Winged Flight Skills
Winged Flight Skills by Stone Gargoyle
Moving at high speeds, diving, or flying stunts that are out of the ordinary, are considered stunts and place penalties on the flyer. Most stunts are done with a -15% penalty, and poor visibility will also place a -15% penalty, as well as force the flyer to move at half speed.
Diving: This skill pertains to power dives and the ability to pull out before collision at high speed. When diving, a flyer with this skill can move at 10% beyond their normal flying speed without penalty, though pushing beyond that imposes a control penalty equal to the percentage of speed increase over that (so diving at a speed of 15% beyond normal flight speed while in a dive will impose a -5% penalty). Base Skill: 40%, plus 5% per additional level.
Winged Flying: A routine and exercise to build flight speed and endurance. This is all about grueling, grinding, long-distance flying, in the worse conditions imaginable. Since emergency messages and small packages (such as urgently needed medicine) is fastest carried by flying, this is truly a valuable skill.
Characters without Winged Flying can fly at maximum speed for one minute for each point of P.E.
- Long-Distance Flying: Characters trained in flying can fly at their maximum speed for longer than those untrained. They just "pay" for their long-distance pain. Here's how it works. Once the character has exceeded their normal limit (P.E. number in minutes), they lose or "pay" 1d4 S.D.C. for every additional fifteen minutes of flying at top speed (additional S.D.C. from Natural Armor or powers can NOT be used). Even when S.D.C. is exhausted, the character can press on, spending one Hit Point for every additional minute of top-speed flying. Lost S.D.C. and Hit Points must be regained in the normal (slow) healing way. And yes, a flyer may collapse from exhaustion or even fall into a coma and die if he pushes himself too far (down to zero Hit Points).
- +1 PE
- +4d4 to flight speed
- +1d6 S.D.C.