Magneto
PL14AbilitiesStrength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 5, Intellect 8, Awareness 3, Presence 5
PowersMagnetic Field Awareness: Senses 16 (Direction Sense, Magnetic Awareness, Mental Sense 14 [Accurate, Extended 6, Ranged, Radius, Penetrates Concealment]) •
16 pointsMagnetic Flight: Flight 10 (2,000 MPH) •
20 pointsMagnetic Force Field: Protection 14, Impervious; Immunity 10 (Life Support), Sustained •
38 pointsMaster of Magnetism: Array (52 points)
○ Magnetic Control: Perception Ranged Move Object 14, Damaging, Increased Mass 7 (lifting Str 21; 50,000 tons), Indirect, Precise, Subtle, Limited Material (only metal) • 53 points
○ Electromagnetic Blast: Ranged Damage 18, Accurate 4, Variable Descriptor (electromagnetic) • 2 points
○ Electromagnetic Pulse: Nullify 10 (all electronic effects), Burst Area x3 (120-ft. radius), Simultaneous, Close Range • 2 points
○ Magnetic Snare: Ranged Cumulative Affliction 18 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized), Accurate 4, Extra Condition, Limited to Two Degrees, Limited (to toughness of available metal objects) • 2 points
○ Metal Manipulation: Perception Ranged Continuous Transform 8 (200 lbs., assemble/disassemble/shape metal objects) • 2 points
○ Organic Iron Manipulation: Perception Ranged Cumulative Affliction 13 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 2 points
○ Telekinesis: Move Object 14, Accurate 4, Damaging • 2 points
Shielded Helmet: Immunity 20 (mental effects), Removable (-4 points) •
16 pointsAdvantagesAssessment, Connected, Inspire, Inventor, Languages 4 (Arabic, English, French, Polish, Russian, Ukrainian, Yiddish, 1 other; base: German), Leadership
SkillsExpertise: Science 12 (+20), Insight 8 (+11), Intimidation 8 (+13), Persuasion 8 (+13), Ranged Combat: Throwing 8 (+10), Technology 12 (+20)
OffenseInitiative +2
Magnetic Blast +10, Ranged, Damage 18
Magnetic Snare +10, Ranged, Affliction 18 (Dodge DC 28)
Organic Iron Manipulation, Perception Ranged, Affliction 13 (Fort DC 23)
Telekinesis +10, Ranged, Damage 14 or Str 14 Grab
Unarmed +5, Close, Damage 2
DefenseDodge 10, Parry 8
Toughness 18 (Impervious 14) / 2*, Fortitude 14, Will 14
*Without Magnetic Force Field bonus.
Power PointsAbilities 62 + Powers 155 + Advantages 9 + Skills 28 + Defenses 32 = Total 286ComplicationsObsession: Mutant supremacy.
Reputation: Mutant terrorist.
Rivalry: Charles Xavier over views on mutant rights.
Real Name: Max Eisenhardt
Design Notes:Magneto’s energy control actually extends to all electromagnetic and gravitational forces, including true telekinesis, affecting even non-ferrous objects. Since this telekinesis is Damaging, he can use it at close range in place of his Strength, allowing him to match powerhouses like Colossus in melee. Magneto is particularly stunt-happy, and he has demonstrated a variety of stunts with each of his Alternate Effects. For instance, he has duplicated multiple psionic effects through manipulation of brain impulses and iron in the bloodstream.
The Silver Age version of Magneto demonstrated rudimentary telepathy (Mental Communication 2) and astral projection (Remote Sensing 2 (visual, auditory, mental), Dimensional, Subtle, Limited: physical body is defenseless) either as latent psionic ability or as an application of his magnetic powers.
Magneto also formerly operated out of Genosha and/or Asteroid M, but these bases are defunct and not included (though they’re pretty similar to some of the standard headquarters in the rulebook).
Update 6/4/2011: I made a few minor adjustments to Magneto. His drop to PL14 is more a reflection of the truncated PL range in 3E.