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The most untrustworthy form of life is, of course, fungi. The second-most is a matter of some debate but educated and right-minded ladies and gentlemen are in agreement that it is birds. Keep an eye on the sky!
The Flyer class 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. | |
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caret-right | Aerials | Move freely while airborne. |
caret-right | Ascent | Fly upwards. |
caret-right | Dogfighter | Bring down flying opponents. |
caret-right | Levitation | Ignore gravity. |
caret-right | Strafe | Make free attacks while flying. |
Enterprises | Flyer School | |
Weaknesses | Handless Petite |
Movement | plus-circleFall 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. plus-circleUpdraft 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. minus-circleSpaceflight 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. minus-circleGlider: You cannot gain elevation while moving (except from riding updrafts), only lose it. minus-circleMaintain 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. minus-circleAlways 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. minus-circleRunway: 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. minus-circleVulnerablility: Due to awkwardness, you take +2 damage from all attacks while in flight. minus-circleTatter: 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 Supply or one use of a Commissary Kit and a procedure of work. |
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Limitation | minus-circleStay Light: You cannot benefit from any ability in the Flyer class while carrying anything more than a light load. doubledPowerhouse Exemption: If you also have the Powerhouse class, you can ignore this limitation. |
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Limitation | minus-circleCalorie Burner: Flying is a very high-energy method of movement. Every day in which you use the Flyer class requires you to spend one additional Supply/Commissary Kit use. The Pantry enterprise does not allow you to ignore this limitation. | |
Movement | plus-circleDragonfly 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. | |
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Protection | plus-circleDo A Barrel Roll: You no longer take extra damage from attacks while flying. | |
Movement | plus-circleStraight 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. plus-circleVTOL: You can take off from anywhere. minus-circleThe Earth Pulls Us All: You still lose elevation after every action taken midair. |
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Offense | plus-circleTakedown: 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. | |
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Movement | plus-circleHover: 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. minus-circleNot Down ≠ Up: You still can't gain elevation while mid-air. That's what the Ascent ability is for. |
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Offense | plus-circleFlyby Attack: When you spend two or more actions during a turn performing flying movement, you may also make one attack action for free at the end of your turn. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a (flying) vehicle. |
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Airfield | Flying creatures or vehicles without the Ascent ability can freely take off and land in the settlement. |
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Flyer School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
Handless | You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). |
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Petite | You're just not very strong. Your inventory is limited to six slots instead of ten (carrying more than three pushes into heavy encumbrance). You carry the weight of other creatures as a creature one size smaller than your true size. |