Newsgroups: rec.games.frp.gurps From: [p--it--y] at [netcom.com] (Pee Kitty) Subject: New Super Powers: Attract/Repel Date: Wed, 15 Nov 1995 08:25:42 GMT I was in the middle of designing a character and realized that Supers is missing yet another important power(s)! I tried doing it with all the other powers listed, and couldn't. The closest I could come was a bastardized area effect limited use telekinesis, which was REALLY unsatisfying. So I just made it up myself. Please comment, question, and suggest! It might seem a bit cumbersome to read through, but that's because I designed it for quick reference during play (You're flying across the edge of the area of effect? Let's see what happens...), not for streamlined reading. Attract (Area/Mental) LC: 8 This power causes everything in the area of effect to be drawn toward its center hex. Unless stated otherwise, all subjects add their level of Increased Density to their rolls to resist its effects. Perfect Balance adds +3 to all rolls. Those moving toward the center add your Power to their Move, and must roll against DX, Flight, or Running at a -1 penalty (+1 bonus) for every yard they are moving over (under) their maximum Move. Failure means they fall over or spin out of control, toward the center. Those moving at a tangent to the center must roll at a penalty equal to half your Power (round down), with a +1 bonus for ever yard they are moving under their maximum Move; failure means a fall or loss of control, as above. Those moving away from the center subtract your Power from their Move (to a minimum Move of 1), and must roll against their ST plus Move, minus your Power. Failure means they fall over, and are pulled one hex toward the center. Those standing and not moving at all (except for Step And... maneuvers) must roll against their ST minus your Power. Failure means they fall over, as above. Those lying or flying out of control are pulled toward the center at Power/2 hexes per turn. Their Increased Density subtracts from your Power. They can try to get back on their feet or safely on course by rolling against ST or Move/5 (whichever is better) plus DX or Flight (if applicable), at a penalty equal to twice your Power; Increased Density does not add to this roll. Those who end up in the center hex have a hard time getting out. Treat it as a bind; they must win a Quick Contest of ST against your Power x 3 to leave the hex. Once they leave it, refer to the rules for moving away from the center, above. Note that this power will affect the user unless Doesn't Harm User is taken. Repel (Area/Mental) LC: 8 This power causes everything in the area of effect to be pushed away from its center hex. Except where stated below, treat it as the reverse of the Attract power. Increased Density adds to rolls to resist unless stated otherwise, and Perfect Balance adds +3 to all rolls. Those moving away from the center are affected as those moving toward the center of Attract. A failed roll indicates falling or spinning out of control away from the center hex. Those moving at a tangent to the center are affected the same as Attract; failure means a fall or loss of control, as above. Those moving toward the center are affected as those moving away from the center of Attract. A failed roll means falling or spinning out of control, away from the center hex. Those standing are affected the same as Attract, failure means a fall or loss of control, as above. Those lying or flying out of control are pushed away from the center at Power/2 hexes per turn. Their Increased Density subtracts from your Power. They can try to get back on their feet or safely on course the same as for Attract. Those pushed out of the area of effect must roll against DX, Flight, or Acrobatics to stay on their feet (or on course). Those already out of control do not get a roll. Those who make it to the center hex must win a Quick Contest of ST against your Power x 3 every turn to stay in the hex. If they fail, they are pushed one hex away from the center, and are treated as standing, above. Note that this power will repel the user, even if he is in the center hex, unless Doesn't Harm User is taken. [well, sirs?] -- Rev. Pee Kitty, of the order Malkavian-Dobbsian Meow! * Are you abnormal? Then you are probably BETTER than most people! * * ETERNAL SALVATION OR TRIPLE YOUR MONEY BACK! For info send $1 to * * The Church of the SubGenius / P. O. Box 140306 / Dallas, TX 75214 * * -= Visit alt.slack =- * * FREE SUBGENIUS STUFF! FTP to ftp.netcom.com and cd /pub/pk/pkitty *