Академический Документы
Профессиональный Документы
Культура Документы
Magnetism is one of the fundamental forces of the universe and magnetic powers give you the ability to bend
and shape metals to your will along with influencing the
electromagnetic spectrum.
Magnetic Descriptors
Magnetic Features
Some potential Feature effects associated with Magnetic
Powers include the following:
Offensive Powers
Offensive magnetic powers typically use controlled metal
as a weapon or channel sheer blasts or bursts of magnetic
energy as force.
Magnetic Binding
A powerful magnetic field seizes and holds your target in
place. A variant of this power uses magnetically controlled
metal as a medium to bind the target, changing the check
to overcome the Affliction to Damage and adding the
Quirk: requires metal (1 point).
Magnetic Binding: Ranged Cumulative Affliction (Resisted by
Dodge, Overcome by Strength; Hindered and Vulnerable,
Defenseless and Immobile), Extra Condition, Limited
Degree 3 points per rank.
Magnetic Blast
A focused blast of magnetic force strikes your target.
Magnetic Blast: Ranged Damage (magnetic force) 2 points
per rank.
Magnetic repulsion
A matched magnetic charge flings a target away from you.
Targets can make a Strength resistance check against your
effect rank + 10; success means no effect, but failure flings
the target a distance rank of effect rank minus the targets
mass rank. Apply the Burst Area and Close Range modifiers and all targets within 30 feet of you are flung away.
Magnetic Seizure
You create an intense magnetic field that shorts out the
electrical activity of your targets brain, causing a momentary seizure.
Magnetic Seizure: Perception Ranged Affliction (Resisted and
Overcome by Will; Dazed, Stunned, Incapacitated), Subtle 1
point + 3 points per rank.
Metallic Burst
A magnetic blast causes metallic objects or projectiles to
burst in an explosion of shrapnel.
Metallic Burst: Ranged Burst Area Damage (projectile),
Quirk (requires metal objects, 1 point), 2 points for rank 1
+ 3 points per rank.
Metal Storm
You create a swirling storm of metallic debris in an area
around you.
Metal Storm: Cloud Area Damage (projectile), Quirk
(requires metal objects, 1 point), 2 points for rank 1
+ 3 points per rank.
Railgun
You magnetically accelerate a small metal projectile to the
speed of a bullet, launching it at your target.
Railgun: Ranged Damage (projectile), Quirk (requires
objects as ammo, 1 point) 1 point for rank 1 + 2 points
per rank
Defensive Powers
Defensive magnetic powers shape energy fields to protect
against attacks, deflect metallic weapons, or shield against
outside magnetic influences.
Magnetic Deflection
You can use magnetic fields to change the course of
attacks by ferrous metal projectiles or weapons, causing
them to miss their targets.
Magnetic Deflection: Perception Ranged Deflect, Limited to
Metallic Attacks 1 point per rank.
Magnetic Immunity
Control over magnetism renders you immune to its
effects, including those that normally do affect targets of
your type (such as Magnetic Seizure or Magnetic Blast).
Magnetic Immunity: Immunity 5 (magnetic effects) 5 points.
Magnetic Shield
A shield of magnetic force surrounds your body, protecting you from harm. Like other forms of Protection, this
power may be Impervious, perhaps even Impervious with
the Limit Only Against Magnetic Attacks (reducing the
cost of the Impervious modifier to 1 point per 2 ranks).
A variant of this power assembles temporarily armor by
shaping and molding metal around the characters body,
holding it in place (and perhaps reinforcing it) with a powerful magnetic field.
Magnetic Shield: Protection, Sustained 1 point per rank.
Movement Powers
With the power to move other objects may come the ability
to move the character or other people using magnetism.
Magnetic Cling
Magnetizing your hands and feet, you can cling to ferrometallic surfaces, or even to the faades of buildings with
steel superstructures (attracting the metal underneath).
Magnetic Cling: Movement (Wall-Crawling), Quirk (Only
Magnetic Surfaces, 1 point) 1 point (rank 1) or 3 points (rank
2).
Magnetic Flight
Using magnetic fields, you can lift yourself off the ground
and fly through the air. Magnetic flight is virtually silent,
and so has the Subtle modifier.
Generally, this power assumes youre using the magnetic
field of the planet to assist your movement, but Magnetic
Flight might be limited to locking on to large masses of
metal and pulling you towards them, only functioning
in urban environments and similar areas with sufficient
concentrations of ferrous metals; for most series, this
should be considered a Power Loss complication, unless
adventures outside of a city environment are particularly
common (at least half the time).
Another variant of this power involves levitating a metallic object upon which the character stands, applying the
Platform modifier to the effect.
Magnetic Flight: Flight, Subtle 1 point + 2 points per rank.
Magnetic Levitation
Although you cannot fly (see Magnetic Flight, previously)
you can use magnetism to levitate a short distance off the
groundless than a footand impel you forward, like a
maglev or bullet train, skimming at high speed along the
ground and even over liquid surfaces.
Magnetic Levitation: Movement 3 (Sure-Footed, Trackless,
Water Walking), Speed 6 points + 1 point per rank.
Magnoport
You convert your body mass into a magnetic field and
transmit it along the magnetic lines of force surrounding
the Earth to reform elsewhere. Since you can only magnoport within a sufficiently strong planetary magnetic field,
you may earn a Power Loss complication in circumstances
where you cannot (such as in the depths of space or in an
alien dimension). Earths magnetic field is too ubiquitous
to qualify for the Medium modifier of Teleport.
Magnoport: Teleport 2 points per rank.
Utility Powers
Shaping and projecting magnetic fields is useful for a
wide range of other effects, from simply moving large
masses of ferrous metals to manipulating other energy
signatures, transmissions, and fields.
Degauss
You suspend or remove magnetism from a subject.
Just as objects do not recover from losses in Toughness
(Heros Handbook, page 134) the GM may rule that some
magnets, once degaussed, remain so unless they are
re-magnetized. Magnetic powers are temporarily nullified, but can recover. Degaussing also destroys magnetic
storage media, such as audio and video tape or some
types of magnetic computer disk drives, wiping out the
stored information and leaving them blank.
Degauss: Nullify Magnetism, Simultaneous 2 points per rank.
Ferrokinesis
This is the most common magnetic power: you can use
magnetic fields to lift and move ferrous objects at a distance without touching them. As mentioned under Magnetic Descriptors, this power is often Subtle (magnetic
fields being invisible to normal vision).
Ferrokinesis normally only allow you to lift objects and
move them around (or throw them). The Damaging modifier also allows you to use magnetic force to crush them, exerting your rank in Damage against the objects Toughness.
A common power stunt for ferrokinetics is an Alternate
Effect that drops the Limited to Ferrous Materials modifier
to work on living targets by using the trace amounts of
iron found in blood hemoglobin.
Ferrokinesis: Perception Ranged Move Object, Limited to
Ferrous Metals 2 points per rank.
Magnetize
By creating a powerful magnetic field, you magnetize all
of the ferrometallic objects in an area, causing them to
attract each other and any nearby magnetic materials.
The rank of the effect determines the Strength of the
magnetic pull in terms of moving objects. This can stick
objects in place or bury them underneath a pile of metallic debris.
Magnetize: Burst Area Move Object, Limited to Ferrous
Metals, One Direction (Attract or Repel) 1 point per rank.
Magnetic Encoding
With very precise control over magnetic fields, you can
encode information onto magnetic media like audio or
video tape or computer disks as if using an encoding
device (recorder or computer, for example). This allows
you to do things like dictate text into computer files or
produce audio-visual recordings of things you see and
hear. Once created, this information exists on the medium
like any other and can be manipulated, edited, or erased
normally.
Magnetic Encoding: Comprehend 2 (Machines), Limited to
Encoding Information 2 points.
Magnetic Form
You transform from flesh and blood into a being of pure
magnetism, an intelligent and mobile magnetic field
in the shape of a person, essentially. You are invisible to
normal visionalthough powers like Magnetic Sense can
detect youand able to pass through most solid objects,
unless they are specifically shielded against magnetism.
You can still touch and manipulate ferrous metals using
your magnetic field, but cannot otherwise interact with
the material world. This form often includes magnetic
sensory powers (Magnetic Radar, Sense, or Scan) but does
not require them. It essentially includes 1 rank each of Ferrokinesis and Magnetic Flight and you can add additional
ranks normally.
Magnetic Form: Concealment 4 (All Visual), Flight 1, Immunity
10 (Life Support), Insubstantial 4 (Incorporeal), Move Object 1
(Limited to Ferrous Metals) 41 points.
Magnetic Interference
You create a powerful magnetic field that interferes with
radio communication, radar, and magnetic navigation (via
compass).
Magnetic Interference: Burst Area Ranged Concealment Attack
2 (all magnetic and radio) 8 points, +1 point per +1 distance
rank to area.
Magnetic Radar
Emitting pulses of magnetic energy that ping off of
nearby objects, you can form a picture of your surround-
Magnetic Reading
You can read encoded magnetic information from
various media (audio and video tape, computer disks,
even encoded magnetic strips on credit cards) as if you
possessed an appropriate reader or player. If you have
both this power and Magnetic Encoding (previously), you
have both halves of the full Comprehend Machines effect,
essentially removing the Limited flaw.
Magnetic Reading: Comprehend 2 (Machines), Limited to
Reading Information 2 points.
Magnetic Sense
You can detect nearby magnetic fields. Add the Acute
option if you can sense their relative strength and Analytical if you can sense their exact wavelength like a sophisticated scientific instrument. If you can use this sense to
target other effects, add the Accurate option.
Magnetic Sense: Senses 2 (Detect Magnetic Fields, Radius)
3 points, +1 point for Acute, +1 additional point for
Analytical, +2 points for Accurate.
Magnetic Scan
Magnetic waves penetrate objects, providing information
about their interior like a magnetic resonance imaging
(MRI) scan. This allows you to see inside of objects and
through solid obstacles.
Magnetic Scan: Senses 4 (Vision Penetrates Concealment)
4 points.
Shape Metal
Precise magnetic fields allow you to bend and reshape
metal, sculpting it however you wish as if you had very
precise tools. Reshaped metal remains in its new form
unless reshaped by another effect.
You can sculpt up to your rank 6 mass rank of metal at
one time, so reshaping a larger mass of metal can take
longer; add the time rank you work to the effect rank
and subtract 6 to determine total mass rank of metal
shaped, such as Shape Metal 2 plus an hours work
(time rank 9) 6, for a total mass rank of 5, or 1,600
lbs. of metal. This is a descriptor-based bending of the
normal guideline of having Transform affect all of an
object or none of it.
Shape Metal: Transform (ferrous metal from one shape to
another), Continuous 3 points per rank.
Disability
Magnetism is part of the greater electromagnetic spectrum, tying it particularly to Electrical Powers. The two
power descriptors may compliment or counter each
other, depending on circumstances, and some electrical
powers may also be magnetic powers, such as Electromagnetic Pulse, Electrical Immunity, and Blackout. Some
characters may extend their influence of the EM spectrum into full-fledged control of other forms of energy,
including electricity, Light Powers, and Radiation
Powers.
Magnetic Complications
Enemy
Given the like charges repel metaphor, a magnetic character might have an enemy with similar powers able to
serve as an equal-and-opposite force, countering the
characters own powers and requiring some innovative
thinking to overcome (see the Opposite villain role on
page 49 of the Gamemasters Guide).
Power Loss
As mentioned under Magnetic Descriptors, intense heat
inhibits the flow of magnetism and may cause power loss
for some or all magnetic powers. Similarly, opposing magnetic fields or electrical dampeners may also inhibit or
temporarily remove a characters magnetic powers.
Temper
Accident
Weakness
Given the prevalence of ferrous metals and electromagnetic technologies in modern life, the possibilities for a
magnetic powered accident are considerable: tearing out
steel I-beams may compromise a buildings superstructure, unleashed magnetic pulses may crash computers
or cause blackouts, and so forth. These kinds of accidents
may be common for magnetic-powered characters who
have not yet learned fine-tuning or control over their abilities, and can provide some harsh lessons.
Addiction
M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,
Version 1.0a: hero points, power points. All characters and
their associated images, descriptions, backgrounds, and
related information are declared Product Identity.
The following text is Open Gaming Content: all game system
rules and material not previously declared Product Identity.
Green Ronin Publishing
3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Email: custserv@greenronin.com
Web Sites: www.greenronin.com
www.mutantsandmasterminds.com
Modern System Reference Document, Copyright 20022004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin
Publishing; Author Steve Kenson.