Wizardess Marlene le Fay:


Name: Wizardess Marlene le Fay.

True Name: Marlene Lorne Allen.

Alignment: Unprincipled (Good/Selfish).

Hit Points: 54. S.D.C.: 51.

Attributes: I.Q.: 16 (+2% / +1), M.E.: 15 M.A.: 12, P.S.: 15, P.P.: 23 (+4), P.E.: 21 (+12%/ +3), P.B.: 26 (80%), SPD: 23.

Weight: 103 lbs (46.7 kg). Height: 5 ft 4 in (1.63 meters).

Age: 24 years. Race: Quarter Elven. Sex: Female.

Disposition:

Marlene is quite emotional and wears her heart on her sleeve. If hurt, she will cry. She is nice to everybody she can but can get temperamental at times. She had always had a strong dislike for the Coalition, stemming from their hostility towards mages, but if she gets to know a person from the Coalition, she does not treat them any differently than anyone else. The young mage has no distrust for non-human creatures although will base her reactions in part from what she knows about the creature. For example, a vampire would have to prove themselves trustworthy and it would be very difficult. She shows a friendly face to people but is careful about who she deals with. Marlene is very loyal to her friends but is willing to use those who are not their friends although she will often be disgusted with herself afterwards. Although she prefers not to take the leader role when she has a choice, she will when she sees other as being incompetent and is fairly capable.

While she loves her husband, she does have a roving eye for both men and other women. She loves getting looks from others and struts her stuff to get that attraction. In addition, Marlene has developed a very strong sex drive and loves to seduce others. Marlene has studied Tantric magic and enjoys that style of magic although will not do it on an unwilling lover. Only with those who she really trusts with she show a submissive side.

O.C.C.: Ley Line Walker. Experience Level: Sixth (6).

Combat Skill: Hand to Hand; Basic & Boxing.

Attacks per Melee: Six (6).

Bonuses, Combat: Critical Strike: Natural 19 or 20, Knock Out / Stun: Natural 20. Bonuses: Damage: +0, Strike: +5, Parry: +8, Dodge: +8, Roll (With Punch / Fall / Impact): +5, Pull Punch: +2, Initiative: +0. Kick Attack inflicts 1D6.

Power Armor Combat, Elite - Flying Titan: Attacks per Melee: Nine (9). Bonuses: Strike: +2 (+7), Parry: +2 (+10), Dodge: +2 / +5 (+10 / +13), Roll (with punch, fall, or impact): +3 (+8), Pull Punch: +0 (+2), Initiative: +0.

Power Armor Combat, Basic: Attacks per Melee: Eight (8). Bonuses: Strike: +1 (+6), Parry: +1 (+9), Dodge: +1 / +3 (+9 / +11), Roll (with punch, fall, or impact): +2 (+7), Pull Punch: +0 (+2), Initiative: +0.

Bonus; Save: Lethal Poison [14] +4, Non-Lethal Poison [16] +4, Harmful Drugs [15] +4, Insanity [12] +1, Psionics [12] +2, Magic [12/16] +7, Horror Factor [Varies] +7.

Psionics (Minor): 46 I.S.P. (Gains 1D6 I.S.P. per level of experience.)

Healing: Bio Regeneration (self) (6), Healing Touch (other) (2)

Special Abilities:

Special Abilities due to link with Castle Caoth: Can use the ability of “Read Dimensional Portal” similar to the psychic ability although is an innate ability and does not require I.S.P. or P.P.E. to use.

O.C.C. Special Abilities: Increased P.P.E. Recovery (5 P.P.E. Rest/ 10 P.P.E. Meditation), Sense Ley Lines and Magical Energy, Ley Line Phasing and Transmission, Read Ley Lines and Line Drifting, Ley Line Rejuvenation, Ley Line Observation Ball, +4 (+7) to save vs Horror Factor, +2 (+7) To Save vs Magic, +1 to Spell Strength, 22% of Converting Scrolls.

Spells: P.P.E.: 177 (Gains 3D6 P.P.E. per level of experience.)

First Level Spells: Blinding Flash (1), Cloud of Smoke (2), Death Trance (1), Globe of Daylight (1), See Aura (6), Sense Evil (2), Sense Magic (4), Thunderclap (4).

Second Level Spells: Befuddle (3), Chameleon (6), [1] Cleanse (6), Climb (3), Concealment (6), Detect Concealment (6), Fear (5), Levitation (5), Mystic Alarm (5), Turn Dead (6).

Third Level Spells: Armor of Ithan (10), Breath Without Air (5), Energy Bolt (5), Float in Air (5), Fuel Flame (5), Impervious to Fire (5), Invisibility: Simple (6), Negate Poisons/ Toxin (5), Paralysis: Lesser (5), Resist Fire (6), Telekinesis (6).

Fourth Level Spells: Astral Projection (10), Blind (6), Carpet of Adhesion (10), Charismatic Aura (10), Cure Minor Disorders (10), Energy Field (10), Fire Bolt (7), Ley Line Transmission (30), Magic Net (7), [3] Makeover (15), Multiple Images (7), Repel Animals (7), Seal (7), Shadow Meld (10), Swim as a Fish (6), Trance (10).

Fifth Level Spells: Calling (8), [3] Conjurer's Clothing (12), Circle of Flame (10), Domination (10), Energy Disruption (12), Escape (8), Eyes of Thoth (8), Fly (15), Heal Wounds (10), Horrific Illusion (20), [1] Lifeblast (15), [3] Moon Phases (18), Sleep (10), Superhuman Strength (10), Superhuman Speed (10), [1] Sustain (12), Swim as Fish - Superior (12).

Sixth Level Spells: Apparition (20), Call Lightning (15), Compulsion (20), Cure Illness (15), Fireball (10), Impervious to Energy (20), Magic Pigeon (20), Mask of Deceit (15), Memory Bank (12), Reduce Self (20), Teleport; Lesser (15), Time Slip (20), Tongues (12), Words of Truth (15).

Seventh Level Spells: Agony (20), Animate/Control Dead (20), Constrain Being (20), Dispel Magic Barrier (20), Fly as the Eagle (25), Globe of Silence (20), Invisibility: Superior (25), Invulnerability (25), Life Drain (25), [1] Lightblade (20), Metamorphosis: Animal (25), [1] Negate Mechanics (20), Purification (Food/Water) (20), Second Sight (20), [1] Spinning Blades (20), [1] Sub-Particle Acceleration (20).

Eighth Level Spells: Commune with Spirit (25), Eyes of the Wolf (25), Exorcism (30), Hallucination (30), Locate (30), Luck Curse (40), Metamorphosis: Human (40), Minor Curse (35), Negate Magic (30), Oracle (30), Sickness (50), Spoil (Water/Food) (30), Stone to Flesh (30), Wisps of Confusion (40).

Ninth Level Spells: Curse: Phobia (40), Familiar Link (55), Metamorphosis: Insect (60), Mute (50), Protection Circle: Simple (45), Summon & Control Canine (50), Speed of the Snail (50), Transferal (50), Water to Wine (40).

Tenth Level Spells: Banishment (65), Control/Enslave Entity (80), Metamorphosis: Superior (100), Mystic Portal (60), Summon Shadow Beast (140), Summon/Control Rodents (70), Wards (90).

Eleventh Level Spells: Anti-Magic Cloud (140), Create Mummy (160), Create Magic Scroll (100), [2] Ley Line Storm Defense (180/90), Remove Curse (140), Summon & Control Animals (125), Summon Fog (140).

Twelfth Level Spells: Amulet (290), Calm Storms (200), Create Zombies (250), Metamorphosis; Mist (250), Summon Entity (250), Summon Rain (200), Time Hole (210).

Thirteenth Level Spells: Create Golem (700 or 1000), [3] Preserver (400 / 800), Protection Circle: Superior (300), Sanctum (390), Summon Lesser Being (425), Summon Storm (300), Talisman (500).

Fourteenth Level Spells: Close Rift (200 +), Id Barrier (600), Impenetrable Wall of Force (600), Restoration (750).

Fifteenth Level Spells: Dimensional Teleport (1000), Teleport: Superior (600), Transformation (2000).

Notes: [1] Spells from Federation of Magic Sourcebook, [2] Spells from Siege on Tolkeen, and [3] Web Spells.

O. C. C. Skills: Espionage: Wilderness Survival (+5%) 62%, Physical: Climbing (+5%) 87%, Pilot: Pilot Hover Craft (+5%) 82%, Science: Math: Basic (+20%) 92%, Technical: Languages: American (+15%) 92%, Faerie Speak (+15%) 92%, Lore: Demon and Monster (+10%) 62%, Magic (+5%) 57%, Wilderness: Land Navigation (+4%) 62%.

O. C. C. Related Skills: Domestic: Cook (Received at Third Level) (+10%) 62%, Espionage: Intelligence (Received at Third Level) (+5%) 51%, Medical: Paramedic (+5%) 72%, Pilot: Pilot Robots and Power Armors (+2%) 75%, Physical: Hand to Hand Basic, Science: Anthropology (+10%) 57%, Archaeology (+10%) 57%, Technical: Lore: Faerie (+5%) 57%, W.P.; Ancient: Blunt (Got at Sixth Level) (+1 [+6] Strike / +1 [+9] Parry).

Secondary Skills: Physical: Acrobatics, Boxing, Running, Swimming, Pilot: Robot Combat Elite (Flying Titan Power Armor), Robot Combat Basic (Others), Rogue: Streetwise 46%.

Racial Skills: Technical: Languages: Dragonese (Elven) 98%, Literacy: Dragonese (Elven) 98%, American (+20%) 77%.

Appearance:

Marlene is a bit shorter than average human at about 5 foot 4 inches in height with a definitely feminine figure with well defined hips and well formed and firm breasts. While usually covered by her hair, she has almost no point to her ears and her Elven ancestry is not very evident. The young line walker’s skin is fairly pale and she has dark blue eyes with almost a purple tint to them. She has black hair with blue highlights which she normally wears straight although her hair billows outward just a bit. When worn this way, her hair hangs to the small of her back. She does not wear much in the way of makeup and has an excellent complexion. She does wear bright red lip highlights and darkens her eye lashes under sculpted black eyebrows. She also has a vanity for decorated fake nails with dark purple being her favorite color.

She often wears purple robes and often wears a long dark blue or black cloak with a red inner liner and a peaked hood. Her cloths are usually worn in such a fashion to show a lot of skin with in some cases, the robes open to virtually her belly button and are often slit up waist. In some cases, she will simply wear gold breast cups and a long black loin cloth. Marlene’s husband really likes Victorian style gowns and she will wear that style on occasion for her husband. Her cloths are designed to show her definitely feminine figure. She does not like wearing pants although she will wear armor when needed. She does like to wear jewelry and commonly wears gold hoop earrings and a gold armlets on her upper arms.

Weapons, Magical:

Magical Saber: Weight: 2.9 lbs (1.3 kg). Length: 2.3 feet (0.7 m).

Mega Damage: 4D6+8. Maximum human quality weapon (+1 to strike, +2 to parry, +4 to damage, and +2 to initiative.) Enchanted through spell of Enchant Weapon (Minor) permanently and has 300 M.D.C. and is only damaged by attacks against the weapon.

Staff of Caoth:

Greatest Rune Staff (See full writeup for details.) Has a variety of powerful spell abilities.

Mega-Damage: 6D6 for melee attacks. Range: Hand to Hand or by Spell Range.

10 T.W. Storm Flares:

Cause storm damage to vampires of 4D6x10 H.P. for every half melee (radius 50 ft.) Duration: 1D6 minutes.

Weapons, Normal:

Melee:

Survival Knife: Damage: 1D6 S.D.C. + Strength Bonus. Weight: 1 lbs (.5 kg).

Ranged:

NG-45LP “Long Pistol”: Weight: 5 lbs (2.25 kg).

Mega-Damage: 5D6. Rate of Fire: Single blast. Effective Range: 1,200 feet (365 m). Payload: 8 shots. Bonuses: It has a laser targeting system (Gives +3 to Strike).

K-4 Kittani Laser Pulse Rifle: Weight: 4 lbs (1.8 kg).

Mega-Damage: 3D6+6 for Single Shot and 1D6x10+6 for 3 simultaneous blasts. Rate of Fire: Single blast or three blast burst. Effective Range: 3,000 feet (910 m). Payload: 30 blasts each long clip. Bonuses: +1 on aimed blasts.

Ammunition (Used by Multiple weapons): 5 Short E-Clips and 10 Long E-clips.

Armor, Magical:

Enchanted Cloak of Armor:

Midnight blue cloak with red lining and a peaked hood. It gives 50 M.D.C. of protection.

Mystic Power Armor:

Made from clear quartz with the center piece of the armor being a large white diamond. Main Body: 150 (Restored with “Armor of Ithan Spell” and 100 P.P.E.) and impervious to fire, Environmental through “Breath without Air.” Has “Eyes of the Wolf” and “See the Invisible”for optics and “Chameleon” in constant effect. Also has the “Globe of Daylight” enchantment. Has “Super Human Strength” (PS 30), “Super Human Speed” (Speed 44 / 30 mph), and Fly as the Eagle (50 mph, +1 to parry and +2 to dodge). Weapons are “Call Lightning” [6D6 M.D., 1200 feet, two bolts per melee], “Fire bolt” [4D6 M.D., 1200 feet, payload: two bolts per melee], “Magic Net’ [Ensnares victim, range: 200 feet, see spell for full description.] See Rifts Main Book page 96 for a more complete description.

Armor, Normal:

Two (2) Crusader Body Armors: M.D.C. (Main Body): 55. Weight: 11 lbs (5 kg). Penalties: No Prowl Penalty.

Other Equipment:

Magical Items:

Altarain Talisman of Armor (Modified):

Allows the character to create “Armor of Ithan” three times per day. The talisman has been modified with several amulets in gems (dark blue sapphires) on the chain of the talisman.

Talismans Abilities:

M.D.C.: 100. Duration: 10 Minutes (40 Melees). Charges: 3 Charges and recharges in 24 hours.

Amulets Abilities:

Amulet of Charm: Adds +1 to save vs magic and psychic attacks.

Amulet of Protection vs the Supernatural: Add +2 to save vs Horror Factor

Amulet of Sense the Presence of Spirits: Changes color if an Entity is within 60 feet

Amulet of Turn the Undead.

Crystal Ball:

Allows user to view what someone else is doing. It has a 300 mile range, It can be used to view for 5 minutes per level of the user of the crystal ball. The user must have met the person or animal.

Enchanted Necklace: 

Necklace has a number of gems which each have the ability to cast spells three times per day.

Ruby: Firebolt (Three times per day).

Blue Sapphire: Mystic Portal (Three times per day).

Diamond: Fly as the Eagle (Three times per day).

Emerald: Heal Self (Three times per day).

Talisman Earrings:

Worth 2,000 credits each and have talisman spell on them. Each contains 50 P.P.E. for a total of 100 P.P.E. Enchanted by Marlene Le Fey so she is allowed to recharge them from her own magic.

T.W. Communication Band:

Uses tongue spell (12 P.P.E.) or 24 I.S.P. Translates any Spoken Language, Human or Alien. Duration: 15 Minutes per level of user.

T.W. Vampire Cross:

Cross shaped amulet with an enchanted crystal which glows red when a vampire is within 12 ft (3.6 m.)

Normal:

Vehicles:

Modified Stiletto Light Power Armor:

See full power armor description for stats, M.D.C., weapons, modifications, and other information. Uses Flying Titan power armor combat skill. Painted Purple and Silver. Has a 320 M.D.C. N-50A Superheavy Naruni force field (Regenerates 1 M.D.C. per melee unless overloaded [cannot be activated for 12 hours]).

Techno-Wizard Modifications:

Impervious to Energy (6th Level) for 12 minutes - 20 P.P.E. or 40 I.S.P.

Invisibility Superior (6th Level) for 18 minutes - 20 P.P.E. or 40 I.S.P.

Clothing: Violet robes, dress, skirt and top, 1 set of soft leather clothing, lots of clothing kept at the castle (gowns and dresses mostly)

Other Items: Backpack, 3 small sacks, 1 large sack, 6 wooden stakes and mallet, canteen, compass, binoculars, tinted goggles, air filter and gas mask, flashlight, 100 ft ( 30.5 m) of thin cord and grappling hook, 10 pens, 10 pencils, sketch pad, ARMDECK (Equal to Wilks PC-3000 Computer but is mounted as an arm vambrace), makeup and feminine items, Ceremonial Athame, 2 weeks rations.

Valuables: 34 million credits, twin gold armlets worth 10,000 each, black market items including a textbook on History (2000), and a textbook on earth science (3000), An old book on magic (2000), Traversing Our Modern World (400), Several Pre-Rifts soft cover fantasies and romances (600), 50,000 Eastern Territory gold coins from the Palladium World worth 400 credits each (20 million credits total).


Marlene’s History:


Marlene is the daughter of a female Druid named Myleandra Hawkins and a male Cyberknight named Carlton Lorne. While Marlene’s father was fully human, Marlene’s mother is Half Elven by birth with magic being used to conceive of Marlene’s mother although Marlene’s mother is fertile with both humans and elves due to the magic used to conceive her. As a result, Marlene is three quarters Human and one quarter Elven. Her appearance is far more like that of a human than an elf and her life span is likely to far less than a full blooded elf although likely a bit longer lived than if she was pure human blood.


Marlene was the second born out of four children with an older brother and two younger sisters. Her elder brother learned the profession of being an operator and always loved machines and was excellent mechanic. He is about four years older than Marlene. Marlene’s closest sister, just a couple of years younger than her, had a very powerful psychic gift and became a Mind Melter, although like many prefers the term “Mind Mage.” All of the children are psychic to a lesser or greater extent. Marlene’s youngest sister has become a power armor pilot and served in various mercenary companies over the years. She is about six years younger than Marlene and is the baby of the family.


There are a number of relatively small villages around the city of Lazlo and her father worked as the main guardian for the small village. He was around forty when he met Marlene’s mother but the fell in love and started a family within a year of meeting. Unfortunately, Marlene’s family was shattered when she was just ten years old. The village was attacked by a large bandit group and was practically burned to the ground. As well, Marlene’s father was killed in the attack and her younger sister was separated when they were attempting to flee. Marlene thought her youngest sister was killed and it was no until many years later that she discovered that her sister was rescued by another family, who though Marlene’s family had all been killed, and they were not reunited for many years.


Marlene’s mother decided to flee to the city of Lazlo and took up residence there. As a young girl, Marlene was always interested in magic and took up learning the ways of magic at one of the city’s many magic schools. She took up the study of becoming a Ley Line Walker, having no special talent with machines needed to become a techno-wizard, and not interested in becoming a Shifter either, not liking the idea of regular dealing with powerful supernatural creatures. She was a decent student although she was not considered exceptional. She always wanted to finish so that she could make a name for herself.


The raven haired Ley Line Walker finished her training when she was just sixteen and went out adventuring almost immediately. In one of her first treks, she me a much older veteran soldier who swept her off her feet. Even though she had been a virgin up until this point, they became lovers on the first night and quickly married. While there was definitely chemistry between them, there was something more as well. Still, their relationship took many interesting turns. Even though she loves her husband greatly, she found she had a passion for relationships outside of her marriage with both men and other women. While a very strong woman, she found she liked to play submissive with lovers who she trusted and even liked to be helpless with them.


While adventuring, she found an usual magic rod which seemed to be without any powers yet hand an incredibly strong magic aura. She did some research and discovered that the rod was part of a staff which required for ‘rods’ to be combined. Marlene and her adventuring companions set out to find the other three parts and met up with several others along the way who also became adventuring companions. There were many difficult problems to surmount including vampires but eventually she was able to get all the components of the staff.


When she had gotten all the components, the magic of the various rods drew her to the location of a hill in the eastern part of North America. There was a powerful untapped ley line nexus at that location and when she got there, she found herself putting the parts of the staff together. A massive amount of ley line energy pulsed through the nexus point much of the energy focusing straight into her. Marlene collapsed unconscious but none of her companions could get close to her due to the magical energies surrounding her. As time went on, her companions were slowly forced further and further back by the energies until they had to leave the top of the hill altogether. They stayed, although at some distance, because they were concerned and did not want to abandon her. Marlene’s companions started to notice something very unusual, the magical was forming a mist like silhouette of a castle although she was completely oblivious. Over the next two days hours, the strange mist thickened slowly and became strong grey stone walls.


When she woke, Marlene found herself inside of a large marble chamber with herself tightly wrapped around the staff. She could feel a link between herself, the castle, and the rune staff. She could control the magical abilities of the castle and felt the castle as her home. At the same time, even though they were distracted by the appearance of the castle, her companions went to look and find her. They found her sitting up just staring into space and it took several attempts before they could get her attention.


With the appearance of the castle, Marlene decided to reduce her adventuring and start a family. She had no realized it at the time but she was already pregnant when she linked with the staff and the castle. Her first daughter, who she named Minerva after the Goddess, was born when Marlene was still only seventeen. The child was born on December 21 which is better known as Winter Solstice. Later, she got pregnant again and had triplets this time although not identical. She named her new son Maximillian and his two sisters Alexia and Melody. After that, she decided to use various magic to prevent further children although she always wanted to have a very large family and planned to have several more children. With her husbands agreement, she developed a relationship with a Veritech fighter pilot named Joan Smith, who’s husband had been a Veritech hover tank pilot and had been killed in combat. The relationship intensified and Marlene brought her husband into the relationship as well. Eventually, Marlene persuaded Joan and Marlene’s husband into a three way marriage. She arranged through that both her and her new wife would be fertile on their wedding day and began pregnant within minutes of each other. She did it to create an additional bond in the marriage and nine months later, a pair of girls we born.


The young ley line walker did not completely give up adventuring although she does spend most of time at the castle where she researches magic and has gathered an incredible library of spells. While adventuring, she had several run ins with other mages and had to fight against both vampires and the Coalition. She was also once captured by the leadership of the Kingdom of Dunscon and had to be rescued by a group of adventures. Luckily, the adventurers were also able to rescue her enchanted staff as well or events could have become extremely evil.




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First image drawn and copyrighted by Saniika.

More Saniika artwork at DeviantArt.


Second image drawn and copyrighted by Lisa M. Mower.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2000, 2005, 2014, & 2016, Kitsune. All rights reserved.



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