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!

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