| Cost |
Power |
END |
| 51 |
Electro-magnetic Powers: Multipower, 76-point reserve, all slots Extra Time (Full Phase, -1/2)
Notes: Each power requires a full phase to activate. | |
| 2u |
1) Destructive Electro-Magnetic Pulse: Killing Attack - Ranged 3d6-1, MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2); Only Versus Electronics (-1), Will Not Work Versus TEMPEST Hardened Electronics (-1/4)
Notes: This is a highly destructive electro-magnetic pulse that burns out the fragile components of any electronic device such as computers, radios, TVs, even the computer modules in cars. | 7 |
| 4u |
2) Electro-Magnetic Pulse: Dispel Electrical Devices 6 1/2d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), All Powers Simultaneously (+2); Will Not Work Versus TEMPEST Hardened Electronics (-1/4)
Notes: This is a less than destrucive electo-magnetic pulse from which affected electronics can recover. | 7 |
| 4u |
3) Ferrous Disintegration: Drain BODY 7 1/2d6; Only Works On Ferrous Metals (-1/2)
Notes: Causes the Ferrous Metal of a target to lose cohesion and simply fall apart at the molecular level, i.e. disintigrate. | 7 |
| 3u |
4) Ferrous Disruption: Killing Attack - Ranged 3d6+1, Penetrating (+1/2); Only Versus Ferrous Metals (-1)
Notes: This power allows the user to literally rip ferrous metal apart leaving a heap of tangled junk. | 7 |
| 5u |
5) Focused Electro-Magnetic Pulse: Dispel Electrical Powers 20d6, any electrical-based power one at a time (+1/4) (75 Active Points) | 7 |
| 4u |
6) Magnetokinesis: Telekinesis (50 STR); Only Works On Ferrous Metals (-1/2)
Notes: If an object contains any appreciable amount of ferrous metals the user can manipulate the object. | 7 |
| 4u |
7) Rail Gun - Blunt Objects: Energy Blast 15d6; IAF (Ferrous Object of Opporunity; -1/2) | 7 |
| 3u |
8) Rail Gun - Sharp Objects: Killing Attack - Ranged 4d6; IAF (Ferrous Object of Opporunity; -1/2)
Notes: Allows the user to utilize any sharp/pointy ferrous metal material at hand to provide a projectile that is accelerated to high speeds through magnetic linear acceleraction. | 6 |
| 5u |
9) Targeted Electro-Magnetic Pulse: Dispel Electrical-based Powers/Devices 8d6, all electrical powers simultaneously (+2) (72 Active Points) | 7 |
| 25 |
Magnetics: Elemental Control, 50-point powers | |
| 25 |
1) Intense Magnetic Field: Change Environment 1" radius (-10 to Radio Group PER Rolls), Costs END Only To Activate (+1/4), MegaScale (1" = 1 km; +1/4) (48 Active Points)
Notes: This is the dreaded 'intense magnetic field' found in so many early Champions characters that effectively shuts a number down. This is not the intension here, though it is a nice side-effect. What this power does is really messes up anything in the Radio Frequency spectrum, normal radio, police radio, TV, cell phone etc. become pretty much useless for a one kilometer radius. | 4 |
| 20 |
2) Magnetic Field Awareness: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc of Perception, Tracking (37 Active Points); Will Not Work In An Intense Magnetic Field Including Her Own (-1/4)
Notes: With this sense she is able to detect even minute deviations in the magnet field. She is able to discriminate broad differences in objects/creatures/people to the point of being able to not only identify accurately a pair of twins but also to target and track her subject. | 0 |
| 17 |
3) Magnetic Lavitation: Flight 20", Reduced Endurance (1/2 END; +1/4); Surface Only (-1/2)
Notes: This power allows her to fly using magnetic attraction/repulsion to flight. | 2 |
| 25 |
4) Magnetic Shield: Force Field (20 PD/20 ED), Costs END Only To Activate (+1/4)
Notes: She generates a magnetic field that can cause any type of attack to 'bend' around her. It offers decent protection from many attacks. | 4 |
| 17 |
5) Mold Metal: Major Transform 3d6+1; Only Works On Ferrous Metals (-1/2)
Notes: The user is able to alter the form and function of any ferrous metal object allowing her to sculpt a bust, create a knife or reshape the appearance of a car. | 5 |
| 6 |
Pressed Into Service Shield: Armor (10 PD/4 ED); Activation Roll 11- (-1), IAF (Available Ferrous Metal Objects; -1/2), Ablative BODY Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: The user is able to pull ferrous metals from any object and form a shield. It functions without direction once formed, hence the activation roll. | 2 |
| 7 |
Magnetic Bonding: Clinging (20 STR); Can Only Cling To Ferrous Metals (-1) | 0 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
| 229 |
Total Powers Cost |