I pretty much see this as John does. Some specific answers to your questions:
Attack vs. target or item: It really comes down to GM's call. Like John said, is the object on his belt vibrating with the character? I tend to make an attack against the target, as if they are dodging and evading, then the item will also be tough to hit.
For the TK pick up, yes, I'd compare the 'TK Capacity' to the target's weight. One of my players came up with a good way to simulate two characters struggling with their powers against each other, so now I've got it articulated as you'll see below.
For the Magnetic attack, it would probably be a special attack against the target. For the struggle between characters, see below.
For a more comprehensive answer to all of these, here's the rules we've got now:
Holds A hold can be applied on any combatant by making a successful special attack (for HTH or Telekinesis); Gravity Control attacks (and using Magnetic Powers to grab a target with a significant amount of metal) do not require special attacks. For HTH holds, both combatants should be approximately the same size, though it is still often possible to apply a hold if the attacker is much bigger than the defender. No damage is done on the initial grab to hold a target, but when the GM feels it is appropriate (and if the attacker wishes to do so), half damage may be inflicted on each subsequent action (due to squeezing, crushing, or clinching).
When a combatant successfully has a hold on an opponent, they may choose to maintain that hold and do no extra damage; doing this does not cost an action unless the target is struggling (attempting to break free or escape on their own actions). When the target is struggling, the holder must spend one action per turn to maintain the hold (after the first if the holder does not have another action that turn). Anyone attempting to hit a held target is usually able to do so by rolling a 19 or less on 1d20 (just like hitting an inanimate object); if the target is moving significantly, treat them as having their normal defenses (even Heighted Defense if they are considered to be mobile enough). Evasion and Dodging may not normally be done by a character that is being held.
Until the holder willingly releases their captive, the two ways to get out of a hold are to break free or escape; both methods require an action by the person being held. To break free, each combatant rolls damage for their relevant attack form (HTH, Telekinesis, Gravity Control, Magnetic Powers, etc.), making sure to incorporate all bonuses such as Damage Modifier and Heightened Attack. No to hit roll is required. If the holder gets a higher total (or in the case of a tie), then the hold is maintained. If the person being held gets the higher total, then they have broken free. To escape, the character must succeed at an Escape Artist Skill roll, adding one to the roll for each point of Strength the holder has greater than the person attempting to escape. In both cases (breaking free or escaping), the character that has gotten out of the hold uses 1d10 inches of movement to do so; they may then continue to use additional movement to get further away from the holder.
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