NAME : Marlene Mason PLAYER : non-player character Created by Doug Zeitlin and Ken Hallaron 18/30 STR 8 15- 1.8 tons; 6d6, 3 END 18/23 DEX 24 14- OCV:8 / DCV:8 20/25 CON 20 14- 13 BODY 6 12- 18 INT 8 13- PER roll: 13- 14 EGO 8 12- ECV:5 18 PRE 8 13- PRE attack: 3½d6 20 COM 5 13- 4/ 6 PD 0 tPD:6/11/35 rPD:0/5/29 5/ 6 ED 1 tED:6/11/35 rED:0/5/29 3/ 4 SPD 2 3,6,9,12 |
| |
8/11 REC 0 40/50 END 0 41/50 STUN 9 8" RUN 4 4" SWIM 2 3½/6" JUMP 0 Characteristics Cost: 105 |
![]() | |
34 Physical Amplification: +12 STR plus +5 DEX plus +5 CON plus +1 SPD; All slots Not usable in Intense External EM Fields(-¼) 13 Magnetics Elemental Control; all slots Only usable on paramagnetic substances - primarily metals - no copper, aluminium, water or gases(-½), Small metalic objects are automatically drawn toward her whenever Powers are used(-½), Not usable in Intense External EM Fields(-¼) 13 a) 24 PD/24 ED Force Field, Reduced Endurance(+¼) 2 14 b) 20" Flight x8 Noncombat, Reduced Endurance(+¼) 2 33 Magnetics Multipower; all slots Only usable on paramagnetic substances - primarily metals - no copper, aluminium, water or gases(-½), Small metalic objects are automatically drawn toward her whenever Powers are used(-½), Not usable in Intense External EM Fields(-¼) 3 u 10d6 Energy Blast, Explosion(+½) 7 3 u 4d6, 6 DEF Entangle, Takes No Damage From All Attacks(+½) 7 3 u 15d6 Energy Blast 7 3 u 50 STR Telekinesis 7 Powers Cost: 119 7 Clothing laced with metal filings: 5 PD/5 ED Armor; Activation Roll 11-(-1), IIF(-¼) 9 Whip: +3d6 Hand-To-Hand Attack plus 1" Stretching, 0 END(+½), no Noncombat Stretching(-¼), all slots OAF(-1) 1 7 Knife: 1d6 HTH Killing Attack (2d6 w/STR); OAF(-1) 1 7 Tech Glasses: Infrared Perception Sight Group plus 10 points Sight Group Flash Defense; all slots OAF(-1) Equipment Cost: 30 2 Weapon Element: Blades, Whips 4 Fast Strike +2 OCV +0 DCV 5½d6/8d6/11d6 Strike 5 Off. Strike -2 OCV +1 DCV 7½d6/10d6/13d6 Strike 3 Legsweep +2 OCV -1 DCV 4½d6/7d6/10d6 Strike, Target Falls 3 Martial Grab -1 OCV -1 DCV Grab Two Limbs, 28/40 STR for holding on 4 Martial Block +2 OCV +2 DCV Block, Abort 5 Takeaway +0 OCV +0 DCV Grab Weapon, 28/40 STR to take weapon away 4 Martial Disarm -1 OCV +1 DCV Disarm; 28/40 STR to Disarm Martial Arts Cost: 30 10 +2 with Ranged Combat 6 +2 with Stealth, Tracking and Navigation 3 Acrobatics 13- 14- 3 Combat Driving 13- 14- 3 Stealth 13- 14- 3 Mechanics 13- 3 Navigation: 13- Air, Land 3 Tracking 13- 2 Weaponsmith: 13- Firearms 5 Weapon Familiarity: Small Arms, Blades, Mortars, Whips 2 Prof. Skill: 11- Green Beret (drummed out before training completed) 2 Prof. Skill: 11- Instructor 2 KS: Green Beret History and Traditions 11- 0 Language: English (idiomatic; literate) 2 Language: French (fluent conversation) 4 Transport Familiarity: Common Motorized Ground Vehicles, Basic Parachuting, Advanced Parachuting Skills Cost: 53 1 Fringe Benefit: Lieutenant, US Army; AWOL 0 Fringe Benefit: Security Clearance; Revoked 0 Fringe Benefit: First woman "accepted" into Green Beret training program (placed there by equal rights activism on political level), Drummed out before completion due to political machinations 3 Contact: Criminal Underworld; 11- Perks Cost: 4 3 Bump Of Direction 3 Absolute Time Sense Talents Cost: 6 Total Cost: 347 Base Points: 250 0 Distinctive Features: Chooses to wear punk clothing; Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 5 Reputation: Violent, Punkish Super-Merc; 8- 5 Physical Limitation: Limited Memory Loss (doesn't remember anything from before gaining powers, but has done research on herself to learn much of her history secondhand), Infrequently, Slightly Impairing 15 Psychological Limitation: Resentful of US Army for using her; Common, Strong 5 Psychological Limitation: Resentful of uncle-in-law for not saving her aunt's life; Uncommon, Moderate 15 Psychological Limitation: Casual disregard for human life; Common, Strong 10 Professional Rivalry: Demolition; Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10 Susceptibility: Intense External EM Fields; 2d6 damage, Instant, Uncommon 10 Hunted: various superhero organizations; 11-, As Powerful, Mildly Punish 10 Hunted: U.S. Government; 11-, Less Powerful, NCI, Mildly Punish 10 Hunted: Law Enforcement Agencies; 11-, Less Powerful, Harshly Punish Disadvantages Total: 95 Experience Spent: 2 Experience Total: 14 Total Points: 347
Magneta was created and designed by Doug Zeitlin and Ken Hallaron. She is a non-player character.
© Copyright 1992, 2012 - Douglas Zeitlin, Kenneth G. Hallaron
5th Ed.