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Kid Boots
Kid Boots
Sam Sable/Tse Tsahaszih
Cost Characteristic Value Roll Notes
15 STR 25 14- Lift: 800.0kg; HTH: 5d6; END: [2]
30 DEX 20 13- OCV: 7  DCV: 7
6 CON 13 12-
0 BODY 10 11-
8 INT 18 13- PER Roll: 14-
8 EGO 14 12- ECV: 5; Mental Defense: 0
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
3 PD 13/21   Total: 13/21 PD (5/13 rPD)
4 ED 12/20   Total: 12/20 ED (5/13 rED)
10 SPD 4   Phases: 3, 6, 9, 12
2 REC 9   Running: 9" / 18"
4 END 34   Swimming: 2" / 4"
0 STUN 30  
Kid Boots | Summary
Real Name: Sam Sable/Tse Tsahaszih Hair Color: Brown
Concept: Brick Eye Color: Brown
Affiliation: Boots and Saddles Height & Weight: 5' 9" (1.75 m) / 170 lbs (77.00 kg)
Played By: NPC Date of Birth: October 11, 1850
Created By: Neil M Place of Birth: Santa Fe, New Mexico Territory, USA
Cost Powers END
20 Son of Monster Slayer: Elemental Control, 40-point powers
29 1) Monster Breaker: Drain 1d6+1, Costs END Only To Activate (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), PD and ED simultaneously (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (49 Active Points) 4
16 2) Godlike Resilience: (Total: 39 Active Cost, 31 Real Cost) Armor (5 PD/5 ED) (Real Cost: 15) plus Armor (8 PD/8 ED) (24 Active Points); Costs Endurance (-1/2) (Real Cost: 16) 2
4 3) Spirits Whisper in My Ear: Precognitive Clairsentience (Hearing Group) (40 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1), Limited Power Power loses about half of its effectiveness (Only to Give Clues about Supernatural Enemies; -1), One Sense Only (-1/4) 4
9 Bowie Knife: Killing Attack - Hand-To-Hand 2d6-1 (3d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Independent (-2), OAF (-1) 1
5 Colt revolver: Killing Attack - Ranged 2d6-1 (25 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4), 4 clips of 6 Charges (-1/4)
3 Practiced Perception: +1 PER with all Sense Groups
2 Son of a God: Life Support (Longevity: 400 Years)
6 Supernatural Movement: Running +3" (9" total) 1
Cost Perquisites
4 Reputation: Heroic Adventurer/Do-gooder (A large group) 11-, +2/+2d6
Cost Martial Arts
Maneuver Phase OCV DCV Notes
22 Fisticuffs
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 35 STR to Disarm
Punch 1/2 +0 +2 7d6 Strike
Roundhouse 1/2 -2 +1 9d6 Strike
Throw 1/2 +0 +1 5d6 +v/5, Target Falls
Weapon Element: Blades, Clubs, Default Element (Empty Hand)
Cost Skills
10 +1 Overall
5 +1 with HTH Combat
2 AK: American Southwest 11-
3 Animal Handler (Bovines, Equines) 12-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 13-
1 CuK: Navajo 8-
0 Everyman Skills
AK: Santa Fe, NM, USA 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Cowboy 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Custom Adder, Equines
[Notes: Custom Mod is Everyman Skill]
3 Interrogation 12-
9 Linguist
Language: Apache (fluent conversation) (2 Active Points)
Language: Cahuilla (basic conversation)
Language: English (idiomatic) (4 Active Points)
Language: Hopi (fluent conversation) (2 Active Points)
Language: Navajo/Dine Bizaad (completely fluent) (3 Active Points)
Language: Spanish (fluent conversation) (2 Active Points)
3 Lipreading 13-
1 Lockpicking 8-
2 Navigation (Land) 13-
3 Riding 13-
3 Shadowing 13-
3 Stealth 13-
4 Survival (Desert, Mountain) 13-
3 Tracking 13-
3 WF: Small Arms, Blades, Clubs, Unarmed Combat
150+ Disadvantages
10 Distinctive Features: Supernatural Aura - Spirit of Naayee Neizghani (Monster Slayer) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)
15 Hunted: Local Powerful Men 8- (Mo Pow, Harshly Punish)
10 Hunted: Mystery 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Distrusts the U.S. Government (Common, Strong)
10 Psychological Limitation: Adventurous and Funloving (Common, Moderate)
10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
15 Psychological Limitation: Will Not Murder (Common, Strong)
15 Social Limitation: Not Completely Trusted by the Public or the Police (Frequently, Major)
10 Social Limitation: Seen As a Troublemaker (Frequently, Minor)
Kid Boots | Points Summary
Characteristics Cost: 93 Base Points: 150
Powers Cost: 94 Disadvantages: 110
Talents Cost: 0 Total Experience: 19
Perks Cost: 4 Spent Experience: 19
Martial Arts Cost: 22 Unspent Experience: 0
Skills Cost: 66 Total Points: 279

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.

In the Modern Age, he continues to fight crime as Breaker.


Vanquishing evil and riding out in the sunset is Sam's style. While he likes the accolades and appreciation, law enforcement officials always eventually move to the scene. They didn't trust Kid Boots. Sam doesn't really trust them either. In the era of the wild west, half the lawmen were nothing more than the head of the local 'legal' gang. That he is half Navajo and looks the part also tends to stir up prejudice, too.


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


Sam is stronger, faster, quicker and tougher than most humans. He also has the natural ability to erode an enemy's defenses in combat. Like most of his type in the time period, he carries around a gun; and he also carries around a knife.


Sam dresses in jeans, longsleeve shirts, a buckskin vest, a western hat, and work boots. He keeps a bandana handy as well, mostly to keep out the desert dust.