Flight α

★ Prereq: requires Nile Empire

The caped crusader can fly! She can soar into the clouds, over the oceans, or across the burning sands without ever touching the ground.

The hero may fly up to her walking speed. She may rush up to 8× that speed but incurs a –2 penalty to any other actions performed during her turn. She uses Dexterity to maneuver.

Enhancements:

  • Aerial Acrobatics: The flyer remains in constant motion. As long as she’s flying, has room to maneuver, and isn’t caught FlatFooted, ranged attacks against her suffer a –2 penalty to hit
  • Control: The hero incurs no penalty when rushing
  • Speed: The flyer can move up to 150 meters per round (Value 11)
Pulp Powers

The vigilantes of the Nile Empire are not the four-color super heroes of modern comics. They are pulp heroes with powers more in line with the Shadow, Green Hornet, or even street level crimefighters such as Batman. They are, in essence, ordinary men and women with a few extraordinary abilities, but cut them, and they will bleed.

Pulp hero powers have many different trappings. One character’s Super Strength might be the result of exposure to strange radioactive isotopes in Dr. Mobius’s lab. Another hero’s might come from the Electro-Static Belt he wears. Whatever the reason, the powers work the same. If the power comes from a gadget it doesn’t work correctly for anyone else. If the GM takes powers away (usually by confiscating relevant devices) the hero should get them back by the next act as usual.

This perk leads to Power Bomb.

From Core Rules