Golden Age Vice

## Personality

A quick thinker and smart mouth-er, Sarah takes nor gives no shits.
She likes to show off to a crowd and act out of her league in order to impress
and embarrass others.

## Backstory

Sarah ran away from an abusive home in the early stages of her life,
and ended up in a small guild of thieves. Naturally her power made her quite
the catch, and she considered the guild as her family, often stealing from
major banks in order to feed them and try to improve their lives.

When she was out on a particularly long heist she'd found the guild to
be taken by two heroes and had no chance of escaping. Enraged by this, she's
now vowed to embarrass the heroes in any way that she can.

$200’000. All made ethically of course.. She also owns her own
appartment with one bedroom and her own small car, all from stealing shitloads
of money without being caught. Most of the time.

a bottle of water, some basic first aid stuff and a permanent marker. Around her neck she carries an amulet given to her by the Sister of Silence called the eye of darkness, granting her one free favour from any cultist member (likely herself of Artemis), and finally after a recent idea, a bag of sand.

### Specializations

Currently
very successful in psychology, but she's also had a lot of practice with hand
to hand combat, a few melee weapons and using her power.

## Quirk

Sarah has a mental construct of a ball that's invisible to the naked
eye (perception powers can possibly see, case by case) that acts as a channel
to movement based powers.

Properties of the ball:

* It's restricted to be within 150m range of Sarah if it's within

natural sight, or within 50m of her otherwise. She can currently move it at 5
kmph (average walking pace.) If she is moving at a higher speed, it will stick
to the edge of her range closest to where it was before.

* If Sarah is within the balls

range (of 30m), she can teleport anywhere within the balls range (30m around
the ball) every 3 turns. She's able to choose whether or not she keeps the
momentum that she currently has, but must remain in the same position and
cannot be within 3 metres of a person. After teleportation she loses her quirks
momentum and speed, which progressively comes back within 2 seconds. If she has
been within the balls range for a total of 20 turns, she can choose to take a
person with her to teleport.

* Sarah is granted movement of

objects within the range (or blasts of force against organic matter). For the
sake of her power, she herself is counted as an object. She has a beggining
capacity of 50 (110 pounds) kilograms at the 10 kmph (6mph). The weight limit
is increased by 10 kilograms every turn up until a maximum of 200 kilograms.
The speed that she can throw it at is proportionate to the the weight, where
the kilograms multiplied by the speed has to equal 500 or less to begin with,
and increases by 100 per turn.

* Over time in her balls range, Sarah will continiously be able to move

faster as she's granted more agility. To begin with, she has a fairly average
running speed of 10 kmph, and it increases 5 kmph every turn until a total of
100 kmph. At about 5 turns she becomes so fast that as long as she's unhindered
most melee hits will be able to be dodged purely between her training and her
power from anyone not highly trained in melee combat. From 8 or so turns, melee
combat will always be in her favour provided there isn't another quirk to work
around.