Kitsune
Character Name: Kitsune
Alternate Identities: Amelia Fox
Player Name: RPG
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
36 DEX 10 78 36 16- OCV 12 DCV 12
23 CON 10 26 23 14-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10/20 11- / 13- PRE Attack: 2d6 / 4d6
20 COM 10 5 20 13-
10 PD 2 8 10/30 10/30 PD (0/12 rPD)
6 ED 5 1 6/18 6/18 ED (0/12 rED)
8 SPD 4.6 34 8 Phases: 2, 3, 5, 6, 8, 9, 11, 12
10 REC 7 6 10
46 END 46 0 46
27 STUN 27 0 27
11" Running 6 10 11"/30",
2" Swimming 2 0 2"
2" Leaping 2 0 2" 176 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Hope for the best, plan for the worst." "You have no idea what a speedster is capable of doing."
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 104
Spent: 99
Unspent: 5
Base Points: 250
Disad Points: 100
Total Points: 449
MOVEMENT
Type Total
Run 11"/30",
Swim 2"
H. Leap 2"
V. Leap 1"
Teleport 25"
DEFENSES
Type Amount
Physical Defense 10/30
Res. Phys. Defense 0/12
Energy Defense 6/18
Res. Energy Defense 0/12
Mental Defense 7
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 12 DCV: 12
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Talks Very Fast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Very Good Looking (Concealable; Noticed/approached/hit on; Detectable By Commonly-Used Senses)
10 Physical Limitation: Must eat three times the normal amounts of food (Frequently; Slightly Impairing)
10 Psychological Limitation: Code vs. Killing: Tries To Avoid Killing (Common; Moderate)
0 Psychological Limitation: Mischievous (Common; Moderate)
Notes: She tries to keep it 'gentle'.
10 Psychological Limitation: Overconfidence in Her Powers (Common; Moderate)
Notes: Unlike OTHER people, she knows what a speedster can do!
25 Psychological Limitation: Protective of the 'Underdog' (Innocents) (Very Common; Total)
Notes: Her whole purpose, to protect the innocents.
15 Social Limitation: Secret ID (Frequently; Major)
5 Social Limitation: Seen as Flighty (Occasionally; Minor)
Notes: Or is it that she just thinks faster that everyone else?
5 Watched: Anyone attracted to females 11- (As Pow; Watching)
100 Total Disadvantages Cost

Character Name: Kitsune
Alternate Identities: Amelia Fox
Player Name: RPG
SKILLS
Cost  Name
0 AK: Los Angeles Area 8-
3 AK: Millennium City 13-
0 Acting 8-
3 Breakfall 16-
0 Climbing 8-
1 Combat Driving 16-; Bicycles Only (-1)
0 Concealment 8-
0 Conversation 8-
0 CuK: Los Angeles Culture 8-
0 Deduction 8-
0 KS: Superhero World (GM Bonus) 15-
0 Language: English (Idiomatic)
3 Jack of All Trades
1
1) PS: Carpenter 11-
Notes: Classification of Instructional Programs: CIP 46.0201 Carpentry/Carpenter
0
2) PS: Courier 11-
1
3) PS: Electrician 11-
Notes: National Electrical Code
1
4) PS: Plumber 11-
Notes: Uniform Plumbing Code
3 Paramedics 13-
0 Persuasion 8-
2 Seduction 10-
0 Shadowing 8-
3 Sleight Of Hand 16-
13 Speedster Tricks Skill 21-
Notes: The maximum penalty for any Speedster Trick is -5. This means a roll of 16- is needed to perform most of her 'tricks'.
2 Stealth 10-
2 Streetwise 10-
0 TF: Bicycles, Small Motorized Ground Vehicles
38 Total Skills Cost
PERKS
Cost  Name
2 Money: Well Off @$250000 per year
6 Base
1 False Identity: Inari Rice
1 Fringe Benefit: Passport
10 Total Perks Cost
TALENTS
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
 
POWERS
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) Polorized Bug-Proof Helmet 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 Effects, occurs automatically whenever Power is used (only affects the environment near the character; -1 1/2)
Notes: Maximum Combat Speed: 44738.71 mph / 72000.00 kph, MACH 58.33. Maximum Sustained Speed: 27961.70 mph / 45000.00 kph, MACH 36.46. Circumnavigation Time: 53.43 minutes
2
2u
2) Instant Running: Teleportation 25" (50 Active Points); Must Be Able To Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4)
Notes: Effect: She can disappear and reappear instantly. Event: She is actually moving so fast her movement cannot be seen. This makes it appear to be a teleport. She must be able to reach her destination as if she were traveling normally i.e. she cannot pass through walls, locked doors, etc.
2
3u
3) Super-Running: Running +19" (11"/30" total), combat acceleration/deceleration (+1/4)
Notes: Maximum Combat Speed: 89.50 mph / 144.00 kph. Maximum Non-Combat Speed: 178.99 mph / 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
33 Speedster Tricks: Multipower, 50-point reserve, all slots Requires A Speedster Trick Skill Roll (-1/2)
2u
1) Battering Ram: Hand-To-Hand Attack +3d6, Double Knockback (+3/4); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) plus +4 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
2u
2) Clear The Area!: +10 with DEX Rolls; Only With Dive For Cover Rolls (-1) plus +4 with DCV; Costs Endurance (Only Costs END to Activate; -1/4)
Notes: This power represents her ability to quite literally outrun an explosion or area effect attack.
2
2u
3) Enter the Speed Zone: Millispeed SPD 2: 1 Extra phase: Extra-dimensional Movement into the Speed Zone, Quick Entrance (0 Phase) (+1/2) (33 Active Points)
Notes: This power gives her one full extra phase to act.
3
2u
4) Escape Maneuver: Killing Attack - Hand-To-Hand 3d6+1; 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.
5
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
2u
6) Faster Than The Eye Can Follow: Invisibility to Sight and Hearing Groups, Danger Sense, Combat Sense and Normal Smell
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. However, if she passes within an about 1 meter of someone, they will notice an unexplained wind/breeze
4
2u
7) I'll Take Those!: Teleportation 6", 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 (6" 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.
5
2u
8) Nice Bullets You Got There: Teleportation 6", 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 (6" 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.
5
2u
9) Rapid Repair: Minor Transform 4 1/2d6 (Broken/disassembled/unassembled device to working device), Requires appropriate tools and skill (+0); No Range (-1/2), Only broken or unassembled/disassemble 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.
4
2u
10) Rapid Tasks: +6 with all non-combat Skills; Only To Counteract Time Modifiers (-1), Costs Endurance (-1/2)
Notes: What would normally take someone about one hour to do, she can do in a half phase. What would normally take others 6 hours to do, she can do in a full phase. Effectively this will give her +6 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 one phase.
5
2u
11) Rapid-Fire Punch: Hand-To-Hand Attack +5d6, 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
2u
12) Reconnaissance: Clairsentience (Sight Group), x4 Range (400"), Rapid: x10,000; Extra Time (Full Phase, -1/2), Must Be Able To Pass Through Intervening Space (-1/4)
Notes: Effect: She knows whatís going on at a distant location even though she hasnít moved, or barely seemed to move. Event (what really happens): She moves to a distant location(up to 400" range), looks at whatís happening there, and returns. In that one Phase she will be able to 'study' the situation as if she'd spent 15 minutes doing so. Anything she learns must be in plain sight as she cannot open a desk drawer or sort through a stac k papers while observing.
4
3u
13) Running Grab-By: +20 STR; Only For Grab-Bys (-1), Non Presistant (-1/4) plus +4 with Grab By plus +2 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
2u
14) Save The Baby!: Teleportation 12", 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: Effect: This power allows her to snatch hostage out of harm's way, people out of burning building, and move them to a safe place without seeming to move. Event: She is able to move so fast from her starting point to her target and back again that it appears to be a teleport. She is blocked if her target cannot be reached normally, i.e. she is blocked by walls, locks, etc. anything she cannot normally walk through.
5
1u
15) Simple Disassembly ... with a Hammer!: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR); Only vs. Inanimate Objects (-1), OAF Durable (Any Sufficiently Durable Object (Hammer, Wrench, etc.); -1)
Notes: Effect: An object appears to be crushed / broken /shattered in an instant. Event: She is able to repeatedly strike an object to its destruction almost instantly. This power allows she to quickly destroy most anything, an attack averages 13 BODY so she can destroy 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 while she can't totally destroy a Navy destroyer, she could easily sink it in just over a turn. Nuclear submarine and aircraft carriers are pretty much immune to her attacks. She carries a three pound maul with a metal handle in her backpack.
5
2u
16) Sonic Finger Snap: Energy Blast 5d6, 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.
5
1u
17) Speed Trap: Telekinesis (20 STR); Only to Stop Falling Items/People (-1)
Notes: Effect: A falling person or object suddenly slowly floats to the ground without damage. Event: She is able to run so fast in a tight circle beneath the falling person that she creates a cushion of air that catches the person. It is limited to a single target and that target cannot weigh more than a grizzly bear ... 400 kg.
3
2u
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: +7 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 onl;y be at -1 OCV or 11 OCV.
1
2u
19) Tuck and Roll: +18 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]
12 Millispeed Perception: Rapid ( x10,000) with Normal Sight
Notes: Speed Perception works by, in effect, 'slowing down' fast events so she can see them as if they occured over an entire second. At this level, she sees events that happen in one ten thousandth of a second (10 milliseconds) as if they were occuring in the space of a second. i.e. an explosion expends very slowly from the point of origin. This is why she can outrun a blast using Clear the Area.
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
8 Speedster Studiousness: Speed Reading (x1,000)
5 Fast Thinking: Mental Defense (7 points total)0
5 Speed Zone Touch: 10 STR: Transdimensional (affects normal speed world; +1/2) for up to 10 Active Points1
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
2 Self-Heating: Life Support (Safe in Intense Cold)
Notes: This power allows her to vibrate her body warm herself in extreme weather.
0
222 Total Powers Cost
EQUIPMENT
Equipment END
Always Carried
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/Hearing 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
Carried on Long Distant Deliveries
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
2) 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
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.
M-VIT 4000 High-Speed Camera: Eidetic Memory

Character Name: Kitsune
Alternate Identities: Amelia Fox
Player Name: RPG
APPEARANCE
Hair Color: Medium Brown
Eye Color: Brown
Height: 5' 5"
Weight: 100 lbs
Description:
Amelia has recently used a little of her new-found wealth to have her hair done professionally. She has large brown eyes set in a very pretty face. She is lean, as one might expect of a speedster, almost to the point of skinny. She commonly carries a backpack for High-energy snacks, clothes (or her armor) and, if needed, whatever she is delivering.
BACKGROUND
Millennium City, huh? What the heck. Seems like a city once the site of a huge super battle involving devastation and death would maintain at least a few supers to hang around just in case. Things were getting pretty crowded in LA, what with three 'hero' groups always vying for 'who gets what battle' as well as media facetime, Amelia was feeling lost in the crowd. So, Millennium City with its like two heroes. Wouldn't you know it but a couple of others seemed to have the same idea. She'd already been in town long enough to find a house, leave the house and find another house before someone decided to redecorate Memorial Park. Well, not on her watch. A little group of like-minded supers met atop one of the city's taller buildings only to have the maintenance guy show up and kick them off, very rude, at about the same time the bomb thing came in over a police radio.

Now all she had to do was not let her new friends down.

As Kitsune, Amelia has recently been hired by Time Critical, a national express delivery service. Her guarantee of delivery anywhere in the US, including Hawaii and Alaska in under one hour required a trip to both the islands and the great white north within that time frame to prove herself. Her fee is $2.50 per mile round trip for non-medical cargo. This is on the high side of average but the time saved makes it worth the increased charge. Medical transports i.e. transplant organs, anti-venom and such she will do for free if it means saving a life though she is not averse to accepting a 'tip' from her more well-to-do, and grateful, clients. With the proper clearance provided by the appropriate countries she will deliver medical cargoes anywhere in the world. She will not accept a delivery if she is not satistifed her cargo is 100% legal.
The company provided a special backpack designed to protect fragile items from both her acceleration and friction allowing her to reach incredible speed. They also provide her with a auto-mapping tablet that routes her around potential area that could be affected by her speed. A round trip to Hawaii takes her about 15 minutes, plus or minus depending on obstruction, from San Francisco. A round trip of 4800 miles. She keeps her cruising speed down to about 400 miles per minute (@24000 miles per hour).
POWERS/TACTICS
Amelia is pretty fast, can do a lot of things at once but ... she can also use her speed to hit people. The velocity adds to her fairly weak (2d6) punches. She has no combat training but has been working hard on her 'Speedster Tricks'. She is able to carry up to about 50 lbs. without Encumbrance. Total Weight of her own backpack with contents is about 20 lbs.
PERSONALITY/MOTIVATION
For having grown up in the system, Amelia is surprisingly breezy. She rarely takes anything seriously, tends to make comments on everything, likes to tease and does things without being asked. She will use her abilities in strange ways for pranks. It does take a bit to trip her trigger but once she's decided someone needs pranking, no telling what will happen. Usually the prank fits the circumstances. She does try to keep anything involving a teammate mild but just harsh enough to satisfy her. Loves grape lollypops. Eats them all the time for energy. Tends to eat ... sloppily and anything not attended. Hates to fly.

Starts each day with a bag of Dum Dum Grape lollipops (75 count, 1500 cal. total), just loves them, and two boxes of Range Meal Bars - Alpine Star (12 count, 8400 cal. total) for emergencies, in her back pack. Her average caloric intake is easily 7200 cal. per day). An average daily intake might be 6 Egg McMuffins (@1728 cal.) , 10 Tacos (@1900 cal.) or 12 Egg Rolls (@1884 cal.) , 2 foot long subs (@1420 cal.), and whatever she feels like for dinner, usually a double portion (@5000 cal.). She tends to call ahead if she knows where she will be eating to avoid the wait time.
CAMPAIGN USE
DESIGN NOTES
Things in her backpack:
Adventure Medical Kits Sportsman Series 400 Outdoor First Aid Kit - 180 Pieces @3 lbs
Dum Dum Grape Lollipops, bag, 75 count - @$5.00 Wt. 13 oz.
Range Meal Bar, Alpine Start 700 cal @ (12 at the start of the day) - @$70 for two packages of 6. Wt. @4.5 lbs
A Fiskars IsoCore 3 Pound Club Hammer, 11 Inch,750910-1001,Orange/Black @ 3.0 lbs
ASP Tri-fold Restraints with aircraft cable reinforcement (12) - @ $37.00 for two packs of 6 @2.0 lbs
ASP Tri-fold Restraints cutter - @$27.00 - @2.4 oz.
@16 lbs total weight.

The Sonic Boom Effect: the following occures any time Amelia accelerates past the speed of sound i.e. if moving at Mega-Scale Speeds even moving at 1" per phase is closing in on Mach 2 (actually @1304 MPH).


Breaking the Sound Barrier: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Area Of Effect (Trail; +1), Continuous (+1); No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2), Linked (Hyper-Running; -1/2), Only vs. Very Brittle Objects (-1/4), Audible (-1/4) 15 Active Point

Amelia's Current Course of 'Practice'.
She is working to increase the length of time she can remain in the Speed Zone as well as working on her Running characteristic and SPD. Having recently hit her target SPD and Running, Amelia is turning her attention to martial arts that will be enhanced by her movement speed. She is seeking a sensei.

Amelia's ability to rapidly read anything, and to do it repeatedly, makes it possible to learn new skills at an astonishing rate. In keeping with my method of in game character development I have listed the skills she will be studying. All will begin at a base level 8- and will only increase gradually over a period of months. In no particular order: Possible Tutor listed.
Bugging
Computer Programming - Reign
Demolitions
Electronics
Mechanics
PS: Carpenter - Michigan Builder's Code / Modern Carpentry: Essential Skills for the Building Trades (Completed)
PS: Chef
PS: Electrician - National Electrical Code Handbook Toolkit (Completed)
PS: EMT
PS: Handyman
PS: Plumber - National Standard Plumbing Code, Illustrated (Completed)
Research
Tactics
Teamwork
Weaponsmight (Firearms)
Created: Sun, 22 May 2022 18:35:45

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