Sunday, November 5, 2017

MP - Converting V&V Magnetic Powers

Magnetism in MP isn't quite the same as VnV's Magnetic Powers, but like everything in the upgrade from 2e to 3e, it captures the same flavor very nicely.

I like that Magnetism clearly defines the number of objects the character can manipulate. The capacity also gets a huge boost, especially for low Strength characters.  PR costs have shifted around - you don't get Duration, but the PR cost is dirt cheap.

Magnetism defense really doesn't reflect the Magnetic Powers force field.  To do that, ignore the "only against metal objects" thing, and simply buy a force field, skewing the Protection like this:

Kinetic 1
Energy 3
Biochemical 1
Entropy 2

By that, I mean spread your ratios out kind of like that. Magnetic Powers is great against energy-type attacks, and entirely shuts down Magnetic Powers and Lightning Control (Invulnerability to Lightning Bolt, with PR cost is optional, if you're a real stickler).


(model unknown)
(photomanip artist unknown)



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