Force (pre-7.5)

Force

Force is a School of Powers.

Overview:

  • Force Grip: See Grip.
  • Boost: Move super fast.
  • Wield Force: Create simple tools of pure force.
  • Force Shield: Reserve mana, gain Block.
    • Inertial Barrier: Force Shield absorbs momentum, granting push resist, negating charge bonuses, etc. Can be used to mitigate falling damage.
    • Wall of Force: Force Shield that you don't hold. (Classic infinite-strength wall is Wall of Force III; begins more like a Tenser's Floating Disk or a lesser wall)
    • Deflector Shield: Deflect or reflect forces.
  • Control Gravity: Increase or decrease force of gravity on subject (double or half at rank 1, quad or quarter at rank 2, etc).
    • Gravity Shift: Change the angle of incidence of gravity in an area.
  • Force Control: Modify kinetic energy; change its vector, increase or decrease it, etc.

Below = bad yada yada

Telekinesis

Rank Power Description

1

Force Grip

Basically Grip and Push.

2

Force Projection

Concussion, etc.

3

Acceleration

Rank Power Description

1

Boost

Reserve mana to gain +move; spend mana to move super fast or slow fall.

2

Shift

Immediate movement.

3

Speed Force

the Flash!

Shield

Rank Power Description

1

Force Shield

Reserve mana, gain Block.

2

Inertial Barrier

Reserve mana, gain push resist, etc.

3

Wall of Force

Better force shield.

4

Force Mastery

Redirect forces affecting you.

5

Force Armor

Wall of Force surrounds you and moves with you

Gravity

Force (OLD CONTENT)

Force (scratch space)

Force is a Power. It describes the use of raw, telekinetic force.

Skill Uses

Rank Use Description

1

Minor Telekinesis

At-will, std, sustain std, short range; you telekinetically move an object or creature no larger than medium size, up to 2 squares per action.

1

Slow Fall

At-will, immediate; you negate one die of falling damage at the cost of 1 Mana. Stackable.

Feats

Rank 1

Assault
Control
  • Gravity Pull: At-will, swift, medium range; you designate one square and one target. The target is immediately pulled up to 5 squares toward the designated square; until your next turn, target suffers 50% movement reduction when moving away from that square.
Defense
  • Force Shield: At-will, swift, reserve; you gain a shield of pure force, with which you may Block. Base Block Rating is 5, +5 per point of Mana reserved (max 1/rank).
Enhancement
  • Boost: At-will, move, costs 1 Mana; you take a single move action, during which you double your movement rate. Stackable (exponential). (Note: move actions including jumping, which is based on movement rate)
    • If you have the Power Charge feat, you gain an additional stack of the effect per stack of this power when using it to charge.
Utility
  • Grip: At-will, swift, medium range; you take telekinetic control of subject; you can move, crush, or thrust it. Unarmed ends (vs Willpower). See description for more information.
  • Push: At-will, swift, medium range; subject is pushed 5 squares.
    • Empower adds 5 squares.
    • Cannot push yourself. See Surge.
    • See Unusual Weapons for information on using a pushed subject as a weapon.
Meta
  • Choke: New use of Grip: you grip subject by the throat, choking off the air supply. Subject begins asphyxiating, and is Dazed (Fortitude ends, daze is emotional (fear) effect).
  • Throttle: New use of Grip: you shake target back and forth, causing nominal internal kinetic damage. Alternatively, if they are near a solid wall, you rapidly and repeatedly smash them into it, causing double nominal kinetic damage.

Rank 2

Assault
  • Concussion Missile: At-will, std, medium range; you fire a seeking missile, which does damage as Concussion, but ignores partial cover and avoidance.
    • Empower adds a bonus missile, which can target the same or a different target.
Defense
  • Inertial Barrier: At-will, std, sustain std; your inertia increases by a factor of 8. You gain 100% push resistance, and an effective size of Huge for the purposes of grappling, etc; but your movement speed decreases to 0%. Costs 1 Mana.
    • Empower multiplies inertia by 2 (cumulative), granting +50% push resistance and +1 effective size.
Mobility
  • Air Walk: At-will, free, 1 rd/Mana; you stand on air as if it were solid ground. Can be used as an immediate action to break a fall, but, if unplanned, you still fall 2d6 squares before activating it (unless you use a Hero Point to interrupt, of course).
  • Surge: Requires Push. At-will, move; you use Push on yourself, subject to all normal rules of that power, though you may move in any desired direction. Movement provokes as normal, but ignores terrain (except aerial hazards). Can use to charge, similar to Boost.
Utility
  • Force of Arms: At-will, swift, reserve 1 Focus; you create a melee weapon out of pure force. It has the stats of any normal weapon you can wield.
  • Modify Mass: Requires Minor Gravity Shift. At-will, swift, medium range, sustain swift; subject's weight increases or decreases by 50%. If increased, suffers movement penalty of 50%, cannot charge or run, cannot fly. If decreased, gain +50% movement, double jump distances, halve falling damage, etc.
  • Rob Force: Recharge 33%, immediate, short range; you steal the momentum of a target who was running or charging. They instantly stop, losing the remainder of their move action, and you gain 1 temporary Mana, to be used within the next 1 round.
Meta
  • Knockdown: Augments Push; for 1 extra Mana, your Push knocks down the target (no save).
  • Pull: As Push, but pull instead.
  • Wield: You may use this power to wield a weapon. The weapon's own movement is governed by the move action. Gain an additional action:
    • Activate Weapon: You activate the weapon. It is as effective as it would be if you were standing in its current square, wielding it physically. Replace any Str modifiers with your Willpower bonus, and any Dex with your Knowledge bonus.
      • Can be used on a weapon wielded by someone else, using Disarm rules (use your Knowledge skill as the disarm check). On success, you may activate the weapon once, after which the wielder regains control.

Rank 3

Assault
  • Concussion Lance: At-will, std, line 10x2 or 20x1, costs 3 Mana; double nominal force damage, plus optional push to end of line, plus inflicts siege damage to intervening walls (and propagates through them if destroyed), plus destroys walls of force and similar force barriers on contact.
Defense
  • Repulsion: Encounter, immediate, close burst 3; enemies are pushed outside radius, while allies are unaffected. Thereafter, the radius is lined with a dome of force that blocks all effects in both directions. The effect can withstand up to 10x nominal damage before collapsing, or can be dismissed by you.
Mobility
  • Air Skate: Requires Air Walk, at-will, swift; converts an active Air Walk into a new effect (sustain swift, no upkeep cost). Force "skate" holds you as solid ground, but it itself glides; you may move it up to 10 horizontal squares for every 1 vertical square it falls (max 50 horizontal/rd). You may choose its descent speed, minimum 1 square/rd, no maximum; at 5 vertical/rd or less, the landing causes no falling damage.
Shaping
  • Gravity Shift: At-will, swift, long range, circle 3, sustain swift; you double or halve the force of gravity in the area (stackable, costs 3 Mana per stack). Thus, increasing it by 3 stacks would multiply the force by 8, and decreasing by 3 stacks would divide by 8. Effects including modifying falling damage, movement, jumping, projectiles, and others. See description for details.
  • Wall of Force: At-will, swift, medium range, wall 1/Mana, concentration; invisible wall blocks line of effect, but not sight. Extends into adjacent planes. Cannot be destroyed or dispelled (but can be disintegrated).
Utility
  • Gravitic Conversion: Modifies Slow Fall. Converts falling damage into temporary Mana (1 per 5d6, max 5) to be used within the next 3 rounds.
Meta
  • Blackout: Requires and replaces Choke. You cut off subject's blood supply to the brain. Subject is Stunned instead of Dazed. If subject fails to end after 3 rounds, he becomes Unconscious and helpless; if you continue to concentrate, and he continues to fail, he suffers 1 point of damage to Con, Int, Wis, and Cha per round. If the effect ends for any reason while he is unconscious (but not dead), he will revive as soon as he passes a Fort save.
  • Slide: As Push, but slide instead.

Rank 4

  • Inertial Conversion
  • Reverse Gravity

Rank 5

  • Redirect Gravity
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