Post by wayne on Mar 18, 2004 16:16:04 GMT -5
Isn't it interesting how Flight is typically applied to the comic book realm, and in this game? Most of the time, it's assumed to be the internal equivalent of a booster pack, activated whenever you need to take off, and deactivated as soon as your feet touch the ground.
However, isn't it more 'realistic', as far as that can be taken, to assume that an internally-generated method of flight could be constantly 'left on', giving some pretty impressive benefits? Most fliers should be among the most agile characters around, and would probably even incorporate their skill into combat. Enhanced acrobatics, dodging attacks on the ground as if gravity never regained its hold on them... why don't all fliers move like this, rather than as if they have to choose between 'Flight On' in the air and 'Flight Off' on the ground ?
Well, now the choice is obsolete! This modifier represents the fluid motion and benefits possible to a flier who can keep their power 'turned on' at will. I think the advantages might be somewhat surprising. So... enjoy! And as always, comments are welcomed.
CONSTANT FLIGHT
Cost = 3 white stones
Description
This is Flight that is always 'on', effortlessly, with all the benefits and advantages that such a state incurs.
Providing a single free stone toward its effects, it is essentially a condensing of level 1 Flight turned into a Modifier:
Flight - level 1
- Effortless (+3 to cost)
- Doesn't help friends (-2 to cost)
- Isn't considered a seperate Action (+1 to cost)
TOTAL COST: 5 cost levels = 3 white stones
The benefits of this are many. First, the power is always considered active, unless specifically (and temporarily) declared not to be. It doesn't take any special effort to make use of it... it's just part of your character's normal movements. You can describe your character's 'rest' state as a perpetual hover inches above the ground, you can have them take a nap in mid-air, etc.
Depending on how your group plays, you may allow a character with this Modifier to fly into Close Combat range from a reasonable distance away without taking an Action, similar to letting a character's jump from 15 feet away to CC range and including it as part of their CC attack, without requiring they spend a stone into Speed.
You're able to fly at up to (flying) speed 1 for free, or can apply the free stone toward any non-combat movement, including running, or Actions such as Dance or Acrobatics. It can also be applied toward the Flight Action if purchased seperately (which could yield greater speed for that one stone), or toward Blasting and other Flight-based powers (even if combat-oriented.) The stone can also be put straight into Defense instead, if desired. Non-Flight powers (Concentration, Manipulate Body Density, Good Luck, etc.) cannot apply stones in conjunction with this power to increase speed or carrying capacity.
As a downside, since the power is ready to be made use of at an instant's notice by the character, their effective mass (especially for purposes of knockback or being thrown) is reduced by 1 stone even while the power is 'deactivated'. However, if being carried by another flier, the character again receives the -1 mass consideration, as long as the free stone is not applied elsewhere.
This -1 mass consideration does NOT apply to Phase Shifting, Manipulate Body Density, or any similar powers.
Options
Comments
A nifty little power, this can let any flier really strut their stuff. Being able to fly for free doesn't hurt either.
Rule for Modifier Box:
Example(s)
Flip is racing through a villain's lair when he comes across a thuggish guard. The guard swings a 3-stone attack at Flip, but Flip had put his Constant Flight stone (plus two from Acrobatics) into defense... he spreads his legs up, ducks, and drops half a foot--remaining in mid-air--to avoid the punch. Somewhat surprised at his awkward-looking position, the guard attempts a kick, but Flip has already shot up against the ceiling, out of the guard's reach. As the guard reaches for his gun, Flip this time combines his Constant Flight stone with Close Combat (he had purchased the extra option) and temporarily shuts his power off, stomping down on the guard as he falls onto him, and knocking him out.
However, isn't it more 'realistic', as far as that can be taken, to assume that an internally-generated method of flight could be constantly 'left on', giving some pretty impressive benefits? Most fliers should be among the most agile characters around, and would probably even incorporate their skill into combat. Enhanced acrobatics, dodging attacks on the ground as if gravity never regained its hold on them... why don't all fliers move like this, rather than as if they have to choose between 'Flight On' in the air and 'Flight Off' on the ground ?
Well, now the choice is obsolete! This modifier represents the fluid motion and benefits possible to a flier who can keep their power 'turned on' at will. I think the advantages might be somewhat surprising. So... enjoy! And as always, comments are welcomed.
CONSTANT FLIGHT
Cost = 3 white stones
Description
This is Flight that is always 'on', effortlessly, with all the benefits and advantages that such a state incurs.
Providing a single free stone toward its effects, it is essentially a condensing of level 1 Flight turned into a Modifier:
Flight - level 1
- Effortless (+3 to cost)
- Doesn't help friends (-2 to cost)
- Isn't considered a seperate Action (+1 to cost)
TOTAL COST: 5 cost levels = 3 white stones
The benefits of this are many. First, the power is always considered active, unless specifically (and temporarily) declared not to be. It doesn't take any special effort to make use of it... it's just part of your character's normal movements. You can describe your character's 'rest' state as a perpetual hover inches above the ground, you can have them take a nap in mid-air, etc.
Depending on how your group plays, you may allow a character with this Modifier to fly into Close Combat range from a reasonable distance away without taking an Action, similar to letting a character's jump from 15 feet away to CC range and including it as part of their CC attack, without requiring they spend a stone into Speed.
You're able to fly at up to (flying) speed 1 for free, or can apply the free stone toward any non-combat movement, including running, or Actions such as Dance or Acrobatics. It can also be applied toward the Flight Action if purchased seperately (which could yield greater speed for that one stone), or toward Blasting and other Flight-based powers (even if combat-oriented.) The stone can also be put straight into Defense instead, if desired. Non-Flight powers (Concentration, Manipulate Body Density, Good Luck, etc.) cannot apply stones in conjunction with this power to increase speed or carrying capacity.
As a downside, since the power is ready to be made use of at an instant's notice by the character, their effective mass (especially for purposes of knockback or being thrown) is reduced by 1 stone even while the power is 'deactivated'. However, if being carried by another flier, the character again receives the -1 mass consideration, as long as the free stone is not applied elsewhere.
This -1 mass consideration does NOT apply to Phase Shifting, Manipulate Body Density, or any similar powers.
Options
- 1 white stone to be able to combine the free stone with appropriate non-Flight physical combat Actions (such as Close Combat, Ninja, and Unstoppable. Actions such as Ranged Combat or Force Blast would still not be able to make use of the stone.)
Comments
A nifty little power, this can let any flier really strut their stuff. Being able to fly for free doesn't hurt either.
Rule for Modifier Box:
- Acts as Flight level 1, with 1 free stone
- Considered to always be activate unless temporarily 'turned off'
- Stone can be applied to Flight-based Actions, non-combat movement, or Defense
- Cannot increase speed or carrying capacity except through Flight-based Actions
- Mass is considered -1 (knockbacks, being thrown, being carried, etc.)
- Stone can combine with Close Combat, etc. (optional)
Example(s)
Flip is racing through a villain's lair when he comes across a thuggish guard. The guard swings a 3-stone attack at Flip, but Flip had put his Constant Flight stone (plus two from Acrobatics) into defense... he spreads his legs up, ducks, and drops half a foot--remaining in mid-air--to avoid the punch. Somewhat surprised at his awkward-looking position, the guard attempts a kick, but Flip has already shot up against the ceiling, out of the guard's reach. As the guard reaches for his gun, Flip this time combines his Constant Flight stone with Close Combat (he had purchased the extra option) and temporarily shuts his power off, stomping down on the guard as he falls onto him, and knocking him out.