Iron Susceptibility (Action)
|Heroic Action Role-Play|
Iron impairs your power, possibly for one of the following reasons. The strength, versatility, and magnetic properties of iron makes it very important to technology, which is opposed to magic. Fey abhor Iron, seeing it as a manifestation of human encroachment. Alchemists claim iron is an impure element, easily corroded, the opposite of gold. Iron is highly magnetic. Encasing something in a cage of iron insulates from all electromagnetic fields, hindering many technological devices. Science offers another theory: nuclei of iron have some of the highest binding energies per nucleon. In other words, you cannot gain energy by transmuting iron into into anything else. Iron is the end of the road; no further transmutation is possible unless you put in a vast amount of energy. Whatever the reason - you probably don't even know why - iron impairs your powers.
Iron susceptibility is common among mages. Many magical creatures can be hurt by iron weapons. Part of it's function lies in that it is very common and well known; everyone knows you can stymie a mage by making them hold a naked blade or wear an iron collar.
Your powers are impaired by iron and iron derivatives, such as steel. You cannot use powers while in direct contact with iron or encased in iron, such as when wearing steel armor or inside a car. If you wish to use iron tools or weapons you must ensure that they don't get into direct contact with your skin; gloves, elaborate hilts and handles, and coverings such as gilding or tin coating are commonly used to overcome this. You can wear steel armor as long as it has been properly gilded; the noble metal negates the influence of the base iron. Of course, gilding is expensive, attracts attention, and is quite fragile meaning it can be accidentally scraped off.
When not wearing any iron you can use a Limit Break as if you were focused. A creature wearing metallic iron and Angels, Demons, Devils, Robots, Spectres, Undead, Virtues, and Whimsies are immune to such a limit break. In ^Blacksmith, Clockwork, Coal, Combustion, and Electronic societies, most civilized folk carry some iron object, such as a belt buckle or a tool. Wild animals and monsters very rarely do.