Artemisia
Background
Whilst pregnant with "Artie", her mother worked in a Hexon science lab, they were experimenting with the effects of Gamma rays on turtles (they died).
How ever one turtle bit her after it was exposed to gamma radiation, other than drawing blood there was no apparent effect until she gave birth to Artemisia. The birth took place in the science labs maternity wing, the doctor took one look at the child saw the mutation, well aware that the company line would be to terminate the child, to avoid a law suit, she hid the child away, told the mother and the company that the child was a still birth.
She handed in her notice the same day and took the child away to a remote forest cabin, there she cared for the child and raised it as her own, naming her Artemisia after a renaissance female artist. "Artie" was educated in all things, sports/martial arts/music/classical art. Her life was happy.
When she was fifteen, Hexon was in financial trouble due to the Valise sinking 14 years before and a number of mutated children beginning to appear around the world. They discovered that Artemisia existed and in a corporate cover up attempt that went wrong her adopted mother was killed, she fled the scene and has lived on the streets ever since.
Description
Female mutant turtle, about 5' tall.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d10
Skills: Academics d8, Athletics d12+2, Common Knowledge d6, Fighting d12+2, Language (Native) d8, Notice d6, Persuasion d6, Science d6, Stealth d6, Taunt d8
Pace: 6; Parry: 11; Toughness: 15 (8)
Hindrances: Curious, Distinctive Appearance (Mutant), Heroic, Stubborn
Edges: Counterattack, Dodge, Extraction, First Strike, Provoke
Weapons: Unarmed (Range Melee, Damage Str), Attack, Melee (Range Melee, Damage Str+3d6)
Language: Native (native, d8)
Current Wealth: $500
Special Abilities
- Languages Known: Native (native, d8)
- Shell (Armor): Armor - Hardy 3, Partial Protection -2
- Attack, Melee: Close combat attack - Device -2, Lethal -1, Multiple Attacks 2
- Super Attribute: strength: Increase an attribute a die type.
- Super Skill: Athletics: Increase a skill a die type
- Super Skill: Fighting: Increase a skill a die type
- Super Attribute: smarts: Increase an attribute a die type.
- Super Attribute: vigor: Increase an attribute a die type.
- Danger Sense: Notice roll to detect hidden dangers, start ambushes on Hold.
- Super Edge: Grants a Combat Edge.
- Parry: Increases Parry. - Protector 1
Super Powers
- Shell (Armor) (4): Hardy 3, Partial Protection -2
- Attack, Melee (3): Device -2, Lethal -1, Multiple Attacks 2
- Super Attribute: strength (2)
- Super Skill: Athletics (4)
- Super Skill: Fighting (4)
- Super Attribute: vigor (2)
- Parry (2): Protector 1
- Super Attribute: smarts
- Danger Sense
- Super Edge
Advances
Novice Advances- Raise Skills: Academics/Taunt
- Edge: Extraction
- Edge: Provoke
Books In Use: Savage Worlds: Adventure Edition, Super Powers Companion (2014)
Setting Rules: Born a Hero, Super Hero!, Super Strength
Supers Campaign Level: Street Fighters
Validity: Character appears valid and optimal
Savaged.us claims no ownership or responsibility for any material created by our users.