Flight

[Power]

**Cost**: 6CP

**Activate**: free; use-activated (fly)

**Sustain**: free; free action

**Range**: self

You can take to the air like a bird. You do not have the ability to fly outside of an atmosphere, but other than that, you can supply any explanation of your flight that you wish, from telekinesis (Psionic), to a jet pack (Supertech *Gadget*), to a bite from a nuclear pigeon (Bio).

You can lift only **yourself and 100 pounds** of additional weight, regardless of your Strength score. At 25 pounds over your maximum weight, your speed is reduced by 25% and you can no longer ascend. At 50 pounds over, your speed is reduced by 50%, and you descend at a speed of 20 feet per round, though you can still move laterally. At 75 pounds, your speed is reduced by 75%, and you descend at 60 feet per round but can still move laterally. At 100 pounds or more over your maximum load, you fall like a stone, incurring any and all damage or other effects that would normally occur when falling from a great height.

Your ***Flight* speed is 30 feet per round and 30 miles per hour**. The first is your "tactical" speed. Use tactical speed when you are in combat situations (e.g., dodging in-coming attacks, making attacks of your own, making constant course corrections, etc.). You can take double moves and even "run" when you fly at tactical speed, though the Run feat does not modify your "running" speed while flying. The second is your "cruising" speed. Use Cruising speed when you travel from one place to another in relative safety. You can increase your tactical speed and cruising speed by taking enhancements. Your **Flight Skill is "Average"** (see table, above). Consult the SRDs for how to read flight-skill stats.

## Enhancements

**Enhancement**: Air Lift

> **Cost**: 1CP per 500 lbs.
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> For every rank in this power, you can lift an additional 500 pounds of your normal lifting capacity, up to a maximum of your actual maximum lift capacity as determined by your Strength score. This enhancement does not allow you to lift any more while in *Flight* then you could on the ground.
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> NB: If you have *Mighty Lifting*, you need only buy enough ranks in this Enhancement to meet your normal maximum lift, not your maximum lift as enhanced by *Mighty Lifting*.
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**Enhancement**: Cruising Speed

> **Cost**: 2CP per rank
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> For each rank in this enhancement, add a multiplier to your cruising speed (but not your tactical speed). The first rank is x2, the second is x3, etc.
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**Enhancement**: Flight Skill

> **Cost**: 5CP per skill category
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> For every rank in this enhancement, your Flight Skill increases by one step. You can take this enhancement twice, once raising your skill to Good, and a second time to raise it to Excellent. See table (below, left) for flight-skill stats.
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**Enhancement**: Flight Speed

> **Cost**: 2CP per rank
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> For every rank in this enhancement, your tactical and combat speeds increase (see table, left).
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**Enhancement**: Retractable Wings

> **Cost**: 2CP
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> **Prerequisite**: Wings (limitation)
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> Your wings are now retractable, by whatever means you want to supply. You can suck them back into your body, they can fold up flat against your back, or they can simply fade out of existence when you don't want them to be "out." Extending or retracting you wings takes a single move action and does not have a PP cost.
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**Enhancement**: Vacuum Flight

> **Cost**: 2CP
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> You can, by whatever mechanism is appropriate to your background, propel yourself at your full speed even in the absence of an atmosphere. The laws of physics say that this is totally goofy, but the laws of playable games demand such an abstraction. Note that you must still be able to survive in space to use this ability, be it via power or spacesuit.
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**Enhancement**: Sub-Light Flight

> **Cost**: 1CP per 0.1C
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> **Prerequisite**: Vacuum Flight, a willing GM
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> You can, by whatever mechanism is appropriate to your background, propel yourself through a vacuum (never in an atmosphere) at an absolutely astonishing speed. For every rank in this Enhancement, you can travel at 0.1C, 1/10th the speed of light. You cannot travel at sub-light speeds in an atmosphere. It's for interstellar travel only. You can take this power 10 times and achieve a maximum flight speed of 1C, exactly the speed of light. You are unaffected by time dilation effects. Time passes normally in the universe relative to you, and vice-versa.
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**Enhancement**: FTL Flight

> **Cost**: 2CP
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> **Prerequisite**: Vacuum Flight, Sub-Light Flight (10 ranks), a damn good explanation
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> Once you are up to full speed and outside of a solar system or any other source of a significant gravity well, you can accelerate to faster-than-light speed. Every rank in this power multiplies your flight speed by ten: 1C at first rank, 10C at second rank, 100C at third rank, 1,000C at fourth, and 10,000C at fifth. You can take this Enhancement up to five times.
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## Limitations

**Limitation**: Poor Flight Skill

> **Value**: 5CP per rank
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> For every rank in this enhancement, your Flight Skill decreases by one step. You can take this enhancement twice, once lowering your skill to Poor, and a second time to lower it to Clumsy. See table (previous page) for flight-skill stats.
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**Limitation**: Flying Leap

> **Value**: 4CP
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> In order to activate your *Flight*, you have to take a running jump of no less than 20 ft.
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**Limitation**: Wings

> **Value**: 8CP
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> **Prerequisites**: Maximum speed 80 ft/mph, Average skill
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> To get airborne, you need to either have a 20-foot running start or jump off of a high structure and start gliding. Your wingspan is about 1.5 times your height. If you do not have room to spread your wings, you cannot fly.
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> If you strap them down, you can stuff your wings under a trench coat or a cloak. An Observe check (DC 15) allows other people to notice that your shoulders are extremely high and that there are feathers coming out of the bottom of your coat, but on cursory inspection, you'll look more or less normal. However, if you strap down your wings for more than an hour, they become stiff and start to ache, just as if you'd strapped on of your arms to your chest. For every full hour of having been strapped down, it takes 1d4 rounds of flying before you work out this stiffness, and during those rounds, you can fly at only half speed and you take a -4 to any and all rolls made that pertain to flying, including mid-air acrobats or the like.
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> Finally, if you have the room, you can spread your wings in the middle of a long-distance Jump, you can spend most of that distance gliding, which doubles the Jump distance. This effect does not stack with bonuses you might receive from *Amazing Leap*, although why you'd take both *Amazing Leap* and *Flight*, I don't know.
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