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wiki:flying [2016/12/14 01:54] caleymccready [Collision] |
wiki:flying [2018/02/01 00:03] (current) caleymccready [Hover] |
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| - | =======Flying======= | + | ======= Flying ======= |
| + | ===[rules]=== | ||
| ~~TOC~~ | ~~TOC~~ | ||
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| Many creatures on Terra have the capacity to fly. Pyromancers can fly by expelling flames from their hands or feet, and Aeromancers can fly by guiding air currents and navigating them with a glider. There are rules governing movement while flying, which are outlined below | Many creatures on Terra have the capacity to fly. Pyromancers can fly by expelling flames from their hands or feet, and Aeromancers can fly by guiding air currents and navigating them with a glider. There are rules governing movement while flying, which are outlined below | ||
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| - | ====Flying speed==== | + | ====Flying and turning==== |
| - | Each creature has a maximum speed which they can fly, and minimum speed at which they must fly. The maximum speed is the distance the creature can fly with a move action. The minimum speed signifies the smallest amount of movement in a turn without entering free fall. Only forward movement, from one square to another, counts toward minimum movement | + | When a creature is flying, they must spend a movement action each round, which keeps them in motion for the entire round. They must move a minimum of 2H, or enter [[flying#Free Fall]]. Maximum speed is 4H, unless improved by talents or feats. When a creature takes off, they start at a speed of 4H. You can increase your speed by 1H per segment, up to your personal maximum flying speed. You can decrease your speed by up to 3H per segment |
| - | **Maximum Speed**: 60 feet\\ | + | When flying, you have a discrete heading, which points from your current hex into one of the six surrounding hexes. You can only move into the three hexes "in front" of your character, as determined by your heading. No matter which hex you choose, your heading does not change. You can change your heading by 60°, which costs one hex of movement but does not reduce your speed. After moving straight forward at least one hex, you may change your heading again |
| - | **Minimum Speed**: 20 feet\\ | + | |
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| - | ====Climbing and diving==== | + | ====Hover==== |
| - | While flying you may climb or dive at an angle of up to 60°, which increases or decreases your altitude 5 feet for each 5 feet you move forward. Entering a climb or dive is a free action, as is returning to level flight. Creatures can move at twice their normal speed when diving. Climbing speed is half the normal speed | + | Creatures with the ability to hover can choose to slow their flight and enter a hovering state. To do so they must move their current speed, after which their speed is reduced to zero and they are hovering in place. Maintaining a hover in subsequent rounds requires either a swift or a move action. A swift action maintains the hover in place. If a move action is used to maintain the hover, the creature may move 1H for three consecutive seconds in any direction, even up or down |
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| - | ====Turning==== | + | {{ :wiki:flying_rules.png?nolink |Examples of possible movement options when flying}}\\ |
| - | While flying, a creature has an orientation, which is the direction which they are moving. This direction persists from one round to the next. In order to change this direction, the creature must execute a turning maneuver | + | |
| - | **Normal Turn**\\ | ||
| - | The creature moves forward 5 feet, and then changes its direction 60°. The creature must continue forward ten feet before changing its direction again. (Total 15 feet) | ||
| - | **Sharp Turn**\\ | + | \\ |
| - | The creature moves forward 5 feet, and then changes its direction 120°. The creature must continue forward 10 feet before changing its direction again. This maneuver expends an additional 5 feet of movement speed. (Total 20 feet) | + | ====Climbing and diving==== |
| - | + | While flying you may climb straight up or at a 60° angle, or you may dive at a 60° angle. This increases or decreases your altitude 5 feet for each 5 feet you move forward or straight up. Entering a climb or dive is a free action, as is returning to level flight. Creatures can move at twice their normal speed when diving. Climbing speed is half the normal speed. This applies to creatures initially taking flight if their initial trajectory is vertical | |
| - | **Loop**\\ | + | |
| - | The creature moves forward 10 feet, and then loops back to the square adjacent to their original hex. The creatures new direction is exactly opposite to their original direction (Total 20 feet) | + | |
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| - | **Dodge**\\ | + | |
| - | The creature moves forward 5 feet, and then moves forward and to the side 5 feet, without changing their direction. The creature then moves forward 5 feet. (Total 15 feet) | + | |
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| - | **Barrel Roll**\\ | + | |
| - | The creature moves forward 10 feet, and then moves forward and to the side 10 or 15 feet at their option, without changing their direction. The creature then moves forward 10 feet. (Total 30|35 Feet) | + | |
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| - | {{ :wiki:flying_maneuvers.png?nolink |}} | + | |
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| |8|100 feet|20H|600 feet| | |8|100 feet|20H|600 feet| | ||
| - | While in free fall a creature may use any action to attempt to regain control with a Reflex Save DC 20. This is the only action a free falling creature can declare. Creatures can deliberately enter free fall if they wish, doing so gives them [[combat#advantage]] on rolls to regain control | + | While in free fall a creature may use any action to attempt to regain control with a Dexterity Check of 20. Creatures can deliberately enter free fall if they wish, doing so gives them [[combat#advantage]] on rolls to regain control |
| The following conditions immediately cause a creature to enter freefall: | The following conditions immediately cause a creature to enter freefall: | ||
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| * [[conditions#Staggered]] | * [[conditions#Staggered]] | ||
| * [[conditions#Unconscious]] | * [[conditions#Unconscious]] | ||
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| + | A creature that is moving at normal speed when knocked into free fall retains their forward momentum while falling. In the first segment of free fall, their forward momentum is fully retained. In each following segment, their forward momentum is reduced by 1H | ||
| **Example**\\ | **Example**\\ | ||
| - | * A creature becomes [[conditions#disoriented]] and enters free fall, immediately falling 20 feet. | + | * A creature flying at 4H becomes [[conditions#disoriented]] and enters free fall, immediately falling 20 feet, but retaining their forward momentum, also moving forward 4 hexes |
| - | * In the next segment, the creature uses a move action to regain control but fails their save and falls an additional 40 feet | + | * In the next segment, the creature uses a move action to regain control but fails their check and falls an additional 40 feet down, while moving forward 3 hexes |
| - | * In the next segment, the creature uses a swift action to regain control and makes their save, flying normally in that segment | + | * In the next segment, the creature uses a swift action to regain control and makes their check, flying normally in that segment |
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| - | ====Hover==== | + | |
| - | Creatures with the ability to hover can stop flight mid air and remain stationary. When a creature is moving, entering a hovering state requires moving forward 10 feet and costs an additional 10 feet of movement speed. Maintaining a hover in one location requires a swift action or a move action. While hovering, creatures may move up to half their normal speed in any direction, even up or down | + | |
| - | **Maximum Hover Speed**: 30 Feet\\ | ||
| - | **Minimum Hover Speed**: 0 Feet, requires a Swift action\\ | ||
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