Lady Medwyn Sierre:


Name: Lady Medwyn.

True Name: Medwyn Sierre.

Alignment: Scrupulous (Good).

M.D.C.: 92 (137 with Physical Skills). Hit Points/ S.D.C. (for non-M.D.C. worlds): 69 / 144.

Attributes: I.Q.: 18 (+4%/+2), M.E.: 15, M.A.: 10, P.S.: 25 (+10), P.P.: 25 (+5), P.E.: 26 (+6/+22%), P.B.: 23 (65%), SPD: 35 [Physical Strength and Endurance are Supernatural].

Height: 6 ft 6 inches (1.98 meters). Weight: 176 lbs (79.8 kg).

Age: 122 years. Race: Asgardian High Elf. Sex: Female.

Disposition:

Probably Lady Medwyn’s strongest loyalty is to the troops she serves with. Most of her friends are other soldiers and members of her units. As well, she is quite loyal to the United Worlds Warlock. While still strong, her loyalty to family and her clan is much less strong that those loyalties. She sees the loyalty to her unit and the kingdom as more important. Those she gives her loyalty to, she will not give up that loyalty easily. She does have a word of honor and believes in protecting the innocent.

She is extremely disciplined and controlled, in many ways an ultimate soldier. She is not really much of a scholar although she is capable in scholarly pursuits. She does pursue the study of magic for her own ends but still her biggest interest in magic for combat purposes. Her magic tends to be fairly direct and she does not use much in the form of illusions. The Elven Warrior is also not extremely social and does not have much skill in soliloquy in general. Her conversations tend to be quite blunt as a result. Her blunt attitude has made it hard for people to get truly close to her. It does not mean that one day she does not want to develop a long term relationship and start a family one day.

O.C.C.: Warlock Marine Magic Specialist (Force Recon Training). Experience Level: Seventh (7).

Combat Skill: Hand to Hand; Commando plus Boxing.

Attacks per Melee: Six (6).

Bonuses, Combat: Knockout / Stun: Natural 20, Critical Strike: Natural 20. Bonuses: Damage: +12, Strike: +8, Parry: +13, Dodge: +13, Roll (With Punch / Fall / Impact): +10, Pull Punch: +7, Initiative: +3.

On the first round (if attacked first), he gets a +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.

Intuitive Combat gives bonuses of +3 on initiative, +1 to strike, +1 to parry, +4 to dodge, +4 pull punch, +2 to roll with punch, fall, or impact, and +2 to disarm.

Special Moves (Commando): Automatic Dodge (+1), Automatic Body Flip Throw (+1), Backward Sweep Kick, Body Block/Tackle, Body Flip/Throw (+1), Critical Body Flip/Throw, Disarm (+1), Karate Kick, and Paired Weapons.

Supernatural Punch Damage: Inflicts 5D6+12 S.D.C. on a restrained punch, 3D6 M.D. on a full strength punch, or 6D6 M.D. on a power punch (counts as two melee attacks).

Power Armor Combat, Elite - Warlock Combat Armor: Attacks per Melee: Ten (10). Bonuses: Strike: +3 (+11), Parry: +3 (+16), Dodge: +3 / +6 (+16 / +19), Roll (with punch, fall, or impact): +4 (+14), Pull Punch: +1 (+8), Initiative: +1 (+4).

Power Armor Combat, Basic: Attacks per Melee: Eight (8). Bonuses: Strike: +1 (+9), Parry: +1 (+14), Dodge: +1 / +3 (+14 / +26), Roll (with punch, fall, or impact): +2 (+12), Pull Punch: +0 (+7), Initiative: +3.

Bonus; Save: Lethal Poison [14] +8, Non-Lethal Poison [16] +8, Harmful Drugs [15] +10, Insanity [12] +1, Psionics [12] +5, Magic [12/16] +14, Horror Factor [Varies] +10 (+1 vs Various forms of Mind Control).

Special Abilities:

O.C.C. Abilities & Bonuses: Bonuses of +1 to initiative, +1 to parry / dodge, +1 to roll, +1 to pull punch, +4 save vs magic, +3 save vs psionics / drugs, and +1 save vs poison.

Bonuses due to Raider Training: +1 to M.E., +2 to P.S., +1 to P.P., +2 to P.E., and +4 to Spd. Also, gives +2 to save vs. magic, +1 to mind control, +2 to horror factor, and +2D6 to S.D.C. or M.D.C. depending on the race.

Racial Abilities & Bonuses: Night Vision 300 ft (91.5 m; can see in total darkness), Bio-regeneration 4D6 M.D.C. per hour. Bonuses of +1 to strike and dodge, +1 to pull punch, +2 to save v horror factor, in addition to skill and attribute bonuses.

Psionics (Major): I.S.P.: 66 +1D6+1 I.S.P. per level of experience.

Sensitive: Intuitive Combat (10), Mind Block (4), Object Reading (6), Read Dimensional Portal (6), Sixth Sense (2), Speed Reading (2), Telepathy (4), Total Recall (2).

Spells: P.P.E.: 112 +2D6 per level of experience.

First Level Spells: Blinding Flash (1), Cloud of Smoke (2), Globe of Daylight (1), See the Invisible (4), Sense Evil (2), Sense Magic (4),

Second Level Spells: [1] Cleanse (6), Chameleon (6), Concealment (6), Detect Concealment (6), Mystic Alarm (5), Turn Dead (6),

Third Level Spells: Armor of Ithan (10), Breath Without Air (5), Invisibility: Simple (6), Negate Poisons/ Toxin (5), Telekinesis (6),

Fourth Level Spells: Carpet of Adhesion (10), Charismatic Aura (10), [1] Deflect (10), Ley Line Transmission (30), Magic Net (7), Shadowmeld (10), [1] Watchguard (10),

Fifth Level Spells: Escape (8), Eyes of Thoth (8), [1] Mend the Broken (10+), [1] Mental Blast (15), [3] Moon Phases (18), [1] Sustain (12),

Sixth Level Spells: [1] Barrage (15), Call Lightning (15), [1] Energize Spell (12+), [1] Fortify Against Disease (15), [1] Frequency Jamming (15), [1] Frost Blade (15), Impervious to Energy (20), [1] Targeted Deflection (15), Words of Truth (15),

Seventh Level Spells: Agony (20), Dispel Magic Barriers (20), Invisibility: Superior (20), [1] Lightblade (20), [1] Mental Shock (30), [1] Negate Mechanics (20), [1] Sonic Blast (25), [1] Spinning Blades (20), [1] Sub-Particle Acceleration (20),

Eighth Level Spells: [1] Force Bonds (25), [1] Invincible Armor (30), Locate (30), Negate Magic (30), [1] Shockwave (35),

Ninth Level Spells: [1] Beat Insurmountable Odds (70), [1] Desiccate the Supernatural (50), [3] Focused Shockwave (30), [1] Power Weapon (35), [1] Purge Self (70),

Tenth Level Spells: [1] Armorbane (100), Banishment (65), Control / Enslave Entity (80), Mystic Portal (60), [1] Purge Other (100), Speed Weapon (100), [3] Spell Store (75), Wards (90),

Eleventh Level Spells: Anti-Magic Cloud (140), [1] Mindshatter (130), Remove Curse (140),

Twelfth Level Spells: Amulet (290), [1] Ironwood (50+),

Thirteenth Level Spells: [1] Collapse (70-400), [1] Restore Life (275), Sanctum (390), Talisman (500),

Fourteenth Level Spells: [1] Annihilate (600), [3] Burning Glass (200+), Close Rift (200 +), Restoration, (750), Fifteenth Level Spells: [1] Circle of Travel (600), [1] Enchant Weapon [Minor] (400+)

Notes: [1] Spells from Federation of Magic Sourcebook, [2] Spells from Palladium Fantasy Second Edition, [3] Spells created by her / Web Spells.

O.C.C. (Warlock Marine Magic Specialist) Skills: Communication: Radio: Basic (+10%) 89%, Espionage: Detect Ambush (+10%) 74%, Detect Concealment (+10%) 69%, Physical: Boxing, Body Building, Climbing 96%/86%, Zero G Combat / Movement 98%, Pilot: Pilot: Robots & Power Armor 78%, Power Armor Combat - Elite [Warlock Combat Armor], Power Armor Combat - Basic, Pilot Tank (+5%) 69%, Pilot Related: Read Sensory Instruments (+10%) 74%, Weapon Systems (+10%) 84%, Technical: Computer Operation (+15%) 89%, Language: Trade One (+10%) 94%, Literacy: Trade One (+10%) 74%, Lore: Demon and Monster (+10%) 69%, Lore: Magic 59% / 49% / 44%, W.P.; Modern: W.P. Energy Pistol (+5 Aimed / +3 Burst), W.P. Energy Rifle (+5 Aimed / +3 Burst).

Marine Raider Training Skills [Trained at Third Level]: Espionage: Intelligence (+15%) 67%, Military: Demolitions Disposal (+10%) 87%, Physical: Hand to Hand Commando [At Character's Level - Replaces Hand to hand Expert], Prowl (+10%) 69%, W.P.; Ancient: W.P., Knife [At Character's Level] (+2 [+10] strike / +2 [+10] throw / +2 [+15] to Parry), W.P.; Modern: W.P. Energy Rifle Sharpshooter [At Character's Level - Includes W.P. Energy Rifle Bonuses] (+1 Attack, +2 Initiative, +8 Called Shot / +7 Aimed / +5 Burst).

O.C.C. Related Skills: Communication: Cryptology (+5%) 64%, Radio - Scrambler (+5%) 74%, Espionage: Escape Artist [Learned at Sixth Level] (+5%) 44%, Tracking [Learned at Third Level] (+5%) 39%, Mechanical: Basic Mechanics [With Armorer] 84%, Medical: Paramedic [Learned at Third Level] (+5%) 69%, Military: Armorer (+5%) 79%, Demolitions (+5%) 87%, Physical: Acrobatics [Learned at Sixth Level], Gymnastics

Secondary Skills: Domestic: Dance 64%, Play Musical Instrument - Lute 69%, Physical: Athletics - General, Pilot: Horsemanship - Basic 68%, W.P.; Ancient: W.P. Sword (+3 [+11] Strike / +3 [+16] Parry], W.P.; Modern: W.P., Heavy (+5 Aimed / +3 Burst).

Racial Skills: Technical: Language: Dragonese / Elvish 98%, Language: Old Norse 98%, Literacy: Dragonese / Elvish 98%, Literacy: Old Norse 98%.

Background Skills: Pilot: Hovercraft (+5%) 89%, Science: Mathematics - Basic (+15%) 94%.

Skills From Acrobatics & Gymnastics: Sense of Balance 84%, Walk Tight Rope 76%, Work Parallel Bars & Rings 82%, Climb Rope 98%, Back Flip 98%.

Appearance:

Like most Asgardian High Elves, male and female, Medwyn is extremely tall at six foot six inches in height. She has a surprisingly feminine figure for a woman as strong as she is and is quite slender as elves tend to be. For all her toughness, her eyes are a soft blue with a look which helps to soften how many deal with her. Her hair is a white blond which she usually wears in a practical braid which hangs down to the small of her back. She does wear just a bit in the way of cosmetics

She does look quite attractive in the gowns which most high elves seem to prefer but she does not particularly like wearing them. Instead, she prefers simple jump suits and does not even particularly like dress uniforms either. She prefers to dress in a mostly practical manner. As well, she rarely can be found without a weapon and usually has an energy pistol on her hip. It might be said that she feels virtually naked without a weapon of some sort.

Weapons, Magical:

Sword of the Sierre Clan (Rune Sword): Weight: 4.5 lbs (2.1 kg). Length: 3.75 feet (1.0 meters).

Bastard Sword which has been in the family line for many Millenniums. Greater Rune Weapon with psionic abilities. [IQ: 16, ME: 14, MA: 12] Indestructible and can be used to parry energy blasts at -6. Links with wielder being able to sense each other up to 4 miles away, add +1 on all saving throws, Scrupulous alignment and does 2D4 S.D.C. or 3D6 M.D.C. to incompatible alignments. Due to high quality has +2 to Initiative, +2 to Strike, and +3 to Parry. Mega-Damage: 1D6x10. Psionic Abilities: I.S.P. 140. Psionic Abilities are at sixth level. Abilities: All Physical, All Sensitive, and Super Psionics of Psychic Body Field (30), Telekinesis - Super (10+), and Telekinesis Force Field (30).

Magical Baselard: Weight: 1.3 lbs (0.6 kg). Length: 1.6 feet (0.5 m).

Double bladed weapon which is sometimes considered a short sword and is sometimes considered a long knife. Due to high quality has +4 to damage (Already added into weapon damage), +2 to strike, +2 to parry, and +2 to initiative. Enchanted through spell of Enchant Weapon (Minor) permanently and have 150 M.D.C. each and only damaged by attacks against the weapons. Mega Damage: 4D4+10.

Weapons, Normal:

Black Eagle 2000 Pulse Laser Pistol: Weight: 3.0 lbs (1.4 kg).

Effectively the same weapon as the Wilk’s 237 “Backup” Pulse Laser Pistol but produced in the Three Galaxies. Prefers it due to being more lightweight than standard issue weapons. Mega-Damage: 3D6 per single blast and 6D6 per double blast. Rate of Fire: Single Blast or Two Blast Burst. Effective Range: 500 ft (152 m). Payload: 8 double blasts per short E-Clip or 16 double blasts per long E-Clips. Bonuses: Has Laser Targeting - add +3 to strike.

Black Eagle 5000 Pulse Laser Rifle: Weight: 6 lbs (2.7 kg)

Effectively the same weapon as the Wilk’s 457 Pulse Laser Rifle but produced in the Three Galaxies. Prefers it due to being more lightweight than standard issue weapons. Mega Damage: 3D6+2 for Single Blast and 1D6x10 for Three Simultaneous Blasts. Rate of Fire: Single Blast or Three Blast Burst. Effective Range: 2,000 feet (610 meters). Payload: 20 shots per short E-Clip, 30 shots per long E-Clip, or 300 with a CAF power backpack. Bonuses: +1 to strike due to superior balance (Has Laser Targeting - add +3 to strike)

PA-GRGL-12 Gravity Under Rifle Grenade Launcher: Weight: 5.5 lbs (2.5 kg)

Mounted under the pulse laser rifle. Used instead of a Naruni Micro-Missile Launcher because easier to adapt special purpose grenades to the launcher. Power is from the e-clip of rifle which grenade launcher is mounted under and uses a special fitting. A special guided grenade is available although round costs twice normal (Round gives +2 to hit). Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet (3 meters), 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 meters), and 1D6x10 for plasma rounds with a blast area of 20 feet (6.1 meters). Launcher can also fire K-Hex rounds, smoke, illumination, chemical, and magical rounds. Rate of Fire: Single Shot only. Effective Range: 1600 feet (488 meters). Payload: 6, takes 15 seconds (one melee) to reload launcher. One short E-Clip provides 40 firings and one long e-clip provides 80 firings.

Ammunition (Used by Multiple weapons): 10 Short E-Clips, 20 Long E-Clips.

Rifle Grenades: 12 K-Hex Armor Piercing (1D6x10 MD), 4 K-Hex Fragmentation (5D6), 12 Sleep Gas Canisters, 8 Smoke Grenades, 8 Concussion Grenades, 6 Flare Warheads, 8 Neural Disruption Warheads.

Armor, Normal:

Techno-Wizard Armor Jacket: M.D.C. (Main Body): 25. Weight: 10 lbs (4.5 kg). Penalties: -5% Prowl with other armor.

Armored jacket is similar to NG-TW Armor Jacket but has slightly better M.D.C.

Enchantments: Invisibility: Superior (10th Level / 20 P.P.E. or 40 I.S.P. / 30 minutes per activation).

Techno-Wizard Jumpsuit Armor: M.D.C. (Main Body): 30. Weight: 8 lbs (3.6 kg). Penalties: No Prowl Penalty.

Jumpsuit is similar to NG-TW Armor Jacket but has slightly better M.D.C.

Enchantments: Invincible Armor (10th Level / 30 P.P.E. or 60 I.S.P. / 250 M.D.C.).

Magical Armor of Note:

U.W.W. Marine Raider Mystic Power Armor:

Main Body: 225 (Restored with “Armor of Ithan Spell” and 100 P.P.E.) and impervious to fire, Also has 200 M.D.C. Invincible Armor Force Field. 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.] has a 200 P.P.E. magic battery (recharges at the rate of 2 P.P.E. per hour normally and 10 P.P.E. per hour on ley lines and nexus points.) See full power armor description for stats, M.D.C., weapons, modifications, and other information.

U.W.W. Force Recon Warlock Combat Armor (With Augmentation Pack):

Main Body: 400 (650 With Augmentation Pack.) Prefers the H-800 Pulse Laser and carries her rune sword and a single Bastard sword as weapon while in the armor. See full power armor and augmentation description for stats, M.D.C., weapons, modifications, and other information.

Other Equipment:

Magical Items:

Platinum Necklace with Gems with various Amulets on it:

Platinum choker type necklace with sapphires containing enchantments

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 See the Invisible: Allows wearer to see the invisible.

Ring of “Sustain:” A platinum ring. Can be used three times per twenty-four hour period.

T.W. Techno-Wizard Enchanted Belt:

Greater techno-wizard jewelry which contains 30 emeralds. Gives a total of 300 P.P.E. and recharges at the rate of 2 P.P.E. per hour normally and 10 P.P.E. per hour on ley lines and nexus points.

Techno-Wizard Power Weapon Scabbard:

Specially made for her Rune Sword. Anytime an M.D.C. inflicting melee weapon, its damage is increased by 25% as long as the scabbard has enough P.P.E. to activate the spell and S.D.C. weapons will have their damage converted into M.D.C., Her Sword inflicts 1d6x10 MD normally would be increased to 2D4x10 when drawn from the scabbard. See Federation of Magic, page 144 for details on the spell. The scabbard has 7 emeralds that each store 20 P.P.E. that allows the weapon to be activated 4 times. The P.P.E. cannot be used for other purposes. Duration: 16 melees, Cost of Activation: 35 P.P.E., draws P.P.E. from storage in crystals. Each crystal stores 20 P.P.E. for a total of 140 P.P.E. The Scabbard regenerates at the rate of 2 P.P.E. per hour normally, 10 P.P.E. per hour at a ley line, and 20 P.P.E. per hour at a nexus point.

Utility Belt with Battle Harness with 6 Dimensional Pocket Cast on it:

Will hold up to 90 lbs worth of items each pocket, It has a duration of 3 years

Normal:

Vehicles: Mystic Power Armor and Warlock Combat Armor - See Above.

Clothing: U.W.W. uniforms (dress, utility, and combat), gowns (for special functions / social events).

Other Items: Makeup and personal items, comb and brush, Holographic Personal Computer (H.P.C.), U.W.W. military survival pack (Same as NG-S2, two person tent, sleeping bag, flashlight with pocket knife, compass, short range radio, mini first aid kit, hunting & fishing kit, saw-wires (3), fire starter, wooden cross, 4 signal flares, 50 ft climbing cord, climbing gloves, 4 ceramic spikes, small mallet, soap, canteen, 2 weeks food rations).

Valuables: 100 million credits, gems worth 10 million, and family lands (Held under trust)


Character History:


Lady Medwyn was born in more of the most powerful and wealthy noble families on the planet of New Midgard in the United Worlds Warlock. Dating back from ancient times, before the founding of the star empire, they are well known as powerful wizards but also as skilled scholars. Many members of the family also often were involved in the politics of the United Worlds Warlock and were as skilled in the political arts as they are the magical arts. Only military roles were never much part of the family’s traditions.


Medwyn was expected to follow in the same path as her parents but was a disappointed. Quite intelligent, she took to the magical arts well enough but she was not really a scholarly type. The magic she wanted to learn was more of the practical combat magic types. Her education included most of the usual teachings which a child of the elves were expected to learn including dancing and singing. It also included horse riding. None of these were of all that much interest to her although she does retain her ability.


 Instead, she always was more warrior like than anything else. From an early age, she always wanted to join the Warlock Marines. Her parents tried to convince her that the fleet was a better place but she never accepted their suggestion. As well, she had no interest in politics and avoided the whole issue. As a result, their relationship was extremely rocky and their argued quite a bit over her childhood getting worse as she got older.


When she was old enough, she joined the Warlock Marines as a magic specialist directly against her parents wishes. Involved in several quite dangerous engagements, she served with distinction in the marines. While never proved, it is believed that the Kreeghor instigated several of the incidents which she fought in. Many of the weapons were produced by their minions.


She earned some of the highest awards available within the United Worlds Warlock military and would likely have been given a title if she had not already been noble blood. At the same time the relationship between her and her parents at least was partially mended. Still, their relationship stayed rocky. Part might have simply been that they worried about her as a marine.


She was soon given the choice to become the elite of the Warlock Marines, to become a Marine Raider. It had been something she always wanted and of course she accepted. Only experienced marines are given the option to become Raiders. Given extensive additional training, the Raiders are only given the most dangerous of missions. As with similar elite units, few Raiders ever live to retire. Many missions involved much smaller units than the regular marines. Weaponry is also better in general than standard issue marine equipment.


Serving it such a dangerous unit, fate was extremely fickle in that her parents were killed while she lived. It appeared to have simply been a horrible accident. When that happened, she took the family title. At first she thought she would need to resign her commission but she was able to work out a compromise which would allow her to continue to serve with the raiders. The agreement means that she has to return to her home several times a year although she has a personal representative for day to day control over her properties. The family wealth became hers and there was a powerful rune sword which had been in the family for centuries which also became hers.


Over the years, she was first promoted to being an officer and eventually was promoted to being one of the senior commander. The team she has lead for a while is composed of mostly elves although only a few are Asgardian High Elves. While they use the standard Warlock power armor for special forces, she has reequipped her unit with a large amount of Civilian and Consortium equipment, finding it generally lighter and superior to front line Warlock Marine combat equipment.


She helped plan out and execute the high profile mission rescuing the crew and passengers of the liner Moon Rose. Her team was instrumental and it was one of the most successful missions of the Warlock Marine Recon to date and succeeded in taking the ship with minimal civilian casualties.




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Image drawn and copyrighted by Lisa M. Mower.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009 & 2016, Kitsune. All rights reserved.



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