MAGNET
- POWER
- RUNS 12 S
- LEADS WITH MAGNET
- GOODCO HQ
MAGNET is a pull that hauls loose loot to the hero, and it runs for 12 seconds from the moment it is spent.
It does not stack. A second pickup spent while a copy is already running would be wasted, so the dock refuses it and keeps it banked for afterwards.
A salvage hook wound the wrong way round, hauling every loose thing on the floor to the man instead of the man to it. The only power in the dock that does no damage and grants no protection: what it buys is the loot off ground the hero has no business standing still on.
What it does
The pull
| WHAT | VALUE |
|---|---|
| RADIUS | 80 PX |
| RADIUS PER INT | 8 PX |
| ITEMS FLY AT | 200 PX/S |
- INTELLIGENCEeach point widens the pull.
How often it turns up
MAGNET is weighted at the catalog's ordinary 100: inside a pool it is exactly as likely as any other unweighted power in it.
A pool is a flat list picked from by weight, so what those odds actually come to depends on how deep the venue's list is — and every venue from here on keeps it, so the same power thins out the further down the campaign you take it.
| VENUE | POOL | WEIGHT | SHARE OF THE POOL |
|---|---|---|---|
| GOODCO HQ | 7 powers | 100 | 20% |
| THE MOON | 9 powers | 100 | 16% |
| MARS | 11 powers | 100 | 14% |
| THE RIFT | 13 powers | 100 | 13% |
| BOOT HILL | 15 powers | 100 | 11% |
| THE GARAGE | 15 powers | 100 | 11% |
| THE BUNKER | 15 powers | 100 | 12% |