| Magnetic Control Magnetic Capacity:1200 lbs. |
Power cost: 1 to set-up.
1 per attack repulsed. |
Defensive:Can set up a magnetic field around his person.Takes one action and 1 power to set-up. |
Damage: up to 1d8
Range: 12 inches
Power cost: 5 per shot.
|
Offensive:Can fire magnetic blast at opponents.Damage based on the amount of Magnetic Capacity remaining,in inches per turn. |
Power Cost: 5 for the roll to hit.
5 to extend control past the original duration.
Speed: 1/10th remaining Magnetic Capacity.
Duration: 16 turns. |
Manipulating Metal Objects:Requires 1 action and a roll to hit.Manipulating then only takes movement.The character's Magnetic Capacity is reduced by the number of pounds of the metal controlled. |
At the age of 21 Kip Karlson was with his parents at the museum while watching a demonstration of magnetism and its use in the communication industry when a robbery occurred. The thieves dropped a high powered magnet landing on Kip's parents and repelling Kip into a strange meteor exhibit. Kip's parents died and left Kip with a feeling of complete loneliness.He then learned his father had an arena and had left it to him in his will.In the days that followed Kip noticed strange powers. He then vowed to do what he could to use his powers to get Vengeance for the death of his parents.