GRAVITY FIELD | Su
Gene Pool -3 | Disguise DC Modifier +0
Your psychic mutation allows you to control gravity in an area. As a standard action, you create a 10 ft. x 10 ft. area of abnormal gravity. This gravity field has a duration of 2d4 rounds and includes one of the following effects.
Heavy Gravity: If you increase gravity in the area, creatures and objects weigh twice as much as normal, move at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by one step (from average to clumsy, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 Acrobatics check to fly to remain in the air.
Light Gravity: You decrease the gravity to a third of standard gravity, creatures can jump three times as high and as far and lift three times as much. (Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.) Thrown weapons have their range categories tripled.
Standard gravity: You can create an area of standard gravity in a high gravity, low gravity, or zero gravity environment.
Zero Gravity: An area of zero-g works like the zero-g environment (see Chapter 11 of the Starfinder Core Rulebook).
Once you’ve used up your graviton field, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.
Evolution I: The area of your gravity field is increased to a 20 ft. x 20 ft. and the duration is increased to 3d4 rounds.
Evolution II: The area of your gravity field is increased to a 40 ft. x 40 ft. and the duration is increased to 5d4 rounds.

Comments