Magneto
Alternate IDs: Eric Magnus Lehnsherr

Val  Char   Cost
15  STR5
25  DEX45
36  CON52
15  BODY10
31  INT21
31  EGO42
35  PRE25
15  COM3
 
10/50  PD7
10/50  ED3
5  SPD15
10  REC0
72  END0
41  STUN0
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 228

Cost   Power END
30   Body Armor: Armor (10 PD/10 ED), Hardened (x2; +1/2) (45 Active Points); OIF (-1/2)  0
107   Helmet: Ego Attack 16d6 (160 Active Points); OIF (-1/2) (uses Personal END)  16
40   Mutant Pysiology: Endurance Reserve (200 END, 20 REC) (40 Active Points)  0
250   Magnetic Powers: Multipower, 300-point reserve, Reduced Endurance (1/2 END; +1/4) (375 Active Points); Linked (Mutant Pysiology; -1/4); all slots Linked (Mutant Pysiology; -1/4) 
1u   1) Computer Manipulation: +7 with Computer Programming (14 Active Points); Costs END (-1/2), Linked (Mutant Pysiology; -1/4) (uses Personal END)  1
10u   2) EMP: Electronic Equipment 20d6 (standard effect: 60 points), Reduced Endurance (1/2 END; +1/4), AOE Nonselective (8" Radius; +3/4) (120 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  5
6u   3) Ferous Disruption: Ferous Materials 20d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  3
3u   4) Gauss Blast: EB 12d6 (standard effect: 36 STUN, 12 BODY) (vs. PD) (60 Active Points); OIF (-1/2), Variable Limitations (requires -1 worth of Limitations; Ferous Blunt Materials; -1/2), Linked (Mutant Pysiology; -1/4) (uses Personal END)  6
3u   5) Magnetic Field: CE 32" radius, -4 to High Range Radio Perception PER Rolls (36 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  4
5u   6) Magnetic Force Bolts: EB 12d6 (vs. ED) (60 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  6
6u   7) Magenetic Force Riding: Flight 30", x16 Noncombat (75 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  7
12u   8) Magnetic Force Field II: FW (20 PD/20 ED; 6" long and 6" tall), Reduced Endurance (1/2 END; +1/4) (150 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  6
10u   9) Magnetic Manipulation I: TK (60 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (125 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  5
2u   10) Magnetic Repulsion: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Only Works Against Ferous Attacks (-1/2), Costs END (-1/2), Linked (Mutant Pysiology; -1/4) (uses END Reserve)  5
2u   11) Magnetic Field Detection: Spatial Awareness (Unusual Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees) (31 Active Points); Linked (Mutant Pysiology; -1/4)  0
3u   12) Mettalic Wrap up: Entangle 6d6, 6 DEF (standard effect: 6 BODY, 6 DEF) (60 Active Points); OIF (-1/2), Require sufficient Ferous Materials to work within 10" of the target (requires -1 worth of Limitations; -1/2), Linked (Mutant Pysiology; -1/4) (uses END Reserve)  6
4u   13) Pain in the Viens: Ego Attack 6d6 (standard effect: 18 STUN), NND ([Equally Common Defense]; +1/2) (90 Active Points); Based on CON (Defense: PD; -1), Linked (Mutant Pysiology; -1/4) (uses END Reserve)  9
5u   14) Personal Forcefield: FF (30 PD/30 ED) (60 Active Points); Linked (Mutant Pysiology; -1/4) (uses END Reserve)  6
3u   15) Sharp Gauss Blast: RKA 4d6 (standard effect: 12 BODY, 24 STUN) (vs. PD) (60 Active Points); OIF (Require Sharp ferrous metalic objects of opportunity; -1/2), Arrangement (-1/4), Linked (Mutant Pysiology; -1/4) (uses END Reserve)  6
Powers Cost: 502

Cost   Skill
9   Computer Programming 18- 
3   Electronics 15- 
9   Inventor 18- 
3   Mechanics 15- 
3   SS: Physics (INT-based) 15- 
3   SS: Magnetic Engineering (INT-based) 15- 
3   SS: Electrical Engineering (INT-based) 15- 
5   SS: Genetics 14- 
3   Oratory 16- 
Skills Cost: 41

Cost   Perk
36   Contact (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (36 Active Points) 14- 
45   Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (45 Active Points) 19- 
15   Money: Filthy Rich 
75   Advanced Tech 
50   Vehicles & Bases 
Perks Cost: 221

Cost   Talent
11   Inspire 
Talents Cost: 11

Total Character Cost: 1003

Val   Disadvantages
20   Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe 
25   Psychological Limitation: Hatred of Racial Enemies (Very Common, Total) 
20   Hunted: X-men 14- (Less Pow, NCI, Capture) 
10   DF: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests) 
30   Hunted: United States Military 14- (Mo Pow, NCI, Harshly Punish) 
25   Hunted: Russia 11- (Mo Pow, NCI, Harshly Punish) 
20   Reputation: Evil Mutant, 14- (Extreme) 

Disadvantage Points: 150

Height: 2.00 m     Weight: 100.00 kg
Eye Color: Brown     Hair Color: Brown

Personality/Motivation: Magneto's experience in the Auschwitz concentration camp shapes his outlook on the situation that mutants face in the world. Determined to keep such atrocities from ever being committed against mutant-kind, he is willing to use deadly force to protect mutants. He believes that mutants ("Homo superior") will become the dominant life form on the planet. However, he constantly wavers between wanting peaceful existence with Homo sapiens and wanting to enforce his superiority over all humanity.

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Base Points: 200
Experience Required: 653
Total Experience Available: 653
Experience Unspent: 0