Cost |
Name |
0 |
AK: Los Angeles Area 8- |
3 |
AK: San Diego 13- |
0 |
Acting 8- |
3 |
Breakfall 16- |
3 |
Bugging 13- |
0 |
Climbing 8- |
2 |
Combat Driving 16-; Bicycles/Motorcycles Only (-1/2) |
4 |
Computer Programming (Hacking and Computer Security, Personal Computers) 13- |
3 |
Concealment 13- |
0 |
Conversation 8- |
0 |
CuK: Los Angeles Culture 8- |
3 |
Deduction 13- |
3 |
Demolitions 13- |
3 |
Electronics 13- |
3 |
Jack of All Trades |
1 |
1) PS: Carpentry 10- |
1 |
2) PS: Chef 10- |
0 |
3) PS: Courier 11- |
2 |
4) PS: EMT 13- |
1 |
5) PS: Electrician 10- |
1 |
6) PS: Handywoman 10- |
1 |
7) PS: Plumber 10- |
0 |
Language: English (Idiomatic) |
4 |
Language: Japanese (completely fluent) |
3 |
Mechanics 13- |
3 |
Paramedics 13- |
0 |
Persuasion 8- |
3 |
Research 13- |
3 |
Scholar |
1 |
1) KS: Criminal Law 8- |
1 |
2) KS: Federal Law Enforcement Procedures 11- |
1 |
3) KS: Federal Meta-Human Regulations 8- |
1 |
Seduction 8- |
0 |
Shadowing 8- |
3 |
Sleight Of Hand 16- |
15 |
Speedster Tricks Skill 22-
Notes: The maximum penalty for any Speedster Trick is -6. This means a roll of 16- is needed to perform most of her 'tricks'. |
3 |
Stealth 16- |
3 |
Streetwise 12- (14-) |
1 |
TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
3 |
Tactics 13- |
3 |
Teamwork 16- |
2 |
WF: Small Arms |
2 |
Weaponsmith (Firearms) 13- |
92 |
Total Skills Cost |
Cost |
Name |
0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
1 |
Fringe Benefit: Bonded Courier |
1 |
Fringe Benefit: Passport |
0 |
Law Enforcement Rank: U.S Marshall |
2 |
Money: Well Off @$250000 per year |
0 |
Police Powers: Federal |
0 |
Weapon Permit: Licensed Superpowers |
4 |
Total Perks Cost |
Cost |
Name |
3 |
Superb Balance: Environmental Movement (no penalties on any Balance Maneuvers)
Notes: Amelia can move at high speed across just about anything that will hold her small weight, a rope, a fence, a rail, the limb of a tree, etc. |
3 |
Total Talents Cost |
|
|
Cost |
Power |
END |
|
Kitsune's Armor, all slots OIF Durable (-1/2) | |
24 |
1) Carbon Nanotube Body Armor: SWCNT-c: Armor (12 PD/12 ED) | 0 |
5 |
2) Impact Resistant Padding: +8 PD | |
5 |
3) Glare/Bug-Proof Visor: Sight Group Flash Defense (8 points) | 0 |
1 |
4) Insulated Underarmor: Life Support (Safe in Intense Heat) | 0 |
52 |
Hyper Movement: Multipower, 52-point reserve, all slots Reduced Endurance (1/2 END; +1/4), Usable Flight (+1/4); all slots Cannot Be Pushed (-1/4), Usable on Surface Only When In Flight Mode. (-1/4) | |
1u |
1) Hyper-Running: Running + 19", MegaScale (1" = 1 km; +1/4); Side Effect (Breaking the Sound Barrier (see NOTE 1)), occurs automatically whenever Power is used (only affects the environment near the character; -1/2)
Notes: Maximum Combat Speed: 44738.71 mph / 72000.00 kph, MACH 58.33. Maximum Sustained Speed: 27961.70 mph / 45000.00 kph. Circumnavigation Time: 53.43 minutes | 2 |
3u |
2) Instant Running: Teleportation 26"; Must Pass Through Intervening Space (-1/4) | 2 |
3u |
3) Super-Running: Running +19" (11"/30" total), combat acceleration/deceleration (+1/4)
Notes: Maximum Combat Speed: 89.5 mph / 178.99 mph. Maximum Non-Combat Speed: 144.00 kph / 288.00 kph. Maximum sustained Combat Speed: 55.94 mph / 90.00 kph. Maximum sustained Non-Combat Speed: 111.87 mph / 180.00 kph. | 2 |
40 |
Speedster Tricks: Multipower, 60-point reserve, all slots Requires A Speedster Trick Skill Roll (-1/2) | |
3u |
1) Battering Ram: Hand-To-Hand Attack +4d6, Double Knockback (+3/4); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) plus +5 with Battering Ram
Notes: With this power she is able to lower a shoulder and ram someone or give them a punch as she runs by. In the case of a Move-by, she is subject to 1/3 any damage she does to the target. In the case of a Move Through, she is subject to 1/2 of that damage, unless her attack fails to do Knockback. In that case she will take 100% of the damage done. Move-Through Damage is 12d6. Move-By damage in 10d6. In all cases her velocity will be at max no matter how short of a distance travelled. | 3 |
3u |
2) Clear The Area!: +10 with DEX Rolls; Only With Dive For Cover Rolls (-1) plus +6 with DCV
Notes: This power represents her ability to quite literally outrun an explosion or area effect attack. | 0 |
4u |
3) Enter the Speed Zone: Picospeed SPD 8: 1 Turn: Extra-dimensional Movement into the Speed Zone
Notes: Costs END to enter the Speed Zone but no END to drop back into normal Time if the Power has reached its Time Limit i.e. one Turn Subjective Time. During this time Amelia is allowed to 'act' with a SPD of 8. The first Phase in the Speed Zone is expended to 'Entering the Speed Zone', leaving her the remaining 7 Phases before she drops out. She is still able to use any of her Speedster Tricks as Entering the Speed Zone is effectively a continuing charge. She can Abort or use a Delay to shift into the Speed Zone but must take defensive actions during her second Subjective Phase. (She still loses the first Subjective Phase as normal.) | 6 |
3u |
4) Escape Maneuver: Killing Attack - Hand-To-Hand 4d6; No STR Bonus (-1/2), No Knockback (-1/4)
Notes: A recent encounter with a rather sticky entangle gave her reasons to investigate methods to escape. By vibrating her body at supersonic speeds she is able to attack anything that touches her i.e. Entangles, Grabs, etc. While she could use this as an attack, that's not what she had in mind so it is doubtful she will ever use it in that manner. As her STR is only slightly above normal for a woman, she is not comfortable with the idea of being grabbed by anyone stronger than her so she will use this power to discourage those that lay a restraining hand on her. | 6 |
1u |
5) Fashion Victim: Cosmetic Transform 5d6 (Clothing into other/no clothes, Heals back by changing or repairing clothes), Reduced Endurance (0 END; +1/2); Clothes Only ([Limited]; -1/2), No Range (-1/2)
Notes: She usually carries her costume in her backpack and stores her street clothes, plus some variety, there when in costume. She is able to use this on other people, not just herself. When she does this it generally means someone has been terribly rude to her and she will strip them naked. | 0 |
3u |
6) Faster Than The Eye Can Follow: Invisibility to Sight and Hearing Groups, Danger Sense, Combat Sense and Normal Smell , No Fringe
Notes: This power allows her travel at speeds too fast for the eye to follow, the ear to hear, the nose to catch a scent or Danger Sense to react. | 5 |
1u |
7) Get Away From Me!: Teleportation 5", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4), Usable As Attack (defense is having Teleportation or Speedster powers) (+1); Extra Time (Full Phase, -1/2), Must Pass Through Intervening Space (-1/4)
Notes: This allows her to pick up a target and move them up to 50 km away and return to her starting point in one phase. Normally this means the target ends up in the middle of the Detroit River. | 3 |
2u |
8) I'll Take Those!: Teleportation 7", Invisible to Danger Sense, Normal Hearing, and Sight Group, Source Only (+1/2), Usable As Attack (Defense: Desolidification, Teleportation, Dimensional Manipulation, Speedster Powers.; +1), Area Of Effect (8" Radius; +1 1/4), Selective Target (+1/4); Only To Grab/Plant Objects (-1)
Notes: With this power she can pick up any number of small objects, from drinks on a bar to the gun in the hand, or pocket. Inversely she can also plant small objects, whether on a table or in a pocket. The fact that she is the source is not visible, however the effect, the gun being taken, a drink being taken or an object being planted, is obvious so if she plants something on someone, they are aware of it but do not know what the source is. Added note: there is a -2 OCV any object so teleported. | 6 |
2u |
9) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 1/4); Hand-To-Hand Attack (-1/2), Linked To Running (-1/2) | 6 |
2u |
10) Nice Bullets You Got There: Teleportation 7", Invisible to Danger Sense, Normal Hearing, and Sight Group, Source Only (+1/2), Usable As Attack (Defense: Desolidification, Teleportation, Dimensional Manipulation, Speedster Powers.; +1), Area Of Effect (8" Radius; +1 1/4), Selective (+1/4); Only To Remove Bullets/Clips From An OAF Firearm (-1)
Notes: This power allows her to literally take the bullets out of a gun, or a LOT of guns, in the blink of an eye. The fact that she is the source is not visible however, the effect, the bullets/clip being taken is obvious. Added note: there are penalities for this maneuver depending on the weapon. A -2 OCV is the standard penality for revolvers. A -3 OCV is standard for any clip/magazine fed weapon as racking the slide is required to clear the one in the barrel. This would include pump action shotguns which would require a series of actions to insure all shells are ejected. The most difficult to disarm is a weapon that would require breaking it open like a double barreled shotgun or the repeated working of a bolt for weapons with a tube magazine. | 6 |
2u |
11) Rapid Repair: Minor Transform 6d6 (Broken/disassembled/unassembled device to working device), Requires appropriate tools and skill (+0); No Range (-1/2), Only broken or unassembled/disassemble/unassembled items (-1/2)
Notes: Amelia is capable of repairing or assembling just about any device but is limited to things she either has direct knowledge of or technical manuals for. Many situations require proper tools as well. She can do jigsaw puzzles very quickly. | 6 |
2u |
12) Rapid Tasks: +7 with all non-combat Skills; Only To Counteract Time Modifiers (-1), Costs Endurance (-1/2)
Notes: What would normally take someone about six hours to do, she can do in a half phase. What would normally take others a day to do, she can do in a full phase. Effectively this will give her +7 to any Non-combat Skill Roll if she takes the 'time' to study the situation. She can clean a house from top to bottom in about half a phase. | 6 |
3u |
13) Rapid-Fire Punch: Hand-To-Hand Attack +6d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2); Hand-To-Hand Attack (-1/2)
Notes: This power is an extremely fast series of punches that will cost her 10 END. | 2 |
3u |
14) Running Grab-By: +20 STR; Only For Grab-Bys (-1) plus +4 with Running Grab-By plus +4 with DCV
Notes: This power allows her to move her full phase past a target, make a grab on a focus or possibly a person on the way, then continue to move the remaining distance of her movement. | 2 |
3u |
15) Save The Baby!: Teleportation 15", Usable on Others As An Attack: Defense is Teleportation, Desolidification, Power Defense (+1); Must Be Able To Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4)
Notes: This power allows her to snatch hostage out of harm's way, people out of burning building, and move them to a safe place in the blink of an eye. | 6 |
2u |
16) Simple Disassembly ... with a Hammer!: Killing Attack - Hand-To-Hand 4d6 (5d6+1 w/STR); Only vs. Inanimate Objects (-1), OAF Durable (Any Sufficiently Durable Object (Hammer, Wrench, etc.); -1)
Notes: This power allows she to quickly destroy most anything, averaging 12 BODY, including computers (a phase), door locks (a phase), most vehicles (about 2 phases), armored cars (about 3 phases), buses (about 3 phases), light planes (about 3 phases), houses (about a turn). Tanks and AFVs are pretty much immune to her, but surprisingly a Navy destroyer will only last about 2 turns and a nuclear submarine only a little longer. She carries a five pound maul with a metal handle in her backpack. The maul adds 1d6 HKA to this attack. | 6 |
3u |
17) Sonic Finger Snap: Energy Blast 6d6, No Normal Defense (LS: Safe Enviroment: High Pressure, Power Defense, Hard Ear Covering; +1); No Range (-1/2), Does Not Work In A Vacuum (-1/4)
Notes: As she can only use her STR on targets in normal time while in the Speed Zone this power is useless during such times. | 6 |
3u |
18) Tag!: Cosmetic Transform 1d6 (Only To Put A Tag On The Target), Area Of Effect (8" Radius; +1 3/4), Selective (+1/4); Mark On The Skin Only (-1/2), OIF (Red lipstick or Permanant Marker; -1/2) plus Penalty Skill Levels: +8 vs. Hit Location modifiers with Tag! plus +10 PRE; Offensive Only (-1)
Notes: This power allows her to draw a red mark across the throat of her targets. Harmless, just makes a point. As she is generally AIMING for the throat, she will be at -8 OCV but with the penalty skill levels to counter this she will be at her normal 12 OCV. | 1 |
3u |
19) Tuck and Roll: +20 with Breakfall
Notes: The first and most vital skill a speedster must learn. Avoids one becoming street pizza when one trips at a high speeds. | |
1u |
20) Zip-Tie Restraints: Entangle 4d6, 6 DEF; OAF (-1), Standard Restraints Limitations (-1/2), 12 Charges (-1/4)
Notes: Kitsune carries 12 sets of ASP Tri-Fold Disposible Restraints. Limitations on movement and usefulness of hands dependent on how they are employed. | [12] |
36 |
Picospeed Perception: Rapid ( x1,000,000,000,000) with Normal Sight | 0 |
11 |
Speedster Healing: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) | 0 |
10 |
Speedster Studiousness: Speed Reading (x10,000) | |
10 |
Speed Zone Touch: 20 STR: Transdimensional (affects normal speed world; +1/2) for up to 20 Active Points | 1 |
5 |
Fast Thinking: Mental Defense (7 points total) | 0 |
4 |
Keeping My Footing: Clinging (normal STR); Only On Horizontal Surfaces To Maintain Footing (-1), Cannot Resist Knockback (-1/4)
Notes: Her control over her foot movement is such that she can keep herself from slipping even on ice or the like. This ability counteracts Change Environment power requiring her to make a DEX Roll of lose her footing. | 0 |
4 |
Swift Sight: MegaScale (1" = 1 km; +1/4) for up to 25 Active Points of Sight Group; Only To Perceive Path Ahead While Moving In Megaspeed (-1/2) | 1 |
3 |
Hyper Metabolism: Life Support (Immunity: Alcohol/Recreational Drugs)
Notes: Her metabolism is so fast her body burns off the effects of alcohol and other 'recreational' substances instantly. | 0 |
3 |
No Skidding: Clinging (normal STR); Only To Prevent Skids (-2)
Notes: Even when she really loses control, she keeps her footing and doesn't go into a skid.- she always gets her feet back under her and keeps going. | 0 |
2 |
Regenerative Longevity: Life Support (Longevity: 400 Years) | 0 |
1 |
Medical Kit: +1 with Paramedics; OAF (-1), 6 Charges (-3/4)
Notes: Adventure Medical Kits Sportsman Series 400 Outdoor First Aid Kit - 180 Pieces | |
272 |
Total Powers Cost |
Equipment |
END |
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage | 0 |
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2) | |
Amelia's Bicycle: Vehicle
Notes: $5000When riding, Amelia operates at DEX 14 (Bike limitation) and SPD 7 on the Speed Chart. She does, however, have Combat Driving 16- when riding. | |
Cell Phone, all slots 1 Continuing Charge lasting 1 Day (+1/4); all slots OAF Fragile (-1 1/4), Gestures (Requires both hands; -1/2), Activation Roll 14- (-1/2), Requires Visual Perception Roll (No Active Point penalty to Skill Roll; -1/4)
Notes: $1200Standard Smart Phone | |
1) Translator: Universal Translator 13- | |
2) Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls; Only to Create Light (-1), No Range (-1/2) | 0 |
3) Cell Connection: High Range Radio Perception (Radio Group); Limited to Cell Phone Frequencies (-1/2) | 0 |
4) Search Engine: Universal Knowledge Skill 11- | |
5) Mapping App: Navigation (Land) 11- | |
6) Camera: Eidetic Memory | |
7) Wireless Internet Connection: Computer Link: Internet | |
Medical Kit: +1 with Paramedics; OAF (-1), 6 Charges (-3/4)
Notes: $150Adventure Medical Kits Sportsman Series 400 Outdoor First Aid Kit - 180 Pieces | |
Fiskars 4.8-lb Face Steel Head Composite Sledge Hammer: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR); OAF Unbreakable (-1)
Notes: $35This sledge has a wedge-shaped demolition head that allows that gived her remarkable destructive power when used on a car ... or truck ... or whatever she decided to make into scrap. This is the OAF she carries just to that purpose. It adds 1d6 HKA. | 1 |
Satellite Facilitated Navigation and Avoidance System: Detect Obstructions, Traffic, Densely Populated areas 13- (Sight Group), Discriminatory, Analyze, Rapid: x10,000, Transmit Audio, MegaScale (1" = 1 km; +1/4); OIF Durable (-1/2) plus Navigation (Land, Marine) 13-; OIF Durable (-1/2)
Notes: $1000This navigation system uses satellite imaging in real time to warn of obstacles, traffic jams or particularly 'fragile' areas in her path allowing her to avoid them. It also provides GPS for those trips across water. This is a display mounted on her left wrist. The Rapid component allows her to view information is a millisecond. The Audio component gives her an aural warning of upcoming hazards. | 0 |
Medical Transport Backpack: Force Field (20 PD), Reduced Endurance (0 END; +1/2); Only Protects Contents Of The Backpack (-2), Only To Protect Against G Force Damage (-1), OAF (-1) plus Life Support (Safe in Intense Heat); Only Protects Contents Of The Backpack (-2), OAF (-1)
Notes: $2000This provides protection the fragile items such as transplant organs. It will protect up to about 11 g acceleration. This limits Kitsune's acceleration increasing the time it takes for her to travel but not significantly in Delivery Time terms. | 0 |
Cost |
Maneuver |
|
Speedster Martial Arts |
5 |
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove |
5 |
2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on; FMove |
5 |
3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; STR + v/5; Target Falls; FMove |
5 |
4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove |
5 |
5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove |
5 |
6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove |
4 |
7) Pressure Wave: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
4 |
8) Rapid Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
5 |
9) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike |
4 |
10) Spinning Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs |
47 |
Total Martial Arts Cost |
|