• Solo d10 • Buddy d6 • Team d8
• Mutant Supremacist • Holocaust Survivor • The Mutant Who Would Be King
Master of Magnetism
Godlike Durability d12, Magnetic Supremacy d12, Supersonic Flight d10, Enhanced Senses d8, Enhanced Stamina d8, Enhanced Strength d8, Transmutation d8
- SFX: Area Attack: Add a d6 and keep an additional effect die for each additional target
- SFX: Invulnerable: Spend a d6 from the Doom Pool to ignore Physical Stress or Trauma
- SFX: Multipower: Use two or more Master of Magnetism powers in a single dice pool at -1 step for each additional power.
- SFX: Versatile: Split Magnetic Supremacy into 2d10 or 3d8
- Limit: Mutant: Add a d6 to the Doom Pool when affected by mutant-specific complications or tech.
- Limit: Exhausted: Shutdown any Master of Magnetism power to add a d6 to the Doom Pool. Activate an opportunity to recover the power.
Psychic Resistance d12
- SFX: Psychic Immunity: Spend a d6 from the Doom Pool to ignore stress, trauma or complications from psychic attacks
- Limit: Gear: Add a d6 to the Doom Pool to Shutdown Magneto's Helmet. Spend a d6 from the Doom Pool to recover.
- Combat Expert d8
- Covert Expert d8
- Medical Expert d8
- Menace Master d10
- Psych Expert d8
- Science Master d10
- Tech Master d10