See this thread for an explanation of the Matrix and the Flux in my
universe:
http://groups.google.com/group/rec.games.frp.gurps/browse_thread/threa...b6d6e8d
Though the power of the Flux is immense, it has a few drawbacks in
combat, not the least of which is that it's relatively slow compared
to using the 'innate' power derived from psionics. There are ways
around this, such as using the Flux to 'duplicate' psionic Power, as
described in the aforementioned thread, but even that takes more time
and effort than using 'native' power and is more dangerous and
tricky. A powerful fluxon can overwhelm a small army when the
conditions are right...but not instantaneously.
This led the master fluxons of the Antediluvian Age to develop
specialized applications of the power of the Flux for such uses.
These techniques could make the difference between survival and death
for a fluxon, given the slightly unwieldy nature of the Flux as a fast
tool and weapon.
The most common single attack technique used by the Antediluvian
fluxons was the ‘flux bolt’. This is a Controlled Manifestation, with
a slight difference. It works just like any other Controlled
Manifestation, as described in the previous thread, but with the
condition that it has a delayed activation. When it is activated, it
manifests as a stream of destructive psychokinetic energy, usually
flowing from the hand or eyes of the fluxon (actually appearing just
above the surface of those parts of the body), and directed by a the
thoughts and gesture-direction or gaze-direction of the fluxon. The
range and power of the bolt depend on the preparations of the fluxon
beforehand.
In GURPS terms, a fluxon prepares a flux bolt just as with any other
Controlled Manifestation. S/he begins by using Flux Awareness to
contact the Flux, and Flux Mastery to impress his/her desires onto the
Matrix, using Flux Points as necessary. The Matrix (i.e. the GM)
makes the usual reaction roll, if everything goes as the fluxon hopes,
the result is that a potential flux bolt manifestation exists, waiting
for the fluxon to decide to use it. Note that a Flux-bolt is a fairly
simple effect, all in all, and one of the easier things for an
experienced fluxon to make happen, so the penalties overall are low,
unless other circumstances are in play.
The GM should assign penalties and bonuses as usual, but with the
additional consideration that the stronger the desired potential Flux-
bolt, the higher the penalty on the reaction roll, and thus the more
Flux Points necessary to cancel the penalty. As a thumb rule, a
‘basic’ Flux-bolt will have a range of 3d hexes and do about 3d damage
to everything it touches. At a cost of -5 on the reaction roll (and
thus a cost of 5 Flux Points to offset this penalty) _either_ the
range or the intensity of the potential Flux-bolt can be doubled, both
can be doubled for a -10 penalty. They can be doubled again for
another -10, and so on, up to the point that the penalty cost on the
reaction roll exceeds the fluxon’s _unmodified_ Flux Mastery skill.
This process can be repeated to ‘store’ up additional Flux-bolts, up
until the number of stored Flux-bolts equals the fluxon’s _unmodified_
Flux Mastery skill...but for each Flux-bolt stored, the character
loses one Flux Point entirely until that Flux-bolt is expended. (Thus
a fluxon could ‘carry’ a large number of Flux-bolts, at the cost of
greatly weakening his/her other Flux abilities while s/he does.)
Note that locations matter! If a fluxon creates a Flux-bolt in a
location with a high background Flux Rating, the resulting Flux Bolt
gains double range and double damage _for free_. This is _cumulative_
with intentional efforts by the fluxon to increase the potency.
EXAMPLE 1: A fluxon with Flux Awareness 35 and Flux Mastery 33 and
100 Flux Points decides to arm himself for battle. He uses the usual
techniques described in the previous thread for Controlled
Manifestation, spending 30 Flux Points in the process, and he ends up
with a Flux-bolt that has a range of 6d and intensity of 6d. (That
is, when he uses it, it will have a range of 6d hexes and do 6d damage
to whatever it touches in its path (one hex wide)).
If he rests and waits, he can repeat the process to add another Flux-
bolt. However, since he is ‘carrying’ a Flux-bolt now, instead of
returning to 100, his Flux Points will rebuild only to 99, which is
his new natural level until he expends the Flux-bolt. If he sets up
and ‘carries’ 10 Flux-bolts, his natural Flux Point level drops to 90.
Note that by performing these processes at a high Flux Rating site,
and braving the attendant risks, our hypothetical fluxon could have
created _much_ more potent Flux-bolts. For example, if he had done
the same process successfully at a +3 Flux Rating site, his Flux-
bolts, when used, would have 36d hexes of range and inflict 36d damage
to whatever they touch! [1]
MORE LATER.
[1] There is a reason why fluxons were so feared and respected in
those times.