|
|
|
#13 |
|
Join Date: Sep 2004
Location: Oldenburg, Germany
|
Athletics
Eagle-Wing Style 14/23/27/32/36/41/45/50/54/59 for levels 1-10 Prerequisite Skills: Acrobatics, Aerobatics, Flight, Flying Leap, Free Fall, Jumping, Parachuting The Solar jumpts into the air and refuses to come down. He gains a flight speed equal to two times his Basic Speed, adding one-half his Basic Move for each additional level in the charm. To direct the flows of Essence, the Solar must keep one arm extended before him, rendering it useless for other activities. Furthermore, he cannot fly more than 30 feet above the ground, and must move at least 1/4th his top speed at all times. This charm costs 4 motes to activate and two to maintain per minute of use. Statistics: Flight (Cannot Hover, -15%; Costs Fatigue, -20%; Low Ceiling (30 foot), -10%; Temporary Disadvantage (One Arm), -20%) [14]. A second level adds Link (+10%) as well as 0.5 levels of Enhanced Move (Air), also with Link and the limitations listed above [23]. Further levels add further half-levels of Enhanced Move (Air). Descending Raptor Technique Hard Default: Prerequisite-2; cannot exceed prerequisite. Steering his flight with his will alone, the Solar regains use of his second arm, allowing both arms to be used for other activities. Hovering Sun Technique Hard Default: Prerequisite-2; cannot exceed prerequisite. Looking upon the ground like the Unconquered Sun looks upon on Creation from the Day Star, the Solar can remain perfectly still in the air. Soaring Eagle Technique Hard Default: Prerequisite-1; cannot exceed prerequisite. This technique allows the Solar to fly as high as he likes, ignoring the usual flight ceiling.
__________________
GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
|
|
|
| Tags |
| conversion, conversions, exalted |
|
|