Stats/Perk

Raised on the Farm

Raised from childhood, your only reason for living was to spy. You'll live as a spy and die as a spy.


HP: 6

MP: 180

Output: 30

Attributes (22)

    • STR: B (4)
    • CON: C (3)
    • AGI: A (5)
    • PRS: A (4 + 1)
    • FAN: B (4)
    • SEN: D (2)

Perks (90 AP -> 100 AP)

    • Curse (-10 AP) - You have been at some point afflicted with what people would generally call a curse. Such effects are generally the result of the Traditional Arts, encounters with special Creatures, or may stem even further from Neverland itself. It is an ailment that triggers upon violating a certain rule, resulting in a random stat penalty. You can only have one Curse.
      • Amelia is unable to kill someone without permission from suffering from backlash.
        • Amelia must get permission from John Williams for each kill to suffer without backlash. This causes issues seeing as how this requires Amelia to carry a lot of batteries (hence people can eavesdrop on the conversation) or John Williams to be on the field.
    • External (20 AP) - You have a lot on your mind- quite literally. Unlike your standard Principal, whose Conceit normally allows them to imprint on some small objects and freely manifest it from a sort of thought storage, your capacity is much bigger. With enough AP, you can virtually turn your mind into a sort of miniature armory, although the kinds of objects you can move in and out are still limited to things you have formed some connection with, and things that can comfortably be carried. Pay 5 AP for each extra mental equipment slot. Small objects constitute 1 slot, bulky objects 2 slots.
    • Magician's Hands (25 AP) - You are skilled with your hands, boasting particularly good fine motor skills and an understanding of how move things around without attracting attention. While this has not served much for your combat abilities, it has found a different and potentially much more useful application- in stealing. You can easily grab small objects off of anyone you pass by without anyone being the wiser. It also makes it easier to conceal any objects you happen to holding, and in quickly picking mechanical locks.
    • Pin Point (25 AP) - Even among all the highly trained individuals in London, your aim is in a class of it's own. People take for granted that when you fire a gun, you can expect some degree of spread in the end result- not you. You strike your mark exactly as you imagine it, every time. Targets that evenly highly experienced shooters find difficulty getting bullseye on, you can get from over an extra 100 meters away. Increase your PRS by 1 rank. When using firearms or similar projectiles with the precise attribute, you can also choose what sort of negative Condition you inflict on your opponent upon a successful hit. (choosing a temporary stat down, for example)
    • Picture Perfect (Free AP) - To you, the human body is like a canvas. You know all the tricks for modifying your appearance, and if you felt like it, you could put the models in magazines to shame. But your abilities aren't limited to simply appearing gorgeous- so long as you've had some time to prepare and a good grasp of what the end product looks like, you can practically transform into any other individual.
    • Tick Tock (30 AP) - At some point in the past, you have underwent a top secret and cutting edge operation, where a part of your natural body was replaced by an Engine. On top of normal function, this artificial replacement has also provided you with enhanced capabilities. However, it can be damaged during battle, and can only be fixed via maintenance by an appropriately skilled individual. Choose a part of your body, and come up with an appropriate advanced function for this replaced part. For example, ears would have advanced hearing, eyes with great eyesight, limbs with extraordinary power, and so forth. Like Artifact, the AP involved in this perk is conserved.
      • Eyes - Normally in a passive state where they function just like normal eyes. In an active state, Amelia can see through objects. Amelia can see through thin material such as paper, clothing, or wood with just a glance. For standard concrete buildings, all it takes is 5 seconds of staring at an area to see through the first wall. For a single steel wall and seeing through an entire concrete building, it can take up to thirty seconds to a minute. If Amelia also wishes to, she can see the heat signatures of objects. Thus she can see a warm objects in even unfavorable situations. Another known disadvantage is the fact that eye tends to "glow" when it is activated.
        • XrayVision.png
        • ThermalVision.png


Notes on "Amelia":

"Amelia" is a well rounded agent due to current training and past history on the street. She has proven to be deadly in using a knife due to her fast speed and high strength. Her marksmanship is among the best in the United States due to her training and natural affinity for shooting. As a spy, she is best utilized in places with high concentrations of crowds due to her ability to sculpt her body as an afterthought and crowd blending skills from her days as a pickpocket. If there is a demerit to her as an agent, it would be her merely average stamina, average endurance (for an ex-School student), and her sudden sickness strikes if her kills aren't approved of by "John" or a suitable person.

Potentially best used in Assassination and wetwork missions. With her given capabilities, it is highly possible that "Amelia" can enter an advantageous sniping position and get away. Enough of these missions will cause a destabilization of one or both factions. With that in mind, the States can back the winning side or surpass Albion in their moments of weakness.