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Re: Flying



> I believe that the flying skill should be between FLY and HAWKSOAR. You can't
> just do anything but you can definitely be able to make simple actions that
> an animal could do such as grapple ( yeah this isn't that simple but hawks
> can swoop down on a rabbit and carry them off ). You might not be able to
> cast since waving your arms around would throw your balence off but a
> single round spell might be fine. According to the book though you do get
> it all Spells, attacks and other things.

BAD idea for this to be allowed.

> 
> How much is a mutate to get working wings? Do you just have the mutate cast
> and then pay for the eep cost the base move? We all know the physics of putting
> a set of wings on a human doesn't quite work but that is a blow off point
> for sake of fantasy I think. ( We auto-assume the skeleton got lighter or
> something ).

You get 1 change per mutate I thought?  To get the ability to fly, you'd
need several mutates, unless you want HUGE wings.  For a normal human being
to fly, you need like a 50-60' wing span.  That isn't including gear,
armour, or weapons in the person's weight, just them buttass naked.
To get the ability to fly I personally think you'd need at the very
minimum 3 mutates. 1/wing and 1 for the automatic systems to make use of'em.
I.e. a mutate so that you get the ingrained reflexes birds and other naturally
	flying creatures have on how to use the wings.

To do it without the 60 foot wing span, you'd need 1/wing, 1 for lightened
bone structure, and 1 for the flying reflexes.  The lightened stucture
would also drop the wing span significantly, but it would also make
the character _MUCH_ more succeptable to broken bones.

That would get you 10'/r movement.  Then each successive mutate strengthens
the muscles and reflexes and allows you to get 10'/r more movement.  So
it would take either 15 or 16 mutates to get a flight movement of 120'/r,
with a corresponding amount of xp expenditure.

This also brings into question lift capacity.  How much can a character
carry when they are flying?

> 
> My question is the base movement. According to the book that is based off
> a stat which I don't think it should be. If it were that would mean that
> a creature with a 360 flying movement has an AGI of 36 ( plus their DVs
> all start at 9 plus appropriete STAT ) and they auto-make every AGI resist
> spell.

*nod* I agree the movement things shouldn't be restricted to a stat.

Wright


> 
> > This brings up another question for me.  The flying with wings monster
> > ability.  Is it like the 'fly' spell, I personally think it should be
> > since you have to do some serious concentration and its like running,
> > but I have heard at least one person say its like the 'hawksoar' ability.
> > Also the ability to buy with a mutate the effect hawksoar ability just
> > bugs the hell out of me as its prolly one of the top 5 spells in the game
> > power wise.
> >
> > Greg?  Dan?
> >
> > Wright
> 						Greg
>