Magneto
PL: 14 (210pp)
Abilities: STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 20 (+5) WIS: 18 (+4) CHA: 22 (+6)
Skills: Bluff 8 (+14), Computers 8 (+13), Concentration 10 (+14)*, Craft [Chemical] 12 (+17), Craft [Electronic] 12 (+17), Craft [Mechanical] 12 (+17), Diplomacy 12 (+18)*, Gather Information 12 (+18)*, Intimidate 8 (+14), Knowledge [Civics] 8 (+13), Knowledge [Earth Sciences] 6 (+11), Knowledge [Life Sciences] 12 (+17)*, Knowledge [Tactics] 8 (+13)*, Knowledge [Technology] 12 (+17), Sense Motive 12 (+16)
Feats: Assessment, Attack Specialization [Magnetic Attacks] (5), Benefit [Alternate Identities, Status, Wealth x3] (5), Connected, Contacts, Dodge Focus (6), Equipment (6), Fascinate [Diplomacy], Improved Initiative, Inspire (5), Inventor, Leadership, Master Plan, Skill Mastery [Concentration, Diplomacy, Knowledge (Life Sciences), Knowledge (Tactics)], Startle, Well-Informed
Powers: Device 2 (Helmet – Immunity 10 (Mental Effects); 8pp), Magnetic Control 16 (Dynamic; Extra: Wide Array [+1]; Dynamic Alternate Powers: Blast, Force Field (Extra: Impervious), Flight, Deflect [Slow Projectiles] (Extra: Move Action), Nullify [Electronics] (Extra: Sustained Duration, Independent; Flaws: Check -Concetration), Telekinesis; 44pp), 60pp), Super Sense 5 (Extended (4) Metal Awareness; 5pp), Telepathy 3 (6pp)
Combat: Attack +2 (+12 w/ Magnetic Attacks)[Unarmed +0] Defense 22 (13 flat-footed) Init +4
Saves: Toughness +4 (4 flat-footed) Fortitude +3 Reflex +3 Will +10
Equipment:
Uniform [+4 Toughness; Quick Change; 5ep]
Asteroid M [Size: Colossal; Toughness: 20; Feats: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Gym, Hanger, Holding Cell, Infirmary, Isolated, Laboratory, Living Space, Power System, Security System, Teleport (affects Others). Cost 23ep]
Abilities 30 + Skills 38 (152 Ranks) + Feats 37 + Powers 79 + Combat 16 + Saves 10 – Drawbacks 0 = 210pp 
Wow, Magneto is a monster. At 210 power points there is next to nothing that this man can’t do, especially if given enough time. I know he can do odd things like produce wormholes, gravity wells, and alternate blasts. However these things are also not easy for him. As a result he has to use extra effort in order use his powers as such. Such plot devices are usually the result of his numerous craft and knowledge skills, and with his inventor feat. Feel free to go wild with those, Magneto has built some amazing stuff over the years. I know that Magneto isn’t really limited to lifting metal anymore. As a result normal telekinesis is an Alternate Power to his Magnetic control (sorry I did not feel comfortable building magneto without magnetic control, and it only cost me 2pp). I also gave him Asteroid M as a base. This is a placeholder. If he’s ruling Genosha instead use the points to build a palace. His status benefit is also in a state of Flux, many Mutants see him as a savior, but again if he’s off ruling Genosha that could also be his status as ruler. In which case also feel free to take one of his ranks in wealth away and give him Diplomatic Immunity as well. Ultimately Magneto is a foe that requires all the X-Men working together to defeat. Also I gave him crappy fortitude and Reflex saves so he can find himself at the Mercy of clever players.. that and he was already
really expensive.
Update: 3/09/06 :!:
Magneto got another facelift. He's no longer a monstrous PL 16 character, he's now a monstrous PL 14. He's a little better balanced in compairison to the other X-Men characters now. At least to a degree where his mere presence on a team wouldn't spell instant defeat for an opposing group.
Update: 3/25/06 :!:
Magneto got tweaked again, I put all his magnetic powers on an a dynamic array. He's now 210pp, and a perfectly balanced PL 14.