Magnetism

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Magnetism
Element
PrefixFa-
Common Armor ColorsGunmetal gray, black, dark blue
Associated Attribute ScoresDEX, WIS, CHA
Crafting ProficiencyProficiency with Ferromagnetic Smithing
Skill ProficienciesProficiency with Knowledge: Geography and Survival
Elemental TypeEnergy
Elemental Damage TypeForce
BS01

Magnetism is an Elemental Power.

Example Usages

  • Generating magnetism
    • Generating magnetic energy blasts[1]
  • Manipulating magnetic energy
    • Manipulating metal[2]
      • Manipulating traces of metal in objects or beings[1]
    • Magnetizing metallic objects[2]
      • Magnetizing beings to the ground[3]
    • Manipulating magnetism to achieve limited flight[1]
    • Using magnetic barriers to shield oneself from physical attacks.[1]
  • Absorbing magnetism[4]
  • Unleashing a Magnetism Nova Blast (Toa exclusive)

Combinations

In the Doronai Nui

Additional Features

Ferromagnetism (modifies Major Species Boon - Elemental Power): Through telekinetic might, you have the ability to exert control over ferromagnetic metals - substances with natural, powerful magnetic fields. Metals you can manipulate with your TME are denoted with one of two tags under their description: Magnetic, and Magnetically-Charged. An item made of a substance with the Magnetic tag acts as a natural magnet, sticking together other items made of a substance with the Magnetic tag.

Magnetically-Charged items act somewhat differently. Most substances are not naturally Magnetically-Charged (though certain protodermic metals have a natural affinity towards the element of Magnetism, such as the ore that much of Faino Nui is made of), so they must be created by a wielder of Magnetism. An item that isn’t Magnetically-Charged can be charged through the unlocking of the Magnetic Clamp Talent.

Magnetically-Charged items interact differently depending on their Size Category. Fine to Small-sized items draw in other items with the Magnetic tag from up to 30ft away, Medium to Large-sized items from up to 60ft away, Huge to Gargantuan-sized items from 90ft away, and Colossal items from 120ft away. An “item” can include a being wearing armor made from a substance with the Magnetic tag, or the weapon they wield. One can attempt to resist this effect by making an Athletics check (DC 14, +2 for Fine-Small items, +4 for Medium to Large items, +6 for Huge to Gargantuan items, and +8 for Colossal items). Larger items take precedence over smaller ones.

Since metal is a Solid element rather than an Energy element like Magnetism, you must spend double the EE required to manipulate it (following normal TME rules, this does not mean you have to quadruple your EE expenditure).

From North to South (modifies Major Species Boon - Elemental Power): The Area Universal Subcategory, when applied to Magnetism Elemental Attack Forms, functions differently. The structure of a magnetic field dictates its flow of energy, and therefore cannot be arranged in different shapes. The Area Subcategory instead measures the radius of the Elemental Attack Form, measured from its Focal Point in all directions. Use the standard Area Modifiers to determine the size of the Attack Form. When a wielder of Magnetism uses the Area of Effect Attack Forms, consult the table below.

Table will be added later; this text is a placeholder

Elemental Talents

Wielders of Magnetism have access to a variety of Elemental Talents; you begin play with one that lacks a prerequisite, and may unlock the others for their listed SP cost.

Electrostasis - 2SP

When determining the EE cost modifier of your Telekinetic Manipulation ability, treat Solid elements as Non-Solid elements and Non-Solid elements as Energy elements. The damage dealt by a telekinetically manipulated item is still treated as its normal Element Type.

Evocation - 1SP

Many metals found in the Matoran Universe do not have a strong magnetic field; however, due to their shared origin as a metallic protodermis, all metals in the Matoran Universe have at least a minor magnetic field around them. Metals that do not have the Magnetic tag in their description fall under this category.

You can use your TME to strengthen the magnetic field of an item composed of a substance without the Magnetic tag, adding the tag to the item for the purposes of your TME, Talents, and Elemental Attack Forms. In order to magnetize an item in this manner, you must spend AP based on the Size Category chart listed under the Telekinetic Manipulation of Elements section as well as EE equal to that of an Energy element wielder, as you are manipulating the magnetic fields of the item rather than the item itself. An item magnetized in this manner remains magnetized for a number of hours equal to your Proficiency.

Demagnetize - 1SP (Prerequisite: Evocation)

You can use your TME to weaken the magnetic field of a metal with the Magnetic tag. Items that lack the Magnetic tag are described under Evocation Talent. This process requires you to spend AP based on the Size Category chart listed under the Telekinetic Manipulation of Elements section. When you perform this process, instead of spending EE, you instead regain EE based on the Size Category of the object manipulated. Your Element Type is treated as Solid for the purposes of this Talent. An item demagnetized in this manner remains demagnetized for a number of hours equal to your Proficiency.

This Talent replaces your Elemental Absorption ability.

Breaker of Faino Nui - 1SP (Prerequisite: Demagnetize)

When you absorb EE with your Demagnetize Talent, double your EE gain.

In the Skies of Balrapahi - 2SP

As a 1AP Action, you may spend 3EE. You gain access to the abilities granted by the Noble Kadin for a number of rounds equal to twice your PROF, and may activate it at no additional EE or KC cost. However, if you activate it at a KC greater than 1, you must spend additional EE at a 3 to 1 (EE/KC) ratio. You must have the AP to activate it each additional time beyond the first. The maximum amount of “KC” you may spend is still limited by your Expenditure Limit.

Voha Kadin - 2SP (Prerequisite: In the Skies of Balrapahi)

When you activate your In the Skies of Balrapahi Talent, double the duration, and the abilities granted are treated as the Great Kadin rather than the Noble.

Internal Positioning System - 2SP

You can spend a minute in meditation to align your senses with the natural magnetic field created by the Matoran Universe to pinpoint your exact location, including specific coordinates and the cardinal directions in relation to your location. While you can learn your exact location, you do not have the ability to discern what landmass you are on, though this knowledge cannot be discerned from basic meditation without prior knowledge or access to a map of the Matoran Universe.

While in meditation, if you are interrupted, the process will be ended and will need to be restarted from the beginning. This Talent does not require EE to activate.

Induction - 2SP

You can transform yourself into a temporary magnet capable of conducting electricity. As a 4AP Action, you reoriente your internal magnetic field, granting yourself the ability to generate and expel electrical energy. For the duration of this Talent, when you spend EE on an Elemental Talent, ability, or Attack Form that deals damage, you can deal Electrical damage instead of Force damage. When you deal Electrical damage in this manner, you cannot split the damage with another Damage Type. When using Elemental Attack Forms, you cannot invest more than 3SP in any one, non-Universal Subcategory. While this Talent is active, you can use an item of Medium size or larger as the point of origin for Elemental Attack Forms and Talents.

While this Talent is active, you gain the benefits of the Electricity E-Armor at Intensity 1. You do not have to spend EE to activate this Talent. This Talent has a duration of 10 Rounds (or 1 minute). If you reduce your EE past an EE Pool Threshold, reduce the duration by 1 Round.

Additionally, regardless of whether this Talent is active or not, you gain the ability to see the full electromagnetic spectrum of light.

Kamana Karo - 2SP (Prerequisite: Induction)

Whenever an item in your possession would spend an Item Charge, if it has the Battery Port component, you may spend 6EE instead of that Item Charge. This Talent can only be used while your Induction Talent is active.

Self-Conducting Electricity - 2SP (Prerequisite: Induction)

While your Induction Talent is active, you can spend 2EE per turn to passively produce an amount of Power equal to your PROF for the purposes of using Powered Armor and Weapons.

Additionally, your Electricity E-Armor is activated at Intensity 2 instead of 1.

Magnetic Clamp - 2SP

You can use your control of magnetic energy to strengthen the field of an item with the Magnetic tag (normal or imbued through your TME and Evocation Talent, if unlocked) tenfold. Through your Telekinetic Manipulation of Elements ability, you can treat an item with the Magnetic tag as one with the Magnetically-charged tag, spending a variable amount of AP and EE based on the Size Category of the item, causing it to pull in items based on its size (see Ferromagnetism). Items bound in this manner can be ripped apart with an Athletics check [DC equal 8 + (2 * Elemental Attribute Score modifier) + (2 * PROF)]; on a success, the item imbued with the Magnetically-Charged tag loses it, and the duration of this Talent immediately ends. When you imbue an item with the Magnetically-Charged tag and it isn’t ripped apart, it loses the tag after a number of hours equal to your PROF.

Electron Brace - 1SP (Prerequisite: Magnetic Clamp)

You can mount a weapon with the Magnetically-Charged tag onto your body as though it were holsted on a Personal Body Mount, Body Brace, or Heavy Weapons Body Brace; this “Component” costs 0 Slots, though you cannot mount a weapon on top of a weapon already mounted on a limb with any of the above-described Components.

Interlocked Conductor - 2SP (Prerequisite: Induction, Magnetic Clamp)

When you place two or more weapons with the Magnetically-Charged tag next to each other, you can interlock them as though you were using a Universal Interlock. This “Component” costs 0 Slots. Additionally, there is no AP cost for swapping between weapons bound in a single interlock.

Area of Effect

When you activate your AoE, you must determine its Focal Point, a central conflux at which a strong magnetic field is generated. Additionally, when you create your AoE, determine whether it creates a force of attraction, or a force of repulsion.

Upon activation, all unsecured items made of a material with the Magnetic tag are either pulled to the Focal Point if subject to the force of attraction, or pushed to the closest space adjacent to the edge of the Attack Form if subject to the force of repulsion. Unsecured objects in midair will typically be shoved to the top of the AoE before falling to the ground in an adjacent space. Additionally, all items with the Magnetic or Magnetically-Charged tag within the AoE are pulled toward the Focal Point. Certain items may have other interactions with the AoE (at the GM’s discretion).

When a being is present within the AoE when it is first activated, or when a being attempts to enter it, they must make an Athletics Check, against a DC equal to your Elemental Save DC +2 * Y; on a failed check, they are pushed 5 * Y ft towards the edge of the AoE if subject to the force of repulsion, or pulled 5 * Y ft towards the Focal Point if subject to the force of attraction. Beings are only subject to the force of attraction if at least half of their Armor Pieces have the Magnetically-Charged tag applied to them. When a being remains present within the AoE and succeeds on the check, both they and their armor are subject to serious damage incurred from moving against the flow of the magnetic field. On a successful check, all items the being is wielding or wearing, including weapons, Armor Pieces, and other items, suffers Yd4 Abrasive IHP damage. The being is also subject to Yd6 Force damage. A being that succeeds on this check while in an AoE at Intensity 4 must also make a FORT Save; on a failure, they suffer 1 ASD to a random Physical Attribute Score. At Intensity 5, they suffer 2 ASD to two random Physical Attribute Scores. Secured items within the AoE automatically succeed on their Athletics check and incur the Abrasive damage from this ability. For definitions of X and Y, see the Elemental Calculations.

Elemental Armor

Entering into a state of hyperawareness, you exert control over your own magnetic field, pushing away magnetic objects. All unsecured items within 10ft of you that are made of a Magnetic material are pushed 10ft. Other beings and secured objects can resist this effect, making an Athletics Check against your Elemental Save DC; on a failure, they are pushed the full distance, and take Xd4 Force Damage (where X is equal to your Intensity).

At Intensity 3, this distance increases to 15 ft, and Strike and Fire Actions made with Magnetic objects against you (and any beings within 15ft of you) are made with DADV1. This increases to DADV2 at Intensity 5.

Users

Matoran Universe

In the Matoran Universe, Magnetism is often represented by the Matoran prefix Fa-.[6]

Matoran

  • Fa-Matoran represent the Element of Magnetism. They contain a minuscule amount of elemental Magnetism energy, providing them a better sense of direction than other Matoran as well as an internal compass. Matoran, Toa, and Turaga of Magnetism are predominantly male.
  • Fa-Toa have the Elemental Power of Magnetism, allowing them to create, control, and absorb magnetism. Their only real limitation is that when they run out of Elemental Magnetism Energy, they must wait for it to recharge.
  • Fa-Turaga possess small traces of Elemental Magnetism Energy.

Skakdi

  • Skakdi of Magnetism can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their Magnetism power individually.

Bohrok

Makuta

  • Rahkshi and Kraata of Magnetism and all Makuta have limited Magnetism powers.

Associated Locations

All of the following locations are/were affiliated with Magnetism:

In the Matoran Universe

Trivia

  • Because they were a potential threat to the Makuta's armor, most Toa of Magnetism were killed by the Brotherhood of Makuta,[7][8] and Fa-Matoran were kept under close watch.[9] As of the Makuta's invasion of Karda Nui, there was at least one Toa of Magnetism still alive.[10]
  • The prefix "Fa-" was derived from the surname of Michael Faraday, an English scientist who contributed to the field of electromagnetism.[6]

References