Artemis Crimsene
Quote: "Evening boys! Is there a bounty on my head, or are you just happy to see me?"
Age: Unknown, Sex: F
Features: Red cape and wide brimmed hat, flair for the dramatic, combat flirt.
Clothes: Omnicloth outfit, commonly styled bright red.
Artemis Crimsene is the flamboyant masked troublemaker of CZ Central. Wanted by the constabulary for numerous acts of theft and burglary, she's (and the constabulary is fairly sure she's a woman) the current darling of the broadsheets due to her over-the-top style and against-the-odds capers. Armed with a Fencing Arclave she calls "Crimson Thesis," an eclectic array of Thaumatech devices, and with an uncanny ability to weave her way through the tightest security, to date she has frustrated all attempts to capture her. Although Crimsene has avoided taking on the role of "people's hero," (in her own words she's more of an "entertaining enterpriser"), she has been occasionally known to target and humiliate the more corrupt members of the establishment. Surprisingly she also has a few fans among the Constabulary, her most common opponents, as she studiously avoids inflicting serious harm on (most of) them during their occasional clashes. The exception are those Jibrilite officers known to be particularly odious, to whom she is not averse to dealing out a sound thrashing. Nevertheless, the very large bounty on her head means the Constabulary will enthusiastically respond to any sightings of the Crimson Caperer
The true identity of Artemis Crimsene is a matter of some speculation, with popular candidates being a rogue Librarian, Trinity (or possibly Trias or Troi) Samelrand, the General Staff's Liaison, a Zenith agent, and even the Lord General Marianne.
Convictions:
Fears:
Goals:
Physique: 7, Senses: 4, Intellect: 4, Aether: 5
Ascent: Local Hero Adventurer: Rogue 1
Adrenaline: 12
Focus: 4
Willpower: 4
Core Aether: 10
Max Physical Stress: 17
Max Mental Stress: 9
Skills
General Skills
Alertness: 3
Athleticism: 6
Intuition: 1
Stealth:7 (Hero Trait)
Combat Skills
Archery: 5
Firearms: 1
Melee Weapons: 8
Quick Draw: 4
Tactics: 3
Social Skills
Conversation: 1
Deception: 3
Problem Solving: 4
One-Liners: 1
Graces: 3
Aether Skills
Ether Channel: 5
Traits
Physique Traits
Adrenaline Junkie (X): Gain +5 Adrenaline.
Physical Training (X): Gain +5 maximum Physical Stress level.
Fleet Footed (X): Gain 5m extra movement each Move action.
Follow Through (X): This character can spend 1 Adrenaline to take another move action immediately after killing or disabling an opponent in close combat. This ability can only be used once per round.
Vital Strikes (X): The physical factor for all melee weapons used by this character is reduced by 1 to a minimum of 2.
Duelist (X): If you beat your target AC by 10 or more, inflict one automatic light wound, 15 one serious wound, and 20 one traumatic Wound. Alternately, you can inflict a status effect instead.
Combat Reflexes (X): Automatically parry an attack by spending Adrenaline. 1 Adrenaline for a difficulty up to 20 parry, 2 Adrenaline for difficulty up to 30, 3 Adrenaline for difficulty up to 40. Can be spent even if a parry would not be allowed, so long as the attack is still physically blockable. Unlike a normal parry, Combat Reflexes does not consume your action.
Senses Traits
Combat Reflex (X): Spend 1 Focus to activate a defensive system as an interrupt action.
Intellect Traits
Word of Command (CZ Central Contstructs) (X): On a successful social attack (Intellect+Problem Solving), this character can spend 1 WP to inflict the Deep Vibe “Unswerving Loyalty” on the specific pre-designated group. This Vibe can affect one character or up to 10 mooks. The Vibe lasts until the targets sleep, after which point they will rationalize any actions taken, so long as they did not conflict with any Convictions or Goals.
Aether Traits
Ether Receptive (X): This character is particularly receptive to Ether and gains +5 Core Ather.
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