Flight [power]

Cost: 6CP
Activate: free; use-activated (fly)
Sustain: free; free action
Range: self

You can take to the air like a bird. You do not have the ability to fly outside of an atmosphere, but other than that, you can supply any explanation of your flight that you wish, from telekinesis (Psionic), to a jet pack (Supertech Gadget), to a bite from a nuclear pigeon (Bio).

Your Flight speed is 30 ft. You can take double moves and Run when you fly, but the Run feat does not modify your flight speed under any circumstances. Your Flight Skill is “Average.”

You can lift only yourself and one Light Load’s worth of additional weight. The trait Mighty Lifting does, indeed, modify this amount. If you go over your Light Load, you take movement penalties:

  • Over Light Load: -25% speed, no ascending
  • Over Medium Load: -50% speed, automatic 40 ft. descent (in addition to lateral movement)
  • Over Heavy Load: falling (take appropriate damage)

Enhancements

Enhancement: Air Lift, Medium
Cost: 3CP

This enhancement grants the ability to carry your Medium Load’s worth of weight in addition to yourself. This also decreases the load penalties as follows:

  • Over Medium Load: -25% speed, no ascending
  • Over Heavy Load: -50% speed, automatic 40 ft. descent (in addition to lateral movement)
  • Over twice your Heavy Load: falling (take appropriate damage)

NB: The trait Mighty Lifting alters your Light, Medium, and Heavy loads.

 

Enhancement: Air Lift, Heavy
Prerequisite: Air Lift, Medium
Cost: 3CP

This enhancement grants the ability to carry your Heavy Load’s worth of weight in addition to yourself. This also decreases the load penalties as follows:

  • Over Heavy Load: -25% speed, no ascending
  • Over twice your Heavy Load: -50% speed, automatic 40 ft. descent (in addition to lateral movement)
  • More than five times (x5) your Heavy Load: falling (take appropriate damage)

NB: The trait Mighty Lifting alters your Light, Medium, and Heavy loads.

 

Enhancement: Flight Skill
Cost: 5CP per skill category

For every rank in this enhancement, your Flight Skill increases by one step. You can take this enhancement twice, once raising your skill to Good, and a second time to raise it to Perfect (see Flight Skill).

 

Enhancement: Flight Speed
Cost: 3CP per rank

For every rank in this enhancement, add a multiplier to your Flight speed.

Ranks Multiplier Speed Cost
0 x1 30 ft. 0cp
1 x2 60 ft. 3CP
2 x3 90 ft. 6CP
3 x4 120 ft. 9CP
4 x5 150 ft. 12CP
5 x6 180 ft. 15CP
6 x7 210 ft. 18CP
7 x8 240 ft. 21CP
8 x9 270 ft. 24CP
9 x10 300 ft. 27CP
10 x11 330 ft. 30CP
etc. etc. etc. etc.

 

Enhancement: Cruising Speed
Cost: 1CP per rank (run multiplier, see table)

This enhancement adds a multiplier to your Run speed while flying (i.e., four times your per-round speed). Every rank increases your speed on the table below. Apply the multiplier on the table to your speed as adjusted by the base power. For example, if you had Rank 3 “Flight Speed” (speed x4 = 120 ft.), and Rank 4 “Cruising SPeed” (speed x64), your total Flying Run speed would be 3840 ft. (120 ft. x 64), or 436 MPH (MPH = Speed / 8.8).

Ranks Multiplier Cost 
1 x8 1CP
2 x16 2CP
3 x32 3CP
4 x64 4CP
5 x128 5CP
6 x256 6CP
7 x512 7CP
8 x1024 8CP
9 x2048 9CP
10 x4096 10CP
etc. etc. etc.

 

Enhancement: Retractable Wings
Cost: 2CP
Prerequisite: Wings (limitation)

Your wings are now retractable, by whatever means you want to supply. You can suck them back into your body, they can fold up flat against your back, or they can simply fade out of existence when you don’t want them to be “out.” Extending or retracting you wings takes a single move action and does not have a PP cost.

 

Enhancement: Vacuum Flight
Cost: 2CP

You can, by whatever mechanism is appropriate to your background, propel yourself at your full speed even in the absence of an atmosphere. The laws of physics say that this is totally goofy, but the laws of playable games demand such an abstraction. Note that you must still be able to survive in space to use this ability, be it via power or spacesuit.

 

Enhancement:  Sub-Light Flight
Cost:  1CP per 0.1C
Prerequisite:  Vacuum Flight, a willing GM

You can, by whatever mechanism is appropriate to your background, propel yourself through a vacuum (never in an atmosphere) at an absolutely astonishing speed. For every rank in this Enhancement, you can travel at 0.1C, 1/10th the speed of light. You cannot travel at sub-light speeds in an atmosphere. It’s for interstellar travel only. You can take this power 10 times and achieve a maximum flight speed of 1C, exactly the speed of light. You are unaffected by time dilation effects. Time passes normally in the universe relative to you, and vice-versa.

 

Enhancement: FTL Flight
Cost:  2CP
Prerequisite: Vacuum Flight, Sub-Light Flight (10 ranks), a damn good explanation

Once you are up to full speed and outside of a solar system or any other source of a significant gravity well, you can accelerate to faster-than-light speed. Every rank in this power multiplies your flight speed by ten: 1C at first rank, 10C at second rank, 100C at third rank, 1,000C at fourth, and 10,000C at fifth. You can take this Enhancement up to five times.

Limitations

Limitation: Poor Flight Skill
Value:  5CP per rank

For every rank in this enhancement, your Flight Skill decreases by one step. You can take this enhancement twice, once lowering your skill to Poor, and a second time to lower it to Clumsy. See table (previous page) for flight-skill stats.

 

Limitation: Flying Leap
Value: 4CP

In order to activate your Flight, you have to take a running jump of no less than 20 ft.

 

Limitation: Wings
Value: 8CP
Prerequisites: Maximum speed 80 ft/mph, Average skill

To get airborne, you need to either have a 20-foot running start or jump off of a high structure and start gliding. Your wingspan is about 1.5 times your height. If you do not have room to spread your wings, you cannot fly.

If you strap them down, you can stuff your wings under a trench coat or a cloak. An Observe check (DC 15) allows other people to notice that your shoulders are extremely high and that there are feathers coming out of the bottom of your coat, but on cursory inspection, you’ll look more or less normal. However, if you strap down your wings for more than an hour, they become stiff and start to ache, just as if you’d strapped on of your arms to your chest. For every full hour of having been strapped down, it takes 1d4 rounds of flying before you work out this stiffness, and during those rounds, you can fly at only half speed and you take a -4 to any and all rolls made that pertain to flying, including mid-air acrobats or the like.

Finally, if you have the room, you can spread your wings in the middle of a long-distance Jump, you can spend most of that  distance gliding, which doubles the Jump distance. This effect does not stack with bonuses you might receive from Amazing Leap, although why you’d take both Amazing Leap and Flight, I don’t know.

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