Sunflower Wings

From The Black Vault
Jump to navigationJump to search

Sunflower Wings (Major) by Stone Gargoyle

The character has tall flower-like extensions growing out of her back which can be used for flight and attack purposes.

1. Survive Without Food: The hero absorbs sunlight and water from the environment, allowing her to survive indefinitely as long as sunlight and water are available (photosynthesis). Half damage from light attacks or water based attacks directed toward the wing extensions.

2. Rotary Flight: The stems/stalks are about two to four feet long and open up at the ends into what appear to be large flowers. These flowers actually spin like helicopter rotors to give the hero a motionless hover and flight capability. They may be concealed by folding and restraining methods, but this impairs the hero's mobility as follows:

-1 to initiative, strike, parry and dodge
-1 attack per melee round
Speed is reduced by 10%
Flight Speed: 120mph, +20mph per level
Maximum Altitude: 10,000 feet
Bonuses in Flight:
+1 attack per melee round
+2 to strike and parry
+4 to dodge under 80mph, +6 over
+4 damage per every 20mph of flight speed
SDC bonus from Wings: +40
SDC per wing: 40

3. Natural Armor: The sing stalks and flowery rotors have a Natural AR of 10 and can act as armor by the hero positioning them around her body. Can use them to parry at +2 only and punch with them when not in flight for 1d4 damage.

4. Wing Regeneration: Lost extensions can be regrown if destroyed or severed, but this takes 1d4+1 months, with the wing sprouting like a flower bud. Heals at twice normal rate.

5. Seed Assault: The flower ends can fire an assault of seeds even in midflight, but are most effective when on the ground. The seeds are shot as per automatic weapons fire, doing 3d6 on a burst (cannot be shot as single projectiles) which can be used to spray multiple targets at +1 to strike on a burst and no bonus to fire a spray of seeds. A +2 bonus my be added if the hero is not flying when firing.

6. Other Bonuses:

+1d4 PE
Immune to plant toxins, +4 to save vs. other poisons/toxins
Takes double damage from fire and plasma attacks.