FLIGHT AND GLIDING
|FLIGHT/AIR SPEED||# of Area Spaces|
The following deals with flight resulting from super-human Powers.
The ability of flight is determined by the controlled imbalance of the forces of thrust, drag, weight, and lift. This is more complex than we need for our purposes. The main thing to consider here is the idea that movement through the air, unlike movement along the ground, is often at higher speeds; it is often harder to turn while flying. For speeds of characters with Flying Powers.
A flying character cannot reach his/her/it’s ultimate speed in a single round, unless that character’s Powers specifically permit it. The first round of flight, the character can move up to their movement as limited by Endurance (1,2 or 3 areas). The speed can be increased by that increment each round until maximum speed is reached.
Example: Storm. when she had her powers, could attain Incredible speed, reaching 20 areas a turn. She has Amazing Endurance, so she may accelerate up to 3 areas a turn. On the first turn of flight Storm moves 3 areas. on the second 6, on the third 9, the fourth 12, the fifth 15. and the sixth 18. on the seventh turn and every turn afterwards Storm can move 20 areas.
Slowing down while in flight is a bit simpler. A character in flight may always halve his/her/it’s current speed (how fast he moved the previous round), rounding fractions up. (A character moving 15 areas could slow to B areas.) A character that stows to 0 areas may fall, unless the nature of that character’s Powers is such that the character could hover in place. (Storm, for example, gains her flight Powers by control of winds, and as such may hover, while Cannonball, who has his Powers by chemical reaction, may not hover in place.)
A character landing after moving at high speed may have difficulties. Those moving at more than 3 areas per round must make an Agility FEAT, with failure indicating a Slam result. (Click here for more info about Charging.) Those characters who can hover in place, or reduce themselves to 0 speed, do not have to worry about landing.
Each floor or height is considered an area for purposes of movement. If a character moves forward three areas and up two floors, a total of five areas are considered to be moved. Similarly, a character that moves two areas forward and four floors down has moved six areas.
When gaining height you move more slowly, and when descending you pick up speed. The above rule for Altitude reflects the loss in speed, but at the Judge’s option, the players may use the following for Diving. For each three floors in height reduced, the character’s speed is increased by one area. Example. Angel is moving at 6 areas per round. He charges (dives) for the full six areas. Angel now can move an additional two areas, either downward or horizontally. (A character who dives 9 areas may use the additional three areas to continue diving, gaining another area, for 13 total.) Diving may be used in Charging combat. Pulling out of a dive requires an Agility FEAT.
With normal ground movement, it is assumed that the characters can open doors and the like. Such actions are not available to flying characters. If a door or window is closed, the character has the choice of stopping to open it. or going through it. The same applies to walls.
Any turn of up to 90 degrees by a flying character counts as moving into an area. For example, if a character moves from area A to adjacent area B, then turns to area C, he has moved 3 areas (move to B, turn, and move to C). This applies to both ranged and area movement. If a character attempts a turn of 90 degrees or more. He/She/It must make an Agility FEAT roll. Failure indicates that the individual did not overcome the forward momentum of the flight and continues in the original direction. This applies to vertical and horizontal turns, and includes pulling out of a dive at the last moment, turning alongside buildings, and skimming close to surfaces.
Low Altitude Flight
If a character is flying at relatively low altitudes (less than 2 stories up) or in close quarters (inside or surrounded by tall buildings), the maximum speed in flight is equal to the speed the character can move on the ground with that Power rank (that is, ground speed). Storm, for example, moves 20 areas per turn by the air. If in a closed space (such as inside an office) or close to the round, her maximum speed would be 7 areas per round. The character may exceed that speed, up to his/her/it’s maximum air speed, but all actions in that range (between 7 and 20 areas per turn for Storm) require Agility FEATs to perform.
Gliding is a special form of flying using Powers or equipment such as paraglides, parachutes that permit some limited control). A character that glides drops 1 floor for every round in the air, but moves the number of areas stated per round. (If no number of areas is stated, then the movement is Typical — 6 areas per round). A character who is gliding may also travel as fast as the wind speed.
A falling character moves downward 10 stories (2 Area Spaces) per turn. This means if your character falls off a really tall building, you have a few rounds to think up a way to save him/her/it before the character hits the ground. It’s not the fall that damages characters but, rather, the sudden stop at the end. A character loses 10 Health points for every story fallen. Body armor, force fields, and similar protection might absorb some of that damage (the decisions left to the Judge, depending on circumstances). In addition, those characters who fall must make an Endurance FEAT roll ; a White result renders them unconscious for 1 – 1 0 turns.
Falling: Grabbing to Slow the Fall
While falling , a character can try to reach out and grab a light-post, flagpole, cornice, or anything else that might slow or stop the fall.
Agility FEAT- Grabbing to Slow the Fall: Success Rate
Green FEAT- Remarkable or Better
Yellow FEAT- Excellent Agility
Red FEAT- Good or Less