Magneto Villain

Real Name: Magnus (it is unknown whether this is his first or last name, or merely an alias).
Occupation: Professional criminal.
Identity: Known to the authorities.
Legal Status: Uncertain; has a criminal record in the United States.
Other Aliases: Master of Magnetism.
Place of Birth: Unrevealed, although believed to be somewhere in Eastern Europe.
Marital Status: Widower (presumably).
Known Relatives: Magda (wife; believed deceased).
Group Affiliation: Leader of the Brotherhood of Mutants.
Base of Operations: Mobile.
First Post-Reboot Appearance: UNCANNY X-MEN #1.
History: Very little is known about the history of the man who has become known to the public as Magneto, the self-proclaimed Master of Magnetism. His accent hints at his being from Eastern Europe, and he has made a few references about a past wife, Magda, who allegedly either abandoned him or was killed at some unspecified point in the past (possibly both are pieces of the truth).

Magneto's first public activities brought him into conflict with the New York based team of mutant heroes, the X-Men, when he kidnapped a young mutant girl with unrevealed powers. The X-Men intervened and rescued the girl before Magneto's scheme could come to fruition. Following that incident, he was arrested and kept in a plastic jail cell at Ryker's Island, but managed to escape. He has since clashed several times with the X-Men, aided by a group he has named, with a certain touch of irony, the Brotherhood of Mutants.

It has recently been revealed that Magneto has a history of sorts with Charles Xavier, headmaster of the Xavier Institute for Gifted Youngsters the five founding X-Men graduated from. The full details of the past relationship between Magnus and Xavier have yet to be revealed, however.

During one of his many confrontations with the X-Men, this one involving the enigmatic alien known as the Stranger, Magneto was captured by a Shi'ar scouting expedition and was imprisoned on their penal planet. He recently escaped this prison planet and returned to Earth, bringing along with a cache of stolen Shi'ar technology. Using this technology to temporarily boost his powers, he set a half mile long asteroid in a stable orbit around Earth and carved out a base of operations in it for the Brotherhood's use. He hinted that he has new information to use against the X-Men's leader, Cyclops, but the nature of this information has yet to come to light.
Age: 38.
Height: 6'.
Weight: 185 lbs.
Eyes: Blue.
Hair: Silver.
Uniform: Red metallic mesh bodyshirt, purple metallic mesh pants, metallic purple collar, black belt, purple boots, purple gloves, purple cape, red helmet with purple trim.
Strength Level: Magneto possesses the average human strength of a man his apparent age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Magneto is a mutant who possesses the psionic power to create magnetic fields and manipulate ferrous metals. By creating a magnetic field around himself which interacts with the Earth's own magnetic field, he is able to fly. He has also shown the ability to create force fields that can deflect police gunfire around himself and his Brotherhood; it is not known if he can deflect more powerful weapons. With effort, he has been shown moving up to 400 tons of steel at once.
Other Abilities: Magneto is well-versed in many scientific fields, particularly those pertaining to genetics and psychology.
Paraphernalia: Magneto owns several helmets designed to shield his mind from telepathic scans and attacks.

Pyro: So, they say that you're the bad guy.
Magneto: Is that what they say?
Pyro: That's a dorky looking helmet. What's it for?
Magneto: This 'dorky looking helmet' is the only thing that's going to protect me against the real bad guys.
X2: X-Men United

2,080 points

ST: 12 [20] HP: 12 [0] Speed: 6.00 [0]
DX: 12 [40] Will: 15 [10] Move: 6 [0]
IQ: 13 [60] Per: 13 [0] Air Move: 12 [0]
HT: 12 [20] FP: 12 [0] SM: 0
 
Dmg: 1d-1/1d+2 BL: 29 lbs.  
Dodge: 10 Parry: 9 DR: 30 (force field, area); 12/4* (uniform)
Power Block: 12  


Languages: English (Accented) [4]; German (Accented) [4]; Latin (Accented) [4]; Modern Hebrew (Native) [6]; Polish (Native) (Native Language) [0]; Russian (Accented) [4].

Cultural Familiarities: Eastern European (Native) [0]; Western [1].

Advantages: Charisma 4 [20]; Combat Reflexes [15]; Control Ferrous Metals 20 (Collective, +100%; Long-Range 1, +50%; Ranged, +40%; Mutant Psionic, -10%) [840]; Damage Resistance 30 (Area Effect, 16 yds (Variable, +5%), +210%; Force Field, +20%; Limited Defense: Metals, -40%; Switchable, +10%; Mutant Psionic, -10%) [435]; Danger Sense [15]; Eidetic Memory [5]; Fit [5]; Flight (Planetary, -5%; Mutant Psionic, -10%) [34]; High Manual Dexterity 1 [5]; High Pain Threshold [10]; Immunity to Telepathy (Gadget/Breakable: DR 10, -10%; Gadget/Breakable: SM -6, -10%; Gadget/Can Be Stolen: Must Be Forcibly Removed), -10%) [11]; Indomitable [15]; Magnetic Control Talent 4 [20]; Telekinesis 20 (Magnetic, -50%; Mutant Psionic, -10%) [40]; Telekinesis 15 (Magnetic, -50%; Super-Effort, +400%; Mutant Psionic, -10%) [330]; Versatile [5]; Wealth (Multimillionaire 1) [75].

Perks: Cloaked [1]; Disarming Smile [1]; Haughty Sneer [1]; Rule of 15 [1].

Disadvantages: Callous [-5]; Code of Honor (Pirate's) [-5]; Delusion ("It Is My Destiny To Lead Mutantkind") [-10]; Loner (12) [-5]; Megalomania [-10]; Obsession (Mutant Supremacy; Long-Term Goal) (9) [-15]; Sense of Duty (Mutantkind) [-15]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].

Quirks: Antitheist [-1]; Chauvinistic [-1]; Not Until My First Cup! [-1]; Plays To Win [-1]; Proud [-1].

Skills: Detect Lies (H) Per+2 [12] – 15; Diplomacy (H) IQ-1 [2] – 12; Engineer/TL8 (Psychotronics) (H) IQ+1 [8] – 14; Expert Skill (Mutants) (H) IQ+2 [12] – 15; History (20th Century Europe) (H) IQ+0 [4] – 13; Intimidation (A) Will+0 [2] – 15; Inventor! (WC) IQ-1 [12] – 12; Leadership (A) IQ+5 [4] – 18*; Literature (H) IQ+0 [4] – 13; Mathematics/TL8 (Applied) (H) IQ-1 [2] – 12; Physics/TL8 (VH) IQ+1 [12] – 14; Psychologist! (WC) IQ-1 [12] – 12; Telekinetic Control (VH) IQ+5 [12] – 18†; Weird Science (VH) IQ-1 [4] – 12.

Starting Spending Money: $4,000,000 (20% Starting Wealth).


* Includes +4 from Charisma.

† Includes +4 from Magnetic Control Talent.

Role-Playing Notes:

Magneto is a classic tragic hero along the lines of Shakespeare's MacBeth. He is convinced of his own superiority and his destiny, and is willing to use any means necessary to get what he wants. He has an air of nobility about him which lets him gather his Brotherhood of Mutants, but his own history has shown him that coexistence between humans and mutants is doomed to failure. He is convinced a war is brewing between various factions that would seek to control or destroy mutants, and is taking steps to push mutantkind to be ready for it, even if he has to start the war himself to ensure that mutants win.

He never factors in the rest of the superhuman population into his preparations for war, but since returning from the Shi'ar Empire will attempt to sway non-mutant superhumans to his cause as well. Prior to that, he arrogantly turned aside several non-mutants who could have been sympathetic to his cause.

Design Notes

1. Level of Control Ferrous Metals is calculated based off being able to control about 2 tons (4,000 lbs) at once. As per Powers, p. 90, weight controlled is 10×(Control level squared). Solving for the Control level gives me (4000 / 10)^(1/2) = 20. Have I ever mentioned I hate math? Good thing it's nothing more strenuous than Algebra.

2. During Year Two, it will be revealed that Magneto was once a member of the pre-modern outlaw team known as the Shadowguard, alongside his old friend Charles Xavier.