Gravity -- Game Stats

S 18, E 14, I 15, A 15, C 12, 150 lbs., level 1

Basic Hits 3, Carry Cap. 542, Basic HTH 1d6, Hit Modifiers (1.8)(1.54)(1.17)(1.34) = 4.345942, Hit Points 13, Power 62, Move 47" ground, Healing Rate 1.0, Damage Modifier +2, Accuracy +21

Training Plan:  E, +1 "to hit" unarmed HTH, +1 "to hit" unarmed HTH, A, A, A ?

  • Absorption: She can absorb the powers (and a basic understanding of how to use them) from other powered people, but only if she is in physical contact with them as they die.  The absorbed powers are permanent.  This passive power is her original ability (if she hadn't been a paramedic, possibly this power never would have activated and she would have lived her entire life with no one knowing she was a powered person).  She has no idea she has this ability, instead believing that the original Gravity somehow gave his powers to her because he wanted her to do good deeds and redeem his soul.
  • Gravity Control: As described in the rule book. 
  • Heightened Strength A:  +9.  She was an amateur body builder even before she gained her powers.
  • Invulnerability: A personal deflection field gives her six points of protection against crushing and falling damage.  It is invisible and always on.  It does not interfere with normal activity.
  • Mutant Power (Gravitic Telekinesis):  A high level of control with gravity lets her manipulate objects at range.  Note that while an object's weight may change when she manipulates its gravity, its mass does not change.  Thus, she still cannot TK a car or airplane.  Max Carry Capacity is 180 lbs.  Attacks to damage or take control use the Gravity Control column on the Combat Table, PR = 2, max range 15".  PR = 1 per turn per object controlled, max range 15", top speed 14".  Telekinesis (not Gravity Control) defense requires one action to activate and is PR = 1 per attack deflected.
  • Mutant Power (Relative Gravity):  Gravity can alter gravity in a very specific way so that "down" is always  beneath her feet (or some other direction she designates).  Among other things, this lets her walk on walls, ceilings or at any angle.  Anything she is carrying shares this relative gravity.  Gravity can also choose to "fall" in any direction simulating a very uncontrolled form of flight.  She  does not gain any special resistance to injury, so she should be careful about what she is likely to fall on.  Movement only to activate or change direction, PR=0.  Additionally, she can modulate her personal gravity from 0.1 to 1.0 Gs.  Greater changes or negative gravity effects must be accomplished with her Gravity Control power.  Many hours of practice have resulted in a high level of controlled falling approximating flight, however the enormous amount of control required is very tiring (PR = 2 per turn).  Top speed cannot exceed terminal velocity (about 150mph on Earth).
  • Size Change (Smaller):  Atomic Compression.  By focusing her gravity power on her own body, she can decrease the space between the atoms of her body, thus shrinking her volume.  Her density increases as her size is reduced.  She can shrink to ½, ¼ or 1/8 height, with no change in weight.  When shrunk to ½ normal height or more (eight times normal density) she can roll with twice as much damage as normal.

Four Winds uses house rules regarding Hit Point Modifiers and Healing Rate.  [ Return ]

Copyright © 1999-2002 by Patric L. Rogers.  All rights reserved.

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