View Full Version : Limitation Value
Mortuorum`
Mar 14th, '05, 06:25 AM
There are a significant number of characters in the comics that have magnetic powers: Magneto, Cosmic boy and Polaris, just to name a few. What would the Telekinesis Limitation: Only vs. Ferrous/Magnetic Materials be worth in a typical supers campaign? I was thinking a -1/2, maybe -3/4, but could be persuaded otherwise.
Sean Waters
Mar 14th, '05, 06:54 AM
Well Magneto can effect the iron in blood, so there are in fact very few limitations on what he can or can't do with his power, so it is all down to definition: in the filmhe stopped lead bullets.
I'd say, probably, and assuming you can't use the power directly on people, -1/2: there's lots of ferrous metal around in most cities and villain bases.
Mortuorum`
Mar 14th, '05, 07:02 AM
Due to crappy writing and sloppy editing, Magneto's been shown in the comics to do all kinds of things that make obsolutely no sense for his power set, so he was probably a bad example. :tsk: :thumbdown:
I didn't catch that they were lead bullets in the movie; I assumed they were steel-jacketed. (I freely admit that I don't know much about firearms.)
So, assume that I'm talking about a power that really only actually affects things that would be affected by a strong magnetic field. :)
RDU Neil
Mar 14th, '05, 07:10 AM
Due to crappy writing and sloppy editing, Magneto's been shown in the comics to do all kinds of things that make obsolutely no sense for his power set, so he was probably a bad example. :tsk: :thumbdown:
I didn't catch that they were lead bullets in the movie; I assumed they were steel-jacketed. (I freely admit that I don't know much about firearms.)
So, assume that I'm talking about a power that really only actually affects things that would be affected by a strong magnetic field. :)
Due to crappy writing... yeah. I just look at examples of Magneto, Cosmic Boy, et al... and try to find how often have their powers really be ineffective.
Rarely, if at all... the movie being the best example. I mean... how the heck does a magnetic field stop Cyclops' blast... but Magneto has done that since issue #1.
No limitation beyond the rare game effect for SFX. That's how I'd rule it. YMMV.
zornwil
Mar 14th, '05, 07:11 AM
In most urban environments, I'd go with -1/2 - there's metal poles all over, there's wires, and so on. But if you're really limiting (e.g., most metal poles perhaps are non-magnetic, I don't personalyl know, but if so, then that's a good example where you're more restrictive than I) then by all means go -3/4. The issue here is how real-world versus comic-book-physics you're going to be. Also, you can argue it depends on the character - the idea that Magneto is so extreme and fine-tuned (to my mind) that he can affect blood isn't a bad one, in any event there's no reason that can't coexist with another character who only controls "regular" notable amounts of metals with magnetism.
Sean Waters
Mar 14th, '05, 07:17 AM
Due to crappy writing and sloppy editing, Magneto's been shown in the comics to do all kinds of things that make obsolutely no sense for his power set, so he was probably a bad example. :tsk: :thumbdown:
I didn't catch that they were lead bullets in the movie; I assumed they were steel-jacketed. (I freely admit that I don't know much about firearms.)
So, assume that I'm talking about a power that really only actually affects things that would be affected by a strong magnetic field. :)
Well, not necessarily crappy writing - although they probably did not know it at the time!
http://www.hfml.science.ru.nl/froglev.html
If you define the power as only working against elemental iron and alloys containing iron (not iron based compounds) then I'd go with -1/2. You could still grab with telphone wires and bludgeon with cars.
Mind you there is another consideration above availability: durability. if you have to use available material, your grabs and punches may not be able to work at full power: if this is likely to be the case then I would up the limit to -3/4 or even -1. It won't be a problem if your TK has STR of 30, it may well be it it has STR of 70!
Sean Waters
Mar 14th, '05, 07:21 AM
Due to crappy writing... yeah. I just look at examples of Magneto, Cosmic Boy, et al... and try to find how often have their powers really be ineffective.
Rarely, if at all... the movie being the best example. I mean... how the heck does a magnetic field stop Cyclops' blast... but Magneto has done that since issue #1.
No limitation beyond the rare game effect for SFX. That's how I'd rule it. YMMV.
Well, if you've ever watched TV, you'll know that light can be deflected by magnetic fields, so I suppose it depends how Cyclops' blast is built. Having said that, i'd agree that Magneto has very little practical limit on his TK power, so no limitation or - maybe -1/4, as there have been episodes with characters wearing shielded suits who have been immune to his powers, and robot enemies made entirely of non-magnetic plasics (erm....): it depends how often you are going to bring such things up.
Hugh Neilson
Mar 14th, '05, 08:09 AM
Due to crappy writing and sloppy editing, Magneto's been shown in the comics to do all kinds of things that make obsolutely no sense for his power set, so he was probably a bad example. :tsk: :thumbdown:
To me, Magneto has Telekinesis which is limited, but the remainder of his power suite is not. His force field is always effective, and he can Energy Blast, but he can't pick Cyclops up unless Cyke is wearing metal.
He also reduces the limitation based on lining his cape with metallic fibres (enabling him to break Hercules' grip) and wearing a metal helmet.
[For "innovative use of powers", however, see Avengers #110-111, wherein Magneto uses his powers to slow the flow of blood, iron-rich, to the brain and thereby effectively mind controls the X-Men and most of the Avengers. :nonp: That was BEFORE he was powered up, by the way.]
Mortuorum`
Mar 14th, '05, 08:48 AM
Due to crappy writing... yeah. I just look at examples of Magneto, Cosmic Boy, et al... and try to find how often have their powers really be ineffective.There was a bit back in (I think) Infinity Inc where Metal Master (?) was surprised that his powers didn't work against movie props; they were only wood, fibreglass and cardboard painted to look like metal. That struck me as pretty funny at the time.
Rarely, if at all... the movie being the best example. I mean... how the heck does a magnetic field stop Cyclops' blast... but Magneto has done that since issue #1.Well, logically magnetic powers would be useful against plasma, since magnetic fields are used to "bottle" it. However, that's not the SFX for Cyclops' blast, so you got me!
No limitation beyond the rare game effect for SFX. That's how I'd rule it. YMMV.Well, as GM I plan to be a little more restrictive than Bryan Singer, so I'll probably make it a -1/2. :)
Mike W
Mar 14th, '05, 08:54 AM
I'd generally say -1/2 as well. If you're talking strictly magnetism/affecting ferrous metals. Magneto actually manipulates most of the EM spectrum which is a much broader range than just magnetism, which is one reason why he does a lot of things that don't necessarily make sense for "magnetic powers".
Lord Liaden
Mar 14th, '05, 09:20 AM
FWIW if you'd like an "official" answer, the UNTIL Superpowers Database pegs "Only Works On Ferrous Metals" for TK at -1/2. Like the majority here, that seems reasonable to me too for a modern urban-dominated campaign.
Silbeg
Mar 14th, '05, 10:59 AM
FWIW if you'd like an "official" answer, the UNTIL Superpowers Database pegs "Only Works On Ferrous Metals" for TK at -1/2. Like the majority here, that seems reasonable to me too for a modern urban-dominated campaign.
I believe that Lodestone also has the same limitation on his powers (probably where USPD got its lim from). This is in line with the typical limitation for only on SFX in most areas (such as absorbtion and defenses).
Probably not an issue in most areas... After all, how many heroes have belts that the magneto-kinesis could unbuckle?!
"Sorry to put you in a compromising position, hero... but you should really pull up your pants!"
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