Val CHA Cost Roll Notes 38 STR 23 17- 4800kg; 7 1/2d6 21 DEX 33 13- OCV: 7/DCV: 7 21 CON 22 13- 18 BODY 16 13- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 0 Total: 11 PD/3 PDr 6 ED 1 Total: 9 ED/3 EDr 5 SPD 17 Phases: 3, 5, 8, 10, 12 11 REC 0 46 END 0 47 STUN 0 Total Characteristics Cost: 138 Movement: Running: 9"/18" Superleap: 20" Swimming: 0" Cost Powers & Skills Combat Training: 10 Combat Skill Levels: +2 with HTH 6 Combat Skill Levels: +2 with AMP Weapons Megadyne Combat Cybergraft Body Powers: 9 Cyberlimbs: Hand Attack: +2d6, 0 END (+1/2) 7 Cybergraft Body: Density Increase, 1 Level, 0 End (+1/2), Persistent (+1/2), Always On (-1/2), +5 STR, +1 PD/ED, -1" KB, 400 lbs 7 Cybergraft Body: Armor +3 DEF, Locations 6-18 (-1/2) 15 Cybergraft Body: 50% Damage Reduction, Physical, Resistant, Linked to Armor Activation (-1/2), Only vs Stun (-1/2) 4 Cyberlegs: Running: +2" (8" Total) 19 Cyberlegs: Superleap: +14" (20" total), 0 END (+1/2), No Noncombat Leap (-1/4) -2 Cybergraft Body: Swimming: -2" (0" Total) 6 Internal Air Supply: Sealed Systems, 1 charge of 5 minutes (-3/4) 3 Coordinated Limbs: Talent: Ambidexterity AMP Equipment: 27 AMK-02 GW Graviton: 3 1/2d6 RKA, +1 Stun (+1/2), +2 RMod, 3 Shots (-1 1/4), OAF (-1) 27 A Second AMK-02 GW Graviton 19 HBG-35 Hi-Power Blaster Multipower: 48 Point Pool, 8 Shots (-1/2), OAF (-1) 2 u - Creature Setting: 2 1/2d6 RKA E, +1 OCV, +1 RMod, 6 Shots (-3/4) 1 u - Basic Setting: 1 1/2d6 RKA E, +1 OCV, +1 RMod, 12 Shots (-1/4) 17 Stunstick: EB 5d6, NND (Defense is being grounded or insulated or having a non-human nervous system) (+1), +1 OCV, No Range (-1/2), 6 charges (-3/4), OAF (-1) 9 Drain: 3d6 (vs DEX), Linked to NND (-1/2), 6 charges (-3/4), OAF (-1) 6 AMP Boots/Shinguards: Armor DEF 5, Locations 15-18 (-1 1/4), OIF (-1/2) AMP and Skills 5 Coolness Under Fire: 10 PRE, Defensive only (-1) 3 Perk: AMP Police Powers 2 Perk: Weapon Permit 0 AK: Australia 8- 2 AK: Mega-Tokyo 11- 3 Breakfall 13- 3 Bureaucratics 13- 3 Criminology 12- 0 English (native) 5 Fast Draw 14- 4 Japanese (fully/lit) 4 KS: Criminal Law & Procedure 13- 2 KS: Lucifer Folk 11- 2 KS: Magic and the Occult 11- 2 PS: Police Officer 11- 3 Shadowing 11- 3 Stealth 13- 3 Streetwise 13- 1 TF: Automobile, Spinner 5 Two Gun Fighting 2 WF: Pistols, Tonfa/Nightstick 249 Total Powers & Skills Cost 387 Total Character Cost 100+ Disadvantages Distinctive Features: 5 AMP Uniform 10 Cyborg Body 10 DNPC: Ralph Bowmers (Comp) 11- 15 Hunted: Lucifer Folk (Mopow) 8- 3 Package Bonus: AMP 10 Physical Limitation: Requires Special Medical Attention Psychological Limitation: 20 Overconfident (VC, S) 15 Irritable & short tempered (C, S) 5 Dislikes own body (UC, M) 5 Reputation: AMP Officer 8- 13 Watched: AMP, Subject to Orders (Mopow, NCI) 11- 176 Fighter Bonus 387 Total Disadvantage Points
Designer's Notes: A native of Australia, Kiddy was one of the first people to be recruited into the AMP. A former Tokyo police officer with, she was nearly killed by a rogue replicant (aka 'Megadyne') known as 'Whip' or 'Wire'. Her life was saved through an extensive 'cybergraft upgrade' which she later had modified to a combat upgrade. Now, fully 70% of her body is cybernetic.
Description: Kiddy stands 5'6" with a slim build. Her weight is unknown, but is certainly in excess of the human norm, and probably well over 200 pounds. (Due to the way I've designed her character, she weighs anywhere from 300 to 400 pounds.) Kiddy has deep tan, or light brown skin, with thick green-black hair that falls past her shoulders. Her eyes are purple. She is 21 years old at the start of the series.
Despite having a cyborg body covered in a synthetic skin, Kiddy dresses in a wide variety of outfits when off duty, sometimes wearing rather revealing fashions.
Powers Notes: As a cyborg, Kiddy is very strong, reasonably resistant to damage and capable of leaping immense distances. She also has an implanted air supply. Although Kiddy carries the standard gear of an AMP officer, she often fights entities hand-to-hand, counting on her great strength to destroy or disable her target.
Disadvantages Notes: Although her body gives her great power, it also gives Kiddy a great deal of trouble. She feels that she is more machine than human and feels that her new body has cost her a portion of her humanity as well as her femininity. It is perhaps because of this, that she is often short-tempered and irritable and often the first leap into combat.
Kiddy's body is made of metallic parts covered with a synthetic gell or flesh. If she is injured, she requires immediete hospital care, since most paramedic techniques won't work on her. Due to the nature of her body, she is usually the one to be injured the worst in the series. Most damage is only temporary, and can be repaired in a short while (note I said repaired, not healed).
Ralph Bowmers is Kiddy's boyfriend. A fellow officer in the Tokyo Police Department, the two of them fought Wire together when Kiddy met him for the second time. In Side 7, it looks as if the two have moved in together.
(Kiddy Phenil created by Kia Asamiya, character sheet created by Michael Surbrook)
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