Dragon Wings

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Dragon Wings (Major) by Senator Cybus

The super being has a pair of physical wings, and not those of some lowly bird or insect, but rather a mighty dragon! Furthermore, by adopting the physical traits of a creature of myth, the super being also gains some of its mystical power.
The Dragon Wings have an average wingspan of 16-20 feet (4.9 - 6.1m). This can make a secret identity a problem, and passage through narrow spaces is difficult, even though the wings can be tucked back to about half of their normal width to glide through such small openings. When not flying, the wings can be carefully folded and restrained with minimal discomfort. When they’re pulled back and strapped in place, the character suffers the following penalties: -1 attack per melee round, -2 on initiative, -2 to strike, parry or dodge, and reduce normal running speed by 20%.
The wings have a natural A.R. of 15 and S.D.C. of 250 each. Attacking a wing requires a called shot. Wings reduced to 10 or less S.D.C. each will reduce speed by half, and if one wing is crippled (reduced to zero S.D.C. or less) the super being cannot fly at all. The wings can regenerate damage at a rate of 1D6x10 per hour.

Bonuses in Flight:
Applicable only if there is room for the wings to be fully unfolded: the character can hover several inches above the ground during combat in order to use his full bonuses.
Flight Speed is 200 mph (320 km) plus 20 mph (32 km) per level of experience. Maximum Altitude: 10,000 feet (3048 km).
+1D4 to M.A. attribute.
+1 attack per melee round.
+2 to initiative.
+2 to parry.
+2 to dodge when hovering or flying under 90 mph (144 km), but +6 to dodge when flying faster.
+4 to damage for every 20 mph (32 km) of flying speed.
Unaffected by thin air, high altitudes or G-forces less than 5. The super being can hold his breath for up to 8 minutes.
Can go from zero to his maximum flight speed in roughly two melee rounds (thirty seconds). The acts of taking off and stopping or landing each count as one melee action.

Dragon Wings Special Powers:

1. Creature of Magic. The character is able to call upon innate mystical power, intuitively casting spells with the ease of an experienced wizard. Initially, the hero may select 1D4+1 level one spells (see Heroes Unlimited main book, page 320). At each new level of experience, the character can figure out how to cast one more spell, chosen from levels 1 to 8, so long as the selection is not of a level higher than his own; e.g. a level four character could not choose a level five spell, but could pick from levels one, two, three or four. Spell strength, range, duration and damage are determined by the character’s experience level, as if he were a genuine wizard. The super being has a permanent P.P.E. base of 1D4x10+20+P.E. attribute bonus (if any). In addition, he gains an extra 1D6 P.P.E. per level of experience. He can augment this by drawing upon the P.P.E. available at ley lines and nexus points, but unlike true mages he cannot extract P.P.E. from living beings or talismans and artefacts. As the character’s spell casting ability is entirely instinctive, he cannot learn new spells from mages or magic scrolls/books; he simply doesn’t have the formal training to make sense of such information. The character cannot meditate to recover P.P.E. more quickly; the energy naturally replenishes itself at the rate of five points per hour of rest or sleep. The super being cannot cast ritual magic, wards or circle magic.
2. Breath Weapon. The hero can emit a blast of elemental power from his mouth, like a true dragon. The type of element depends upon the player’s choice of colour for his Dragon Wings, as indicated below:
Black: Shadow. The same as Energy Expulsion: Shadow Bolt.
Blue: Electricity. The same as Energy Expulsion: Electricity.
Gold: Super-heated fire. The same as Energy Expulsion: Plasma.
Green: Acid. The same as the Acid Spray sub-ability of Alter Physical Structure: Acid.
Red: Fire. The same as Energy Expulsion: Fire.
Silver: Ice blast. The same as Energy Expulsion: Cold.
Limitations: Unlike the super power that it simulates, a Breath Weapon cannot be used continually; the character may only use it a number of times per hour equal to his experience level, e.g. once per hour at level one, twice at level two and so on. The blast cannot be divided between two targets, even if the Breath Weapon is simulating an Energy Expulsion power that offers that option.
3. Elemental Immunity. The character has a resistance to the element that he is able to use as a Breath Weapon, e.g. if the super being has blue Dragon Wings, he is resistant to electricity. Red or gold wings both provide resistance to heat/fire.
The wings themselves are completely immune to the chosen element; if any other part of the character’s body is struck, he takes half damage. This protection applies even to magically created forms of the element.
4. Bonuses:
+70 S.D.C.
+1D4+2 P.S.
+1D4+1 P.E.
+2 to save vs. magic.