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Making Magnets - Freebie or Transform?

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Making Magnets - Freebie or Transform?

Postby Leviathan » Thu Feb 24, 2011 5:29 am

Question for people. If I've got magnetic control and want to use it to make something that isn't magnetic into a magnet (say a random lump of iron, or a metal door or something), should that be considered a transform power (Magnetic Object->Magnet), or an inherent thing that you can do with magnetic control?

I don't want to create uber magnets or something, or a metal object that can project the same amount of magnetic force as the character. I'm thinking more along the lines of naturally turning a magnetic object into a magnet, like the old running a magnet along a pin to align the poles thing, but instead using magnetic control to align a metal object's poles directly.
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Re: Making Magnets - Freebie or Transform?

Postby peregrine » Thu Feb 24, 2011 9:31 am

Magnetic control is built off of "move object" so it is limited to moving objects. To magnetize something, you'd need transform. Or a permissive GM.
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Re: Making Magnets - Freebie or Transform?

Postby FuzzyBoots » Thu Feb 24, 2011 10:14 am

If it's along the line of a refrigerator magnet, I'd just let it happen as the reward of the player giving a bit of descriptive text as to what they're doing with the magnet. If it has an actual effect on the world, I'd ask that either they have a 1 pp feature to be able to magnetize objects, or that they use Extra-Effort to do it.
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Re: Making Magnets - Freebie or Transform?

Postby kenseido » Thu Feb 24, 2011 10:49 am

It would depend on what effect they were trying to achieve. If they want the magnets to have an actual power effect, then yeah a Transform would be needed, at the minimum.
If they just wanted to some flavor to their character (i.e. refrigerator magnets that wear out after and hour), then a Feature at most.
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