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Old 04-06-2010, 07:41 AM   #1
Sam Baughn
 
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Help to design - Weirdboy Power.

I'm posting this seperately from my Warhammer 40k conversion because I need input on how to implement something in GURPS rules, rather than feedback on how well it fits the setting, so it's suitable for people who have no interest in the setting.

In the 40k setting, there are a race called 'orks' who have some kind of gestalt magical/psionic/superpower field generated by all members of their race. Certain individuals of that race, known as 'weirdboys' tap into that power and use it to create various effects, such as blasts of energy, teleporting or inspiring nearby orks to become more effective in combat.

None of those are especially difficult to do in GURPS; the tricky part is that (a) the weirdboy has little control over exactly which ability he uses, (b) it sometimes goes wrong, causing damage to the weirdboy and anyone standing nearby, (c) the amount of power available is dependent on the number of orks nearby and their emotional state and (d) a weirdboy can't stop drawing power and must 'vent' it by using his abilities or risk his head exploding. None of those really seem to fit anything I've seen in GURPS so far.

Has anyone got any suggestions?
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