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Artemis Truth, Soul


Nightshade

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Soul

Power Level: 7 (105/105PP)

Unspent Power Points: 0

Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

 

In Brief: Young adventurer, blessed and cursed.

Catchphrase: "Come up off that!"

Soundtrack: Linkin Park (Meteora, Hybrid Theory)

 

Alternate Identity: Artemis Truth (secret)

Birthplace: Urbino, Italy 

Residence: Claremont Academy

Base of Operations:

Occupation: Student

Affiliations:

Family: Travis Truth, father (deceased). Maria Truth, mother.

 

Description

Age: (DoB: )

Apparent Age: 

Gender: Female

Ethnicity: 

Height:

Weight:

Eyes:

Hair:

 

History

The Dangers and the Atoms are more well known family adventurers, but they did inspire other other rich people who could help the cause. The Truth family was a group that consisted of a man with a dream and great genetics. Travis Truth started out doing this by himself, living a dangerous lifestyle of jet setting, treasure hunting, exploring unknown places, and other things like his idols. But then he met Maria. A woman of similar hobbies and tax bracket. They teamed up multiple times over the years. Soon they were inseparable, and he popped the question. She said yes, but that settling down was not in their future. Cut to a few years later in Italy, and they would welcome their first child, Artemis. ANd for a while there, Travis and Maria stopped the adventuring.

 

Artemis was blessed with her parents genetics and their love of anything exciting. Her early years were a trial in itself for her parents! As soon as she could walk, she was into anything and everything. Her parents had to mend many a scrape. They taught her about the world. She could hear their longing to go back into the adventurer business, so she asked them if she could tag along. They jumped at the chance to get back into action and teach her the family trade.

 

Artemis got accustom to looking at and handling shiny things. For years she would race her parents to 'be the first to get it'. And the two trained adventurers could not keep up with her. Artemis loved it! Still her parents did worry. She got more interested in the destination more than the journey. The thrill to them was the chase, to her it was the reward. Her first 'keeper' was a sword made of an ancient metal that was still sharp as the day it was made. It became her signature weapon. Then again it wasn't all about the fancy stuff. Just that she got her hands on it. The greed grew in her.

 

Unfortunately it would be her undoing. The Truth's last expedition was somewhere in an uncharted temple in Mesoamerica. It was dangerous, but they were there to retreive something and get out. But Artemis' wandering eye saw something that got her attention. She went off by herself. Travis and Maria searched for her, but couldn't find her for a while. She was knocked out in a secret room. The ancient gas that she thought was gas, was actually the rainbow serpent, Quetzalcoatl. His spirit at least. He judged her soul and found her lacking in places. He offered to change her view of the world. This would be the ultimate prize, she greedily accepted. What she failed to notice was, that she would have to sacrifice something. When Travis and Maria found the room she was in, the 'gas knocked her father out, killing him instantly.

 

And that's where the story of the Truths ends. Quetzalcoatl lead Artemis and Maria out safely. Both women were grief stricken, but Maria was angry. She could not stand to be around her own flesh and blood. Luckily she had connections stateside. She dropped Artemis off at Claremont Academy. There was an agreement between Maria and the headmaster to keep Artemis in their care for a while.

 

Personality & Motivation

She's not antisocial, but she is a very withdrawn person. She'll talk to people, make conversation, but she doesn't get close to people. Sometimes it will seems she's lost in her own thoughts. Her motivation is to make it out of here a better person, possibly more heroic than the greedy child she was.

 

Powers & Tactics

Using her martial arts, she will attempt to cow her opponent into submission, mentally as well as physically. Insults and angry words go a long way as she flips around. The sword does not come out until dire consequences. Though it does help with the intimidations as she fakes out her opponent.

 

Power Descriptions

Her sword is a . It is made of damascus steel, and resides in a scabbard on her side.

 

Complications

Dragon Spirit: Quetzalcoatl keeps in touch with her. As she gets stronger, he will test her, physically and mentally.

Greed: She still has a covetous streak that she's trying to squash.

Guilt: Her father died because of her. It's an emotional sore spot.

Loner: Ever since the incident, she's loathe to make connections. She'll talk and be social, but getting close to people scares her.

My stuff: The cassette Walkman, and tapes of Meteora and Hybrid Theory are the last thing her dad gave her. She will flip if they're missing.

 

Abilities 4 + 6 + 4 + 2 + 2 + 6 = 24PP

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 12 (+1)

Charisma 16 (+3)

 

Combat 6 + 6 = 12PP

Attack +3 range, +5 melee, +9 swords

Defense +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

 

Grapple +7

Initiative +7

Knockback -3

 

Saving Throws 4 + 4 + 4 = 12PP

Toughness +6 (+2 Con, +4 defensive roll)

Fortitude +6 (+2 Con, +4)

Reflex +7 (+3 Dex, +4)

Will +5 (+1 Wis, +4)

 

Skills 112R = 28PP

Acrobatics 8 (+11)

Bluff 4 (+7, +11 Attractive)

Climb 4 (+6)

Diplomacy 4 (+7, +11 Attractive)

Handle Animal 8 (+11)

Intimidate 8 (+11)

Knowledge (history) 4 (+5)

Knowledge (physical sciences) 4 (+5)

Knowledge (theology & philosophy) 4 (+5)

Language 8 (Arabic, English, French, Italian, Japanese, Latin, Mandarin, Portuguese, Spanish)

Medicine 8 (+9)

Ride 4 (+7)

Search 8 (+9)

Sense Motive 8 (+9)

Sleight of Hand 8 (+11)

Stealth 8 (+11)

Survival 8 (+9)

Swim 4 (+6)

 

Feats 26PP

Acrobatic Bluff

Ambidexterity

Animal Empathy

Attack Focus (melee) 2

Attack Specialization 2 (sword)

Attractive

Defensive Roll 2

Distract (Intimidate)

Dodge Focus 5

Endurance

Evasion

Improved Critical (sword)

Improved Disarm 2

Improved Initiative

Improved Trip

Quick Draw

Startle

Uncanny Dodge (hearing)

 

Equipment 0EP

Cassette Walkman, Meteora cassette tape, Hybrid Theory cassette tape

 

Powers 3 = 3PP

Device 1 (sword; easy to lose) [3PP] (damascus steel, slashing)

Damage 3 (Feats: Improved Critical, Mighty) [5PP]

 

Drawbacks (-0) + (-0) = -0PP

 

DC Block

ATTACK      RANGE     SAVING THROW        EFFECT

Unarmed     Touch     DC 17 Toughness     Damage

Sword       Touch     DC 20 Toughness     Damage

 

Totals: Abilities 24 + Combat 12 + Saving Throws 12 + Skills 28 + Feats 26 + Powers 3 - Drawbacks 0 = 105/105 Power Points

Edited by Crimson Beguiler
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