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(EE9) Magnetism (63-72) [ Back ] [ Next ]
The
hero can generate intense magnetic force. The magnetic field may be centered on
the hero's body or be projected at rank range. The field can affect anything
susceptible to magnetism, attracting it with Power rank Strength. If the target
itself is magnetic, the hero can attract it at +1CS or repel it at Power rank.
The hero can induce magnetism into any materials that can sustain a magnetic
field; these include ferrous materials, iron-bearing clays and plastics, and
ferrous ores. The hero can do rank level damage to electronic devices by
scrambling internal signals; this is especially effective against magnetic
recordings and micro-chip dependent devices. This Power can affect other Powers.
It can redirect Electrical Generation by a Typical Intensity FEAT if the other
Power's rank is lower, a Remarkable Intensity FEAT if equal, and an Unearthly
Intensity FEAT if the other Power is higher. It can disrupt Electric or Magnetic
Control and Energy Sheath or Energy Body, if either are magnetic in nature.
The
Power has its drawbacks. It attracts some types of attacks if the hero is
careless. Such attacks as Electrical Generation or anything using ferrous
materials (knives, missiles) gain +2CS. This Power is its own primary Nemesis. |