Artemis
Character Name: Artemis
Alternate Identities: Elain Siān Enfys: Siān
Player Name: RPG
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
29 DEX 10 57 29 15- OCV 10 DCV 10
20 CON 10 20 20 13-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
16 COM 10 3 16 12-
6 PD 3 3 6/16 6/16 PD (4/14 rPD)
6 ED 4 2 6/16 6/16 ED (4/14 rED)
6 SPD 3.9 21 6 Phases: 2, 4, 6, 8, 10, 12
7 REC 7 0 7
40 END 40 0 40
28 STUN 28 0 28
8" Running 6 4 8"
2" Swimming 2 0 2"
3" Leaping 3 0 3" 131 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"I WILL find you."
COMBAT RATING SYSTEM
Off Rating: 53 Def Rating: 22 Move Rating: 23
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 350
MOVEMENT
Type Total
Run 8"
Swim 2"
H. Leap 3"
V. Leap 1 1/2"
DEFENSES
Type Amount
Physical Defense 6/16
Res. Phys. Defense 4/14
Energy Defense 6/16
Res. Energy Defense 4/14
Mental Defense 10
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +3 with Bows (MP)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Accurate Shot 1/2 +2 -2 Weapon,
Basic Shot 1/2 +0 +0 Weapon +2 DC Strike
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Far Shot 1/2 +1 -1 Weapon Strike
Offensive Shot 1/2 -1 -1 Weapon +4 DC Strike
Quick Shot 1/2 +1 +0 Weapon +2 DC Strike
Trained Shot 1/2 +2 +0 Weapon Strike
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
25 Psychological Limitation: Devoted to Justice (Very Common; Total)
10 Psychological Limitation: Hunting Current Target (Uncommon; Strong)
25 Psychological Limitation: Protective Of Innocents (Very Common; Total)
5 Reputation: Non-lethal Vigilante, 11- (Known To Local Law Enforcement)
15 Social Limitation: Secret Identity (Frequently; Major)
10 Watched: Local Law Enforcement 8- (Mo Pow; NCI; Watching)
100 Total Disadvantages Cost

Character Name: Artemis
Alternate Identities: Elain Siān Enfys: Siān
Player Name: RPG
SKILLS
Cost  Name
0 AK: Denver CO Area 8-
3 Acting 13-
3 Breakfall 15-
3 Climbing 15-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-
3 Concealment 13-
3 Conversation 13-
3 Criminology 13-
0 CuK: Bow Hunter's Culture 8-
3 Deduction 13-
3 Demolitions 13-
3 Electronics 13-
3 Inventor 13-
3 KS: Archery 13-
0 Language: English (Idiomatic)
0 Language: Welsh (Idiomatic)
3 Lockpicking 15-
2 Navigation (Land) 13-
3 Paramedics 13-
3 Persuasion 13-
0 PS: Security Consultant 11-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 13-
4 Survival (Temperate/Subtropical, Mountain) 13-
3 Tactics 13-
1 TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tracking 13-
3 Weaponsmith (Arrows, Bows) 13-
12 +3 with Bows (MP)
93 Total Skills Cost
 
POWERS
Cost  Power END
21 Bow and Arrows: Multipower, 60-point reserve, all slots Invisible to Hearing Group, Source Only (+1/4); all slots OAF Durable (-1), Required Hands Two-Handed (-1/2), Cannot be Bounced, Pushed or Spread. (-1/2), Real Weapon (-1/4), Martial Arts Maneuvers Do Not Add to DC (-1/4)
Notes: Maximum Range is 300" (-9 Range Mods). While she only carries 6 charges of each arrow, this is a 'normal' patrol load. If she is expecting a serious long term battle, she can increase her load to 12 of each. (Without a change in cost. I just felt 6 of each was more appropriate.)
1u
1) Bolo Arrow: Entangle 4d6, 8 DEF; 6 Charges (-3/4), Cannot Form Barriers (-1/4)
Notes: This is made with Aircraft grade steel wire and is exceptionally tough, hence the 8 DEF.
[6]
1u
2) Bludgeon Tip Arrow: Energy Blast 12d6; 6 Charges (-3/4), No Knockback (-1/4)
Notes: This is a common arrowhead just a bit more powerful due to the delivery system (the bow is rather higher power than a normal bow.).
[6]
1u
3) Broadhead Arrows: Killing Attack - Ranged 4d6; 6 Charges (-3/4), No Knockback (-1/4)
Notes: This is a common arrowhead just a bit more powerful due to the delivery system (the bow is rather higher power than a normal bow.).
[6]
1u
4) EMP Arrow: Darkness to Radio Group 9" radius; 4 Continuing Charges lasting 5 Minutes each (-0)
[4 cc]
1u
5) Flash Arrow: Sight Group Flash 7d6, Explosion (+1/2); 6 Charges (-3/4)
Notes: More or less a standard type flare.
[6]
1u
6) HEAT Arrow: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2); 6 Charges (-3/4), No Knockback (-1/4)
Notes: HEAT is High Explosive, Anti-Tank. This would commonly be her goto for vehicles or walls she needs to take out.
[6]
1u
7) Smoke Arrow: Darkness to Sight Group 4" radius, Personal Immunity (+1/4); Dissipates In Moderate Wind 15+ mph (-1/2), 6 Continuing Charges lasting 1 Turn each (-1/4)
Notes: Creates a thick smoke that will last about 1 turn (12 seconds) before dissipating. When the wind exceeds about 15 mph, the smoke will disperse in about half that time.
[6 cc]
1u
8) TASER Arrow: Energy Blast 6d6, No Normal Defense (Force Field; +1); 6 Charges (-3/4)
Notes: A TASER attached to an arrow shaft. It is blocked by any Force Field as this does not allow the prongs to reach the body.
[6]
Protective Equipment
25
1) Carbon Nanotube Armor Level III-A with IR Concealment: Armor (10 PD/10 ED); OIF (-1/2), ACT -14 with hood down, -3 Hearing Group PER roll with hood up (requires -1/2 worth of Limitations; -1/4) plus Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Only vs. IR Vision (-2), IIF (-1/4), ACT -14 with hood down (-1/4)
Notes: Her 'armor' has a hood which if up blocks her hearing somewhat (-3). When the hood is down, her hearing is not blocked but the armor activates on a 14-. The armor is also insulting to the point that is masks her Infrared heat signature. As with the armor, if her hood is down this gains an activation roll of 14-.
0
3
2) Shooter's Goggles: Sight Group Flash Defense (6 points); OAF (-1)
0
3
3) Camouflage Clothing: +2 with Concealment; OIF (-1/2)
Notes: The armor coloring is adapted to match the surrounding of her expected 'hunt' area. This allows her to blend in with the background.
2
4) Underarmor Armored Clothing: Damage Resistance (4 PD/4 ED); Activation Roll 14- (-1/2), IIF (-1/4)
Notes: This is a light-weight body suit she often wears under her street clothes. It does not cover her head, hands or feet.
0
7 Utility Belt: Multipower, 10-point reserve, all slots OIF (-1/2)
Notes: While the Utiliy Belt itself is considered an OIF with all the limitations in removing it, the individual items in the various pockets can be removed as with any OAF.
1u
1) Advanced Lockpick Set: +5 with Lockpicking; OAF (-1)
1u
2) Crime Scene Kit: +5 with Criminology; OAF (-1)
1u
3) Bomb Disarming Equipment: +5 with Demolitions
1u
4) Hacking Thumb Drive: +5 with Computer Programming; OAF (-1)
1u
5) Medkit: +5 with Paramedics; OAF (-1), 8 Charges (-1/2)
1u
6) Miniature Climbing Rig: +5 with Climbing; OAF (-1)
1u
7) Security Systems Analyzer: +5 with Security Systems; OAF (-1)
1u
8) Zipline Grappling Hook: Gliding 10"; Must Follow Zipline (-1), OAF (-1), 6 Charges (-3/4), Coasting (-1/2), Requires Anchor At Both End (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
[6]
8 Stubborn: Mental Defense (10 points total)0
6 Hawk-eyed: +6 versus Range Modifier for Normal Sight and Nightvision0
5 Eyes Like An Owl: Nightvision0
1 Meta-Human Lifespan: Life Support (Longevity: 200 Years)0
97 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Archery
4
1) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon,
4
2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2 DC Strike
4
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike
4
5) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +4 DC Strike
4
6) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +2 DC Strike
4
7) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike
0
8) Weapon Element: Bow
29 Total Martial Arts Cost

Character Name: Artemis
Alternate Identities: Elain Siān Enfys: Siān
Player Name: RPG
APPEARANCE
Hair Color: Walnut Brown
Eye Color: Blue
Height: 5' 6"
Weight: 117 lbs
Description:
Sian is a very attractive young woman of slight build and stature with walnut hair to her shoulders and blue eyes. Her heritage is Welsh from both sides of the family. She is first generation American.
BACKGROUND
At age 8 her father began teaching her the bow, actually taking her hunting the following season. It became a regular thing but never did he introduce her to a gun. He felt a firearm gave the hunter an unfair advantage. Sian agreed. There was something trilling about stalking a deer for miles through the woods until she had the perfect shot. She had developed a marksman's eye and never wounded her target, it fell where she it hit. Those times in the woods with her father were the happiest times of her life.
When she was sixteen, that all came to an end in a 'hunting accident'. Authorities determind a stray bullet from another hunter struck her father and killed him. The thing was, it was bow season and rifles could not be used during that time. The police never found anyone who would admit to having been in the vacinity and no charges were laid. Sian knew better.
For the next six years of her life she dedicated herself to finding her father's killer but to do so, she needed training. She began by approaching the best archer in the country and practically begging to apprentice to him. After six months of this, he finally consented to teach her all he knew.
It was tough, between learning her craft and studying but she made it through high school with exceptional grades, exceptional enough to win a college scholarship. From there is was just a matter of taking the right courses ... She started with Criminology. Upon graduating from college, she began to hunt on a very cold trail. A year later, it paid off and she discovered who had killed her father. It took all of her willpower not to kill him on the spot but, using her first ever homemade arrow, she wrapped him up and held him for the police. A trial was held, her evidence presented and the man was convicted of 2nd degree murder. He now resides in San Quenton.
POWERS/TACTICS
Sian is an athletic young woman with her only 'extra-ordinary' physical trait being her dexterity and speed. She is, however, a well-trained and talented archer who has developed her own arrows for what is otherwise an off the shelf composite bow. She does not possess any powers or abilites that would be classified as 'superhero' level other her amazing dexterity and speed. She is also able to see perfectly will in the dark and hold her breath for an shockily long time.
PERSONALITY/MOTIVATION
Sian is a patient hunter, whether it is man or beast, though it is more often man. Originally, in keeping with her Celtic heritage, she considered taking the name of the Tuatha Dé Danann goddess Flidais but she figured there would be no name recognition so she chose Artemis, the Greek goddess of the hunt.
CAMPAIGN USE
Sian is an Gadgeteer with Security Skills.
DESIGN NOTES
Created: Mon, 19 Jul 2021 17:51:25

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