Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage  18 DEX 24 13- OCV: 6/DCV: 6 23 CON 26 14- 16 BODY 12 12- 16 INT 6 12- PER Roll 15- 8 EGO -4 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 12/21 PD 10 Total: 12/21 PD (0/9 rPD) 15/24 ED 10 Total: 15/24 ED (0/9 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 46 END 0 33 STUN 0 Total Characteristic Cost: 101 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Commando Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 25 STR vs. Grabs 3 Hold -1 -1 Grab Two Limbs, 20 STR for holding on 4 Strike +0 +2 4d6 Strike 3 Throw +0 +1 2d6 +v/5, Target Falls 2 Weapon Element: Blades, Clubs 46 Quagmire: Entangle 8d6, 8 DEF, Takes No Damage From Attacks All Attacks (+1/2), Reduced Endurance (0 END; +1/2); Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Feet Only) (-1), Cannot Form Barriers (-1/4), Target Must be Touching The Ground (-1/4) 25 IMI Uzi SMG: RKA 1d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 4 clips of 40 Charges (+3/4); OAF (-1) plus +2 with Ranged Combat; OAF (-1),  11 Second Chance Hardcorps Vest: Armor (9 PD/9 ED); Activation Roll 11- (-1), OIF (-1/2) 10 High Pain Threshold: Physical Damage Reduction, Resistant, 25%; STUN Only (-1/2) 9 Sharp Senses: +3 PER with all Sense Groups Perks 30 Contact: The United Nations (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) 14- 10 Fringe Benefit: International Police Powers, International Super Teams Rank Skills 16 +2 with All Combat 3 Acrobatics 13- 3 AK: Egypt 12- 5 AK: Rumania 14- 3 Breakfall 13- 4 CK: Cairo 13- 3 Climbing 13- 3 Concealment 12- 3 KS: United Nations and International History 12- 2 PS: Dancing (specifically Romanian folk dances) 11- 2 PS: Soldier 11- 3 Stealth 13- 2 Survival (Temperate/Subtropical Forests) 12- 3 Tactics 12- 2 TF: Common Motorized Ground Vehicles 3 WF: Small Arms, Blades 2 Weaponsmith (Firearms) 12- 3 Linguist 3 1) Language: Arabic (Egyptian) (completely fluent; literate) 3 2) Language: English (completely fluent; literate) 0 3) Language: Romanian (idiomatic; literate) 2 4) Language: Russian (fluent conversation; literate) Total Powers & Skill Cost: 238 Total Cost: 339 200+ Disadvantages 5 Distinctive Features: Always Comparing Things To How She Did It In The Army (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Physical Limitation: Nearsighted (Frequently, Slightly Impairing) 15 Psychological Limitation: Honest And Truthful, To The Point Of Being Blunt (Common, Strong) 15 Psychological Limitation: Sense Of Duty To Homeland And Team (Common, Strong) 15 Psychological Limitation: Stubborn And Set In Her Ways (Common, Strong) 15 Social Limitation: Public Identity (Marya Tezescu) (Frequently, Major) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 5 Unluck: 1d6 39 Experience Points Total Disadvantage Points: 339
Background/History: Marya Tezescu's powers first manifested when she 15. She caused a glowing black cloud to appear a the feet of a runaway horse, stopping it dead in its tracks and preventing it from trampling her baby sister. Shortly thereafter an officer in the Romanian army arrived to collect Marya so that she, and her power, could be used to help serve the State.
Marya spent the next 13 years in the army, learning various military skills. She also learned how to use her power and was eventually given the code name of mlastina, or "quagmire." Eventually, in 1982, the UN banned military teams, and Marya headed to Bucharest to work as a bodyguard for various Romanian leaders. This came to an end in 1987, when Gorbachev's reforms eliminated the bodyguards. Marya headed home, but quickly became bored with village life. In 1988 she volunteered to join the IST.
Personality/Motivation: Although a good solider and loyal to the IST, Mlastina suffers from a lack of imagination and a constant need to question orders. She often compares everything to how "we did it in the army" and at times doesn't seem to understand need for a different set of procedures in the IST.
Quote: "Drop and give me 20!"
Powers/Tactics: Mlastina can anchor objects to the ground, rendering them immobile. This seems to be based on some form of kinetic redirection, as she can also use this same power to defend herself (hence her increased PD and ED). As her power is rather limited to reducing enemy mobility (her main job in combat), she carries a Uzi submachine gun for increased offensive punch, and wears an armored vest for additional protection.
Appearance: Mlastina stands 5'5" and weighs in at a very fit 130 pounds. She has light brown hair cut short (in an almost pageboy style) and black eyes. Her costume looks to be a variation on her old military uniform.
Designer's Notes: Mlastina is a very nice character. She has an interesting power and a somewhat realistic take in powers and equipment in her armored vest and Uzi. As you have another 10 points to add to make her a 350-point character, I suggest a point of SPD, a Damage Class for her Commando Training, and maybe some OCV levels with her Quagmire power.
(Mlastina created by Robert M. Schroeck, character sheet created by Michael Surbrook)
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