Force Formulae

Bastion [Gravitation]
Gravitationally rooting yourself to the surface you stand on, you reinforce yourself and become an immovable, resistant bastion.
Time – Move Action
Target – Self
Make a Knowledge [Physical Sciences] Check: The result of the check determines the effect, if any.
DC 15: Your movement speed is reduced to 0, and you cannot be moved or knocked prone by another character. Your damage threshold is increased by 2. These effects last for one round.
DC 20: As DC 15, except your damage threshold is increased by 5
DC 25: As DC 15, except your damage threshold is increased by 10
DC 30: As DC 15, except your damage threshold is increased by 15
Special – This formula can only be used while on a solid surface (i.e. cannot be used in water, vacuum, etc.). A character using this formula cannot charge.  This formula may be maintained from round to round. Maintaining this formula is a move action.  You may spend a Hero Point to impose a -5 penalty to any enemy who attempts to tumble through your space or threatened area. 

Ballistakinesis [Gravitation]
You use directional gravity fields to spray an area with dangerous debris.
Time – Standard action
Targets – All targets within a 2×2 area (the entire area must be within 12 squares of you and in your line of sight).
Make a Knowledge [Physical Sciences] check.  Compare the result to the Reflex Defense of each target in the affected area.  If the check result equals or exceeds the target’s Reflex Defense, the target takes 3d8 points of bludgeoning, piercing, or slashing damage (your choice) and takes a -2 penalty on all attack rolls until the start of your next turn.  This is an area attack. Targets missed by this suffer no damage (unlike most area attacks).
Special – You may spend a Hero Point when you activate this formula, in which case targets whose Reflex Defense you fail to exceed with your skill check take half damage.

Blind [Gravitation]
You hurl dirt, dust, and debris at your foe, affecting its perception.
Time – Swift Action
Target – One creature within 12 squares of you and in your line of sight.
Make a Knowledge [Physical Sciences] Check.  Make one roll and compare the result to the target’s Reflex Defense.  If the result equals or exceeds the target’s Reflex Defense, the target is considered flat-footed, and all other creatures have concealment from your target until the start of your next turn.  Creatures that do not rely on eyesight to perceive (such as those with some form of tremorsense) are immune to this effect.
Special – You can spend a Hero Point to use this formula as a free action, instead of as a swift action.

Crush [Electromagnetism, Gravitation]
You lift an enemy into the air and brutally crush them, overload their nervous system, and slam them into the ground.
Time – Standard Action
Target – 1 creature within 6 squares and line of sight
Make a Knowledge [Physical Sciences] check and compare the result against the target’s defense of your choice.  Any damage dealt by Crush is considered to be originating from a single source and is applied in one sum against the target’s damage reduction and damage threshold.
DC 20: If your Knowledge [Physical Sciences] check equals or exceeds the target’s Fortitude Defense, it feels a crushing force constructing around them, dealing 3d6 bludgeoning damage.
DC 20: If your Knowledge [Physical Sciences] check equals or exceeds the target’s Reflex Defense, it is lifted off the ground and slammed back down, dealing 3d6 bludgeoning damage.
DC 20: If your Knowledge [Physical Sciences] check equals or exceeds the target’s Will Defense, the electricity coursing through their nervous system overloads their senses and damages their organs, dealing 3d6 electricity damage.
DC 30: As DC 20 except you target two Defenses and deal 3d6 per defense exceeded.
DC 40: As DC 20 except you target all three Defenses and deal 4d6 per defense exceeded.
DC 50: As DC 20 except you target all three Defenses and deal 5d6 per defense exceeded, plus you add half your heroic level as bonus damage per defense exceeded.
Special – You can spend a Hero Point to compare the damage provided by your Knowledge [Physical Sciences] check against each eligible Defense separately.  Each damage total is only then compared individually to the target’s Damage Threshold.

Destruction [Strong Force] – You sever some of the subatomic bonds of your target, unleashing an extremely small nuclear blast.
Time – Standard Action
Target – 1 creature within 6 squares and line of sight
Make a Knowledge [Physical Sciences] check.  The result of the check determines the result, if any.
DC 28: The target takes 3d8 damage.  If your Magery check matches or exceeds the target’s Reflex Defense, you may push the target 1 square in any direction and knock it prone.
DC 33: As DC 28, except the target is pushed 2 squares.
DC 38: As DC 33, except the target takes 4d8 damage.
DC 43: As DC 38, except the target takes 5d8 damage.
Special – You may spend a Hero Point to move the target -1 step on the Condition Track when you successfully hit with Destruction.

Disarm [Gravitation]
You disarm an opponent by using a gravity field to pull the weapon from their grasp.
Time – Standard Action
Target – One creature within 12 squares and within line of sight.
Make a Knowledge [Physical Sciences] check.  Use this check in place of your attack roll when attempting to disarm the target (see Disarm, SECR 152).  If your disarm attack succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which case you must have a free hand to catch it).
Special – Feats that improve disarm attacks (such as Improved Disarm) do not apply to disarm.  You can spend a Hero Point to damage or destroy the target weapon instead.  If your disarm attack succeeds, the weapon takes damage equal to your Knowledge [Physical Sciences] check result.  You must declare that you are using this option before making your disarm attack.

Fold Space [Gravitation]
You create a high-intensity gravitational field for an amount of time barely longer than planck time. This allows you to warp spacetime for long enough to transport yourself or a target a short distance, but not long enough to damage your surroundings catastrophically.
Time – Full-round Action
Target – You, or One held or unattended object within 6 squares and line of sight or one vehicle you occupy.
Make a Knowledge [Physical Sciences] check.  The result of the check determines the maximum size of the object you can transport and the distance you can transport it or yourself.
DC 20: You can move a Medium or smaller object (or yourself) up to 6 squares.
DC 25: You can move a Large or smaller object (or yourself) up to 12 squares.
DC 30: You can move a Huge or smaller object (or yourself) up to 18 squares.
DC 35: You can move a Gargantuan or smaller object (or yourself) up to 24 squares.
DC 40: You can move a Colossal or smaller object (or yourself) up to 30 squares.
Special – If the object you are transporting contains other objects or creatures (such as a vehicle or starship), everything contained within the object is transported as well.  You can spend a Hero Point to increase the maximum size of the object you can move by two categories, up to Colossal (cruiser) in size, or double the distance the object is transported.

Gravity Manipulation [Gravitation]
You bend the very fabric of space around you, placing the weight of proverbial worlds on the shoulders of your enemies and crushing them beneath the unforgiving wrath of physics.
Time – Full-Round Action
Target – All creatures within 6 squares of you.
Make a Knowledge [Physical Sciences] check.  The result of the check determines the effect, if any.
DC 28: Any target that was in flight immediately falls to the ground, and no target may take flight until the beginning of your next turn.  Any targets grounded by this effect take falling damage.  Additionally, compare the result of the Magery check to each target’s Fortitude Defense.  If the Magery check equals to exceeds the target’s Fortitude Defense, the target is knocked prone and has its speed reduced by half on its next turn.
DC 33: As DC 28, but any target for which the check exceed their Fortitude Defense takes 1d6 damage. This damage ignores DR.
DC 38: As DC 33, but the damage is increased to 2d6.
DC 43: As DC 33, but the damage is increased to 3d6.
Special – The results of this spell are greatly dependent upon the gravity where the user casts it. All damage dice are replaced with d4s in Low-Gravity Environments, and replaced with d8s in High-Gravity Environments. This spell automatically fails if used in a Microgravity Environment.

Grip [Gravitation]
You create a gravity field around your target, crushing them with intense strength.
Time – Standard Action
Target – One target within 12 squares and within line of sight.
Make a Knowledge [Physical Sciences] check.  The result of the check determines the effect, if any:
DC 15: If your Knowledge [Physical Sciences] check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on its next turn.  Otherwise, the target takes half damage and may act normally, and you may not maintain the spell.  Targets larger than Medium add a size modifier to Fortitude Defense against this spell: Colossal +50, Gargantuan +20, Huge +10, Large +5.
DC 20: As DC 15, except the target takes 4d6 points of damage.
DC 25: As DC 15, except the target takes 6d6 points of damage.
Special – You may maintain your concentration on the targeted creature to continue damaging it from round to round.  Maintaining the grip formula is a standard action, and you must make a new Knowledge [Physical Sciences] check each round.  If you suffer damage while maintaining a grip you must succeed on a Knowledge [Physical Sciences] check (DC = 15 + damage taken) to continue concentrating.  You can spend a Hero Point to deal an additional 2d6 points of damage with your grip.

Inertia [Gravitation]
You can use gravitational fields to artificially increase your inertia in a specified direction, allowing you to easily perform mind-boggling maneuvers of movement.
Time – Move Action
Target – You
Make a Knowledge [Physical Sciences] Check.  The result of the check determines the result, if any.
DC 15: You move up to half your speed along a wall as though it were the ground, ignoring the normal effects of gravity for the duration of this movement.  If you are not on the ground when you end this movement, you fall to the ground.
DC 20: As DC 15, except you can move at your normal speed along the wall.
DC 25: As DC 15, except you can move at your normal speed + 2 squares along the wall.
DC 30: As DC 15, except you can move at your normal speed + 4 squares along the wall.
Special – You can spend a Hero Point to increase the speed you move along the wall by +2 squares.

Lightning [Electromagnetism]
You blast your target with an intense wave of electromagnetic emission, searing and disrupting them.
Time – Standard Action
Target – One target in line of sight and within 6 squares of you.
Make a Knowledge [Physical Sciences] Check.  Make on roll and compare the result to the target’s Reflex Defense.  If the attack hits, the target takes 4d6 points of Electricity damage and moves -1 step along the condition track.  If the attack misses, the target takes half damage and does not move along the condition track.
Special – You can spend a Hero Point to move a target an additional -1 step along the condition track when you successfully hit it with lightning.

Levitate [Gravitation]
You ignore gravity’s pull by creating gravity fields to pull yourself in a specific direction.
Time – Move Action
Target – You
Make a Knowledge [Physical Sciences] check.  The result of the check determines the effect, if any:
DC 15: You gain a fly speed of 2 squares, but can only move vertically.  You may move up to your fly speed as part of this action, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a free action.  At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
DC 20: As DC 15, except the fly speed increases to 4 squares.
DC 25: As DC 15, except the fly speed increases to 6 squares.
Special – You can spend a Hero Point as a reaction to activate this formula when falling.  You can reduce your fall distance by a number of squares equal to the fly speed provided by this power.  If you reduce the fall distance to 0 squares, you safely land on your feet. You can maintain the levitate formula from round to round, extending the normal duration.  Maintaining levitate is a move action, and whenever you maintain this power, you can move vertically up to your fly speed.  If you take damage while maintaining levitate, you must succeed on a Knowledge [Physical Sciences] check (DC = 15 + damage taken) to continue to maintain the power.  If you fail this Knowledge [Physical Sciences] check, you immediately fall.

Move Object [Gravitation]
Using carefully-applied gravitational fields you can move a target around.
Time – Standard Action
Target – One character or object within 12 squares and within your line of sight.
Make a Knowledge [Physical Sciences] Check.  The result of the check determines the maximum size of the target you can lift (see below).  If the target is a creature that resists your attempt, your Knowledge [Physical Sciences] check must also exceed the target’s Fortitude Defense.  You can hurl the target at (or drop it on) another target in range if your Knowledge [Physical Sciences] check exceeds the second target’s Reflex Defense.  Both targets take damage determined by your Knowledge [Physical Sciences] check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage).
DC 20: Move object up to Large size (deals 4d6 points of damage).
DC 25: Move object up to Huge size (deals 6d6 points of damage).
DC 30: Move object up to Gargantuan size (deals 8d6 points of damage).
DC 35: Move object up to Colossal size (deals 10d6 points of damage).
Special – You may maintain your concentration on the targeted object to continue to move it from round to round.  Maintaining the move object formula is a standard action, and you must make a new Knowledge [Physical Sciences] check each round. If you suffer damage while maintaining move object, you must succeed on a Knowledge [Physical Sciences] check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object formula, you cease to be able to maintain it. If you use move object against a hovering or flying object (such as an aircraft or starship), the target can oppose your Knowledge [Physical Sciences] check with a grapple check as a reaction.  If the target wins the opposed check, you are unable to move the target. You may spend a Hero Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal (frigate, 12d6 damage).

Negate Energy [Electromagnetism]
You manipulate the incoming electromagnetic energy directed at you and either dissipate it or alter it to be harmless.
Time – Reaction
Target – One attack made against you that deals energy, electricity, fire, ion, or stun damage.
Make a Knowledge [Physical Sciences] Check.  If the result of the check equals or exceeds the damage dealt by the attack, the attack is negated and you take no damage.  If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Special – You must be aware of the attack (and not flat-footed) to negate it.  If you are successful, you can spend a Hero Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Rend [Gravitation]
By creating two gravitational fields you can move a single target, whether it is a creature or object, in two different directions simultaneously. Naturally, this is not good for the target.
Time – Standard Action
Target – One target in your line of sight and within 6 squares of you.
Make a Knowledge [Physical Sciences] Check.  Compare the result with the target’s Reflex Defense.  If the check equals or exceeds the target’s Reflex Defense, the target takes 3d6 damage.  If your Knowledge [Physical Sciences] check is a natural 20, you score the equivalent of a critical hit, and the target takes double damage.  If you deal enough damage to reduce the target to 0 hit points, you rip the target into two separate parts (living creatures are automatically killed).
Special – You can spend a Hero Point to deal an additional 2d6 damage to the target.

Repulse [Gravitation]
With an omnidirectional blast of gravity you clear an area around yourself.
Time – Standard Action
Targets – All adjacent targets
Make a Knowledge [Physical Sciences] check.  The targets make Strength checks, adding their base attack bonus.  If you beat a target’s Strength check, you push it back 1 square plus 1 additional square for every 5 points by which you exceeded the target’s check result.  If you push the target into a larger object, the target takes 1d6 points of damage.  The target adds its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.  In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
Special – You can spend a Hero Point to apply a -5 penalty to the target’s Strength check to resist your repulse.  Additionally, after spending a Hero Point, if you successfully push the target into a larger object, you deal an extra 2d6 points of damage from the extreme force of the thrust.

Shatter [Gravitation]
You stress an object telekinetically on its critical points, potentially shattering it.
Time – Standard Action
Target – One unattended object within 12 squares of you and in your line of sight.
Make a Knowledge [Physical Sciences] check.  The result of the check determines the effect, if any.
DC 20: The object takes 4d6 points of damage.
DC 25: The object takes 6d6 points of damage.
DC 30: The object takes 8d6 points of damage.
DC 35: The object takes 10d6 points of damage.
Special – You may spend a Hero Point when you cast this spell to increase the damage dealt by +2d6.

Slam [Gravitation]
With a gravitational wave, you blast targets in a cone and possibly knock them over.
Time – Standard Action
Targets – All targets within a 6-square cone and within line of sight.
Make a Knowledge [Physical Sciences] check.  Make one roll and compare the results to each target’s Fortitude Defense.  If the result equals or exceeds a target’s Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone.  If the result is less than a target’s Fortitude Defense, it takes half damage and is not knocked prone.  This is an area effect.  Targets larger than Medium add a size modifier to Fortitude Defense against this spell: Colossal +50, Gargantuan +20, Huge +10, Large +5.
Special – When you activate this formula, you can spend a Hero Point to deal an additional 2d6 points of damage to targets in the area.

Slow [Gravitation]
Increasing the gravity around your target, you slowing them as the load they are carrying steadily increases, making it difficult for them to move.
Time – Standard Action
Target – One creature within 12 squares and within line of sight.
Make a Knowledge [Physical Sciences] Check.  If your result equals or exceeds your target’s Fortitude Defense, they take the following effects as determined by your check result:
DC 15: Target’s speed is reduced by  square until the beginning of your next turn.  The target is also encumbered, as though carrying a heavy load, taking a -10 penalty on Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim checks.
DC 20: As DC 15, except speed is reduced by 2 squares.
DC 25: As DC 15, except speed is reduced by 3 squares.
DC 30: As DC 15, except speed is reduced by 4 squares.
The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0.
Special – You can spend a Hero Point to impose a -5 penalty to your target’s Fortitude Defense against the use of this power.

Surge [Gravitation]
Through the use of carefully-applied gravitational fields, you enable yourself to jump great heights and distances as well as move quickly.
Time – Free Action
Target – You
Make a Knowledge [Physical Sciences] check.  The result of the check determines the effect, if any:
DC 10: You gain a +10 Force bonus on Jump checks and your speed increases by 2 squares until the start of your next turn.  The Force bonus on Jump checks includes the adjustment for increased speed.
DC 15: As DC 10 except: +20 Force bonus on Jump checks, speed increases by 4 squares.
DC 20: As DC 10 except: +30 Force bonus on Jump checks, speed increases by 6 squares.
Special – You can spend a Hero Point to increase the formula’s Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares.  Using the surge formula counts as a running start for determining a Jump DC.

Thrust [Gravitation]
You gravitationally push a target away from you.
Time – Standard Action
Targets – One object or character within 12 squares and within line of sight.
Make a Knowledge [Physical Sciences] check.  The target makes a Strength check.  If you beat the target’s Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target’s check result.  If you push the target into a larger object, the target takes 1d6 points of damage. 
The target adds its base attack bonus and its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.  In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
Special – You can spend a Hero Point to apply a -5 penalty to the target’s Strength check to resist your thrust.  Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.

Epic Space Adventures Abound!