Skills: Acrobatics 4 (+6), Expertise [Chemistry] 9 (+14), Expertise [Computers] 9 (+14), Expertise [Sciences] 9 (+14), Insight 4 (+6), Investigation 5 (+7), Perception 5 (+7), Ranged Combat [Magnetic Manipulation Array] 6 (+10), Stealth 6 (+8), Technology 9 (+14)
Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Inventor, Skill Mastery [Expertise (Chemistry)], Task Focus [Expertise (Science): Magnetics]
Powers: Magnosuit: (Removable –17 pts) [69 pp]
Magnetic Assembly: Feature 1 [Quick Change]
Magnetic Propulsion: Flight 4
Magnetically Reinforced Frame:
Immunity 10 [All Environmental Conditions, Aging, Disease, Poison, Suffocation]
Protection 10 (Extra: Impervious)
Magnetic Sensor: Senses 5 [Detect (Electromagnetic Energies: Analytical, Radius, Ranged)]
Enhanced Dodge 6
Enhanced Parry 6
Magnetic Manipulation Array:
Minor Ferrokinesis: Feature 1 [You can generate a strong enough magnetic field to move small (mass rank –5 or less) ferrous objects within about an arm’s reach.]
Magnetic Manipulations: Feature 1 [You can use magnetic fields to turn or operate small metal fasteners (screws, bolts, nails, etc.) within arm’s reach as if you had the proper tools.]
True North: Feature 1 [You have an “internal compass” — always able to sense magnetic north on a planet with magnetic poles, equivalent to the Direction Sense effect and know if an object is magnetized by touching it.]
Magnetic Control: Move Object 10 (Extra: Perception); (Flaw: Limited [Ferrous Materials Only])
-Magnetic Binding: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extra: Cumulative); (Flaw: Limited Degree)
-Magnetic Blast: Ranged Damage 10
-Magnetic Interference: Concealment 2 [all magnetic and radio] (Extras: Area [Burst] 3, Attack, Selective)
-Magnetic Repulsion: Deflect 10 (Extras: Redirect, Reflect); (Flaw: Limited [Ferrous Materials Only])
-Magnetic Shaping: Transform 9 [Ferrous metal from one shape to another] (Extra: Increased Duration [Continuous])
-Magnetic Storm: Environment 10 [Impede Movement (-2 speed), Visibility (-5 Perception)] (Extra: Selective); (Flaw: Reduced Range)
-Magnetic Wave: Move Object 10 (Flaw: Limited [Away Only], Limited [Ferrous Materials Only])
Offense: Initiative +6
Melee Attack +8
Ranged Attack +0 // Magnetic Manipulation Array Attack +10
Defense: Dodge +10*/+4 [*Magnosuit]
Parry +10*/+4 [*Magnosuit]
Toughness +10*/+2 [*Magnosuit (Impervious)]
Costs: Abilities 34+ Skills 23+ Advantages 9+ Powers 69+ Defenses 15= 150 pts.
Real Name: Mark Johnson
Height: 5’10” (outside of Magnosuit) // 6’1” (wearing Magnosuit)
Weight: 184 lbs
Eye Color: Blue
Disability: Magnus suffers from severe nightmares that make it difficult for him to sleep through the night. Periodically this causes him trouble during the waking hours of the day.
Honor (non-lethal): Enemies know Magnus will not use lethal force on them, and try to use this as an advantage, often times when any force would be lethal (such as on the edge of a skyscraper).
Reputation: While not a world renowned scientist, Mark is well know in certain scientific communities, and not all of this reputation is good, remarked as, by some, as a money chaser, for his proposition to sell a potentially dangerous piece of weaponry (the Magnosuit).
Reputation: As Magnus, he is regarded as an inexperienced nuisance, likely originating from an... erm... unfortunate incident with the Statue of Liberty.
Quirk ~Accident Prone: Through a combination of momentary lapses in concentration or just sheer bad luck, Magnus is a walking accident magnet (no pun intended). He doesn't experience these accidents enough to feel 'jinxed' but nearly anyone will admit that he has worse than average luck.
Weakness: Magnus takes an additional degree of damage from attacks that have the Mental Descriptor.
Background: New York born,Dr. Mark Johnson, was one in a long line of physicists and was determined to not only follow in the family legacy but exceed their reputation. Pushed by his father even harder after his mother's death, he became valedictorian of his high school class and was given an almost complete scholarship to MIT.
Upon getting out of college Mark wanted to work freelance, more or less. He was given funding by many chemical engineering firms to work on various jobs, including work involving super-alloys. After a few years of work Mark was able to develop one which maintained excellent magnetic properties, but he soon found himself unable to replicate his original success. Having a large quantity of it from his preliminary experiments, Mark tried to market it to his bosses but without a way to recreate it handy he could not convince them to fund more experiments to recreate it.
After failing to sell his creation, Mark decided on a lark to build a suit of armor out of the unique metal in an effort to hopefully sell it to a new wave of wanna-be crime fighters, like those in Freedom City. Unfortunately, he attracted more attention of wanna-be villains, who attempted to steal the suit and Mark was forced to don his creation and he found that the suit was much more intuitive than he originally thought. It responded to his mental commands and allowed him to manipulate magnetic fields like a second set of arms. Thanks to his knowledge of electromagnetic phenomenon Mark was able to make short work of the would-be thieves and when the police came to collect them, rather than give his identity away, Mark claimed that he sold the suit to a buyer who wanted to remain anonymous but had been the one to apprehend them.
Mark then continued to work on chemical engineering projects; which allows him to work on a flexible schedule, allowing him to be able to fight crime on his own time. He’d been fighting crime for just a half of a year when approached by Ethan Keller with an offer of employment that would allow Mark to make use of both his scientific skills and the Magnosuit as a part of a new FORCE Ops team Keller was putting together.
After considering the offer, Mark accepted and moved to Freedom City (New York was getting pretty full as it was) and he was getting a bad rap from other engineering firms for his selling of the Magnosuit. He chose to stay out of the spotlight as Magnus for a couple months while first in Freedom City to avoid any suspicion of being connected to him and it was during that time that Mark met his current Girlfriend, Christina, but decided not to tell her about his heroic alter ego, so as to let her meet the real him.
While a member of FORCE Ops, Mark had a couple of adventures; fighting the Order of Chaos and even the White Knight. But during that fight he suffered a psychic trauma when the team’s mentalist, H4ck, was forced to split his consciousness between all the members of FORCE Ops to save himself from dissipating due to over exerting himself in psychic combat with Marko Worth. Soon each member of the group began to have memory based nightmares from H4ck’s life and soon AEGIS Agent Ryan Lin (who was a psychic) was sent to assess the situation and help however he could. He determined what H4ck had done and using his psionic abilities, helped H4ck reform his mental energy body from the minds of his teammates.
However Mark continued to suffer from nightmare memories that belonged to his teammate as his mind had accepted them as his own memories and Mark was starting to go nights without sleeping as the nightmare would constantly wake him up several times a night. Finally he broke down and called an old friend who worked at the Albright Institute and asked if he could help (the friend’s area of study was in the field of understanding psionic effects) and he quickly offered Mark a place to come and get the help he needed.
Since then Mark has been getting treatment for his problem and he continues to tinker with the Magnosuit, sometimes responding to problems that pop up from time to time at the Institute as a way of paying back for the help they’ve given him so far.
Notes & Comments wrote:Magnus created by ScourgeXLVII for my FORCE Ops game.
Unfortunately Scourge pretty much disappeared a long while ago and I was forced to write Magnus out of the game (using H4ck’s mental hide-away trick from the Hate is a 4 Letter Word adventure as the catalyst for his departure). I’ve been debating about adding a new NPC to Albright (like they need more right?) who could maybe be something of a warning story to them about the dangers of being active in the world of heroes, but wanted to try and pull someone in that was more from my setting and then I recalled Magnus.
Hopefully he won’t irritate the kids too much.