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Character for review: Artemis


JmOz

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The team leader

 

She is the daughter of Zeus. Zeus had kept an eye on her. She eventualy saved someone returning from an archery contest and decided that she would become a super hero, because of her love for Greek Myths she named herself Artemis. Zeus decideing that she needed better gear than the few trick arrows she gimmicked together (think DC type character in her first couple of appearences) told the gods to gift her with what she needed.

 

Hera has of course swore revenge on her and her whore mother. This is a few years into her career

 

She is built as a High Powered Character with a little XP

 

In a nutshell: Combind Thor, Wonder Woman, & Hawkeye

 

Artemis

 

Player:

 

Val** Char*** Cost
15** STR 5
18/38** DEX 24
20** CON 20
11** BODY 2
18/28** INT 8
15** EGO 10
20/35** PRE 10
20/30** COM 5
*
5/20** PD 2
5/20** ED 1
4/7** SPD 12
7** REC 0
40** END 0
30** STUN 1
*6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 100

 

Cost** Power END
7** Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)*
** Armor of Hades, all slots: Only In Heroic Identity (-1/4), Not vs attacks affects desolids: spectoral/Can be attacked normaly by spectoral attacks (-1/4)*
30** 1) Armor (15 PD/15 ED) (45 Active Points)*
20** 2) Physical Damage Reduction, Resistant, 50% (30 Active Points)*
20** 3) Energy Damage Reduction, Resistant, 50% (30 Active Points)*
** Godly Form, all slots: Only In Heroic Identity (-1/4)*
8** 1) Helm of Artimis: +10 INT (10 Active Points)*
6** 2) Helm of Artimis: +7 Mental Defense (10 points total) (7 Active Points)*
3** 3) Helm of Artimis: +2 with Tactics (4 Active Points)*
8** 4) Helm of Artimis: Find Weakness 11- (Single Attack) (10 Active Points)*
8** 5) Gift of Poseidon: Life Support , Expanded Breathing: Underwater, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat (10 Active Points)*
12** 6) Charm of Aphrodite: +15 PRE (15 Active Points)*
4** 7) Charm of Aphrodite: +10 COM (5 Active Points)*
** Sandles of Hermes, all slots: OIF (-1/2)*
40** 1) +20 DEX (60 Active Points)*
7** 2) +1 SPD (10 Active Points)*
20** 3) Sandles of Hermes: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points)* 3
40** Bow & Arrows of the Gods: Multipower, 90-point reserve, all slots: (90 Active Points); OAF (-1), Beam (-1/4)*
3u** 1) Arrows Of Ares: Killing Attack - Ranged 6d6 (vs. PD) (90 Active Points); 6 Charges (-3/4)*
4u** 2) Arrows of Artimis: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1) (90 Active Points)*
3u** 3) Arrows of Apolo: Killing Attack - Ranged 2d6 (vs. PD), +1 STUN Multiplier (+1/4), Indirect Same origin, always fired away from attacker (+1/4), Area Of Effect (One Hex; +1/2), Accurate (+0), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (90 Active Points); 6 Charges (-3/4)*
3u** 4) Arrows Of Zeus (Lightning): Energy Blast 18d6 (vs. ED) (90 Active Points); 6 Charges (-3/4)*
3u** 5) Arrows of Hephaistos (fire): Energy Blast 12d6 (vs. ED), Explosion (+1/2) (90 Active Points); 6 Charges (-3/4)*
2u** 6) Cupid's Arrows: Mind Control 18d6, Uses OCV/DCV not ECV (+0) (90 Active Points); 6 Charges (-3/4), Set Effect: Love or Hate (-1/2), Incantations (-1/4)*
3u** 7) Arrows of Demeter (Plants): Entangle 4d6, 8 DEF, Area Of Effect (One Hex; +1/2) (90 Active Points); 6 Charges (-3/4)*
4u** 8) Arrows of Morphius (Dream Mists): Energy Blast 4d6 (vs. ED), Personal Immunity (+1/4), Sticky Standard (+1/2), Explosion (-1 DC/2"; +3/4), No Normal Defense Standard (+1), Continuous (+1) (90 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4)*
4u** 9) Arrows of Dionysos (Drunkeness): Drain Dex, Int, Ego, Pre 2d6, 6 Continuing Charges lasting 1 Minute each (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Ranged (+1/2), Sticky Standard (+1/2), Variable Effect Four Powers Simultaneously (+1), Continuous (+1) (90 Active Points); Can Be Missile Deflected (-1/4)*
3u** 10) Arrows of Helios: Flash 12d6 (Sight Group), Explosion (+1/2) (90 Active Points); 6 Charges (-3/4)*
Powers Cost: 265

 

Cost** Martial Arts Maneuver
3** Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike*
5** Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls*
4** Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR*
Martial Arts Cost: 12

 

Cost** Skill
9** +3 Combat Archery*
3** Acrobatics 13- (17-)*
3** Acting 13- (16-)*
3** Breakfall 13- (17-)*
3** Combat Piloting 13- (17-)*
3** Conversation 13- (16-)*
3** High Society 13- (16-)*
3** Language: Ancient Greek (completely fluent)*
2** Language: Greek (fluent conversation)*
3** Navigation (Air, Land) 13- (15-)*
3** Paramedics 13- (15-)*
3** Persuasion 13- (16-)*
3** Seduction 13- (16-)*
3** Shadowing 13- (15-)*
3** Stealth 13- (17-)*
3** Tactics 13- (15-)*
3** Teamwork 13- (17-)*
3** Tracking 13- (15-)*
2** TF: Centurion Vehicles*
4** WF: Common Melee Weapons, Common Missile Weapons*
3** Scholar*
2** 1) KS: Greek Legends & Mythologies (INT-based) (3 Active Points) 13- (15-)*
2** 2) KS: Archers (INT-based) (3 Active Points) 13- (15-)*
2** 3) KS: Super Villains (INT-based) (3 Active Points) 13- (15-)*
1** 4) KS: Super World (2 Active Points) 11-*
Skills Cost: 75

 

Cost** Perk
10** Fringe Benefit: International Police Powers, Leader of San Francisco Centurions*
5** Money: Well Off*
3** Well-Connected*
3** 1) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) (4 Active Points) 11-*
2** 2) Contact (Contact has: useful Skills or resources) (3 Active Points) 11-*
1** 3) Contact (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-*
1** 4) Favor (1 Active Points)*
1** 5) Favor (1 Active Points)*
Perks Cost: 25

 

Cost** Talent
3** Absolute Range Sense*
Talents Cost: 3

 

 

Total Character Cost: 480

 

Val** Disadvantages
15** Dependent NPC: Mother 11- (Normal)*
5** Distinctive Features: Half God (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)*
20** Hunted: Hera 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)*
10** Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence*
20** Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence*
15** Psychological Limitation: Heroic (Common; Strong)*
15** Psychological Limitation: Code Vs Killing (Common; Strong)*
10** Psychological Limitation: Competitive (Common; Moderate)*
15** Social Limitation: Secret ID (Frequently; Major)*
15** Social Limitation: Subject to orders (from Zeus) (Occasionally; Severe)*
10** Reputation: Hero 11-*

Disadvantage Points: 150

 

Base Points: 300

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

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Re: Character for review: Artemis

 

A great character concept. I think there is a lot of potential for use of Zeus vs. Hera. Also do not ignore she is using the name (an motif) of a pretty powerful Greek goddess, the historic Artemis might show up too.

 

There are a couple of concerns I have about her though. I’m assuming all the characters are built on a 480 point max. and will be facing people of around 500 total points.

 

My first concern is her bow. These arrows have 90 active points! She is effectively firing mini-guided missiles at people. The different types of arrows are interesting. How does she work the RKA with her Code vs. Killing? She also has a STR of 15. She is much more powerful than Hawkeye or Green Arrow, I’d build them with a 50 or 60 point MP. Any villain team with a collective IQ of 80 is going to release they have to get that bow away from her. Even is she is hovering a lot of villains will used called shots or fly up and try to take the bow away. Sure he has a high DCV, but when someone hits the bow is basically gone -15 STR to hold onto a bow in a campaign that allows 18 DC attacks. She could be facing foes with 90 STR, but a normal person has a chance to take it away. Without the bow she is powerless in a fight, she can take some damage, sure and throw around her PRE attacks, but that’s about it.

 

On the STR not you also need to worry about entangles. Even a 3d6 Entangle is likely to take her out of a whole battle!

 

I would remedy this in one of two ways. Magically attach the bow to her so it cannot be taken away (by changing OAF to OIF) You could do this by dropping the 90 active points to 70. All of the arrows would be weaker, but she would be much more versatile. The other possibility is to drop of few points of DEX or Skills and bump up her strength through a magic item to 30 or 40. Then she could hold her own against a lot of grabbers. Also I'd define this as a personal focus, or she is going to have a bunch of people come looking to steal it.

 

Of course you may have though of this and left it for a weakness in the character, in which care I take back everything!

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Re: Character for review: Artemis

 

Some I had thought of, some I had not. Thank you for the comments.

 

She is intended as a High powered experienced NPC team. Esentialy the Centurians are a 100 member team with a UN charter of mostly High Powered characters (and some Very High Powered + characters). The team is divided into subteams of 7 members each, She leads the sub team who live/operate in San Francisco, Ca. The PC's live in North Carolina.

 

She is suppose to be quite powerful in the arrows department. Thor instead of Hawkeye is the appropriate comparasion.

 

The focus is what I call semi personal:

 

If someone grabs it it is a normal bow (Finely made and unbreakable but otherwise normal), if a god or godling grabs it they have the whole powerset but the arrows will not restore in the morning.

 

I will see about raising the Str some (maybe a belt by a certain other hero?)

 

Cvk vs RKA: This one is intentional, ecentialy she did not get to choose what her powers were so now she has as you call it the power to shoot minimissiles but the principles not to use them

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Re: Character for review: Artemis

 

Some updates, I added some STR (+10) made the bow harder to keep permantly away from her (OIHID & Restrainable not OAF). Droped the charges down to 3 each (Making 30 Arrows) Droped some Armor & Skills.

 

Artemis

 

Player:

 

Val Char Cost
25 STR 5
18/38 DEX 24
20 CON 20
11 BODY 2
18/28 INT 8
15 EGO 10
20/30 PRE 10
20/30 COM 5
7/17 PD 2
5/15 ED 1
4/7 SPD 12
9 REC 0
40 END 0
35 STUN 1
6" RUN02" SWIM05" LEAP0Characteristics Cost: 100

 

Cost Power END
15 Keen Aim: Find Weakness 12- (Single Attack)
7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
Armor of Hades, all slots: Only In Heroic Identity (-1/4), Not vs attacks affects desolids: spectoral/Can be attacked normaly by spectoral attacks (-1/4)
20 1) Armor (10 PD/10 ED) (30 Active Points)
20 2) Physical Damage Reduction, Resistant, 50% (30 Active Points)
20 3) Energy Damage Reduction, Resistant, 50% (30 Active Points)
Godly Form, all slots: Only In Heroic Identity (-1/4)
8 1) Helm of Athena: +10 INT (10 Active Points)
6 2) Helm of Athena: +7 Mental Defense (10 points total) (7 Active Points)
5 3) Helm of Athena: +3 with Tactics (6 Active Points)
4 4) Vision of Artemis: Nightvision (5 Active Points)
8 5) Strength of Hephaistos: +10 STR (10 Active Points) 1
8 6) Gift of Poseidon: Life Support , Expanded Breathing: Underwater, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat (10 Active Points)
8 7) Charm of Aphrodite: +10 PRE (10 Active Points)
4 8) Charm of Aphrodite: +10 COM (5 Active Points)
Sandles of Hermes, all slots: OIF (-1/2)
20 1) Sandle of Hermes: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 3
40 2) Sandle of Hermes: +20 DEX (60 Active Points)
7 3) Sandle of Hermes: +1 SPD (10 Active Points)
45 Bow & Arrows of the Gods: Multipower, 90-point reserve, all slots: (90 Active Points); Restrainable (-1/2), Beam (-1/4), Only In Heroic Identity (-1/4)
3u 1) Arrows Of Ares: Killing Attack - Ranged 6d6 (vs. PD) (90 Active Points); 3 Charges (-1 1/4)
4u 2) Arrows of Artimis: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1) (90 Active Points)
3u 3) Arrows of Apolo: Killing Attack - Ranged 2d6 (vs. PD), +1 STUN Multiplier (+1/4), Indirect Same origin, always fired away from attacker (+1/4), Area Of Effect (One Hex; +1/2), Accurate (+0), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (90 Active Points); 3 Charges (-1 1/4)
3u 4) Arrows Of Zeus (Lightning): Energy Blast 18d6 (vs. ED) (90 Active Points); 3 Charges (-1 1/4)
3u 5) Arrows of Hephaistos (fire): Energy Blast 12d6 (vs. ED), Explosion (+1/2) (90 Active Points); 3 Charges (-1 1/4)
2u 6) Cupid's Arrows: Mind Control 18d6, Uses OCV/DCV not ECV (+0) (90 Active Points); 3 Charges (-1 1/4), Set Effect: Love or Hate (-1/2), Incantations (-1/4)
3u 7) Arrows of Demeter (Plants): Entangle 4d6, 8 DEF, Area Of Effect (One Hex; +1/2) (90 Active Points); 3 Charges (-1 1/4)
3u 8) Arrows of Morphius (Dream Mists): Energy Blast 4d6 (vs. ED), Personal Immunity (+1/4), Sticky Standard (+1/2), Explosion (-1 DC/2"; +3/4), No Normal Defense Standard (+1), Continuous (+1) (90 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4)
3u 9) Arrows of Dionysos (Drunkeness): Drain Dex, Int, Ego, Pre 2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Ranged (+1/2), Sticky Standard (+1/2), Variable Effect Four Powers Simultaneously (+1), Continuous (+1) (90 Active Points); 3 Continuing Charges lasting 1 Minute each (-1/2), Can Be Missile Deflected (-1/4)
3u 10) Arrows of Helios: Flash 12d6 (Sight Group), Explosion (+1/2) (90 Active Points); 3 Charges (-1 1/4)
Powers Cost: 275

 

Cost Martial Arts Maneuver
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
Martial Arts Cost: 12

 

Cost Skill
9 +3 Combat Archery
3 Breakfall 13- (17-)
3 Combat Piloting 13- (17-)
3 Conversation 13- (15-)
3 High Society 13- (15-)
3 Language: Ancient Greek (completely fluent)
3 Navigation (Air, Land) 13- (15-)
3 Paramedics 13- (15-)
3 Persuasion 13- (15-)
1 Riding 8-
3 Seduction 13- (15-)
3 Shadowing 13- (15-)
3 Stealth 13- (17-)
3 Tactics 13- (15-)
3 Teamwork 13- (17-)
3 Tracking 13- (15-)
2 TF: Centurion Vehicles, Flying Beasts, Helicopters
4 WF: Common Melee Weapons, Common Missile Weapons
3 Scholar
2 1) KS: Greek Myths & Legends (INT-based) (3 Active Points) 13- (15-)
2 2) KS: Archers (INT-based) (3 Active Points) 13- (15-)
2 3) KS: Super Villains (INT-based) (3 Active Points) 13- (15-)
1 4) KS: Superhuman World (2 Active Points) 11-
Skills Cost: 68

 

Cost Perk
10 Fringe Benefit: International Police Powers, Leader of San Francisco Centurions
5 Money: Well Off
3 Well-Connected
3 1) Contact (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (4 Active Points) 11-
2 2) Contact (Contact has: useful Skills or resources) (3 Active Points) 11-
1 3) Contact (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-
1 4) Favor (1 Active Points)
1 5) Favor (1 Active Points)
Perks Cost: 25

 

 

 

Total Character Cost: 480

 

Val Disadvantages
150 Custom Disadvantage

Disadvantage Points: 150

 

Base Points: 300

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

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Re: Character for review: Artemis

 

I rather like her, JmOz. Other than a spell-check on a couple of the divine names (Apollo, Morpheus, Hephaestus), it looks good to me.

 

My biggest suggestion is that for those times she can't avoid close-up combat, you might consider giving her either a hand-to-hand weapon (perhaps a simple sword, or a divine gift such as the Hammer of Hephaestus, i.e. +6d6 HA in a focus) or some appropriate martial arts (pankration or wrestling, for example).

 

If you want a bit more realistic version of the archery Multipower, you might also take the Limitations Hands (Requires Two Hands), which I think is a -1/4, and Limited Power - Requires Space, also at -1/4. Bows do take both hands to use, overall, which limits her from fighting if she has to carry something, etc., and they take space to use, meaning she can't use them in very tight circumstances (a close tunnel or within a crowd, for example) that would not count for being restrained.

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