In tales of the fantastic, both modern and traditional, the ability to walk on air isn’t as common as true flight.
However, it’s a fair way to represent the capabilities of those who haven’t quite mastered powers that will eventually let them fly. The GM should consider treating 「
空中歩行」 as a “placeholder” that the PCs can improve to 「
飛行」 with earned points.
■代替案(Alternatives)
The obvious comparison is with 「
飛行」 (p. 50), which is far more capable (and twice as expensive). Those capable of limited aerial movement
should compare Super Jump (p. 79).
■追加特別限定(New Special Limitation)s
Take Specific (p. 112) if you can only walk on a particular type of gas.
“Ordinary air” isn’t allowed, but dust, smoke, and water vapor (clouds, steam, etc.) are all legal. This is worth -40% for most substances, but especially uncommon or obscure gases -- like pure hydrogen --might be -60%, at the GM’s discretion.
Lighter Than Air:
Your ability works by making you lighter than air or gaseous. Wind moves you a yard per second in the direction it’s blowing per 5 mph of wind speed. -10%.
Maximum Height:
You can’t walk very high off the ground. A 30-foot limit is -10%; a 10-foot limit is -20%; and a 5-foot limit is -25%.
Planetary:
You push off against a planet’s gravity field or walk along its magnetic field lines. Your ability is useless in the absence of a planet. -5%.
Vertical Only:
You can only climb straight up, as if using a ladder made of air. You can’t move laterally at all.-25%.
■パワーアップ(Powering Up)
「
空中歩行」 suits almost any power that includes 「
飛行」. Elemental powers are especially likely, particularly Air, Earth (with Specific, Dust), Heat/Fire (with Specific, Smoke), Magnetism (with Planetary), and Water (with Specific, Vapor).
「
サイコキネシス」 is another good fit --as is a spirit power that lets the user summon sylphs to bear him through the air. 「
宇宙パワー」 and divine powers might let gods and their servants walk high above their flocks.
才能 adds to all DX rolls for movement and to avoid or halt a fall.
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