B.A.D.A.S.S.
ARTEMIS

NAME : Sara Gill-Parsons IDENTITY : Secret OPERATIONS : The Pocket Manor, mobile POWER LEVEL : 10 PLAYER :
non-player character
Shrike's Estranged Mother, The Vampire Slayer

STRENGTH 3 STAMINA 3 AGILITY 7 DEXTERITY 7 FIGHTING 12 INTELLECT 2 AWARENESS 3 PRESENCE 3
Abilities Cost: 80
 Lifting STR 3 
400 lbs.


Running SPD 3
15 mph

Impervious
ignores up to 3




* - without
Defensive Roll

DODGE (AGL) 12 (DC 22) PARRY (FGT) 12 (DC 22) FORTITUDE(STA) 8 TOUGHNESS(STA) 8/5* WILL (AWE) 8
Defense Cost: 15
Offense:

Silver Sword +13 Close, Damage 7 Wooden Stakes / Arrows +15 Close/Ranged, Damage 5 Magic Missle Arrows +11 Ranged, Damage 9, multiattack, homing Magic-enhanced Arrows +7 Ranged, Damage 13 Magic Boom Arrows -- Ranged, Damage 10, burst

INITIATIVE +11

Accurate Attack All-Out Attack Assessment Attractive Beginner's Luck Benefit 1 (Athletics based on Agility) Close Attack Defensive Roll 3

Equipment 1 Favored Environment (Outdoors at Night) Great Endurance Improved Aim Improved Critical 3 (Bow and Arrows, 17-20) Improved Initiative Luck 2

Power Attack Pecise Attack (Ranged, Cover) Quick Draw Ranged Attack 2 Skill Mastery (Bow & Arrows) Taunt Teamwork
Advantages Cost: 28
Notes: The magic arrow quirks are that Balatar makes the arrows for her. If he is unable to enchant new arrows for her, she loses access to them. He makes 5 at a time (unreliable).

Acrobatics 8 7 1 Athletics 7 7 -- Close Combat
Stakes 15 12/1 2 Deception 8/10 3/2 5 Expertise
Archaic Weapons 6 2 4 Cryptids 7 2 5 Tactics 5 2 3 Insight 3 3 -- Intimidation 3 3 --

Investigation 3 2 1 Perception 3 3 -- Persuasion 3/5 3/2 -- Ranged Combat 9 7/2 -- Missle Arrows 11 7/2 2 Sleight of Hand 8 7 1 Stealth 8 7 1 Technology 3 2 1 Treatment 3 2 1 Vehicles 8 7 1
Skills Cost: 14

Fast Runner Speed 3, Quickness 1 4 Hunter's Senses Senses 2 (Sight Tracking, Full Speed) 2
Powers Cost: 6

Bow and Arrows Array: Removable 26 AE Magic Boom Arrows: Ranged Burst Area Damage 10, Quirk 29 AE Magic Missle Arrows: Ranged Damage 9, Homing 2, Multiattack 1 (represents accurate aiming), Quirk AE Magic-enhanced Arrows: Ranged Damage 13, Inaccurate 2, Quirk 1 AE Shooting at Incoming: Deflect 12 1 AE Wooden Arrows: Extended Ranged Damage 5, Accurate 3, 1 Variable Descriptor (arrowheads) Silver Sword: Strength-based Damage 4 (easily Removable) 2 Wooden Stakes: Strength-based Damage 2 2 Spectra Uniform: Protection 2, Impervious Toughness 5 (removable) 6 Magical Mask: Feature 1, Mask that appars or disappears as needed 1 Handbag of Holding: Feature 1, Unavoidable Extension charmed purse 1
Devices Cost: 38
Total Cost: 181
Base Points: 160 ExP Spent: 21 Experience Points Total: 31 Total Points: 181
Equipment:

Magic Locket B.A.D.A.S.S. Communicator 2
Complications:
Hatred/Enemy - As a Hunter, Artemis hates supernatural creatures of the night. Nor are they fond of her.
Relationships - Sara abandoned her family before she became a hunter of the supernatural due to an abusive relationship with her husband (who has since died). Her daughter Kris also left, though Sara has recently tracked her down to Los Angeles to begin reconsiliation.
Relationship - Artemis and Balatar have begun an occasional physical relationship. He is also making special weapons for her. Sara hasn't figured out if they are "just" Co-Monster-Hunters-With-Benefits or something more than that.
Snarky - Sara tends to keep her distance from people she doesn't know, but once she has become used to them, she takes on a sarcastic, teasing nature that can be distancing to some.

Known Background: The woman known as Artemis has a very mysterious past, and she likes it that way. Her teammates believe that she has a child out there somewhere, but why she left is unknown. She was first seen working for Helsing as a member of his Slayers squad, but when the man's quest turned to fanaticism, she got out and joined a slightly less fanatical group of monster-hunters.

Personality: Artemis is cold and aloof; in fact, unfriendly. Even to the few people she likes and trusts she says little, preferring to keep her own council. Her distance is deemed cold by many and bitch-like by the rest. In reality, she cares too much about those around her but is too angry and guilt-ridden to let anyone in. She keeps them distant so that they aren't hurt when she eventually leaves. She is gradually adapting to being part of this group, which scares her. She is extremely determined and driven, and she has little patience with those who do not at least try to match her determination.

Shaft during her Slayer days

Powers/Tactics: Artemis is a savage fighter who acts as though she's got nothing to live for. She will often start firing at the outskirts of the fight, but quickly charges into the middle of the field of battle, firing arrows at anyone who comes near until she's either overwhelmed or out of arrows. Then she will switch to the sword and will continue to fight. It is only her preternatural skill at combat that has kept her alive this long.

Appearance: Artemis is a very attractive blonde woman with light blue eyes. While her teammates know that she has a daughter, they had believed the girl must be less than ten years old as Artemis couldn't be over her mid-twenties. Her estimates are wrong by a decade on both accounts. Adding to the misconception is Artemis's size: she stands 5'4" tall and 120 pounds with a thin, muscular build. She also tends to wear baggy tops to underplay her impressive bust size. Her muscle tone doesn't truly represent her strength, and in fact she maintains her physique and abilities with very little effort.

Artemis is created, designed and played by Jim Caswell.

© Copyright 2001, 2024 - James E. Caswell

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Last updated on 8 July 2023