<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div align="center">(http://i658.photobucket.com/albums/uu304/Krysia-Kitty/Characters/Artemis02.jpg)</div></div></div>Name: Artemis Iole<br/>Alias: Artemis<br/>Player: Krysia<br/>Chronicle: E - Mutants<br/>Residence: Xavier’s School of Gifted Youngsters<br/>Age: 18 years old<br/>Date of Birth:<br/>Apparent Age: 19-20 years old<br/>Height: 5’3”<br/>Weight: 108lbs<br/>Hair: Blue<br/>Eyes: White Blue<br/>Nature: Sage<br/>Demeanor: Masquerader<br/>Concept: Goddess Reborn<br/>Affiliation: X-Men<br/>Mentor: None<br/><br/>PHYSICAL:<br/>Strength 3<br/>Dexterity 4 (lightening reflexes)<br/>Stamina 3<br/><br/>SOCIAL:<br/>Charisma 3<br/>Manipulation 2<br/>Appearance 3<br/><br/>MENTAL:<br/>Perception 2<br/>Intelligence 2<br/>Wits 2<br/><br/>TALENTS:<br/>Alertness 2<br/>Athletics 1<br/>Dodge 3<br/>Intuition 1<br/>Streetwise 1<br/>Subterfuge 1<br/><br/>SKILLS:<br/>Acrobatics 2<br/>Drive 1<br/>Melee 2<br/>Security 1<br/>Stealth 2<br/>Survival1<br/>Technology 1<br/><br/>KNOWLEDGES:<br/>Area Knowledge 1<br/>Computer 1<br/>Investigation 1<br/>Mutant Lore 1<br/>Power Lore 1<br/><br/>OTHER TRAITS:<br/>Martial Arts 3<br/><br/>BACKGROUNDS:<br/>Resources 2 – Monthly Allowance of $1200<br/>Equipment 2<br/>-   Two Ranks of Power<br/>-   Sizeshifting - Objects<br/>Side Kick 1<br/>- Apollo<br/>Training Facility 5<br/><br/>POWERS:<br/>Mega Strength 1<br/>Mega-Attribute (Physical/Social/Mental -- see above) [AN]<br/>Whatever the source of this power, the mutant has preternatural ability in one of his attributes, wielding great strength, incredible beauty, or perceptive powers beyond the normal scope of humanity. The Hulk, Storm, and Wolverine, respectively, have such Mega-Attributes. When the mutant uses the Attribute that has been enhanced by this Power, she adds her Rank in it to the dice pool. Thus, a mutant who has a Strength of 3 and Mega-Strength ¥¥ rolls five dice for damage when she throws a punch.<br/><br/>Note: any character can improve the Attributes in her Primary category above 5 with Experience without the use of this Power; however, such characters do not have access to the stunts for the appropriate Mega-Attribute. In addition, the difficulty of rolls associated with the Mega-Attribute are reduced. For example, soak rolls for someone with Mega-Stamina are reduced in difficulty. Note that this _does not_ stack with reductions from other Powers! Thus, if someone with Invulnerability also has Mega-Stamina, the player takes the best reduction for soak rolls, not the combined score.<br/><br/>¥ Add one to the dice pool of the associated Attribute. Difficulties to use the associated Attribute are reduced by 1 (difficulty six becomes difficulty five).<br/><br/>Mega Dexterity 1<br/>Mega-Attribute (Physical/Social/Mental -- see above) [AN]<br/>Whatever the source of this power, the mutant has preternatural ability in one of his attributes, wielding great strength, incredible beauty, or perceptive powers beyond the normal scope of humanity. The Hulk, Storm, and Wolverine, respectively, have such Mega-Attributes. When the mutant uses the Attribute that has been enhanced by this Power, she adds her Rank in it to the dice pool. Thus, a mutant who has a Strength of 3 and Mega-Strength ¥¥ rolls five dice for damage when she throws a punch.<br/><br/>Note: any character can improve the Attributes in her Primary category above 5 with Experience without the use of this Power; however, such characters do not have access to the stunts for the appropriate Mega-Attribute. In addition, the difficulty of rolls associated with the Mega-Attribute are reduced. For example, soak rolls for someone with Mega-Stamina are reduced in difficulty. Note that this _does not_ stack with reductions from other Powers! Thus, if someone with Invulnerability also has Mega-Stamina, the player takes the best reduction for soak rolls, not the combined score.<br/><br/>¥ Add one to the dice pool of the associated Attribute. Difficulties to use the associated Attribute are reduced by 1 (difficulty six becomes difficulty five).<br/><br/>Mega Wits 1<br/>Mega-Attribute (Physical/Social/Mental -- see above) [AN]<br/>Whatever the source of this power, the mutant has preternatural ability in one of his attributes, wielding great strength, incredible beauty, or perceptive powers beyond the normal scope of humanity. The Hulk, Storm, and Wolverine, respectively, have such Mega-Attributes. When the mutant uses the Attribute that has been enhanced by this Power, she adds her Rank in it to the dice pool. Thus, a mutant who has a Strength of 3 and Mega-Strength ¥¥ rolls five dice for damage when she throws a punch.<br/><br/>Note: any character can improve the Attributes in her Primary category above 5 with Experience without the use of this Power; however, such characters do not have access to the stunts for the appropriate Mega-Attribute. In addition, the difficulty of rolls associated with the Mega-Attribute are reduced. For example, soak rolls for someone with Mega-Stamina are reduced in difficulty. Note that this _does not_ stack with reductions from other Powers! Thus, if someone with Invulnerability also has Mega-Stamina, the player takes the best reduction for soak rolls, not the combined score.<br/><br/>¥ Add one to the dice pool of the associated Attribute. Difficulties to use the associated Attribute are reduced by 1 (difficulty six becomes difficulty five).<br/><br/>Martial Arts Supremacy 1<br/>Martial Arts Supremacy (Physical) [PN]<br/>Iron Fist has this Power, which makes the mutant into one of the greatest hand-to-hand combat technicians alive. It allows the mutant to use Martial Arts (a Skill, rather than the Brawl score, which is a Talent) and then add his Rank in this Power to all rolls associated with Martial Arts, including rolls to hit or block and damage pools. No roll is required.<br/><br/>Hyper Speed 2<br/>Hyper-Speed (Physical) [AN]<br/>Hyper-Speed is the ability to move and perceive at a very high rate of speed- and actually survive the experience. This usually confers a certain degree of invulnerability (since a hyper-fast punch using a normal fist would turn it into goo). A character with hyper-speed almost never loses balance, and is not disoriented by teleportation. The X-treme and Quicksilver are two of Marvel's speedier mutants. Note that any other movement power (like Flight) substitutes the Hyper-Speed velocity for its own, if the former is faster, but see below. There is no roll required under normal circumstances, though a Stamina +Athletics may be required for sustained exertion.<br/><br/>¥ Run at 50 km/h, one auto soak against physical attacks.<br/>¥¥ Run at 100 km/h, one auto soak.<br/><br/>Accelerated Recovery 1<br/>Accelerated Recovery (Physical) [AN]<br/>This Power is similar to Healing Factor (though not as powerful in that sphere), but is especially useful to Willpower junkies and mutants with Rage. Essentially, the mutant recovers at least one point of Rage, one point of Willpower, or one Health Level per hour assuming that any damage that the mutant has taken is not aggravated. Moreover, the mutant never loses dice from his Stamina pool for any reason, even for debilitating poisons or normal dice penalties for accumulated damage. No roll is required to use this Power. Note that this Power does not recover Rage for mutants who do not have that Power!<br/><br/>¥ The mutant recovers one point of any advantage (Health Levels, Rage,<br/>Willpower, Power Charge, Gnosis, etc.) every hour.<br/><br/>Hyper Ability (Martial Arts) 1<br/>Hyper-Ability (Physical/Social/Mental) [PN]<br/>Whatever the source of this Power, the mutant is talented, skilled, or knowledgeable in a certain field beyond the ken of normal humans. Each Rank in a Hyper-Ability allows the mutant to add her Rank to the dice pool for all rolls associated with the corresponding Talent, Skill, or Knowledge. Thus, a mutant with Hyper-Brawl ¥¥¥ and a Brawl score of 3 rolls six dice and subtracts 2 from all difficulties, as shown below:<br/><br/>¥ Add one to the dice pool of the associated Ability. Difficulties to use the associated Ability are reduced by 1 (difficulty six becomes difficulty five).<br/><br/><br/>POWER STUNTS:<br/>Lower Dodge Difficulties 2<br/>¥¥ Lower dodge difficulties by 2. This Stunt does not function vs. other attackers moving at incredible speed.<br/><br/>Elongation 2<br/>¥¥ Elongation- requires the Object Shifting variation. The mutant may expand an object in one dimension rather than in three (up to four times as long as normal).<br/><br/>ADVANTAGES:<br/>Power Potential 6<br/>Actual Power Level 4<br/>Power Charge 4<br/><br/>Power Info and Notes:<br/><br/>WILLPOWER: 5<br/><br/>MERITS:<br/>Charged up 4 points<br/>Silence 1 point<br/><br/>FLAWS:<br/>Aggravated Damage Weakness 5 points<br/>Power addiction 2 points<br/>-   Hyper Speed<br/><br/>32 Freebies Spent On:<br/>5 points on Hyper Speed 2<br/>7 points on Hyper Ability (Martial Arts)<br/>6 points on Power Potential up to 6<br/>4 points on Actual Power Level up to 4<br/>2 points on Willpower up to 5<br/>4 points on Merit: Charged up<br/>1 point on Merit: Silence<br/>3 points on Power Stunt: Elongation<br/><br/>Training Facility 5 Free Via ST Creation Rules<br/>Power Stunt: Lower Dodge Difficulties Free Via ST Creation Rules<br/><br/>Equipment<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div align="center">(http://i658.photobucket.com/albums/uu304/Krysia-Kitty/Characters/ArtemisStaff.jpg)</div></div></div>Dragon Bo Staff<br/>-   Sizeshifting – Object<br/>-   Elongation (bought as a Power Stunt to use with staff)<br/>-   Housed in a padded Bracer on her arm<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div align="center">(http://i658.photobucket.com/albums/uu304/Krysia-Kitty/Characters/ArtemisBracer.jpg)</div></div></div><br/><br/>XP: 0<br/>Remaining:<br/>Spent:<br/>Spent on:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div align="center">(http://i658.photobucket.com/albums/uu304/Krysia-Kitty/Characters/Apollo01.jpg)</div></div></div><br/>Name: Apollo Iole<br/>Alias: Apollo<br/>Player: Krysia<br/>Chronicle: E - Mutants<br/>Residence: Xavier’s School for Gifted Youngsters<br/>Age: 18 years old<br/>Date of Birth:<br/>Apparent Age: 19-20 years old<br/>Height: 5’4”<br/>Weight: 110lbs<br/>Hair: Dark Blue<br/>Eyes: Blue<br/>Nature: Caregiver<br/>Demeanor: Caregiver<br/>Concept: Healer Sidekick<br/>Affiliation: X-Men<br/>Mentor: None<br/><br/>PHYSICAL:<br/>Strength 2<br/>Dexterity 2<br/>Stamina 2<br/><br/>SOCIAL:<br/>Charisma 4 (Captivating)<br/>Manipulation 2<br/>Appearance 3<br/><br/>MENTAL:<br/>Perception 3<br/>Intelligence 3<br/>Wits 2<br/><br/>TALENTS:<br/>Alertness 1<br/>Diplomacy 1<br/>Empathy 1<br/>Expression 1<br/><br/>SKILLS:<br/>Etiquette 1<br/>Meditation 1<br/>Performance 1<br/>Survival 1<br/>Technology 3<br/><br/>KNOWLEDGES:<br/>Area Knowledge1<br/>Computer 1<br/>Genetics 1<br/>Herbalism 1<br/>Investigation 1<br/>Medicine 4 (Emergency Medicine)<br/>Mutant Lore 1<br/>Poisons 1<br/>Power Lore 1<br/>Science 1<br/><br/>OTHER TRAITS:<br/><br/>BACKGROUNDS:<br/><br/>POWERS:<br/>Healing (Others) 2<br/>Healing [Others] (Social) [AL]<br/>This potent ability allows the mutant to greatly accelerate the rate of healing in other people (and, to a limited extent, himself) and purge the body of various diseases and ailments. In some extreme cases, cellular regeneration and regrowth are possible- lost limbs might be rejoined to the body, etc. There was a Morlock Healer. The range of this Power is touch. The healer's dice penalties subtract one effective Rank from this Power per die lost. A Charisma + Medicine roll (difficulty 6) is required.<br/><br/>¥ Lethal damage, under the attentions of the Healer, will be recovered at a rate of one Health Level per day. Aggravated damage will heal at the rate of one Health Level per week and the expenditure of one of the Healer's Willpower points. Bashing damage heals at the rate of One Health Level every three hours.<br/>¥¥ Lethal damage will be recovered at a rate of one Health Level for every three hours. Aggravated damage heals at a rate of one Health Level per day and the expenditure of a Willpower point. Bashing damage heals at a rate of one Health Level an hour. Upsets like the common cold, headaches, or the measles can be cured at a touch.<br/><br/><br/>POWER STUNTS:<br/><br/>ADVANTAGES:<br/>Power Potential 3<br/>Actual Power Level 3<br/>Power Charge 3<br/><br/>Power Info and Notes:<br/><br/>WILLPOWER: 3<br/><br/>MERITS:<br/><br/>FLAWS:<br/>Power Focus 3 points<br/>-   Prop: Healing Stones<br/>-   Only one power<br/>Power Traces 1 point<br/>-   Smell of Incense<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div align="center">(http://i658.photobucket.com/albums/uu304/Krysia-Kitty/Characters/healing-stones.jpg)</div></div></div><br/>9 Freebies Spent on:<br/>5 points on Intelligence 3<br/>2 points on Medicine 3<br/>2 points on Medicine 4<br/><br/>XP: 0<br/>Remaining:<br/>Spent:<br/>Spent on: