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Felix Neel - Magnet


JubalBreakbottle

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Felix Neel - Magnet - PL 8


ABILITIES   DEFENSES  
Strength 1 Dodge 9
Stamina 7 Parry 9
Agility

1

Fortitude 7
Dexterity 0 Toughness 7
Fighting 6 Will 8
Intellect 4    
Awareness 5    
Presence 1    

 

POWERS


Magnetic Manipulation

• Feature 1 (You can use magnetic fields to turn or operate small metal fasteners (screws, bolts, nails, etc.) within arm’s reach as if you had the proper tools.) – 1 pt

Magnetic Information Manipulation

• Feature 1 (Modify or wipe magnetic drives/chips/strips) – 1 pt

Magnetic North

• Feature 1 (You have an “internal compass” — always able to sense magnetic north on a planet with magnetic poles, equivalent to the Direction Sense effect and know if an object is magnetized by touching it.) – 1 pt

Magnetic Senses

• Senses 4 (Acute Ranged Magnetic Awareness & Detect magnetic material) [4] – 4 pts

Magnetic Force Field

• Enhanced Dodge 9 [3] & Enhanced Parry 9 [3] – 6 pts

Magnetokinetic Flight

• Flight 5 (60 mph, 900 ft), Subtle 1 [11] – 11 pts

Magnetic Control [25] –  (36 pts total)
Magnetokinesis moving: Perception Move Object 8 (DC 23); Extras: Increased Mass 7 (800 tons), Precise, Subtle 1; Flaws: Limited to magnetic material [25], Dynamic – 26 pts

• DAE: Magnetokinesis striking: Damaging Move Object 10 (DC 25, 25 tons); Extras: Accurate 3 (+6), Improved Critical 2 (18-20); Flaws: Limited to magnetic material [25] – 2 pts
• DAE: Magnetic Seizure: Perception Ranged Affliction 8 (DC 18 Resisted & Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated), Subtle 1 [25] – 2 pts
• DAE: Magnetic Snare: Cumulative Selective Area Burst (30 ft) Ranged Affliction (DC 18 Resisted by Dodge & Overcome by Damage; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed) 8 (DC 18), (Flaws: Requires magnetic materials, Limited to Toughness of available materials), Subtle 1 [25] – 2 pt 
• DAE: Electro-Magnetic Pulse: Selective Area Burst (30 ft) Simultaneous Nullify Electronics 8 (DC 18), (Flaws: Close Range) Subtle 1 [25] – 2 pts
• DAE: Magnetic Material Manipulation: Continuous Transform 2 (DC 18 de/magnetize materials or change shape of magnetic material) 8 (200 lbs), Accurate 1 [25] – 2 pts

 

ADVANTAGES


Attractive, Equipment 1 (iPhone & skateboard), Improved Disarm, Improved Smash, Move-by Action, Power Attack

 

SKILLS


Acrobatics 5 +5
Athletics 2 +3
Close Combat -- +6
Deception -- +2

Expertise: Magnetism 1

+5
Expert: Skater 1 +5
Insight -- +5
Intimidation -- +0
Perception -- +5
Persuasion -- +3
Ranged Combat -- +0
Sleight of Hand 2 +2
Stealth -- +1
Technology 1 +5

OFFENSES


Initiative +1
Melee: Close +6, Damage 1, Improved Disarm, Grab, Trip

Power Attack: Close +1, Damage 6

Magnetic Material Manipulation: Close +8, Improved Smash, Continuous Transform 2 (DC 18 change shape of magnetic material) 8 (200 lbs)

Electro-Magnetic Pulse: Close, Selective Area Burst (30 ft) Simultaneous Nullify Electronics 8 (DC 18), Subtle 1
Magnetokinesis striking: Ranged +6, Improved Critical 2 (18-20); Damaging Move Object 10 (DC 25, 25 tons) (Limited to magnetic material)

Magnetic Snare: Ranged, Cumulative Selective Area Burst (30 ft) Affliction (DC 18 Resisted by Dodge & Overcome by Damage; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed) 8 (Flaws: Requires magnetic materials, Limited to Toughness of available materials), Subtle 1

Magnetokinesis moving: Perception Move Object 8 (DC 23); Extras: Increased Mass 7 (800 tons), Precise, (Limited to magnetic material), Subtle 1

Magnetic Seizure: Perception Ranged Affliction 8 (DC 18 Resisted & Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated), Subtle 1
 

 

 

 

Abilities 50pp / Powers 60pp / Advantages 6pp / Skills 6pp / Defenses 8pp = 130pp
 

 

 

 

Edited by JubalBreakbottle (see edit history)
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Description

At 5 feet 9 inches, Felix is a lanky teenager with unkempt, blonde hair and brilliant blue eyes.  He's an obvious skater with skateboard and backpack not far from his reach. 

 

Personality

Felix is in full rebellion phase as a skater.  Recently he was "scared straight" by several Freedom Leaguers, so he grudgingly accepts that with "great power comes great responsibility."  However, he would never admit it to anyone. 

 

As a fifteen year old boy, his body surges with hormones.  He is still trying to find himself so can also be a bit emotionally random. 

 

Complications

• Motivation (Responsibility)

• Identity (Magnet)

• Quirk (skater)

• Relationship (Parents)

 

Backstory

Fifteen years ago, Felix was born at the Freedom Medical Center to Associate Professor Hannah Lichtenfeld and Eugene Neel.  His mother, now full professor, teaches physics at Freedom City University (FCU), while his father Eugene Neel has worked at the Applied Scientific and Technical Research Organization (ASTRO) laboratory after graduating from FCU with a doctorate in Materials Engineering.  His parents have been married for eighteen years.

 

Before puberty, Felix was a model, only child: star pupil in school and willing partner of his mother's Krav Maga hobby.  He had a couple gymnastics classes and played soccer, baseball, and basketball, but was never a natural athlete.

 

Besides the usual teenage anxiety, puberty brought extraordinary abilities.  He pushed away from his parents and dove into skateboard culture.  He fell in with a bad crowd and started experimenting with his powers to break a few laws.  Eventually, his parents had to collect him from the police station.  When he revealed his abilities to his parents, they took it better than he imagined.

 

When he wasn't in school or performing community service, his mother tutored him the science of magnetism and experimented with this powers.  His father subtly reached out in his network from ASTRO Labs to understand what could be done with kids with superpowers.  He finally discovered Claremont Academy.  

 

Felix transferred to Claremont as soon as they could get him in.

Edited by JubalBreakbottle (see edit history)
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