Magneto
Character Name: Magneto
Alternate Identities: Eric Magnus Lehnsherr
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
23 STR 10 13 23 14- HTH Damage 4 1/2d6 END [2]
27 DEX 10 51 27 14- OCV 9 DCV 9
43 CON 10 66 43 18-
17 BODY 10 14 17 12-
33 INT 10 23 33 16- PER Roll 16-
30 EGO 10 40 30 15- ECV: 10
35 PRE 10 25 35 16- PRE Attack: 7d6
20 COM 10 5 20 13-
5 PD 5 0 5/30 5/30 PD (0/25 rPD)
9 ED 9 0 9/34 9/34 ED (0/25 rED)
6 SPD 3.7 23 6 Phases: 2, 4, 6, 8, 10, 12
20 REC 14 12 20
120 END 86 17 120
80 STUN 51 29 80
6" Running 6 0 6"
2" Swimming 2 0 2"
4" Leaping 5 0 4 1/2" 318 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 507
Spent: 507
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 857
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (5") 4 1/2"
V. Leap (2") 2"
DEFENSES
Type Amount
Physical Defense 5/30
Res. Phys. Defense 0/25
Energy Defense 9/34
Res. Energy Defense 0/25
Mental Defense 20
Power Defense 0
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels: +3 with Ranged Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
25 Hunted: Many World Governments 11- (Mo Pow, NCI, Harshly Punish)
25 Psychological Limitation: Believes in Mutant supremacy (Very Common, Total)
15 Psychological Limitation: Indiffernt To The Fate Of Normals (Very Common, Moderate)
15 Psychological Limitation: Megalomaniac (Common, Strong)
20 Reputation: 'Evil' mutant, 14- (Extreme)
5 Rivalry: Professional (Charles Xavier; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID (Frequently, Major)
150 Total Disadvantages Cost

Character Name: Magneto
Alternate Identities: Eric Magnus Lehnsherr
Player Name: NPC
SKILLS
Cost  Name
0 Acting 8-
0 Climbing 8-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 16-
0 Concealment 8-
3 Conversation 16-
3 Deduction 16-
3 Electronics 16-
3 Forensic Medicine 16-
3 Interrogation 16-
3 Inventor 16-
3 Leadership 16-
3 Linguist
2
1) Language: English (Idiomatic)
3
2) Language: German (Idiomatic)
4
3) Language: Hebrew (Idiomatic)
4
4) Language: Hungarian (Idiomatic)
0
5) Language: Romany (Idiomatic)
3 Mechanics 16-
3 Oratory 16-
3 PS: Scientist 16-
3 Paramedics 16-
3 Persuasion 16-
3 Scholar
2
1) KS: European History 16-
2
2) KS: International Mutant Laws and Rights 16-
2
3) KS: Known Mutants 16-
2
4) KS: World History 16-
3 Scientist
2
1) SS: Cloning 16-
2
2) SS: Electrical Engineering 16-
2
3) SS: Gene Splicing 16-
2
4) SS: Genetic Engineering 16-
2
5) SS: Genetics 16-
2
6) SS: Gravitics 16-
2
7) SS: Magnetic Power Systems 16-
2
8) SS: Robotic 16-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
3 Tactics 16-
3 Traveler
2
1) AK: Eastern Europe 16-
0
2) AK: Germany 8-
2
3) AK: Northern Europe 16-
2
4) AK: The Eastern United States 16-
2
5) AK: The Middle East 16-
2
6) AK: Western Europe 16-
3 Weaponsmith (Biological Weapons, Energy Weapons) 16-
30 +6 with all Science Skills
15 +3 with Ranged Combat
154 Total Skills Cost
PERKS
Cost  Name
15 Money: Filthy Rich
20 Base: 100 pts
9 Reputation: Evil Mutant (A large group) 14-, +3/+3d6
44 Total Perks Cost
 
POWERS
Cost  Power END
96 Magnetic Attacks: Multipower, 120-point reserve, all slots IIF (Any Ferrous Material; -1/4)
10u
1) Move Metal: Telekinesis (80 STR)
12
9u
2) Hurl Objects: Energy Blast 15d6, No Range Modifier (+1/2)
11
9u
3) Hurl Objects II: Energy Blast 13d6, Indirect (Any origin, any direction; +3/4)
11
10u
4) Suffocate: Energy Blast 8d6, No Normal Defense (Self-Contained Breathing/Doesn't Breathe; +1), Continuous (+1)
12
9u
5) Wrap 'em Up: Entangle 7d6, 8 DEF, No Range Modifier (+1/2)
11
9u
6) Bend To His Will: Minor Transform 11d6+1 (Any ferrous object into any shape)
11
9u
7) Hurl Sharp Objects: Killing Attack - Ranged 7 1/2d6
11
9u
8) Lift Metal: Telekinesis (70 STR), Fine Manipulation
11
30 Magnetic Powers: Elemental Control, 74-point powers, all slots IIF (Ferrous Material; -1/4)
25
1) Assembled Armor: Armor (25 PD/25 ED); Costs Endurance (Only Costs END to Activate; -1/4)
7
30
2) Magnetic Flight: Flight 30", Reduced Endurance (1/2 END; +1/4)
3
30
3) Wall Of Metal: Force Wall (12 PD/12 ED), Reduced Endurance (1/2 END; +1/4)
3
15 Detect Magnetic Forces: Detect A Single Thing 16- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense 0
15 Detect Ferrous Materials: Detect A Single Thing 16- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense 0
14 Mental Toughness: Mental Defense (20 points total) 0
12 Manipulate Electro-Magnetic Fields: High Range Radio Perception (Radio Group) 0
341 Total Powers Cost

Character Name: Magneto
Alternate Identities: Eric Magnus Lehnsherr
Player Name: NPC
APPEARANCE
Hair Color: White
Eye Color: Blue-Grey
Height: 6' 2"
Weight: 190 lbs
Description:
BACKGROUND
The man now known as Magnus spent his early teens imprisoned with his family at the Nazi death camp in Auschwitz, Poland. The only member of his family to survive the camp, Magnus here learned how brutally human beings could treat minorities whom they considered different. After World War II Magnus married a woman named Magda and they had a daughter, Anya. When a mob prevented Magnus from rescuing Anya from dying in a fire, he used his powers to destroy them all in revenge.

Terrified by her husband's powers and threats of vengeance against humanity, Magda fled, never having revealed to him that she was pregnant. She apparently died soon after giving birth to twins, Wanda and Pietro.

Eventually Magnus went to Israel, where he worked as a volunteer orderly at a psychiatric hospital and where he first met and became friends with Charles Xavier. Magnus and Xavier frequently debated the subject of mutants' coexistence with the rest of humanity. After the two men joined forces to rescue their friend Gabrielle Haller from Baron Strucker and his Hydra agents, Magnus left for parts unknown. After being betrayed by the intelligence agents with whom he worked, Magnus began planning his campaign against the human race.

Years later Magnus reemerged as Magneto, who was determined to conquer the human race to prevent their oppression of mutants. Xavier's original team of X-Men thwarted his first public move in his war with humanity, the takeover of the Cape Citadel missile base. When they next clashed, Magneto was leading his original Brotherhood of Evil Mutants, which included Wanda and Pietro, now known as the Scarlet Witch and Quicksilver. Not until years later would Magneto learn that they were actually his children. At one point Magneto genetically engineered a being called Alpha the Ultimate Mutant, who rebelled against him and turned Magneto back into an infant. Xavier gave the baby into the care of his colleague Moira MacTaggert, who tampered with the infant's mind in the hope that he would grow up to become a better man. Years later Davan Shakari, alias Eric the Red, an agent of the alien Shi'ar, transformed Magneto back into an adult, albeit one younger than before. Magneto thereafter had a series of battles with Xavier's new team of X-Men.

Eventually, however, MacTaggert's manipulation of his mind had a delayed effect. Magneto underwent a crisis of conscience, gave up his plans of world conquest, and became the X-Men's ally. When he found himself dying, Xavier asked Magneto to take over his School for Gifted Youngsters. Xavier was then taken into outer space to be healed by Shi'ar science, and Magneto became the mentor of Xavier's latest group of students, the New Mutants.

In time, though, Magneto's former personality slowly began to return. He abandoned the New Mutants and allied himself with the X-Men's foes in the Hellfire Club. He and the X-Man Rogue for a time developed a close relationship in the Savage Land. Ultimately, Magneto renewed his war with the human race and the X-Men, and gathered about him a new team of mutant underlings, the Acolytes, who virtually worshipped him.
POWERS/TACTICS
Magneto is a mutant with the superhuman power to control magnetism. He can shape and manipulate magnetic fields that exist naturally or artificially. It is unclear, however, whether he must draw magnetic force from outside himself (if so, then he can do so over vast distances), or whether he can also generate magnetic force from within himself. Nor is it clear whether Magneto's power is psionic or purely physiological in nature.

Although Magneto's power is not on the level of the Silver Surfer in his prime, it is for all practical purposes limitless. Even before his rejuvenation, Magneto once lifted a cargo freighter weighing 30,000 tons 50 feet into the air from a distance of 300 feet away. Moreover, Magneto can use his magnetic powers in more than one way simultaneously. He can completely assemble a complicated machine within seconds through his powers. He can erect magnetic force fields with a high degree of impenetrability around himself for protection. Although Magneto often gestures when using his magnetic powers, he can utilize them fully even when standing totally still merely by concentrating.

Although Magneto's primary power is magnetism, he seems to have some ability to project or manipulate any form of energy that is related to magnetism. In the past he has fired a bolt of electricity, he has also created enough intense heat to destroy a metal door. Heat, or infrared radiation, is part of the electromagnetic spectrum, which also includes visible light, radio waves, ultraviolet light, gamma-rays, and x-rays. Magneto may be able to project any of these. He has also been shown creating an anti-gravity field, and presumably does so whenever he levitates a non-magnetic object. Hence, Magneto may be living proof of the longsought Unified Field Theory that all forms of energy are related. However, Magneto almost always uses only magnetism, so perhaps it is more difficult for him to manipulate other forms of energy.

In previous years Magneto has apparently exhibited powers of astral projection and telepathy, and has claimed to be able to control the minds of others. His abilities along these lines are minimal, however, enough, perhaps, to protect himself against mightier telepaths, but not of great use otherwise.

Magneto's ability to wield his superhuman powers effectively is dependent upon his physical condition. When severely injured, his body is unable to withstand the strain of manipulating great amounts of magnetic forces.

Magneto is an expert on genetic manipulation and engineering, with knowledge far beyond that of contemporary science. He may be a genius in these fields. He can mutate humans in order to give them superhuman powers, or create adult clones of human beings and then manipulate the genetic structure of these clones during their development (see Savage Land Mutates). From Maelstrom's records and equipment he has learned how to create artificial living beings.

Magneto has mastered many technological fields as well: for example, he has designed magnetically-powered skycraft and spacecraft, complex robots and computers, and magnetically-powered generators.

Magneto has only a rudimentary knowledge of hand-to-hand combat.

Magneto relies primarily on his own natural powers, although sometimes he has used magnetically-powered devices of his own design, such as his machine for inducing earthquakes and volcanic eruptions from afar. Magneto used to use mechanical devices for magnifying his own powers, but since his rejuvenation he no longer needs them.
PERSONALITY/MOTIVATION
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