Gravity Maneuvers

Gravity Maneuvers

By taking advantage of your personal gravity manipulation device, you can manipulate nearby gravitational fields for devastating effects. The personal gravity manipulation device is not considered part of your character wealth and you’re assumed to acquire it upon taking this feat, which also represents having been trained to use the device effectively.

Distortion Field

You surround yourself with a gravity distortion field which prevents incoming damage. Time: Reaction. Target: You.
Make a Use Computer check. The result determines the effect, if any.

DC 15: You gain a Shield Rating (SR) of 5 until the beginning of your next turn. Unlike other shields, this shield is made of a gravity distortion which applies to all forms of attacks (including physical collision) but cannot be recharged (it drops by 5 each time the rating is overcome, representing a destabilization of the field).
DC 20: As DC 15, except you gain SR 10.
DC 25: As DC 15, except you gain SR 15.
DC 30: As DC 15, except you gain SR 20.

Special: By spending a Force Point when you activate this Maneuver, you can increase the SR rating by 5. You can maintain concentration on this Maneuver to continue to gain the benefit of the Maneuver’s SR from round to round, extending the normal duration. Maintaining Distortion Field is a standard action. If the Maneuver’s SR rating is reduced to 0, the Maneuver’s effect ends.

Gamma Scramble

By honing your gravity wave ability to interfere with your target’s brain waves, you can disorient and even knock them unconscious. Time: Standard action. Target: One creature within 6 squares and within line of sight.
Make a Use Computer check. Compare the result to your target’s Will Defense. If the check equals or exceeds the target’s Will Defense, the target moves 1 step down the Condition Track. For every 5 points by which your check exceeds the target’s Will Defense, the target moves an additional 1 step down the Condition Track.

Special: When using this maneuver, you can spend 1 Force Point to move the target an additional step down the Condition Track.

Gravity Field

You can create a gravity field around an object moving it in any direction up to 6 squares with incredible force. Time: Standard Action. Target: One creature or object within 6 squares or your line of sight.
Make a Use Computer check. The result of the check determines the maximum size of the target you can lift. If the target is a creature that resits the attempt, you must also overcome their Reflex Defense. You can hurl the target at (or drop it on) another target in range if your Use Computer check also exceeds that target’s Reflex Defense, but this immediately ends the Maneuver if maintained. Both targets take damage determined by your Use Computer check result.

DC 15: Move an object up to Medium size (deals 2d6 points of damage)
DC 20: Move an object up to Large size (deals 4d6 points of damage)
DC 25: Move an object up to Huge size (deals 6d6 points of damage)
DC 30: Move an object up to Gargantuan size (deals 8d6 points of damage)
DC 35: Move an object up to Colossal size (deals 10d6 points of damage)

Special: You can concentrate to maintain the gravity field from round to round. Maintaining this maneuver is a standard action.

If you use this maneuver against a hovering or flying target (such as a speeder or starship), the target can oppose your Use Computer check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.

You many spend a Force Point to increase the size of the object by one category and deal an additional 2d6 points of damage. Alternatively, you can spend a Destiny Point to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage.

Gravity Hammer

Creating a dense gravity field around a melee or unarmed weapon, your attacks strike with compounding force. Time: Standard action. Target: You.
Make a Use Computer check. The result of the check determines the result, if any.

  • DC 20: You make a single melee attack against the target, dealing an additional +1 die of damage if you hit.
  • DC 25: As DC 20, except you deal +2 additional dice of damage.
  • DC 30: As DC 20, except you deal +3 additional dice of damage.
  • DC 35: As DC 20, except you deal +4 additional dice of damage.

Special: You can spend a Force Point to use this maneuver at the end of a charge.

Gravity Wave

Your character sends a ripple of gravity distortions, smashing all caught in the wave. Time: Standard action. Targets: All targets within a 6-square cone originating from an adjacent square.
Make a Use Computer check. Compare the result of the roll with each target’s Damage Threshold. The effects depend on the check result, if any.

  • DC 15: The target is knocked prone and suffers 2d6 points of damage.
  • DC 20: As DC 15, except the target suffers 3d6 damage
  • DC 25: As DC 15, except the target suffers 4d6 damage
  • DC 30: As DC 15, except the target suffers 5d6 damage
  • DC 35: As DC 15, except the target suffers 6d6 damage

Special: You can spend a Force Point to deal an additional 2d6 points of damage to all targets in the area of this maneuver.

Inertia

Your character manipulates gravity’s pull to change your directional gravity pull, allowing you to perform incredible acrobatic feats. Time: Move action. Target: You.
Make a Use Computer check. The result of the check determines the result, if any.

  • DC 15: You move up to half your speed along any surface as long as it could feasibly support your weight, changing your relative gravity orientation. If you are not on the ground when this Maneuver ends, your character re-orients and falls accordingly.
  • DC 20: As DC 15, except you can move at your normal speed.
  • DC 25: As DC 15, except you can move your speed + 2 squares.
  • DC 30: As DC 15, except you can move your speed + 4 squares.

Special: You can concentrate to maintain Inertial from round to round. Make a new Use Computer check each round to determine the distance you travel. Maintaining Inertia is a Move action.

You can spend a Force Point to increase your movement by +2 squares.

Lockdown

You form a powerful gravity field on a direct, locking it in place and crushing it with immense gravitational pressure. Time: Standard Action. Target: One target within 6 squares and within line of sight.
Make a Use Computer check. If your check overcomes the target’s Fortitude Defense, it suffers the ill effects determined by the result of your check:

DC 15: The target takes 2d6 points of damage and is Pinned.
DC 20: As DC 15, but the target suffers 4d6 points of damage.
DC 25: As DC 15, but the target suffers 6d6 points of damage.

Special: You can continue concentrating on a single target to maintain this Maneuver from round to round. Maintaining this Maneuver is a standard action that requires a new check every round.

You can spend a Force Point to deal an additional 2d6 points of damage to your target.

Negation Field

You’ve mastered the art of personal field manipulation and can quickly distort hostile fields (and other effects) aimed at you to negate them. Time: Reaction. Target: One Gravity or Gadget Maneuver targeting you.
Make a Use Computer check. If your result equals or exceeds the check result of the Maneuver directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the Maneuver directed at you by 5 or more, you may choose to turn the Maneuver against is creator, who suffers the effect.

Special: If you successfully rebound a Maneuver back at its originator, the originator may attempt to use Negation Field on the Maneuver as well. If they reflect it back again, both you and the originator are affected by the Maneuver. You can spend a Force Point as a reaction to suffer no ill effects from a Maneuver that has been rebounded twice – once by you, once by the Maneuver’s originator.

Pushing Attack

By concentrating when you make an attack, you can manipulate the gravitational field surrounding the impact of your attack to push targets backwards. Time: Standard Action. Target: One enemy within your reach.
Make a Use Computer check. The result determines the effect, if any.

DC 15: You can make a single melee attack against a target within reach. If the attack hits, in addition to dealing damage, compare your Use Computer check against the target’s Fortitude Defense. If the result exceeds their Fortitude Defense, you push the target 2 squares away from you. This movement does not provoke an attack of opportunity and cannot be used on grabbed or grappled targets.
DC 20: As DC 15, except you push the target 4 squares away from you.
DC 25: As DC 15, except you push the target 6 squares away from you.
DC 30: As DC 15, except you push the target 8 squares away from you.

Special: You can spend a Force Point to knock a target prone at the end of their forced movement as a reaction.

Repulse

You generate a massive gravitational field around you, slamming all nearby enemies away. Time: Standard action. Target All adjacent targets.
Make a Use Computer check. Compare the result with all target’s Damage Threshold to determine the result. If your check overcomes the target’s Damage Threshold, they are forced backward away from you and suffer damage. The result of your check determines how far they’re pushed and how much damage they suffer.

  • DC 15: 1 square and 1d6 damage.
  • DC 20: 2 squares and 2d6 damage.
  • DC 25: 3 squares and 3d6 damage.
  • DC 30: 4 square and 4d6 damage.
  • DC 35: 5 squares and 5d6 damage.

Special: You can spend a force point to push all targets back 1 additional square and deal 1d6 additional damage. You can also spend a Destiny point to push all targets back 3 additional squares and deal 3d6 additional damage.

Slow

By creating a dense gravity field around a target, you can grind its movement to a crawl. Time: Standard Action. Target: One creature or moving object up to one size category larger than you within 12 squares and within line of sight.
Make a Use Computer check. If the result exceeds the target’s Damage Threshold, the following effects are determined by your check result.

  • DC 15: The target’s speed is reduced by 1 square until the beginning of your next turn. The target is also encumbered, suffering an additional -2 Armor Check Penalty.
  • DC 20: As DC 15, except the target’s movement is reduced by 2 squares and their Armor Check Penalty increases to -5.
  • DC 25: As DC 15, except the target’s movement is reduced by 3 squares and their Armor Check Penalty increases to -10.
  • DC 30: As DC 15, except the target’s movement is reduced by 4 squares and their Armor Check Penalty increases to -15.

Special: You can maintain this Maneuver from round to round. Doing so required a standard action. A new Use Computer check must be made each round. Should you take damage while maintaining this Maneuver, you must succeed on a Mechanics check (DC 15 + damage dealt) to continue maintaining this Maneuver.

You can spend a Force Point to levy an additional -1 square and -2 Armor Check Penalty.

Surge

You can temporarily create a gravity well in one direction, traveling quickly. Time Free action. Target: You
Make a Use Computer check. The result of the check determines the effect, if any:

  • DC 10: You gain a +10 Maneuver bonus on Jump checks and your speed is increased by 2 squares until the start of your next turn. The Maneuver bonus on Jump checks includes the speed adjustment and all jumps made while this Maneuver is in effect are considered to have a running start.
  • DC 15: As DC 10, except you gain a +20 Maneuver bonus on Jump checks and your speed increases by 4 squares.
  • DC 15: As DC 10, except you gain a +30 Maneuver bonus on Jump checks and your speed increases by 6 squares.

Special: You can spend a Force Point to increase the jump bonus by +10 and your movement speed by an additional 2 squares.

Gravity Maneuvers

To the Ends of the Galaxy Jonathonathon