The ability to control magnetic fields lends a character limited telekinetic control over ferromagnetic objects, most commonly iron. The more magnetic material is available, the more powerful a character grows.... The nature of magnetization does have some inherent restrictions, most notably that the forces created through ferromagnetism are attractive. One magnetic object must be attracted towards another! Of course, in the modern world one rarely finds himself without iron surroundings- Buildings are made from iron frames, automobiles and other equipment have very high iron content.
This power comes into its own when used to attract two magnetic objects toward each other. A magnetic master doesn't usually hurl objects at their victim, so much as at a large metallic object behind their victim. Unless the character is made of metal (which isn't so unlikely in this game) or is strong enough to wear hundreds of pounds of metal himself (even more likely), he cannot affect objects with his own body. This means that, without metal in his surroundings, he is relatively powerless!1. Large Amounts of Iron: Iron is the standard by which this power is measured, being easily magnetized and readily available.
For every 100 pounds of iron an object contains, the character has an effective Extraordinary PS equal to his experience level with which to manipulate that object.
For example, a third level character can magnetize a 500lb iron object, allowing him to manipulate it with a Extraordinary PS of 15. This is enough force to lift 3000lbs, and carry 1500 lbs; if the 500lb object were attached to much larger non-magnetic object, the character would be able to lift the entire assembly!
Range: 100 meters, +50 meters per level of experience (within eyesight)
Damage: Depends on amount of iron used; treat as a standard melee attack fueled by Superhuman Strength
Attacks per Melee: Magnetizing a large object requires one melee attack; each subsequent use requires one melee attack.
Bonus: +1 strike per odd level of experience (including first)
2. Small Amounts of Iron: Objects containing less than 100 lbs of iron can still be affected by this character, but do not lend him the same raw strength. Hurling a small magnetic object towards another can catch a target imbetween; with enough iron in a character's surroundings, he can manipulate objects in any direction he wishes and hit any target within range. As many as one object per level of experience can be manipulated at a time, but must be manipulated with separate melee attacks.
Range: 200 meters, +20 meters per level of experience
Damage: 1D6 per 10 lbs of iron (to a maximum of 1D6x10), +2 per level of experience
Attacks per Melee: Each manipulation of an object requires one melee attack
Bonus: +2 to strike, +1 every third level; +1 to block/parry per third level
3. Very Small Amounts of Iron: Natural magnetic fields on the surface of the earth are small, about 1000 times smaller than that of a common kitchen magnet. However, a character with this power can focus the magnetic flux of his surroundings into a small area, creating small but measurable forces. This results in a limited telekinesis, even without iron surroundings, applicable only to objects made of at least 50% magnetic material, with a weight limit of one half pound per experience level. Hurling a small object (or a number of objects, all under the weight limit) at a target is possible.
Range: 10 meters per level of experience
Damage: 1D4, +1 per level of experience
Attacks per Melee: Each use of this ability requires one melee attack
Bonus: +3 to strike
4. Crush Metal Objects: The character can create magnetic fields within a magnetic object that warp and bend the material. For every 10 lbs of iron in a given object, the character can inflict 1D6 damage per level of experience. Fine-tuned manipulations of an object (ie bending) without inflicting damage are possible but very difficult, requiring a character's full concentration and often external metal surrounding for use as a brace. Use the character's Extraordinary PS with that object, as determined above, for a guideline as to what he can do.
Range: 100 meters, +20 meters per level of experience
Damage: 1D6 per 10 lbs of iron
Attacks per Melee: The first use requires two melee attacks, each additional use requires one
5. Perfect Magnetic Field: The attractive power of any external magnet can be temporarily increased far above its usual level; multiply the strength of the magnet by the character's level of experience. This can be used on permanent magnets, electromagnets, etc. The effect can be maintained indefinitely by expending one attack before the duration expires.
Range: 1 meter
Duration: 10 minutes, plus 1 minute per level of experience
Attacks per Melee: One full melee of concentration
6. Magnetic Pulse: The character can create a magnetic pulse powerful enough to damage or destroy insufficiently shielded electrical circuitry. Unshielded electrical circuits can be reset or completed with a finely-tuned magnetic pulse. This can effectively be considered a skill (15%, +8% per level of experience), where the character must roll to determine whether the desired effect has occurred. Failed rolls usually mean that the circuit was damaged.Range: 10 meters, +2 meters per level of experience
This power could considerably slow gameplay without the following assumptions and rules of thumb:
Reference of Common Magnetic Fields, in Tesla
Magnetic Susceptibility: A measurement of how magnetic a material is- The higher a value, the larger effect an external magnetic field will have. In game terms, this multiplies the effect of a given amount of material, allowing one to use more or less of it compared to iron.
Comparison of ferromagnetic materials