Superpower (Power)
EFFECT
Cost varies
Activate 2 PP; free action
Sustain 1 PP per round/10 minutes; free action
Range self; Power Resistance no
DESCRIPTION
The superhero can take to the air like a bird. The superhero does not have the ability to fly outside of an atmosphere, but other than that, he can supply any explanation of his flight that he wishes, from telekinesis, to a jet pack, to a bite from a nuclear pigeon.
Speed |
Cost |
30 feet/mph |
3 JP |
40 feet/mph |
4 JP |
60 feet/mph |
6 JP |
80 feet/mph |
8 JP |
120 feet/mph |
10 JP |
160 feet/mph |
12 JP |
240 feet/mph |
14 JP |
320 feet/mph |
16 JP |
480 feet/mph |
18 JP |
610 feet/mph |
20 JP |
960 feet/mph |
22 JP |
1,280 feet/mph |
24 JP |
1,920 feet/mph |
26 JP |
2,560 feet/mph |
28 JP |
3,840 feet/mph |
30 JP |
The superhero can lift only himself and 100 pounds of additional weight, regardless of his Strength score. At 25 pounds over his maximum weight, his speed is reduced by 25% and he can no longer ascend. At 50 pounds over, his speed is reduced by 50%, and he descends at a speed of 20 feet per round, though he can still move laterally. At 75 pounds, his speed is reduced by 75%, and he descends at 60 feet per round but can still move laterally. At 100 pounds or more over his maximum load, he falls like a stone, incurring any and all damage or other effects that would normally occur when falling from a great height.
When the superhero flies, he has two different speeds: tactical and cruising. Use tactical speed when the superhero is in combat situations, dodging incoming attacks, making attacks of his own, and making constant course corrections. The superhero can take double moves and even “run” when he flies at Tactical speed, though the Run feat does not modify his “running” speed while flying. Use Cruising speed when the superhero travels from one place to another in relative safety.
Determine the cost of Flight based, first, on his maximum speed (see table, above) and, second, his skill level (see table, below). For the sake of simplicity, his tactical speed is in feet per round and his cruising speed is the same number of miles per hour. The superhero also gains a +8 to Fly skill checks while this power is active.
Average Skill (Cost: 0 JP) |
|
Min. Forward Speed: |
Turn: 45/5 ft. |
Hover: No |
Turn in Place: +45/5 ft. |
Fly Backward: No |
Maximum Turn: 90 |
Reverse: No |
Up Speed: Half |
Maneuverability: Average |
Down Speed: Double |
Good Skill (Cost: 5 JP) |
|
Min. Forward Speed: None |
Turn: 90/5 ft. |
Hover: Yes |
Turn in Place: +90/5 ft. |
Fly Backward: Yes |
Maximum Turn: Any |
Reverse: -5 feet |
Up Speed: Half |
Maneuverability: Good |
Down Speed: Double |
Excellent Skill (Cost: 10 JP) |
|
Min. Forward Speed: None |
Turn: Any |
Hover: Yes |
Turn in Place: Any |
Fly Backward: Yes |
Maximum Turn: Any |
Reverse: Free |
Up Speed: Full |
Maneuverability: Perfect |
Down Speed: Double |
Enhancements and limitations
- Enhancement: Air Lift (Cost: 1 JP per level): For every level of this power, the superhero can lift an additional 500 pounds of his normal lifting capacity, up to a maximum of his actual maximum lift capacity as determined by his Strength. This enhancement does not allow the superhero to lift any more while in Flight then he could on the ground. If the superhero has Mighty Lifting, he needs only buy enough levels of this Enhancement to meet his normal maximum lift, not his maximum lift as it is enhanced by Mighty Lifting. There is no limit on the number of times the superhero can buy this enhancement, but it is useless to take any more Air Lift capacity than his Strength score would normally allow.
- Enhancement: Fast Cruising (Cost: 2 JP per level): His cruising speed doubles. The superhero can take this enhancement multiple times, doubling his cruising speed each time. Do not follow critical multiplier rules for doubling. It doubles the speed every time.
- Enhancement: FTL Flight (Cost: 6 JP per level): Once the superhero is up to full speed and outside of a solar system or any other source of a significant gravity well, he can accelerate to faster-than-light speed. Every level of this power multiplies his flight speed by ten: 1C at first level, 10C at second level, 100C at third level, 1,000C at fourth, and 10,000C at fifth. The superhero can take this Enhancement up to five times. Prerequisites: The superhero must have the Vacuum Flight and Sub-Light Flight (at least 1C) enhancements to buy this enhancement.
- Enhancement: Reduced Cost (Cost: 3 JP): Tactical Flight costs the superhero only 1 PP per minute and cruising costs 2 PP per hour.
- Enhancement: Sub-Light Flight (Cost: 4 JP per level): The superhero can, by whatever mechanism is appropriate to his background, propel himself through a vacuum (never in an atmosphere) at an absolutely astonishing speed. For every level of this Enhancement, the superhero can travel at 0.1C, 1/10th the speed of light. The superhero cannot travel at sub-light speeds in an atmosphere. It’s for interstellar travel only. The superhero can take this power ten times and achieve a maximum flight speed of 1C, exactly the speed of light. The superhero is unaffected by time dilation effects. Time passes normally in the universe relative to the superhero, and vice-versa. Prerequisite: The superhero must have the Vacuum Flight enhancement to buy this enhancement.
- Enhancement: Vacuum Flight (Cost: 4 JP): The superhero can, by whatever mechanism is appropriate to his background, propel himself at his full speed even in the absence of an atmosphere. Note that the superhero must still be able to survive in space to use this ability, be it via power or spacesuit.
- Limitation: Clumsy Flight (Value: 2 JP): The superhero’s maneuverability is now clumsy.
- Limitation: Winged Flight (Value: 1 JP): The superhero grows a set of wings (feathered or leather) and must have at least a 10′ space to take flight. This limitation turns this power into a trait and reduces the power cost to 0. This limitation is not compatible with FTL Flight, Sub-Light Flight, and Vacuum Flight enhancements.