villains of the RCU

MAGNETA, THE BOMBSHELL

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
Magneta, the Bombshell
 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
5e
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.

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