Magneto

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Magneto

PL 20 (300PP); Init +4; 30ft (Run), 75ft (Flight); Defense 21/17 (7 Base, 4 Dex); BAB +7; +8 Melee (2S Punch), +11 Ranged (15S/L Magnetic Blast); SV Dmg +3 (20 Protection), Fort +3, Ref +4, Will +4 (18 Protection); Str 12, Dex 18, Con 16, Int 20, Wis 18, Cha 16 (Total 75PP)

Skills: SC: Genetics 3/+19, SC: Engineering 3/+19, SC: Electronics 4/+19, SC: Robotics 4/+19, Search 4/+19, Spot 4/+8, Listen 4/+8, Diplomacy 2/+5, Sense Motive 4/+8 (Total 32PP)

Feats: All-Out Attack, Connected, Endurance, Infamy, Headquarters, Leadership, Minions, Power Attack, Power Immunity (Total 18PP)

Powers: Energy Control (Magnetic) +15 (Source: Mutation; Effect: Telekinesis; Extras: Flight, Immunities, Grapple, Force Field [Affects Others x2], Stunts: Energy Blast, Super Flight, True Sight, See Invisible, Duel Damage) (Cost 8 / Total 120+10PP) Helmet (Mental Protection) +18 (Source: Technology; Flaw: Device) (Cost 1 / Total 20PP) Armor (Protection) +5 (Source: Technology) (Cost 1 / Total 5PP) Super Intelligence +10 (Source: Mutation; Extra: Telepathy [5]) (Cost 3 / Total 25PP)

Weakness (5): Disturbing to Normals, Magneto does not think highly of any normal. His aura of superiority is almost palatable.