Magnet
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Janell Martinez (mother),
Janice Martinez (sister)
Contents
History
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Appearance and Personality
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Nemeses
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Friends and Allies
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Powers and Abilities
- Magnetokinesis: Darrel has the power of Magnokinesis, the ability to manipulate magnetic fields. Darrel is very experienced into using this power and it is done by tapping into the Earth's magnetic fields and bending and manipulating it to his will, allowing Darrel to create force-fields and blasts of magnetic energy as well as infuse his physical attacks magnetic energy also. Darrel can also manipulate certain types of metals even if there not magnetic.
- Electrokinesis: Darrel can create, shape and manipulate electricity, a form of energy resulting from the existence of charged particles (such as electrons or protons) which give the user control over electric fields, electric charges, electric currents, electronics, and electromagnetism.
- Force Field Generation: Whenever tapping into the Earth's magnetic field, Darrel can use it to generate force fields.
- Limited Accelerated Healing: Darrel possesses a baseline human healing factor which is still considered "superhuman" due to how advanced it is. This was shown when Darrel as Magnet was horribly bruised by another metahuman with mass amounts of superhuman strength and during the night when he slept the wounds healed almost instantly and when he checked later in the morning he saw the bruises were gone.
- Electronic Disruption: Magnet can disrupt electronic signals, performing such feats as causing cell phones and machinery to work erratically, or fail completely.
- Magnetic Infusion and Attacks: Magnet can infuse an object with magnetism making it seek out magnetic surfaces and attract anything magnetic to it. Magnet can also magnetize his opponent as well. Magnet can also release/use magnetic energy to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.
- Electromagnetic Pulse: Magnet can use electroreception to locate objects around him. This is important in places where he cannot depend on vision: for example in caves, in murky water and at night. Predators who have this sense use electric fields to detect buried prey. In active electrolocation, Magnet senses his surrounding environment by generating electric fields and detecting distortions in these fields using electroreceptor organs. This allows him to detect non-living objects as well as living beings.
- Electromagnetic Sight: If he is ever blinded, Magnet can perceive the world around himself based solely on the patterns of magnetic and electrical energy. Sometimes he may be able to see the natural magnetic auras surrounding living beings, as well. Magnet can also "tune" his vision to interpret the various ranges of the energy. He can see radio waves (which includes AM, FM, and TV frequencies), radar, infrared, visible light, ultraviolet, power waves, x-rays, gamma rays, and even cosmic rays. He also has limited night-vision and thermovision.
- Telepathic Immunity: Darrel has gained an immunity to most forms of telepathy seeing as that his head is surrounded by an invisible force field which renders most forms of psionic energy to bounce off of and leaving him perfectly unscathed by its effects.
- Red and/Blue Force: The Red and Blue Force from what Darrel describes it, is a phenomena where Darrel taps into the Earth's magnetic "poles" and uses them to attract metal objects to him and repel anything else made of metal or even people due to the levels of Iron in their body. The Red Force allows Darrel to create force fields, fly, and slide across the ground via magnetic energy and the Blue Force allows Darrel to attract people and metal objects. It should also be noted that Red Force also gives Darrel telepathic immunity through means of detection since the Red Force repels external mind-based attacks.
Equipment
- Smart-Suit Containment Belt: Designed by Angelstone Labs, Magnets latest costume is a type of "smart clothing" which has miniaturized computer systems embedded in its material which monitor Magnet's vitals and power stability. When not in use, the smart uniform can be compressed and then stored in the 5-inch long buckle on his belt. When Magnet needs to don the uniform, he simply opens the buckle, which releases the suit and causes it to quickly expand to full size.
Weaknesses
- High Temperatures: At incredible heat, magnetism will be destroyed and Magnet's powers are/will be rendered useless.
- Exhaustion: If Magnet uses too much energy at one time he can exhaust himself and possibly pass out if gives all that he has.
Gallery
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Transhumans: Arachnae • Arachnicide • Blue Patriot • Bugg • Data • Gargoyle • Red-Arachnid (Brian Smith) • Strange Thing • The Bullet • Velocitus | ||
Imperfects: Galestorm • Magyik • Mindscape • Nightbeast • Omegan | ||
NPCs: | ||
Places and Things: DothCorp • Hyper-Force | ||
Stories: Bugg: Chapter One |