Early Access
Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of manifestation of a fundamental force. Given Magnetar’s vaguely humanoid shape, a few people even suggest that the villain is actually a person with a mutant ability so powerful that it burned out all memories of their former self.
In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its immense electromagnetic signature. Created (along with another like it) out of an actual magnetar star by an advanced alien species, it was sent on a mission of exploration. After millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was taken from it (its twin), but it can’t remember what. It has decided to blame the humans.
Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already figured into its modifications and other stats.
Motive: Revenge, regain memory
Environment: Almost anywhere, searching for what it has lost
Health: 50
Damage Inflicted: Two major wounds
Armor: 8
Movement: Short; long when magnetically levitating
Modifications: Dodge as level 5 due to incredible mass; control and shape metal through electromagnetic manipulation as level 11
For levels above 10, see Really Impossible Tasks, page XX
Combat: Magnetar’s fist packs a wallop, since it can selectively add mass to the punch.
Its most potent ability is its control over all metal within very long range, which it uses to craft anything it can imagine, including walls, attack spikes, pincers, and more. Magnetar can lift nonmetallic objects and structures infused with rebar that it can see within its area of influence. When it throws such a large object as part of an attack, the target and everything within short range of the target takes two major wounds.
Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health with physical damage could release an uncontrolled neutron star chunk on Earth’s surface.
Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss, but it doesn’t know why (it doesn’t realize that the feeling comes from the loss of its twin).
Use: Doctor Dread has put a bounty on Magnetar’s head because she wants to study the advanced technology woven through its body. The bounty amount is outrageous—but so is Magnetar.
GM Intrusion: On a failed Might defense roll, the character’s loose metallic items (including weapons) are stripped from them and become stuck to a nearby large metal object.
Against mid-rank superheroes, increase its health to 80 and its Armor to 10. Against high-rank superheroes, increase its health to 100, increase its Armor to 12, and ease its attacks.