FLOATING MAGIC SCHOOL CAMPAIGNS
You can use the following mechanics for a campaign set at a floating magic school.
FLIGHT
During character creation, each player creates a magic artifact they can use to fly. Flying PCs use the normal movement rules and can fly within Close range as part of an action roll, but they must make an appropriate trait roll to move beyond Close range or if movement is their primary action. At the GM’s discretion, some threats, such as gaining the Restrained or Vulnerable conditions, losing their magic artifact, or taking Severe damage, can temporarily interrupt a PC’s ability to fly.
USING TRAITS FOR FLIGHT
A PC can use any appropriate trait (not just Agility) to move while flying. The following are some examples of how each trait might be used:
- Agility: Swift acrobatics, speed-boosting off an adversary’s wake, maintaining an aerodynamic posture, or angling past a winged threat
- Finesse: Focused, subtle, and well-timed adjustments, threading the needle, precision flying, operating finely tuned controls, or deftly weaving between obstacles
- Strength: Blasting through floating debris, holding fast in shifting weather, or slamming into a racing rival
- Instinct: Navigating by sheer intuition, keenly spotting a shortcut, following a migratory current, or sensing hidden danger in the clouds
- Presence: Flying with natural grace and effortless style, commanding attention, causing a distraction, creating a spectacle
- Knowledge: Charting efficient flight plans, plotting rotational momentum, or deducing the exact timing of a foe’s wingbeats
LESS LETHAL CAMPAIGNS
In a less lethal campaign, any death move that would normally lead to a character’s demise instead puts them in the infirmary for a few weeks or sends them home for an extended period of time. While they recover, the PC is unplayable but not dead.