
Magneta:
PL: 12
Strength 0
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 3
Awareness 3
Presence 4
Skills: Deception 6 (+10/+12), Expertise [Earth Sciences] 8 (+11), Insight 6 (+9), Intimidation 6 (+10), Perception 6 (+9), Persuasion 4 (+8/+10), Ranged Combat [Mistress Of Magnetism Array] 6 (+11)
Advantages: Attractive, Daze [Intimidation], Equipment, Improved Feint, Improved Initiative, Leadership, Lionheart, Ranged Attack 2, Startle
Powers: Minor Ferrokinesis: Feature 1 [You can generate a strong enough magnetic field to move small ferrous objects (mass rank –5 or less) within arm’s reach]
Minor Magnetism: Feature 1 [You can magnetize a small ferrous object of mass (hand-sized) rank –5 or less by holding it and taking a standard action to do so. The object remains magnetized until degaussed]
Magnetic Manipulation: 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 Flight: Flight 10 (Feat: Subtle)
Magnetic Senses: Senses 9 [Magnetic Awareness, Detect Metals (mental: Accurate, Extended 2, Penetrates Concealment, Ranged, Radius)]
Magnetic Force Field: Protection 8 (Extra: Impervious 11)
Mistress Of Magnetism Array:
Magnetic Control: Move Object 13 (Extra: Damaging, Perception); (Feats: Indirect, Precise); (Flaw: Limited [Metallic objects]) [Dynamic]
-EMP: Nullify 13 [Electronic Effects] (Extra: Area [Burst]) [Dynamic]
-Magnetic Blast: Ranged Magnetic Damage 13 (Feats: Variable Descriptor [Electromagnetic]) [Dynamic]
-Magnetic Interference: Concealment 2 [all magnetic and radio] (Extras: Area [Burst], Attack, Ranged)
[Dynamic]
-Magnetic Seizure: Ranged Affliction 13 [Impaired, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative); (Feat: Reversible) [Dynamic]
-Magnetic Snare: Ranged Affliction 13 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaws: Limited Degree, Quirk [Requires metal objects]) [Dynamic]
-Metal Manipulation: Transform 8 [assemble/disassemble/shape metal objects] (Extras: Increased Duration [Continuous], Perception) [Dynamic]
Offense: Initiative +7
Melee Attack +6
Ranged Attack +5 // Mistress Of Magnetism Array Attack +11
Defense: Dodge +10
Parry +10
Toughness +13*/+5**/+2 [Armored Costume & Magnetic Force Field (Impervious 11)/**Armored Costume]
Fortitude +8
Will +11
Equipment: Armored Costume [Protection 3; Subtle]
Costs: Abilities 48+ Skills 15+ Advantages 10+ Powers 87+ Defenses 25= 185 pts.
Real Name: Unknown
Height: 5'7"
Weight: Unknown
Hair: White
Eye Color: Blue
Complications:
Idol: Magneta clearly is a devoted follower of much of Magneto’s ideals (even though she feels he could get lost in his own rhetoric) and strives to be the kind of leader within mutant kind that he was.
Sometimes A Criminal, Sometimes Not: Magneta has constantly flipped back and forth between being a questionable hero to an outright villain. Her reasons for such extreme behaviors isn’t known.
Background: When J2 was invited to join a new superhero team, he was met by Magneta, the "Mistress of Magnetism"; she was a mutant who idolized Magneto who used her own magnetic powers to emulate him. She offered J2 the chance to stand by her side against the forces of evil, a force they would attack proactively (as long as he pledged his blind obedience to her). When he refused, she attacked him. However she ended her battle when J2's teammates, A-Next, came upon the scene after learning of his being involved in a fight.
Later Magneta invited J2 to come with her to visit his father's old partner in-crime Black Tom, willing to forgive his past actions against her and eager to learn more about the father he never really had known, J2 accepted her offer. Magneta also invited Wild Thing, as she felt that both heroes' fathers had been either a friend or a foe of the villainous Black Tom and could be good additions to the team she was attempting to build. But it was all a trick; Black Tom was actually a hypnotist named Enthralla hidden behind an illusion of her own making and she hypnotized Magneta, hoping to reform the Brotherhood of Evil Mutants with Magneta. J2 broke Enthralla's hold on Magneta, and she wasted no time in using her powers to subdue Enthralla.
Later, Magneta tried to form a team of female mutants, including Wild Thing, and a vaporous mutant named Daze. She tricked J2 and Wolverine into coming to Madripoor to unknowingly help test Daze's powers in battle before deciding she was in the group. Magneta stated that she wished to form the greatest team of heroes in the world.
When Galactus came to Earth Magneta apparently abandoned her quest against evil for reasons unknown, joining the ranks of the Revengers and took part in their attack on Avengers mansion.