~~NOTOC~~ //The most untrustworthy form of life is, of course, fungi. The second-most is a matter of some debate but I hold firmly that it is birds. Keep an eye on the sky!// The Flyer archetype is for anything that glides or flies under their own power (such as via wings, magic, or jetpacks). Being able to fly is a popular option, but also tends to allow players to bypass many kinds of obstacle and thus potentially make the game less fun. As always, if you're not sure then ask your referee if they're cool with it. ^[[#Flyer]] ^^Soar through the air. | |{{fa>caret-right?24}} |[[#Aerials]] |Move freely while airborne. | |{{fa>caret-right?24}} |[[#Ascent]] |Fly upwards. | |{{fa>caret-right?24}} |[[#Dogfighter]] |Bring down flying opponents. | |{{fa>caret-right?24}} |[[#Levitation]] |Ignore gravity. | |{{fa>caret-right?24}} |[[#Swoop]] |Free moves down and out. | ^ ^^^ ====== Flyer ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Fall Horizontal:** As a form of movement, you can glide through the air. This allows you to make movement actions through spaces with nothing to stand/swim on. \\ \\ {{fa>plus-circle?24&align=left}}**Updraft Rider:** If you glide through an updraft (such as from a bonfire, heat vent, or similar) you can choose to immediately gain 20 meters in elevation if you would like to. \\ \\ {{fa>minus-circle?24&align=left}}**Spaceflight is a Different Thing:** You can only fly if you have air or some other form of gaseous atmosphere to propel yourself through. It doesn't work in vacuum. \\ \\ {{fa>minus-circle?24&align=left}}**Glider:** You cannot gain elevation while moving (except from riding updrafts), only lose it. \\ \\ {{fa>minus-circle?24&align=left}}**Maintain Momentum:** Gliding requires constant attention and balance and provides no upwards thrust. For every action you spend to move while gliding, you lose 1 meter of elevation immediately afterward. When you spend an action to do anything else (such as attack or use another effect that is not a free action to activate or even just do nothing), you lose 10 meters in elevation immediately afterward. \\ \\ {{fa>minus-circle?24&align=left}}**Always Forward:** You cannot turn quickly or nimbly while gliding. You may make one direction change per action spent gliding. This direction cannot be more than a single hex's deviation (60 degrees) from your previous flight path. \\ \\ {{fa>minus-circle?24&align=left}}**Runway:** You require a large, relatively flat area to get up to enough speed to achieve liftoff. If there's not enough room, you cannot start flying. \\ \\ {{fa>minus-circle?24&align=left}}**Vulnerablility:** Due to awkwardness, you take +2 damage from all attacks while in flight. \\ \\ {{fa>minus-circle?24&align=left}}**Tatter:** Flight is a delicate thing, and it's entirely possible you can lose the ability to fly effectively from cumulative damage long before you die from it. Every time you are the subject of a critical hit from an attack while flying, you gain one “Tatter Point”. If your tatter points ever exceed your current Flesh, you cannot fly anymore (and if this happens while you are actively flying, you immediately fall). Accumulated tatter points all go away automatically at the end of a session, or can be removed on a 1-for-1 basis by spending 1 Provisions and a procedure of work. | ^ ^^^ ^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Stay Light:** You cannot benefit from any ability in the Flyer archetype while carrying anything more than a light load. \\ \\ {{ra>doubled?24&align=left}}**Powerhouse Exemption:** If you also have the [[Powerhouse]] archetype, you can ignore this limitation. | ^ ^^^ ^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Calorie Burner:** Flying is a very high-energy method of movement. Every day in which you use the Flyer archetype requires you to spend one additional Provisions. | ^ ^^^ ====== Aerials ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Dragonfly Style:** You can change direction as many times per movement as you want, and the change in direction can be as big as you want. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Do A Barrel Roll:** You no longer take +2 extra damage from attacks while flying. | ^ ^^^ ====== Ascent ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Straight Up:** When you move while flying, you can choose to move upward instead of just horizontally. Every meter of elevation gained in this way is one less meter you can travel distance-wise. \\ \\ {{fa>plus-circle?24&align=left}}**VTOL:** You can take off from anywhere. \\ \\ {{fa>minus-circle?24&align=left}}**The Earth Pulls Us All:** You still lose elevation after every action taken midair. | ^ ^^^ ====== Dogfighter ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Takedown:** When attacking a flying target, you add a tatter point to them on any successfully damaging attack when the trigger die is 7+ instead of only on critical hits. | ^ ^^^ ====== Levitation ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Hover:** You don't lose any elevation from taking actions while flying. This includes both losing 1 meter from taking a move action and losing 10 meters from doing anything else. You can even hang indefinitely in place if you want to. \\ \\ {{fa>minus-circle?24&align=left}}**Not Down ≠ Up:** You still can't gain elevation while mid-air. That's what the Ascent ability is for. | ^ ^^^ ====== Swoop ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Dive Bomb:** You may make a flying movement (either a normal movement or a sprint) as a free action once per round on your turn. \\ \\ {{fa>minus-circle?24&align=left}}**Death Spiral:** When using Swoop to make a free movement action, you automatically lose elevation equal to the horizontal distance traveled. | ^ ^^^