Difference between revisions of "Fly (Action)"

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m (wk)
 
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''This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.''
 
''This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.''
  
You take off and fly through the air with a [[Move (Action)|Move]] equal to your [[Ride (Action)|Ride]] skill. You remain flying for the rest of the round and into the next. To remain flying, your first action in the next round must be to use this power. You can land at any time if you so wish, simply by ending your movement on the ground; taking off requires another use of this power.
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You take off and fly through the air with a [[Move (Action)|Move]] equal to your [[Ride (Action)|Ride]] skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of [[Ride (Action)|Ride]] meters per shot expended on other actions.
 
 
While in flight, you must keep track of your flight direction, and must also move at least half your [[Move (Action)|Move]] with each basic action. You can only turn once per move, doing so at any point.
 

Latest revision as of 14:00, 4 April 2018

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Basic Action

This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.

You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.