Jump to content

Magnetic Powers


Eyendasky80

Recommended Posts

Help me out, I'd like to design a powerful TK EC or MP for Magneto, but he seems to be able to use it on anybody, despite the magnetic special effect. So w/out crippling him against non-ferrous material, how would you showcase his magneticness. I also don't want him to be too insanely powerful.

 

How does AE TK work? How about TK only to lift/grab?

 

He's also going to be sporting a physical lim to the effect of loses powers in environment absent of metal.

 

Anyway, how would you do it? I hate whatever I come up with and he always ends up being way too point heavy.

Link to comment
Share on other sites

Re: Magnetic Powers

 

This is a high-end example... It's a start. Comments/suggestions/snickers welcome.

 

Cost Power END
35 Endurance Reserve (150 END, 20 REC) 0
79 Cold Weather Enhancement: Aid Magnetism Powers 2d6, Can Add Maximum Of 51 Points, Delayed Return Rate (points return at the rate of 5 per Hour; +1), All Powers Simultaneously (+2); Self Only (-1/2), Only in Cold or Cool Conditions (-1/2) 0
52 Magnetism: Elemental Control, 104-point powers
53 1) Intense Magnetic Field: Change Environment 256" radius, -3 to Hearing Group PER Rolls, -4 to Radio Group PER Rolls, -3 to High Range Radio Perception PER Rolls, +5 Points of Telekinetic STR, Long-Lasting 20 Minutes, Multiple Combat Effects

10
54 2) Magnetic Force Riding: Flight 20", Improved Noncombat Movement (x512), Position Shift, Reduced Endurance (1/2 END; +1/4)

4
53 3) Magnetic Shield: Force Field (30 PD/30 ED/10 Mental Defense), Reduced Endurance (0 END; +1/2)

0
52 4) Magnetic Field Awareness: Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Telescopic (+34 versus Range Modifier), Inherent (+1/4)

0
53 5) Magnetic Dampening Field: Energy Damage Reduction, Resistant, 75% plus Physical Damage Reduction, Resistant, 50% plus Mental Damage Reduction, Resistant, 25%

0
164 Magnetic Force Manipulation: Variable Power Pool, 105 base + 59 control cost, Powers Can Be Changed As A Zero-Phase Action (+1); Limited Powers Available Limited (Only to Create Magnetic-Based Effects; -1/2), Gestures (-1/4) Notes: Limited abilities are:

  • Electro-Magnetic Pulse: Drain Electricity Powers; Advantages include Personal Immunity (+1/4), Area Of Effect (One Hex or Radius; +1/2 or +1), Ranged (+1/2), Reduced Endurance (1/2 END or 0 END; +1/4 or +1/2)
  • Electro-Magnetic Dampener: Dispel Electrical Devices, or Dispel Electicity Powers; Advantages include Personal Immunity (+1/4), One or Two or Four or All At A Time (+1/4 or +1/2 or +1 or +2), Area Of Effect (One Hex or Radius; +1/2 or +1), Ranged (+1/2), Reduced Endurance (1/2 END or 0 END; +1/4 or +1/2)
  • Magnetic Blast: Energy Blast (vs. ED); Advantages include Armor Piercing x1 (+1/2), Reduced Endurance (1/2 or 0 END; +1/4 or +1/2)
  • Magnetic Repulsion: Missile Deflection (Bullets & Shrapnel); Adders include bonus with any Missile Deflection [2 AP per +1], Reflect attack back at attacker [20], Reflect attack at any Target [10]; Advantages include Reflect At Any Target, Full Range (+1)
  • Wrap-Up: Entangle; Adders include Additional DEF [5 AP for +1]; Advantages include Entangle And Character Both Take Damage (+1/4), Takes No Damage From Attacks (+1/2), Backlash (+1/2), Sticky (+1/2), Reduced Endurance (1/2 END or 0 END; +1/4 or +1/2), Area Of Effect (One Hex or Radius; +1/2 or +1); Limitations include Requires Sufficient Supply Of Ferrous Metals Within 10" Of Target (-1/2), Cannot Form Barriers (-1/4)
  • Magnetic Disruption: Ranged Killing Attack (vs. ED); Advantages include Armor Piercing x1 (+1/2), Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2)
  • Magneto-Kinesis: Telekinesis; Adders include Fine Manipulation[10], Affects Pourous[10]; Advantages include Reduced Endurance (1/2 or 0 END; +1/4 or +1/2), Area Of Effect (Radius; +1)
  • Magnetic Force Bubble: Force Wall and Life Support; Adders include Increased Size [2 AP for +1"] for Force Wall, Safe in High Pressure [1], Safe in High Radiation [2], Safe in Intense Cold [2], Safe in Low Pressure/Vacuum [2], Self-Contained Breathing [10] for Life Support; Advantages include Reduced Endurance (1/2 END or 0 END; +1/4 or +1/2), Area Effect (1 Hex or Radius; +1/2 or +1); Limitations include Restricted Shape (Bubble -1/4)

595 Total Powers Cost
Link to comment
Share on other sites

Re: Magnetic Powers

 

It really depends on the setting and the physics rules the GM wants to go by.

 

Magneto is more appropriately an Electromagnetic Controller now having expanded his control to incorporate an entire branch of physics.

 

Cosmic Boy is a more limited magnetic based character and if it is not a metal (using Comic Chemistry to state that unless it is *specified* as non-ferrous/non-magnetic) then he can not effect it directly.

 

That said here is my take:

146 Greater Electromagnetic Manipulation: Variable Power Pool (Electromagnetic), 90 base + 56 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (202 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Effected by Harmful Adjustments that target Lesser Electromagnetics EC; -1/2), Limited Power Power loses about a third of its effectiveness (Only Electromagnetics; -1/2)

0 1) Metahuman Electromagnet: Clinging (60 STR) (23 Active Points); Limited Power Power loses about a third of its effectiveness (Only to metals; -1/2), Real Cost: 11

0 2) Metahuman Electromagnet: Clinging (60 STR), Usable By Other (+1/4), Ranged (+1/2), Uncontrolled (+1/2) (52 Active Points); Limited Power Power loses about a third of its effectiveness (Only to metals; -1/2), Costs Endurance (-1/2) Real Cost: 21

0 3) Intense Magnetic Feild: Change Environment 16" radius, +10 Points of Telekinetic STR (70 Active Points); Real Cost: 35

0 4) Shaped EMP Burst: Dispel Electronic Devices 15d6, any [special effect] power one at a time (+1/4) (56 Active Points); Real Cost: 28

0 5) Lesser bolt of Magnetic Force: EB 12d6 (60 Active Points); Real Cost: 30

0 6) Greater Bolt of Magnetic Force: EB 15d6 (75 Active Points); Real Cost: 37

0 7) Stop the Flow of Blood to the Brain: EB 6d6, AVLD (Radio Flash Defense; +1 1/2) (75 Active Points); Real Cost: 37

0 8) Sense the EM Feild: Spatial Awareness (Radio Group), Discriminatory, Analyze, Telescopic (+8 versus Range Modifier) (36 Active Points); Real Cost: 18

0 9) Sense the EM Feild: N-Ray Perception (Radio Group), Discriminatory, Analyze, Targeting (30 Active Points); Real Cost: 15

0 10) Sense the EM Feild : HRRP (Radio Group) (12 Active Points); Real Cost: 6

0 11) Encapsulate: Entangle 6d6, 6 DEF (60 Active Points);Real Cost: 30

0 12) Grab Everyone: Flight 16", Usable Simultaneously (up to 16 people at once; +1 1/4) (72 Active Points); Real Cost: 36

0 13) Nailed to the Sky: Flight 10", MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (65 Active Points); Real Cost: 32

0 14) Centered Magnetic Bubble: FW (17 PD/18 ED; 2" long and 1" tall) (90 Active Points); Real Cost: 45

0 15) Magnetic Bubble: FW (12 PD/12 ED; 6" long and 2" tall) (72 Active Points); Real Cost: 36

0 16) Magnetic Repulsion: HA +8d6, Double Knockback (+3/4) (70 Active Points); Hand-To-Hand Attack (-1/2), Real Cost: 28 Note: STR does not add to damage as per House Rules

0 17) Generate Modulated EM Fields: Radio Group Images Increased Size (16" radius; +1), MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); Real Cost: 6

0 18) Warp Space: Invisibility to Sight and Radio Groups , No Fringe, Usable Simultaneously (up to 8 people at once; +1) (70 Active Points); Real Cost: 35

0 19) Something Metal Above Me?: Leaping 75" (75 Active Points); Upward Movement Only (-1), Real Cost: 25

0 20) Bubble of Magnetic Force: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Real Cost: 10

0 21) Stop Bullets: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Real Cost: 15

0 22) Magnetic Bottle: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Full Range (+1) (70 Active Points); Real Cost: 35

0 24) Balls of Magnetic Force: RKA 2d6, Uncontrolled (+1/2), Continuous (+1) (75 Active Points); Real Cost: 37

0 25) Magnetic Grappling: Suppress Movement Powers (Except Teleport) 10d6 (standard effect: 30 points), [two powers] simultaneously (+1/2) (75 Active Points); Real Cost: 37

0 26) Hold it Together: Succor Body 6d6 (standard effect: 18 points) (30 Active Points); Real Cost: 15

0 27) Balls of Magnetic Force: Telekinesis (20 STR), Uncontrolled (+1/2) (45 Active Points); Real Cost: 22

0 28) Magnetics: Telekinesis (50 STR) (75 Active Points); Real Cost: 37

0 29) Magnetics: Telekinesis (40 STR), Fine Manipulation (70 Active Points);Real Cost: 35

0 30) Magnetics: Telekinesis (35 STR), Affects Porous, Fine Manipulation (73 Active Points); Real Cost: 36

0 31) Costume Shaping: Cosmetic Transform 2d6 (Metal into costume) (10 Active Points); Limited Target ([Limited]; Clothes; -1/2), Real Cost: 4

0 32) Reshape Metal Items: Minor Transform 7d6 (70 Active Points); Real Cost: 35

0 33) Fuse Iron Atoms into large Structures: Major Transform 5d6 (standard effect: 15 points) (75 Active Points); Concentration (0 DCV; -1/2), Real Cost: 30

0 34) Shaped Staff of Iron: (Total: 37 Active Cost, 13 Real Cost) HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Physical Manifestation (-1/4) (Real Cost: 11) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), Limited Body Parts (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4) (Real Cost: 2) Real Cost: 13

0 35) Shaped Sheild of Iron: (Total: 60 Active Cost, 27 Real Cost) Armor (10 PD/10 ED), Uncontrolled (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points);, Physical Manifestation (-1/4) (Real Cost: 27) Real Cost: 27

 

15 Lesser Electromagnetic Manipulations: Elemental Control, 44-point powers, (22 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Effected by Adjustment Powers that target VPP; -1/2)

13 1) Effortless Magnetic Force Field: Armor (15 PD/15 ED) (45 Active Points); Limited Power Power loses about a third of its effectiveness (Effected by Adjustment Powers that target VPP; -1/2), Visible (-1/4)

15 2) Magnetic Propulsion: Flight 20", x4 Noncombat (45 Active Points); Limited Power Power loses about a third of its effectiveness (Effected by Adjustment Powers that target VPP; -1/2)

Link to comment
Share on other sites

Re: Magnetic Powers

 

He could by PSL with Rapid Fire if that (mulitarget TK) is one of his Scticks, right?

 

The idea is that the system includes all sorts of non costing solutions to many character dilemmas. If you get into the rut of paying points for everything then you run the serious risk of getting to a place where you look at the character sheet for indications of what you can do, rather than use creative applications of your character's powers. Sweep, MPAs and Rapid Shot are some of the best tools in HERO to get neat concepts into game terms and as a bonus they are free!

 

Hawksmoor

Link to comment
Share on other sites

Re: Magnetic Powers

 

SNIP

So w/out crippling him against non-ferrous material, how would you showcase his magneticness.

SNIP

 

Magneto's powers are effective against any material, but they are most effective against ferrous metal. Here's one way to showcase his increased effectiveness against metal:

 

Give him a multipower or VPP that has no limitations. Include an energy blast, telekinesis, and a lot of other powers, as Hawksmoor and CDad did in their examples.

 

Then buy a 2nd, much smaller multipower or VPP, with powers similar to the 1st, and the following limitations:

-2 (?) "only against ferrous materials"

-1/2 "linked to 1st framework"

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...