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wiki:flying [2016/12/15 01:13] caleymccready |
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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| 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 | 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 | ||
| - | {{ :wiki:flying_rules.png?nolink |}}\\ | + | \\ |
| ====Hover==== | ====Hover==== | ||
| - | 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 seconds in any direction, even up or down. This movement must be used consecutively | + | 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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| + | {{ :wiki:flying_rules.png?nolink |Examples of possible movement options when flying}}\\ | ||
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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. 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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| **Example**\\ | **Example**\\ | ||
| * 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 | * 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 down, while moving forward 3 hexes | + | * 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 |