
STR 2, STA 6, AGL 3, DEX 3, FGT 3, INT 2, AWE 4, PRE 3
Powers:Absorb Electromagnetic Energy: Regeneration 10, Source (Electricity/Magnetism) • 5 points
Magnetic Control: Array (42 points) • 51 points
• Perception Create 13, Continuous, Innate, Movable, Precise, Subtle, Limited by Toughness rank and proximity of metals • 42 points
• Burst Area Nullify Technology 10, Broad, Simultaneous • 1 point
• Movement 3 (Permeate 3), Limited to metal • 1 point
• Perception Ranged Damage 13, Limited to metal • 1 point
• Perception Ranged Healing 20, Limited to objects, Limited to metal • 1 point
• Perception Ranged Move Object 13, Damaging, Precise, Limited to targets made of or carrying metal • 1 point
• Ranged Burst Area Affliction 13 (Resisted by Strength; Hindered, Immobile), Sustained, Limited Degree, Limited to targets made of or carrying metal • 1 point
• Ranged Damage 13, Variable Descriptor (Electric, Force), Accurate 5 • 1 point
• Ranged Transform 10 (assembled to disassembled), Continuous • 1 point
• Ranged Transform 10 (disassembled to assembled), Continuous • 1 point
Magnetic Flight: Flight 6, Subtle 1 • 13 points
Magnetic Force Field: Array (26 points) • 28 points
• Impervious Protection 13, Sustained • 26 points
• Create 8, Impervious, Subtle 2 • 1 point
• Electricity Damage 7, Reaction • 1 point
Magnetic Sense: Senses 10 (Detect Electromagnetics, Accurate, Acute, Ranged; Detect Metal, Accurate, Ranged; Direction Sense) • 10 points
Advantages: Attractive, Extraordinay Effort
Skills: Expertise: Geophysics 3 (+5), Insight 4 (+8), Intimidation 5 (+8), Perception 7 (+11), Persuasion 1 (+4)
Offenses: Initiative +3
Magnetic Control +13, Ranged, Electric or Force Damage 13
Unarmed +3, Close, Damage 2
Defenses: Dodge 7, Parry 7, Will 14, Fort 12, Toughness 19/6
Power Points: Abilities 52 + Powers 107 + Advantages 2 + Skills 10 + Defenses 24 = 195
Note: Artemisty Knight,
Mary Marvel Girl,
Polaris, and
Wonder-Girl are all forms assumed by
Dial H.U.S.K.