent 2 (full-speed), Ultra-Hearing]

Complications:

Identity: None of your compatriots know that the Frontiersman, their loyal and stolid ally, is actually also the bestial Tsul Kalu, who they treat with a good deal of (understandable) wariness. The Frontiersman always attempts to hide his transformations from both his teammates and the public at large in order to ensure that Davy Crockett’s sterling reputation is never mixed with the terrifying Tsul Kalu’s.

Infamy: Though Tsul Kalu has recently become an ally to the Sons of Liberty, his raw capacity for destruction and his terrifyingly bestial nature have led many to fear the great beast. Tsul Kalu is capable of gentleness when necessary, and is, in many ways, still under Davy Crockett’s control. Nevertheless, even some members of the Sons of Liberty are as likely to attempt to imprison the beast as they are to accept its assistance in battle against the nation’s enemies.

Motivation: Patriotism As Davy Crockett, you’re an explorer at heart, and there are frontiers you’ve yet to explore. You’re already a leader of men, and someday, you hope to make more of your natural charisma…maybe even in Washington. Still, most of all, you’re a patriot. Born just months before the Constitution was ratified, your fate is inextricably linked to the nation’s, and you know it.

Power Points (as the Frontiersman): 

Power Level 10, 150 PP; Abilities 60 + Powers 11 + Advantages 34 + Skills 16 (*64 ranks at 4 skill points/pp) + Defenses 29.

Power Points (as Tsul Kalu): 

Power Level 10, 150 PP; Abilities 54 + Powers 57 + Advantages 22 + Skills 3 (*12 ranks at 4 skill points/pp) + Defenses 14. ** Alternate Powers.


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