Hunter of ArtemisArtemis, daughter of Leto and Zeus and the twin of Apollo, is the deity of the hunt, the wilderness and the primal forces of life in the Olympian Pantheon. A recluse with the standards of most other Olympians, she defends nature against the invariably destructive influence of intelligent beings and champions women wherever they are oppressed or exploited by men. Given that civilization needs both nature and women in order to survive, Artemis' function in the Pantheon is far more important than most people may think. In this day and age with both environmentalism and feminism having grown with leaps and bounds, Artemis has found her divine portofolio -and thus her powers- stronger than ever. Just as in old times, the goddess calls to those women both willing and able to give their life for a worthy cause and grants them powers so they can act; To defend the wilds. To protect animals from extinction. To champion women who cannot defend themselves. To hunt and kill those guilty of such crimes. And to slay unnatural predators that threaten the balance.
Musts: A Hunter of Artemis must have a High Concept that refers to her service to the Greek Goddess. Part and parcel of this High Concept is an oath against romantic entanglement with
men and the prerequisite of being a female human.
The Hunter of Artemis must also take the Moonbow Item of Power (defined below), which is considered to be the mark of the pact between her and the Goddess Artemis and, as such, requires no aspect other than the High Concept to refer to it.
All hunters of Artemis share the following base powers;
[-2]
Inhuman Speed[-1]
Inhuman Toughness, improved to supernatural once a Hunter has at least
7 points total in Hunter powers. The Catch is knives soaked in animal blood.
[+0]
Inhuman Constitution[-1]
Moonbow (Item of Power)
* It Is What It Is: a powerful longbow, Weapon:3. Lifting Strength 3 to draw. Stess bonus from strength powers applies as per all muscle-powered weapons.
* One-Time Discount
* Indestructible
* Divine Purpose: The moonbow is meant to kill, and to defend nature. It cannot be used against animals and if you intend to spare your enemies, true aim doesn't apply.
* True Aim
* Hephaestus-Forged Weaponry: +2 Weapon Rating
* Arrows of Moonlight: Ignores the first 2 points of armor
Options: Each individual Hunter has unique skills and powers best suited to a Hunter's three major tasks; hunting down the enemies of the Sisterhood, standing sentinel over the wilds, and slaying abominations against Nature with their arrows of moonlight. A novice Hunter will have 2 refresh worth of powers from the following list and more experienced hunters have more - and eventually develop their own techniques (stunts) or may gain unique blessings from the goddess. Note that a novice that is otherwise eligible as a Hunter but doesn't have the strength for her moonbow defaults to Inhuman Strength.
[-1]
Cloak of Shadows[-1]
Lethal Weapon (for Bows)
[-1]
Archery Champion (+1 attack with Bows)
[-1]
Echoes of the Beast: Hawk or Wolf (telescopic vision/+1 visual senses for eagle, tracking trapping with alertness/+1 hearing senses for wolf)
[-1]
Divine Archery range of bows increased to match best man-portable modern weaponry
[-2]
Inhuman Strength[-2]
Supernatural Speed (as upgrade)
[-2]
Supernatural Strength (as upgrade)
[-2]
Plague Arrows arrows fired are venomous (as per power of that name)
Important Skills: Bows and Athletics are the Hunter's primary skills. A hunter must be able to hit what she aims at with the best of them and run down any target. Depending on the Hunter's focus, other skills vary. A Hunter focused on tracking and running down prey will have survival and/or Alertness with Echoes of the Wolf. A Hunter that focuses on being an unseen sentinel or assassin will have high stealth, and a hunter who focuses on slaying one's enemies has endurance and other defensive skills. While the Moonbow requires significant strength to wield, most Hunters develop Inhuman Strength early in their career. Only the rare novice that has both trained up her strength and was interested in a more skill-oriented approach as a mortal eschews it.
The Curse of Artemis:Once made through the goddesse's blessing, a Hunter is for life - and that life is everlasting. So long as they uphold their oaths and defend the wilds, hunters may either follow the goddess as part of her Sisterhood or act independently. Some of them though eventually betray their oaths for whatever reason. Since the making of a Hunter is for life and cannot be revoked, Artemis and her followers punish errant hunters in two ways. First, any fallen hunter is fair game for their hunting groups and their end is invariably unpleasant and permanent should they be caught. Secondly, falling comes with a powerful curse; fallen hunters are no longer naturally unaging - they must kill once per seven years for the express reason of maintaining their youth - and half their powers (rounded down) are tied to drinking the blood of their victims. The curse may seem harsh but follows Artemis' ruthless ways; fallen hunters have an added physical weakness, are emotionally punished for breaking their oaths, and are now prone to leaving behind clues that faithful Hunters can follow.
Minimum Refresh Cost: -6
Hunter of Artemis (novice)
High Concept: Hunter Goddess Fangirl
Trouble: Vow of Chastity
Aspects: Archery Champion, Hardcore Environmentalist, Pact With A Greek Goddess, Reluctant Assassin, Sparkly Vamps Beware
Stress: Physical OOOO(OO) armor 1, Social OOO, Mental OOO
Refresh and Fate: Up Your Waist/1
Powers and Stunts:[-1]
Archery Champion +1 to attacks with bows
[-2]
Inhuman Speed[-1]
Lethal Weapon (bows)[-1]
Inhuman Toughness (catch is knives soaked in animal blood)
[+0]
Inhuman Constitution hunters of artemis eventually recover from almost any wound and don't grow old.
[-1]
Moonbow (Item of Power)
Skills:+4: Bows, Athletics
+3: Endurance, Might
+2: Alertness, Discipline, Conviction
+1: Fists, Presence, Survival, Empathy, Stealth
Hunter of Artemis (fallen)
High Concept: Dark Archer Girl
Trouble: Vow of Vengeance
Aspects: Archery Champion, Dangerous Outlaw, Curse of Artemis, Assassin for Hire, Sparkly Vamps Beware
Stress: Physical OOOO(OOOO) armor 2, Social OOO, Mental OOO
Refresh and Fate: Submerged/1
Powers and Stunts:[-1]
Archery Champion +1 to attacks with bows
[-4]
Supernatural Speed[+0]
Inhuman Constitution fallen hunters eventually recover from almost any wound. They still grow old unless they kill a virgin girl every 7 years.
[-1]
Moonbow (Item of Power)
[+1]
Feeding Dependency: Blood affecting the following;
[-2]
Inhuman Strength [-1]
Cloak of Shadows [-1]
Supernatural Toughness (catch is knives soaked in animal blood)
Skills:+5: Bows, Athletics
+4: Stealth, Alertness
+3: Endurance, Discipline
+2: Conviction, Presence, Survival
+1: Burglary, Might, Fists, Intimidate, Lore
Hunter of Artemis (ascended)
High Concept: Divine Archer
Trouble: Vow of Chastity
Aspects: Archery Champion, Nature's protector, Handmaiden of Artemis, Plague Of The Wicked, Purge The Corrupt
Stress: Physical OOOO(OOOO) armor 2, Social OOOO, Mental OOOO
Refresh and Fate: 18/1
Powers and Stunts:[-1]
Archery Champion +1 to attacks with bows
[-1]
Divine Archery any bows wielded by a hunter of artemis have range as long as the most long-ranged man-portable modern weapons.
[-2]
Plague Arrows any bows wielded by a hunter of artemis have the "venomous" ability.
[-1]
Echoes of the Beast: Hawk (telescopic vision/+1 visual senses)
[-1] Windwalker can walk on air like birds fly, leaves a trail of footprints glowing with moonlight instead of having actual wings
[-4] Supernatural Speed
[-4] Supernatural Strength
[-1] Cloak of Shadows
[-1] Supernatural Toughness (catch is knives soaked in animal blood)
[+0] Inhuman Constitution hunters of artemis eventually recover from almost any wound and don't grow old.
[-1] Moonbow (Item of Power)
Skills:
+6: Bows, Athletics
+5: Stealth, Alertness
+4: Endurance, Discipline
+3: Conviction, Presence, Survival
+2: Burglary, Might, Fists
+1; Lore, Scholarship, Empathy