[FOCI]

Soars on Amazing Wings

Claim the Sky

Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.

Tier 1

Hover (2 Intellect points) Action

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes

Action to initiate.

Flight Exertion (3 Might or 3 Speed points) Enabler Claim the Sky

You can fly up to a short distance as your movement this round. If all you do is move on your turn, you can fly up to a long distance.

Tier 2

Wing Weapons Enabler Claim the Sky

You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your wings are medium bashing or bladed weapons (your choice). You are practiced with this attack.

Tier 3

Acrobatic Attack (1+ Speed points) Enabler

You leap into the attack, twisting or flipping through the air. If you roll a natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the attack, you get a free level of Effort on the task. You can’t use this ability if your Speed Effort costs are reduced from wearing armor.

or

Flying Companion Enabler Claim the Sky

You gain a level 3 companion creature that can fly at the same speed as you; depending on other aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and 9 health, and it inflicts a minor wound (3 points). If it’s killed or destroyed, it takes you one month to find or create a suitable replacement.

Tier 4

Hard to Hit Skill

You are trained in Speed defense tasks.

Tier 5

Up to Speed Enabler

If you do nothing but move for three actions in a row, you accelerate greatly and can move up to 200 mph (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery roll. (Move up to 322 kph [about 600 m each round] for up to ten minutes [about 56 km].)

Tier 6

Hard Target Enabler

If you move a short distance or farther on your turn, all Speed defense rolls are eased.

or

Defense Master Enabler

Every time you succeed at a Speed defense task, you can make an immediate attack against your foe. (If you have Dodge and Respond, you can exchange that ability for Dodge and Resist.) Your attack must be the same type (melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don't have an appropriate type of weapon ready, you can't use this ability. s

GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious target for an unexpected foe.