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magneto, is it possible?

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Gonad808

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« on: <10-07-15/0425:15> »
 Hey all, I have a friend who wants to try and make magneto, is there even a way possible? Open to any suggestions on it buildwise. If it's a lost cause then I'll take him out back and shoot him for a retarded request lol.

Sendaz

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« Reply #1 on: <10-07-15/0450:49> »
It's not a retarded question, he may just be looking in the wrong game for it.

Can he mimic some of the effects by taking a telekinesis type spell like Fling or Magic Fingers and adding the 'magnetic' element to it to explain his power?  Sure

However the power levels will be nowhere near Magneto levels.  With Magic Fingers for example the hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility.  Plus Drain is a lot heavier in SR than in the Marvel universe where it would have to be something major to even make Magneto break a sweat let alone suffer blinding headaches and burst blood vessels that mages in SR are all too familiar with.

So maybe because you have taken the element 'magnetism' to it you can boost this a little bit because it will be limited to ferrous elements or such, but it won't be a huge jump.

So it he understands he won't be running Marvel Power Levels, you can probably make something work by tweaking the TK spells in the book and slap on the element of magnetism which will have limits of its own.

And remember there is a LOT more plastics, ceramics and other stuff that his magnetics wont affect, so he may be better off sticking with the regular TK spells so he has a wider range of things he can affect.

So no shooting today, but I am sure you will a good reason down the road, so keep the shotgun handy. ;)
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Gonad808

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« Reply #2 on: <10-07-15/0519:43> »
Lol thanks, we will talk to our GM abit and see if we can make that work. I'm sure I'll need the shot gun soon enough anyway...

ZeldaBravo

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« Reply #3 on: <10-07-15/0521:37> »
Why not? A psionic tradition magician with a lot of manipulation spells.
But of course you'll end up much less powerfull than the actual Magneto at the start.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Medicineman

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« Reply #4 on: <10-07-15/0527:05> »
to be bluntly honest:
 If you want to play Magneto , then go and Play Mutants and Mastermind or Marvel Superhreoes.
If I want to play a Legolas like Archer Char, I don't play Call of Cthulhu...
Somne Systems are simply unsuitable for certain Char types.

with a suitable Dance
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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Glyph

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« Reply #5 on: <10-10-15/1738:10> »
You could get  the flavor of Magneto's powers by being a mage with combat spells, telekinetic spells, and some armor/barrier spells.  You can emulate his personality by making him have a decent Charisma, the leadership skill, and a prejudice against those inferior non-awakened shlubs.

But a direct translation of the character?  No.  It's better to think about what aspects of the character you like, and transport that into the game, than try to port the entire character into the game.  Doesn't work, especially for Magneto.  He is a powerful character, in a universe where even the normal, mundane characters (Daredevil, Bullseye, Iron Fist, etc.) can do things that you would need a street samurai with deltaware or a multi-initiate adept to do.