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Very Hot Topic (More than 25 Replies) Sense Magnetic Fields (Read 3639 times)
SuperWannabe
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Sense Magnetic Fields
Jul 18th, 2012 at 7:21am
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I'm just starting a V&V game and one of the players has the following powers:

Magnetic Powers, Adaptation, Hgt. attack (skill), Natural Weaponry +2, +4, Hgt Agility A+16, Hgt Cha B+14 and Heightened Senses.
Weakness is diminished senses : Blindness.  The Blindness makes him immune to visual illusions, light based attacks (flash etc).

Trying to work out a balanced power for his Heightened Senses.  He suggested the ability to see or sense magnetic fields.

Any suggestions for this.  So far I'm thinking 360 degree vision (not sure on the inches range yet).  This would Negate facing modifiers and allow auto detection of invisible characters.  I was also thinking it could be disrupted by magnetic attacks and even cause temporary loss of the ability from electro-magnetic attacks (kind of like a flash grenade going off.  Inability to sense the magnetic fields for a while).
  
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Re: Sense Magnetic Fields
Reply #1 - Jul 18th, 2012 at 9:06am
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It sounds like you're on the right track.  Blindness is kind of harsh, but sensing magnetic fields makes him effective.  The sensitivity for electro-magnetic attacks is pretty neat, too.

What happens to his heightened senses when he leaves Earth's magnetic field?  The short answer should be "not much", but something interesting is ALWAYS acceptable!  Maybe his senses increase without the "background noise" of Earth's magnetic field?  Maybe his heightened senses pick up something else as well (cosmic radiation, etc) when he's outside of Earth?  Maybe he's dependent on Earth's magnetic field and has to create some "Magnetic Powers" device to supplement his senses when he's off planet?

etc...  Just don't focus too much on one player.

Tell us about your other players, too.
  
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Re: Sense Magnetic Fields
Reply #2 - Jul 18th, 2012 at 1:13pm
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I would probably describe this ability as a MRI-type ability (magnetic resonance imaging).  I don't really know much about how it works, but that's where I'd start.  Getting the player to imagine his vision appearing like this will probably be fun.

I know metal interferes with MRI somehow, but the player can be assumed to have some sort of biological "fail-safe" that prevents a problem in normal circumstances.

As for the wooden door thing, you can assume any normal object distorts the earth's magnetic field enough to show up.  Or anything you want.  It really doesn't even have to be justified.

I wanna play Daredevil, too!  Smiley
  
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Bill Kropp
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Re: Sense Magnetic Fields
Reply #3 - Jul 18th, 2012 at 3:29pm
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a major thing to keep in mind that keeps it a Weakness: he couldnt read or see photographs.
  
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SuperWannabe
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Re: Sense Magnetic Fields
Reply #4 - Jul 18th, 2012 at 5:36pm
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Thanks for the feedback guys.  I'll let you know what the other players have as characters when they generate them.  I was mainly concerned about this one as the player has a tendency to "metagame" his characters and wanted to make sure I had the ground rules for his ability set out Wink

As for how it would work in outer space.  I think he'd use his own magnetic powers to "ping" things.  Like a magnetic kind of Sonar.
« Last Edit: Jul 18th, 2012 at 6:12pm by SuperWannabe »  
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Bill Kropp
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Re: Sense Magnetic Fields
Reply #5 - Jul 18th, 2012 at 11:11pm
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his "vision" would likely get "hazy" in areas where many magnetic field sources overlap
  
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SuperWannabe
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Re: Sense Magnetic Fields
Reply #6 - Jul 19th, 2012 at 4:38am
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Exactly.

Areas of multiple magnetic fields would be like a fog. Smiley
  
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Bill Kropp
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Re: Sense Magnetic Fields
Reply #7 - Jul 19th, 2012 at 1:05pm
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plus, im no scientist, but would he be able to see through glass? and could he watch television (without learning "tv signals" like a foreign language?)
  
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SuperWannabe
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Re: Sense Magnetic Fields
Reply #8 - Jul 19th, 2012 at 6:35pm
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I have to research about the glass but I'd say no to watching TV or reading.
  
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Re: Sense Magnetic Fields
Reply #9 - Jul 20th, 2012 at 6:33am
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Nice!  As written it's actually a pretty significant weakness (but compensates for that in other ways that really fits the "Magnetics" theme of the character).  Cool
  
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Re: Sense Magnetic Fields
Reply #10 - Jul 20th, 2012 at 6:39am
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I've also put down the Height Cha B to his "magnetic personality" for a bit of cheese Smiley
  
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Re: Sense Magnetic Fields
Reply #11 - Jul 20th, 2012 at 9:15am
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has for reading, Daredevil can read braile obviously but his sense of touch is so acute he can read "feel" ink on a printed page
  

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Bill Kropp
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Re: Sense Magnetic Fields
Reply #12 - Jul 20th, 2012 at 10:41am
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yep. clearly depicted around 248-249 during the Wolverine crossover/ hunting Bushwhacker story arc. and it also highlights his inability to see photographs. his RADAR sense isnt acute enough for reading tho. so a streetsign or something could cause probs
  
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Re: Sense Magnetic Fields
Reply #13 - Jul 20th, 2012 at 5:02pm
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SuperWannabe wrote on Jul 20th, 2012 at 6:39am:
I've also put down the Height Cha B to his "magnetic personality" for a bit of cheese Smiley


You can't buy cheese that goud(a) Embarrassed in Wisconsin partner  Wink you just gave a meta-gamer another reason to have others think he's pretty and worthwhile ... priceless.  Smiley
« Last Edit: Jul 20th, 2012 at 5:03pm by Ranger »  

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Re: Sense Magnetic Fields
Reply #14 - Jul 22nd, 2012 at 5:43am
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Started rolling up another character with a player today.

Powers came out as

Transformation Type A
  Lightning Control
  Invisibility
  Low self control
Disintegration Ray
Height Agility B +20
Height Agility A +5
Speed Bonus x 2 : 190"
Vulnerability

Here's the rough sketch for the character concept we've come up with.

When his powers are activated he transforms into a being of Electrical energy.  I'm going to see if he wants to change the invisibility for Non-Corporealness as it would work better.
Low self control will mean that his electrical powers don't have any ranged attack component.  I was thinking of making the non-corporealness permanent and the electrical attacks HTH only (carrier attack).

He has his disintegration ray for ranged attack.  The vulnerability will be reverting to normal form if grounded.

Any feedback valued.  Wink  (as a side note the power we dropped was Weather Control.)
« Last Edit: Jul 22nd, 2012 at 5:45am by SuperWannabe »  
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Re: Sense Magnetic Fields
Reply #15 - Jul 22nd, 2012 at 10:07am
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Just a thought but Teleporation might be better fit than Non-Corporealness Smiley
  

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Re: Sense Magnetic Fields
Reply #16 - Jul 22nd, 2012 at 11:47am
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teleportation or even Vibratory Power defense. could restrict teleportation to "only along conductive material" or "not thru insulation".
  
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Bill Kropp
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Re: Sense Magnetic Fields
Reply #17 - Jul 22nd, 2012 at 11:48am
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as it is he's a lot like Jackson Arvad, Marvel's Will-O-The-Wisp.
  
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Re: Sense Magnetic Fields
Reply #18 - Jul 22nd, 2012 at 7:36pm
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I also thought of Teleportation.  I'll suggest it to the player and see what he thinks Smiley

I'm also leaning towards changing the "revert to normal form when grounded" to something along the lines of Vulnerability to electromagnetic (well magnetic) attacks.  Save vs End or knocked out of Electrical form back to normal form.
  
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Re: Sense Magnetic Fields
Reply #19 - Jul 22nd, 2012 at 7:50pm
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O.K.

Here's the revised version that I've sent to Terencio to see what he thinks.

Transformation Type A)      
  - Electrical Control (0 range on attack, living electricity/solid energy field)
   - Teleportation - Limitation not through insulation and must have something that conducts (i.e. power lines etc)
   - Requirement (Electrical Charge needed to initiate Transformation)
Disintergration Ray      - (Charged ion beam for example)
Height Agility B +20      - (lightning reflexes)
Height Agility A +5      - Natural fast reflexes
Speed Bonus x 2            - Fleet of foot Smiley

- Vulnerability : Vulnerable to Magnetic attack (EM field Disruption) Must save vs END or revert to non-powered form.  Must find electrical source to "reactivate" powers

Since Height. Agility A and Speed Bonus were skills I'm ruling that he still has those even in non-powered form.
« Last Edit: Jul 22nd, 2012 at 8:11pm by SuperWannabe »  
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Re: Sense Magnetic Fields
Reply #20 - Jul 22nd, 2012 at 10:20pm
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Very nice set of powers and tweaks Smiley
  

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Re: Sense Magnetic Fields
Reply #21 - Jul 23rd, 2012 at 4:13am
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SuperWannabe wrote on Jul 22nd, 2012 at 7:50pm:
O.K.

Here's the revised version that I've sent to Terencio to see what he thinks.

Transformation Type A)      
  - Electrical Control (0 range on attack, living electricity/solid energy field)
   - Teleportation - Limitation not through insulation and must have something that conducts (i.e. power lines etc)
   - Requirement (Electrical Charge needed to initiate Transformation)
Disintergration Ray      - (Charged ion beam for example)
Height Agility B +20      - (lightning reflexes)
Height Agility A +5      - Natural fast reflexes
Speed Bonus x 2            - Fleet of foot Smiley

- Vulnerability : Vulnerable to Magnetic attack (EM field Disruption) Must save vs END or revert to non-powered form.  Must find electrical source to "reactivate" powers

Since Height. Agility A and Speed Bonus were skills I'm ruling that he still has those even in non-powered form.


Both of these characters are interesting concepts.  The electrical guy is going to have to stay out of range of the magnetic guy in combat, though!  Wink

You could probably use the same origin to explain both of them, since they's both "electromagnetic" themed.

On the role-playing side the electrical guy should wear a mask even if he doesn't go with a costume.  That way, if he's changed back from a magnetic field he won't be completely nekkid!

Does the magnetic field "short him out" and require a recovery time before he can transform again?  Before you answer keep in mind that he already has two weaknesses PLUS a crippled teleportation.
  
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Re: Sense Magnetic Fields
Reply #22 - Jul 23rd, 2012 at 5:26am
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Nope.  He only shorts out and needs another action and power source to "energise" again.  I did give the player the option of dropping one of the Speed Bonus powers and also to drop a weakness but he wanted to keep both (likes to role play).

He also doesn't want to wear a mask as he thinks the idea of role playing someone who may revert to being buck naked is fun   Cheesy

I also suggested that he and the magnetic dude have a shared origin but that does not look like it's going ahead.

One question the player did ask was is water a bane for him or can he conduct through it.  I'm thinking more along the lines that it does not damage him but does not give him any bonus.
« Last Edit: Jul 23rd, 2012 at 5:29am by SuperWannabe »  
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Re: Sense Magnetic Fields
Reply #23 - Jul 23rd, 2012 at 2:07pm
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Water, of course, is an excellent conductor, so you might even have it that he moves faster through water (though with Teleportation it might be hard to go "faster").

I completely agree with you about the ones being rolled as skills being powers (for lack of a better term) that the character keeps even when "non-powered".  I do that for all of my characters (good, bad, and everything in-between).  If it's rolled up as a skill, then it generally represents a non-superpower.
  
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Re: Sense Magnetic Fields
Reply #24 - Jul 23rd, 2012 at 2:31pm
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and salt/sea water is a better conductor than fresh water or any type of ionized water or bottled water

sorry, for my 2 cents i am a former science teacher who is a salt water hobbyist
  

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Re: Sense Magnetic Fields
Reply #25 - Jul 23rd, 2012 at 4:59pm
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Avatar wrote on Jul 23rd, 2012 at 2:31pm:
i am a former science teacher who is a salt water hobbyist

... and that's a neat trick for a guy from Kokomo Indiana Wink
« Last Edit: Jul 23rd, 2012 at 5:02pm by Ranger »  

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Re: Sense Magnetic Fields
Reply #26 - Jul 23rd, 2012 at 5:47pm
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He was concerned that he might take damage from water or that if the total volume of water was more than his body mass he would be dispersed.

I can go down that track but I still want it to be a role playing GAME rather than a science thesis LOL
  
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Re: Sense Magnetic Fields
Reply #27 - Jul 23rd, 2012 at 10:30pm
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sorry my bad  Cheesy
I try to add some real to my  make believe sometimes forget that it doesn't always add to the role play
  

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Re: Sense Magnetic Fields
Reply #28 - Jul 23rd, 2012 at 11:08pm
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but normally it does  Wink

It's why we all do it  Cool

I guess the trick is finding the balance that works best for you and your players/campaign. Personally I set the line somewhere around "Who wins? Blue Beetle or Captain Crunch?"   Tongue  Grin  Wink
  

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Re: Sense Magnetic Fields
Reply #29 - Jul 24th, 2012 at 5:50am
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We shall see as we develop the game Smiley

I'm thinking that at this stage he won't gain any advantage when in water but also not drawbacks.  I am thinking that in the future though he can train in power stunts such as electrify an area effect in water at a range of 1/2 Strength in inches.  It would require a save vs END to avoid shorting out but would effect everyone in a globe or within the range with electrical damage.  But that's for future development  Wink
  
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Re: Sense Magnetic Fields
Reply #30 - Jul 25th, 2012 at 12:11am
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Pre-Emptive Strike has some handy underwater combat rules  you can use if you like em (or disregard if you dont! lol)
  
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Re: Sense Magnetic Fields
Reply #31 - Jul 25th, 2012 at 2:20am
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The player will probably surprise you with what he does with his power if he's a role player.
  
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Re: Sense Magnetic Fields
Reply #32 - Jul 25th, 2012 at 5:27am
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Luckily I'm good with improvising Smiley
  
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Re: Sense Magnetic Fields
Reply #33 - Jul 25th, 2012 at 7:37pm
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lol you'll need to be, running v&v.
  
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Re: Sense Magnetic Fields
Reply #34 - Jul 26th, 2012 at 12:08am
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Bill Kropp wrote on Jul 25th, 2012 at 7:37pm:
lol you'll need to be, running v&v.



Grin Grin Grin Grin Grin Grin Grin Grin
  
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