Magnetron
Character Name: Magnetron
Alternate Identities: James Drew
Player Name: JJ
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
30 DEX 10 60 30 15- OCV 10 DCV 10
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
12 COM 10 1 12 11-
6 PD 6 0 6/31 6/31 PD (0/25 rPD)
6 ED 6 0 6/31 6/31 ED (0/25 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
14 REC 12 4 14
60 END 60 0 60
40 STUN 40 0 40
6" Running 6 0 6"
2" Swimming 2 0 2"
6" Leaping 6 0 6" 156 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Hold still, this won't hurt...much."
EXPERIENCE POINTS
Total earned: 103
Spent: 103
Unspent: 0
Base Points: 200
Disad Points: 155
Total Points: 458
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 6"
V. Leap 3"
Flight 0"/30"
DEFENSES
Type Amount
Physical Defense 6/31
Res. Phys. Defense 0/25
Energy Defense 6/31
Res. Energy Defense 0/25
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +2 with Magnetokinesis
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)
15 Hunted: Destruction Company 8- (Mo Pow, Harshly Punish)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Fear of Water (Very Common, Strong)
25 Psychological Limitation: Protective of Innocents (Very Common, Total)
10 Psychological Limitation: Introverted (Common, Moderate)
15 Social Limitation: Secret ID (Frequently, Major)
10 Vulnerability: 1 1/2 x STUN Fire-based Attacks (Common)
10 Watching: California Highway Patrol 8- (Mo Pow, NCI, Watching)
155 Total Disadvantages Cost

Character Name: Magnetron
Alternate Identities: James Drew
Player Name: JJ
SKILLS
Cost  Name
2 AK: California 11-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 13-
3 Deduction 13-
3 Lockpicking 15-
3 Paramedics 13-
6 Penalty Skill Levels: +3 vs. Range Modifier with all Magnetic Manipulation Powers (MP)
3 Scholar
1
1) KS: California Highways 11-
1
2) KS: California Reaffic Laws 11-
1
3) KS: Criminal Law 11-
1
4) KS: Police Proceedures 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 12-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2 +2 with Magnetokinesis
52 Total Skills Cost
PERKS
Cost  Name
2 Base
2 Fringe Benefit: Local Police Powers
1 Fringe Benefit: Legion of Merit
1 Favor: Former President Bill Clinton
1 Favor: Yakuza Lord
7 Total Perks Cost
 
POWERS
Cost  Power END
54 Magnetic Manipulation: Multipower, 94-point reserve, all slots OIF (objects of opportunity) (-1/2), Only In Heroic Identity (-1/4)
5u
1) Gauss Blast with Blunt Obkect: Energy Blast 15d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points)
Notes: Pulls ferrous material from the surrounding area and creates a blunt mass and projects it at high speeds at the target
3
5u
2) Gauss Effect with Sharp Objects: Killing Attack - Ranged 5d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points)
Notes: Pulls ferrous material from the surrounding area and creates a sharp mass and projects it at high speeds at the target
3
3u
3) The Wrap-up: Entangle 7 1/2d6, 7 DEF, Reduced Endurance (1/2 END; +1/4); Requires Sufficient Supply Of Ferrous Metals Within 10" Of Target (-1)
Notes: Pulls ferrous material from the surrounding area and ties the target up with it.
3
38 Magnetic Powers: Elemental Control, 94-point powers, all slots Only In Heroic Identity (-1/4)
38
1) Magnetic Force Riding: Flight 30", x16 Noncombat, Reduced Endurance (1/2 END; +1/4)
3
28
2) Magnetokinesis: Telekinesis (45 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4); Only Works On Ferrous Metals (-1/2)
4
31
3) Magnetic Armor: Armor (25 PD/25 ED), Side Effects (Side Effect always occurs whenever the character activates the power, Side Effect only affects the environment near the character; does 2d6 damage to all ferrous material within 2"; +0), Hardened (+1/4); Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Power creates armor from available ferrous material thereby causing damage to material used.
9
22 Sense Electro-magnetic Fields: Spatial Awareness (Unusual Group)0
12 Read Electron-magneic spectrum: High Range Radio Perception (Radio Group)0
7 Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa); Limited Target Limited (-1/2)1
243 Total Powers Cost

Character Name: Magnetron
Alternate Identities: James Drew
Player Name: JJ
APPEARANCE
Hair Color: Black
Eye Color: Blue
Height: 6' 2"
Weight: 200 lbs
Description:
James Drew is 6' 2" tall, 200 pounds, with black hair and blue eyes. His costume is white with blue accents and an indigo mask that covers his face.
BACKGROUND
POWERS/TACTICS
Magnetron uses his powers to wrap a target up in something ferrous then holds them in place with his Telekinesis, making it not only easier for him to blast it with his magnetic powers but also easier to hit for his teammates. He is not a tactician and his foes may figure out one day soon that his tactics never very, something Daimon is working on with him.
PERSONALITY/MOTIVATION
James Drew is a goody two-shoes cop, the boy scout type, helps little old ladies across the street. The thing is he is introverted and rarely speaks unless directly addressed. As Magnetron he's a bit more outgoing, perhaps because the mask hides his face and gives him a touch more assertiveness. His biggest phobia is water, he is deathly afraid of anything remotely resembling a pond and watch out if he finds himself in water over his head. He will, however, lay down his life for an innocent bystander, especially children.
CAMPAIGN USE
DESIGN NOTES
Created: Sat, 22 Dec 2018 12:52:01

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