Cost |
Power |
END |
100 |
Multipower, 100-point reserve
|
|
6u |
1)
G-FORCE:
Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 6 STUN) (vs. PD), Reduced Endurance (Half END; +1/4), Indirect (Always from ground below target; +1/2), Uncontrolled (+1/2), Continuous (+1), No Normal Defense (LS: Hi Pressure, Density Increase, Gravity Manipulation Powers; +1), Does BODY (+1), Area Of Effect (8" Radius; +1), Selective (+1/4) (97 Active Points); Limited Power Only vs Opponents within 1" of the ground (-1/2) (uses END Reserve)
|
4 |
5u |
2)
Gravitic Fluctuator:
Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 27 STUN) (vs. PD), Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), No Normal Defense (LS: Hi Pressure, Density Increase, Gravity Manipulation Powers; +1), Continuous (+1), Does BODY (+1), +7 Increased STUN Multiplier (+1 3/4) (97 Active Points); Limited Power Only vs Opponents within 1" of the ground (-1/2), No Knockback (-1/4) (uses END Reserve)
|
4 |
8u |
3)
What Goes up Must Come Down:
Suppress: Flight (in Air), Gliding, Swinging, Leaping 7d6 (standard effect: 21 points), Four Powers Simultaneously (+1), Reduced Endurance (Half END; +1/4), Uncontrolled (+1/2) (96 Active Points); Limited Range (-1/4) (uses END Reserve)
|
4 |
7u |
4)
Gravity Wins Again:
Suppress: All Movement 4d6 (standard effect: 12 points), All Powers Simultaneously (+2), Uncontrolled (+1/2), Area Of Effect (14" Radius; +1 1/4), Selective Target (+1/4) (100 Active Points); No Range (-1/2) (uses END Reserve)
|
10 |
10u |
5)
Take A Load On:
Drain Movement 5d6 (standard effect: 15 points), any Movement power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (100 Active Points) (uses END Reserve)
|
10 |
10u |
6)
Micronic Mass Multiplier:
Drain END 5d6 (standard effect: 15 points), STR, DEX, STUN, or END one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (100 Active Points) (uses END Reserve)
|
10 |
7u |
7)
Gravitic Pulse:
Energy Blast 10d6 (vs. PD), Indirect (Always from ground below target; +1/2), Does x1 1/2 Knockback (+1/2) (100 Active Points); Limited Power Only vs Opponents within 1" of the ground (-1/2) (uses END Reserve)
Notes:
No Knockback, Double Knockback: The goal of the power is to knock people over. Calculate Knockback as normal, if the target takes Knockback then they fall down in their hex and take no Knockback damage.
|
10 |
4u |
8)
Gravity Alteration:
Telekinesis (26 STR), Reduced Endurance (Half END; +1/4), Area Of Effect (5" Radius; +1), Selective Target (+1/4) (97 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground (-1), No Range (-1/2) (uses END Reserve)
|
4 |
5u |
9)
Polarity Shift:
Telekinesis (53 STR), Reduced Endurance (Half END; +1/4) (99 Active Points); Only To Hold Something Off The Ground (-1) (uses END Reserve)
|
4 |
9u |
10)
Density Decrease:
1/8th Weight, + 3" KB, -15 STR; +3PD, +3" Leaping; (Reduces the average person to about 26 lbs/12.5 kg.), Uncontrolled (+1/2) (90 Active Points) (uses END Reserve)
Notes:
Each 20 Base Points gives target x1/2 Mass, +1" KB, -5 STR (no figured), +1 PD, +1" Leaping. Visible Source, Invisible SFX. Constant while the Endurance cost is paid to maintain the effect. Defense: Shrinking, Growth, Density Increase, Desolid.
|
9 |
10u |
11)
Gravity Field Manipulation:
Telekinesis (66 STR) (99 Active Points) (uses END Reserve)
|
10 |
10u |
12)
Hold Still:
Entangle 3d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4), Entangle And Character Both Take Damage (+1/4), Invisible Power Effects (Fully Invisible; +1) (100 Active Points) (uses END Reserve)
|
10 |
36 |
Multipower, 36-point reserve
|
|
3u |
1)
Air Walking:
Flight 6", Invisible to Hearing Group (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), No Gravity Effect (+1/2) (36 Active Points); No Noncombat Movement (-1/4)
|
0 |
6m |
2)
Gravitic Leaping:
Leaping +30" (3 1/2"/33 1/2" forward, 1 1/2"/16 1/2" upward) (Accurate) (35 Active Points); No Noncombat Movement (-1/4) (uses END Reserve)
|
3 |
6m |
3)
Gravitic Gliding:
Gliding 30" (30 Active Points)
|
0 |
1 |
Gravitic Power Gliding:
Gliding 1", MegaScale (1" = 1 km; +1/4)
|
0 |
1 |
3...2...1....BLASTOFF:
Flight 1", Megascale (1" = 1 km; +1/4) (2 Active Points); Straight up Only (-1 1/2) (uses Personal END)
|
1 |
45 |
1)
Gravity Field Manipulation:
Telekinesis (30 STR) (uses END Reserve)
|
4 |
3 |
2)
Gravity Support:
Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum)
|
0 |
16 |
3)
Gravitas:
Knockback Resistance -10" (20 Active Points); Nonpersistent (-1/4)
|
0 |
12 |
4)
Gravitic Dispersal:
Energy Damage Reduction, Resistant, 25% (15 Active Points); Nonpersistent (-1/4)
|
0 |
24 |
5)
Gravitic Dispersal:
Physical Damage Reduction, Resistant, 50% (30 Active Points); Nonpersistent (-1/4)
|
0 |
36 |
6)
Gravitic Repulsion:
Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Nonpersistent (-1/4)
|
0 |
45 |
Gravitic Stamina:
Endurance Reserve (300 END, 15 REC) (45 Active Points)
|
0 |
10 |
Fighting Costume:
Armor (4 PD/4 ED), Hardened (+1/4) (15 Active Points); OIF (-1/2)
|
0 |
1 |
Acute Hearing:
+1 PER with Single Sense Group
|
0 |
6 |
Heroic Recovery:
Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4)
|
0 |
442 |
Total Powers Cost |