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Magnetism

Power

Powers · p.131

Open source p.131

Sources: Elemental or Super. Focus: Magnetism. This is a cinematic magnetism-control power. It lets the wielder do the kinds of tricks justified by “magnetism” in the comics – e.g., surfing along the Earth’s magnetic field, hurling heavy objects, and working metal – most of which are hard to explain in terms of realistic magnetism. Those who possess this power seem to use direct force manipulation (Elemental and Super), justified through rubber science, if at all. Magnetism Talent Magnetism Abilities Absolute Direction; Binding, with Magnetic (-50%) and Unbreakable; Clinging, with Attraction Magnetic (-50%); Control (Ferrous Metals or Magnetism); (Electricity); Damage Resistance, with Force Field and Limited, Electricity (-40%) or Metal (-40%); Detect, for electricity, magnetism, or ferrous metals; Enhanced Move (Air); Flight, with Modular Abilities, with Limited, Magnetism (-15%) and Physical; Obscure, against any kind of magnetic detection; Protected Radiation Tolerance, with Force Field; Super Climbing, with Magnetic (-50%); Super Jump, with Planetary; Telekinesis, with Magnetic (-50%); and Walk on Air, with Planetary. To use Magnetism offensively – e.g., to wield ferrous objects as melee weapons or hurl them as missiles – buy a high level of Telekinesis (Magnetic). Power Modifier: Magnetism. The spells from advantage belongs to the Magnetism power. This modifier is nearly always Elemental (-10%), and often Super (-10%) as well.