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]
35 DEX 10 75 35 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-
11 PD 2 9 11/28 11/28 PD (0/9 rPD)
5 ED 5 0 5/14 5/14 ED (0/9 rED)
6 SPD 4.5 15 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 7 2 8
46 END 46 0 46
27 STUN 27 0 27
7" Running 6 2 7"/26",
2" Swimming 2 0 2"
2" Leaping 2 0 2" 142 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Hope for the best, plan for the worst."
COMBAT RATING SYSTEM
Off Rating: 41 Def Rating: 34.6 Move Rating: 34
EXPERIENCE POINTS
Total earned: 17
Spent: 8
Unspent: 9
Base Points: 250
Disad Points: 100
Total Points: 358
MOVEMENT
Type Total
Run 7"/26",
Swim 2"
H. Leap 2"
V. Leap 1"
Teleport 25"
DEFENSES
Type Amount
Physical Defense 11/28
Res. Phys. Defense 0/9
Energy Defense 5/14
Res. Energy Defense 0/9
Mental Defense 0
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-; BicyclesOnly (-1)
0 Concealment 8-
0 Conversation 8-
0 CuK: Los Angeles Culture 8-
0 Deduction 8-
0 KS: Superhero World (GM Gift) 15-
0 Language: English (Idiomatic)
0 PS: Courier 11-
3 Paramedics 13-
0 Persuasion 8-
1 Seduction 8-
0 Shadowing 8-
13 Speedster Tricks Skill 21-
Notes: The maximum penality 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
28 Total Skills 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
24 Slick Suit: Carbon Nanotube Armor: SWCNT-b with Impact Resist Padding (VPD): Armor (9 PD/9 ED); OIF (Body Armor; -1/2) plus +8 PD; OIF (Body Armor; -1/2) plus Life Support (Safe in Intense Heat); OIF (Body Armor; -1/2)0
50 Hyper Movement: Multipower, 50-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 Speed: 28080.00 mph / 46800.00 kph, MACH 36.73. Maximum Sustained Speed: 22369.36 mph / 36000.00 kph. Circumnavigation Time: 66.79 minutes
2
2u
2) Instant Running: Teleportation 25" (50 Active Points); Cannot Be Used Sequentially (-1), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4)
2
2u
3) Super-Running: Running +19" (7"/26" total), combat acceleration/deceleration (+1/4); no Noncombat movement (-1/4)
Notes: Maximum Combat Speed: 58.17 mph / 93.60 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. It 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 8 1/2d6. In all cases her velocity will be at max no matter how short of s distance travelled.
3
2u
2) Clear The Area!: +7 with DEX Rolls; Only With Dive For Cover Rolls (-1) plus +5 with DCV
Notes: This power represents her ability to quite literally outrun an explosion or area effect attack.
0
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
1u
4) Fashion Victim: Cosmetic Transform 5d6 (Clothing into other/no clothes, Heals back by changing or repairing clothes); 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.
2
2u
5) 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
6) I'll Take Those!: Teleportation 6", Invisible to Danger Sense, Normal Hearing, and Sight Group, Source Only (+1/2), Usable As Attack (+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
7) Nice Bullets You Got There: Teleportation 6", Invisible to Danger Sense, Normal Hearing, and Sight Group, Source Only (+1/2), Usable As Attack (+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
8) 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/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.
4
2u
9) 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
10) 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
3u
11) Running Grab-By: +20 STR; Only For Grab-Bys (-1) plus +2 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
2u
12) 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: 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.
5
1u
13) 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: This power allows she to quickly destroy most anything, including computers (a phase), door locks (a phase). motorcyles (about 2 phases), cars (about 2 phases), buses (about 3 phases), light planes (about 3 phases), houses (about a turn). She carries a three pound maul with a metal handle in her backpack.
5
2u
14) 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
2u
15) 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 be still be at her normal 12 OCV.
1
1u
16) Tuck and Roll: +11 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.
11 Regeneration: 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
9 Millispeed Perception: Rapid ( x1,000) with Normal Sight0
8 Speedster Studiousness: Speed Reading (x1,000)
5 Speed Zone Touch: 10 STR: Transdimensional (affects normal speed world; +1/2) for up to 10 Active Points1
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)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
185 Total Powers Cost
EQUIPMENT
Equipment END
Amelia's Bicycle: Vehicle
Notes: $5000When riding, Amelia operates at DEX 14 (Bike limitation) and SPD 6 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)
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

Character Name: Kitsune
Alternate Identities: Amelia Fox
Player Name: RPG
APPEARANCE
Hair Color: Sandy Blond dyed Purple
Eye Color: Brown
Height: 5' 5"
Weight: 100 lbs
Description:
Amelia is a wide-eyed girl in her late teens with a mediocre home dye job and frizzy, no, wind-blown hair. 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
So, Rocky wants short on the enrollment app, so here's short which means fast.
I'm an orphan, dropped on the step of Our Lady of the Immaculate Credit Card something over 18 years ago. Had lots of crappy adventures bouncing from foster home to foster home that result in my not being all that concerned with permanence.
Anyway, ended up in LA after living in both the SF Bay Area and San Diego for a couple years each. Found out about my powers at about 12 and spent the next couple of years learning all of what I can do. I don't think I am finished developing though. We'll see.
I move fast and don't really like the idea of parking my butt in a chair in some office all day so I got the idea of working outside where speed might be useful. Bike messenger in LA fit, plus they got great weather.
After a couple of adventures rescuing people from burning houses and oncoming traffic, I realized I needed to learn what being a 'superhero' was really all about. I read very faster and happened across this ad in a magazine while waiting to get paid for a delivery and thought, what the heck.
Rocky's Superhero School 1-800-CALLNOW. I pack, very light, mind you, an zipped off to Millennium City to seek my fortune or at least learn how to handle other people like me without getting broke.
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'.
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 satisfiy 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 Charms Pops (48 count, 3360 cal. total) and a box of Almond Butter Dark Chocolate protein bars (12 count, 2880 cal. total) in her back pack. Her average caloric intake is 7200+ cal. per day). An averge daily intake might be 6 Egg McMuffins, 12 Tacos or Egg Rolls, 3 foot long subs, and whatever she feels like for dinner, usually a double portion. She tends to call ahead if she knows where she will be eating to avoid the wait time.
CAMPAIGN USE
While in the Speed Zone, she cannot use any power on a target that does not involve her using her STR in some fashion.
DESIGN NOTES
Things in her backpack:
Med Pack
A bag of Grape Charms Pops (48 at the start of the day).
A box of high protein high energy pemican (24 at the start of the day).



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 equal to about Mach 2.)

Sonic Boom Side Effect:
Cost Effect
21 The Boom: Hearing Group Images Increased Size (2" cone) (+1/4), +/-4 to PER Rolls
18 The Boom II: Hearing Group Flash 3d6, Area Of Effect (3" Cone; +1)
5 The Pressure Wave: Killing Attack - Ranged 1 pip, Area Of Effect (3" Cone; +1); Only Against Very Brittle Objects (-1)
6 The Backdraft: Telekinesis (2 STR), Area Of Effect (2" Cone; +1)
50 Total

All four powers will effect any target within a small cone directly behind her as she runs. This means anything within about 1" to either side of her path of travel will be effected. This 'side effect' of her powers and she cannot control it. It costs her no END.

Amelia's First Upgrade: 9 xp
Characteristics
2 +1" Running

Speedster Tricks
1u 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)

Other Powers
3 Hyper Metabolism: Life Support (Immunity: Alcohol/Recreational Drugs)

Skills
3 AK: Millennium City 13-

Amelia's Second Upgrade: 1 XP
Equipment (Powers):
1 Medical Kit: +1 with Paramedics; OAF (-1), 6 Charges (-3/4)

GM Freebie:
0 KS: Superhero World 15-

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

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
PS: Chef
PS: EMT
PS: Handyman
PS: Plumber
Research
Sleight of Hand - Reign
Tactics
Teamwork
Weaponsmight (Firearms)
Created: Thu, 25 Feb 2021 18:00:12

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