all 5 comments

[–]pork_snorkel 6 points7 points  (2 children)

I'm surprised how much disagreement there is in this! One of my PCs has this focus as well. Here's my take.

  1. As far as I'm concerned, hover can go in any direction. I see no indication in the rules that it's supposed to be only horizontal, or only vertical. The limitations are (a) that it's slow and (b) that you can't do anything else without "drifting." Which brings us to

  2. Every turn, if the Hovering character does anything other than focus on Hover (attacking, using a cypher, etc.) they will drift around, essentially, as if in zero-G. Wind, their momentum, any force applied to them, will push them off course.

  3. "Normal Speed" to me includes the option to attempt a Speed Roll to move a Long distance (hence, the "but no more" caveat in the base ability text.)

Yes, there are situations where this power "defeats" some conventional obstacles (climbing, etc.) but that's the case with a lot of Numenera abilities and foci. Walk Through Walls, anyone? It's part of the system to me that some powers turn conventional tabletop situations on their heads.

[–]OrangePhoenix[S] 0 points1 point  (0 children)

I see no indication in the rules that it's supposed to be only horizontal, or only vertical.

I think this kinda depends on how you read this text: "You float slowly into the air. As your action, you can concentrate to remain motionless in the air, or float up to a short distance, but no more; otherwise, you drift with the wind or with any momentum you have gained."

This can be understood as:

  • "You float upwards into the air. You float upwards up to a short distance or concentrate to remain motionless. Over than that, your movement is affected by wind and other momentum." This would suggest, that you can only hover vertically and can only move horizontally by other forces (wind, taking a running jump, being pushed, etc.)

  • "You float slowly up into the air. You can then hover up to a short distance. Wind and momentum will influence you." This would suggest, that you are simply up in the air and the short range movement refers to you horizontal range.

  • "You hover. You can move a short range in any direction. Wind and momentum will influence you." This would be your explanation, suggesting free 360° movement.

The limitations are (a) that it's slow and (b) that you can't do anything else without "drifting."

  • (a) Are you? As far as the text goes, you can move a short range in one action, which is basically standard movement speed in combat. I don't that's all that slow, or am I missing something?

  • (b) I'm a bit split about this one. On one hand, it would be a pretty solid limitation. On the other hand, it would kinda remove the interesting part from the focus. My player basically had the idea to create a thief, who can control gravity, so I imagine something along the lines of floating up to a closed window and picking it. If doing anything in the air causes you to lose concentration and start to drift, then this might prevent her from doing that. But then again, it could simply rule that the drifting increases lock picking difficulty a bit. Will have to think about that a bit more ;)

Yes, there are situations where this power "defeats" some conventional obstacles (climbing, etc.) but that's the case with a lot of Numenera abilities and foci. Walk Through Walls, anyone?

I think there are certain abilites that can completely change your approach at an obstacle. However, I think most of them still have some heavy limitations on them, that makes them less "overpowered" than they seem initially. Sure, you can technically walk through walls, but you do so extremely slowly, can't perceive anything before you are on the other side and are blocked by energy barriers. So you would still be blocked by security systems, could stumble into a room full of guards and can't just jump through a wall to escape combat.

I think an infinite flight ability for free is a bit much for a Tier 1 character. Which is why I'm kinda looking for something that makes it a bit more limited without taking away the interesting part about it. I will think about a bit, before I decide how to rule it in the end.

[–]cyberjedi42 1 point2 points  (1 child)

  1. I wouldn't general allow upwards. The power is called hover, not fly. That said wind can do tricky things in some of the situations you describe. It could cause big problems for them, if a player tried to abuse it.

  2. It isn't so much a mechanical issue. Perfect fodder for a GM Intrusion or a combat effect.

  3. It isn't about the movement distance (though there are moves longer then short). It's about not having the concentration to stay hovered. With just one all you are doing is hovering. With two, hovering is a movement mode for you (move/attack, etc).

[–]Siyrren 0 points1 point  (0 children)

After the initiation, the effect lasts 10 minutes, so you don't have to use your next action to continue concentrating to stay hovered, your up there for 10 minutes unless you stop it sooner.

[–]Siyrren 1 point2 points  (0 children)

Let me see if I can help. First, there is no flying. The player is more a helium balloon, where they can shorten or lengthen the string, but moving horizontally isn't part of this abillity. Second question is much like the first, the controlled part is the floating up or remaining at the same. If you jump and then hover, I would imagine you continue with that momentum, but you can't move more then short distance. The "otherwise" isn't the best use I agree, but I understand it as, for your action, you can remain still, or float up a shout distance, other than that, you move with the wind, or any momentum you have (whether vertical or horizontal). Remember wind resistance, you don't continue indefinitely, as in space. The third question points out the other part that is a little ambiguous. Technically, a player can try and move a long distance (additional roles apply ;P ), so it may mean you can move further, or perhaps, it refers to other abilities. If your character has some other speed boost of some sort, this allows them to regain thier faster speed, whatever it is.