02-21-2008, 12:38 AM | #1 |
Join Date: Sep 2007
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Control Magnetism
What can you do with Control Mangetism? At 20 points a level, it should get you something, but I'm coming up pretty dry. What you can do:
- Per level, gain a +1 resistance, or a -1 to an opponent's hit roll in the area - Perform a power block to gain DR 1 per level - Increase the intensity of magnetism by 10% per level in the area... what does that mean? What can you do with that, other than causing magnets to stick really well to the fridge? - Redirect or insulate magnetism... possibly useful, since this means you could potentially shut off another magnetic's powers if you can dominate the controlled area You cannot: - Really shape or do much of anything - Make anything out of magnetism It seems really weak compared to other versions of Create. In fact, its hard to visualize anything to do with it apart from using it to gain a somewhat configurable defense. And ruin 3.5" floppies. |
02-21-2008, 01:08 AM | #2 | |
Join Date: Jul 2007
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Re: Control Magnetism
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02-21-2008, 04:36 AM | #3 | |
Join Date: Aug 2004
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Re: Control Magnetism
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But, yeah, the main uses for Control Magnetism out of very rare settings (e.g., next to a hospital MRI, next to an electromagnet used for lifting scrap cars, etc.) would be to mess with electronics and electronic media. Create Magnetism might be more useful in some ways, allowing you to have all the ferrous and other magnetizable materials around fly around a bit. The main use would probably just to be a high-point power that takes AAs like TK with Magnetic, etc. |
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02-21-2008, 06:50 AM | #4 | |
Join Date: Aug 2004
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Re: Control Magnetism
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The ability to mess up electronics could be pretty useful by itself. I'd expect clever Magnetism Controllers to come up with other ways to exercise their ability, but you can always rule it to be a lower significance category. Create and Control together always have potential, though you can often achieve similar results cheaper. |
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02-21-2008, 07:18 AM | #5 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Control Magnetism
I nice method of ruining someone's Field Sense? Don't know, maybe we should take Control (Electromagnetism) for anything really impressive. That should be able to do a lot more. I have no idea if magnetism alone can be used on humans to any measurable effects (unlike electromag).
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02-21-2008, 08:18 AM | #6 |
Join Date: Sep 2004
Location: Canada
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Re: Control Magnetism
The earth's magnetic field is constantly present, albeit weak. Any engine that generates electricity has a magnetic field. Any motor that runs on electricity has a magnetic field.
Hell, any line conducting power has a weak magnetic field. You can kill cars by blowing out the electronics in the motor. You can generate an electrical current in a coil of wire by fluxing the strength and direction of the Earths magnetic field. Heck, you can RUN an electrically powered motor by carefully magnifying and cycling the earths magnetic field, as far as I know. You can encumber or trap people wearing too much metal by greatly enhancing the earths field (or the field from a power line or some other source!). Disarm badguys or just cause their guns to malfunction by inducing magnetism in them, causing parts to stick together or separate in a way that's bad for the gun.
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02-21-2008, 08:39 AM | #7 | |
Join Date: Sep 2004
Location: Canada
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Re: Control Magnetism
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You can also induce heat in some kinds of old tattoo with high iron content in the ink, although you probably won't get better than a point of burning damage every 30 seconds or so unless you can boost magnetic fields higher than an MRI.
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02-21-2008, 09:33 AM | #8 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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02-21-2008, 10:21 AM | #9 | |
Join Date: Dec 2005
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02-21-2008, 12:45 PM | #10 | ||
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Control Magnetism
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