Gravitation (force control): Difference between revisions
(Created page with "==Accelerator== As a standard action, you can accelerate an object with a mass less than 0.1 kg to lethal velocities. This functions as a weapon that operates at pistol ranges, and does 2d8 damage. You are considered proficient with this weapon. You add half your level to this damage, as normal for a weapon. This counts as a pistol for the purposes of feats and talents (but you can’t customize it with Tech Specialist or Superior Tech). ==Altered Constant== As a sw...") |
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Revision as of 06:13, 18 January 2023
Accelerator
As a standard action, you can accelerate an object with a mass less than 0.1 kg to lethal velocities. This functions as a weapon that operates at pistol ranges, and does 2d8 damage. You are considered proficient with this weapon. You add half your level to this damage, as normal for a weapon. This counts as a pistol for the purposes of feats and talents (but you can’t customize it with Tech Specialist or Superior Tech).
Altered Constant
As a swift action, once per encounter, you can choose to make yourself heavier or lighter. If you make yourself heavier, you gain a +4 bonus to Strength. If you make yourself lighter, you gain a +4 bonus to Dexterity. This bonus lasts for 1 round per 3 character levels.
Assisted Leap
You gain a +10 bonus to Jump checks and fall at rate of 12 squares per round. You never take falling damage. The Jump bonus increases to +20 at 12th level and +30 at 18th level. Unless you choose to do so, you never fall prone when falling from a height.
Advanced Personal Gravity
You can choose which direction is ‘down’ for you, effectively granting you climb speed equal to your base speed. This can also be used to gain a fly speed only usable in zero-gravity environments or a swim speed.
Extreme Personal Gravity
Your ability to choose which direction is ‘down’ improves, granting you a fly speed equal to your base land speed. You must have Advanced Personal Gravity to choose this ability.
Reverse Gravity
As a standard action, you can suddenly reverse gravity below a target within 12 squares of you and within your line of sight. Make a Knowledge [Physical Sciences] check. If your Knowledge [Physical Sciences] check beats that target’s Reflex defense, this ability has an effect – otherwise they successfully dodge out of the way and the ability has no effect. If you beat their Reflex Defense, they are launched upwards 5 squares, plus an extra square at level 4 and every 4 levels after that. At level 1 you can only affect targets up to Medium size with this ability – this increases to Large at level 8, Huge at 16, and so on, increasing one additional size step every 8 levels. If the target hits an object preventing its upward movement before the movement is completed, it takes 1d6 damage for every square of movement it had left to move upwards. After the upward movement is complete, calculate falling damage as normal (1d6 for every 2 squares of falling). This ability can be used once every 5 rounds.
As a swift action, you can share the benefits of Advanced Personal Gravity (but not Extreme Personal Gravity) with a number of creatures equal to 1/4th your character level. The creatures must remain adjacent to you, and this effect lasts for 1/5th your character level, and you must wait 5 rounds after it ends before activating it again.