Monday, March 5, 2018

MP - TMBCv1 - Captain Dalia Tsila Slavik - a.k.a. Magna Lass, a.k.a. Power Girl

Background and Origin: Dalia Tsila Slavik, a.k.a. Power Girl, was a Captain in the US Army and gained her powers after volunteering for Army experiments to create a superhuman. She retains her rank, but has been assigned to a hero team based in California.

She was born and raised in Minnesota. She was raised by your birth parents, who inherited a great deal of wealth from oil and finance. Some of them met with misfortune, a cruel mental illness or a stressful situation that caused a complete breakdown.

She has the following siblings:
  • An older brother that is dead, killed in an accident; 
  • An older sister that she dislikes because of some past transgression; 
  • A twin brother that she has lost touch with; 
  • An older sister that she still keeps in touch with, but they’re not particularly close. 

She has experienced the following important events:
  • She was involved in several casual relationships, each lasting a month or more, but none become serious; 
  • She made an enemy, a clan, gang or other small group. There's lots of yelling when they're around each other. They are part of a tribe or other small group and can call on other members in need. The falling out was caused by a loss of status or face; 
  • She made a friend, a surrogate parent who offers advice, perhaps too much advice. They are a somewhat important local figure; 
  • A fire, earthquake, or other natural disaster swept her home region, forcing her to find a home elsewhere; 
  • She made an enemy, a beast or creature. It is part of a tribe or other small group and can call on other members in need. It completely ignores you. She caused the failure of some scheme or plot by the creature; 
  • A holy man visited her home region, and she spent several months as a disciple, bolstering her faith; 
  • She made an enemy, a family member. She makes them shouty-angry. They are an important figure both locally and beyond the immediate area. The rivalry grew into something stronger; 
  • She made a friend, a teacher, religious advisor or mentor. They have some close family ties that give them minor clout. 
Combat Tactics: She relies heavily on her magnetic force field for defense and her particle beam for offense. Although it is relatively easy for her to magnetically manipulate objects, she does it only rarely, and people sometimes forget she can do it.

Personality Traits: She has a good tactical sense, and is a good organizer, but has a shy personality. She has the potential to be the team leader, but for now is only the deputy leader.

Appearance: She favors conservative garb suitable for the region she is from. She has short hair. She wear a singular piece of jewelry that is one of a kind.

Powers: She can manipulate magnetic fields and generate charged particles. She can manipulate about 1 ton of ferrous metal, generate a protective energy field, and project streams of charged particles. She can sense magnetic fields, and thus when they are disturbed by objects passing through them.

Notes: Model unknown. Character by P. Rogers, January, 1999.

Magna Lass originally appeared in They Might Be Characters Vol. 1 as “Power Girl.” Yeah, okay, obviously that name was inspired by the artwork (which was actually a different photomanip of DC’s Power Girl, back in 2000, but this is better artwork, so there you go).




Magna Lass - Mighty Protectors

Strength 12 (Carrying Capacity 120 lbs., Basic HTH d6
Endurance 13 (Save 11, Heal 1.6)
Agility 10 (Save 10)
Intelligence 12 (Save 11)
Cool 10 (Save 10, Initiative d4)

Hit Points 8
Power 47
Physical Defense 1
Mental Defense 2
Move 12
Inventing Points 6
Wealth d6
Luck 10-
Weight 150 lbs.
Total Cost 57 + 100 - 15 = 142

Abilities
Experience Levels: Attack +1, Defense +1, Skills +1 (10 CP)
Magnetic Levitation - Flight: Acceleration 12, Top Speed 96 (33 MPH), PR=1 per hour, Modifiers: Fast Acceleration (15 CP)
Heightened Expertise: Attack +3 with Magnetism abilities (10 CP)
Heightened Senses: Magnetism:
  • Magnetic Manipulation: Capacity 1920 lbs., Damage 2d6 Kinetic, Range 24”, Speed 12”, PR=1 per use, Modifiers: Increased Range (12.5 CP); 
  • Magnetic Force Shield - Personal Force Field: Kinetic 4, Energy 9, Biochemical 3, Entropy 6, PR=8 to activate, Modifiers: Reduced PR (+5) (22.5 CP) 
Particle Beam - Power Blast: Damage 2d10 Energy, Range 13”, PR=1 per attack (20 CP)
Wealth: Wealth roll d6+1 (5 CP)

Gear
Bulletproof Costume- Armor: Kinetic 6, Energy 2, Biochemical 2, Entropy 2, Modifiers: Gear (5), Partial Coverage (Light) (-10) (5 CP)


Weaknesses
Dark Past: There were issues during her Army career that were conveniently “forgotten” when she volunteered for the experimental procedure. These could result in Bad Reputation or Persecuted if revealed. (-5 CP)
Compulsion: Shy (Rare, Character Hook) (-5 CP)
Responsibilities: Still an active member of the US Army and a member of a vigilante team with contracts to the City of Los Angeles (Uncommon, Major) (-5 CP)

Combat Summary

Initiative: d4
Unarmed: Attack 14-, Damage d6 (avg 3.5)
Magnetism: Attack 17-, Damage 2d6 (avg 7)



Magna Lass - Villains and Vigilantes

Strength 12 (Carrying Capacity 227 lbs., Basic HTH 1d4)
Endurance 13 (Heal 0.9)
Intelligence 12 (Detect Hidden 10%, Detect Danger 14%, Damage +0)
Agility 10 (Accuracy +0, Damage +0)
Charisma 10 (Reaction +/-0)
Level 3

Hit Points 6
Power 47
Move 36” ground
Hit Modifier 1.848
Weight 150 lbs.
Basic Hits 3
Inventing Points 1.6

Abilities
Magnetic Powers (×2): Magnetic control requires one action, PR=2, Range 24”. She can control objects for 12 turns. Her maximum capacity is 1800 lbs. (S×50×Level).
     A magnetic blast does up to 1d10 damage, depending on available capacity, and is PR=2, Range 24”;
     As a power stunt, she can ride magnetic fields, effectively flying at 36 MPH (ground move inches as MPH), PR=1 per hour.

Power Blast: By focusing her magnetic powers, she can generate a charged particle beam from her hands. Range 12", Damage 1d20, PR=1.

Heightened Senses: Her sensitivity to magnetic fields makes her almost impossible to surprise at close range, and gives her other unusual sensory abilities.

Inventions: Her costume contains a battery that gives her an extra 20 Power points, but she can only use these for Magnetic Powers, including when Magnetic Powers is successfully used for defe

Gear
Bulletproof Vest: Modified to be part of her costume. She can Roll with the Blow for twice as much to Power as normal.

Combat Summary
Initiative: d10+10 (avg 15.5)
Unarmed: HTH +0 “to hit,” Damage 1d4 (avg 2.5)
Magnetic Power: +0 “to hit,” Damage 1d10 (avg 5.5)
Particle Beam: Power Blast +0 “to hit,” Damage 1d20 (avg 10.5)


Magna Lass - Living Legends [142 CP]

PHYS 11/d6
REFL 7/d4
DEFT 7/d4
INTL 7/d4 (PERC 11/d6)
COOL 7/d4 (APP 11/d6
VITL 7/d4
Mass 68 kg (d4 Mass effect)
Fame 13/d6

Skills: 6 @ +2 levels (5) (+7) [13 CP]
Negotiate: (INTL/G), d8 effect
Tactics: (INTL/G), urban, d8 effect
Vehicle: (DEFT/S), helicopter, d6 effect
Weapon: (DEFT/G), power blast, d8 effect
Weapon: (DEFT/G), rifles, d8 effect
Weapon: (DEFT/G), telekinesis, d8 effect


Legal Powers: Military Rank [captain in the US Army] (1), Vigilante License (1) [2 CP]

Powers
Magnetic Force Field - Armor Generation: 6 vs. All Physical (17) [17 CP]
Magnetic Levitation - Flight: Acceleration 16”, top speed 48” (13), Miscellaneous Restriction [costs 1 NRG per hour of use] (-2) [10 CP]
Sensitivity to Magnetic Fields - Heightened Sense: New Basic Sense (2), detects magnetism, Range (+3), Global (+5) [6 CP]
Particle Beam - Power Blast: 2d8-1 Energy [particle beam] (37), Reduced Range [6”] (-1) [32 CP]
Particle Beam Counterblast - Shield: 5 vs. Biochemical, Blunt Kinetic, Energy, High Temperature, Low Temperature, and Sharp Kinetic (1), Innate (+3) [1 CP]
Magnetic Manipulation - Telekinesis: 820 kg., d10 Effect (34), Range [12"] (+0), Miscellaneous Restriction [can only move ferrous targets] (-2), Time Limit [bounded duration, 24 rounds] (-3), NRG Cost [1 to activate] (-1), Not on Self (-2) [11 CP]

Weaknesses
Dark Past: There were issues during her Army career that were conveniently “forgotten” when she volunteered for the experimental procedure. These could result in Bad Reputation or Persecuted if revealed. [-10 CP]
Quirk: Shy [-5 CP]
Responsibilities: Still an active member of the US Army and a member of a vigilante team with contracts to the City of Los Angeles (Uncommon, Major) [-5 CP]


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Document Copyright (C) 1999, 2000, 2017, 2018 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains and Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

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