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mechanic:condition:flight [2026/08/11 15:31] – created ms_wuntchmechanic:condition:flight [2026/08/11 15:59] (current) – [Flight] ms_ash
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 [[:Mechanic:Condition:Flight|Flight]] is a [[:Mechanic:Condition]]. It is an [[:Mechanic:Entity|Entity's]] acceptance of defeat in or withdrawal from an [[:Mechanic:Encounter]]. [[:Mechanic:Condition:Flight|Flight]] is a [[:Mechanic:Condition]]. It is an [[:Mechanic:Entity|Entity's]] acceptance of defeat in or withdrawal from an [[:Mechanic:Encounter]].
  
-An [[:Mechanic:Entity]] with the [[:Mechanic:Condition:Flight|Flight]] [[:Mechanic:Condition]] has opted out of the current [[:Mechanic:Encounter]]. They are removed from the [[:Mechanic:Initiative Order]], losing all unspent [[:Character:Rating:Action Point|Action]] and [[:Character:Rating:Quick Action Point|Quick Action Points]] and can no longer perform [[:Mechanic:Action|Actions]].\\+An [[:Mechanic:Entity]] with the [[:Mechanic:Condition:Flight|Flight]] [[:Mechanic:Condition]] has opted out of the current [[:Mechanic:Encounter]]. They are removed from the [[:Mechanic:Initiative Order]], losing all unspent [[:Character:Rating:Action Point|Action]] and [[:Character:Rating:Quick Action Point|Quick Action Points]].\\
 \\ \\
-While under the effect of this [[:Mechanic:Condition]], [[:Mechanic:Entity|Entities]] are effectively neutralised for the remainder of the [[:Mechanic:Encounter]]. This is largely a narrative option for [[:Mechanic:Entity|Entities]] that do not wish to suffer the negative consequences of repeated [[:Mechanic:Trauma]], [Malfunctions] and [[:Mechanic:Injury|Injuries]]. How this [[:Mechanic:Condition]] is applied and appears is both personal and contextual, you and the other [[:Mechanic:Player|Players]] may deem it [[:Mechanic:Appropriate]] that when your [[:Character]] reaches 0 [[:Character:Rating:Strain]] from repeatedly [[:Character:Exhaustion|Exhausting]] themselves, they simply pass out and collapse on the spot. The same scenario may result in your [[:Character]] panicking and bolting for the nearest exit. Both examples are possible and it is up to you and the other [[:Mechanic:Player|Players]] to determine [[:Mechanic:Appropriate]] outcomes and actions an [[:Mechanic:Entity]] in [[:Mechanic:Condition:Flight|Flight]] might take.+While under the effect of this [[:Mechanic:Condition]], [[:Mechanic:Entity|Entities]] are effectively a non-participant for the remainder of the [[:Mechanic:Encounter]]. This reflects the [[:Mechanic:Entity|Entities]] avoiding the [[:Mechanic:Encounter]], and any negative consequences of the [[:Mechanic:Encounter]], such as [[:Mechanic:Trauma]], [Malfunctions] and [[:Mechanic:Injury|Injuries]]. How this [[:Mechanic:Condition]] is applied and appears is contextual, and will require narrative interpretation, as [[[:Mechanic:Appropriate]]. You and the other [[:Mechanic:Player|Players]] may deem it [[:Mechanic:Appropriate]] that when your [[:Character]] reaches 0 [[:Character:Rating:Strain]] from repeatedly [[:Character:Exhaustion|Exhausting]] themselves, they simply pass out and collapse on the spot. The same scenario may casue your [[:Character]] to panick and bolt for the nearest exit. Both examples are possible and it is up to you and the other [[:Mechanic:Player|Players]] to determine what is the most [[:Mechanic:Appropriate]] outcome and action for the [[:Mechanic:Entity]] in [[:Mechanic:Condition:Flight|Flight]] to take.
  
-Should the [[:Mechanic:Condition:Flight|Flight]] [[:Mechanic:Condition]] be removed, through means such as the [[:Mechanic:Basic Ability:Mettle]] [[:Mechanic:Action]], the affected [[:Mechanic:Entity]] may immediately perform one [[:Mechanic:Action]]. Then during the next [[:Mechanic:Initiative Order:Environmental Step]] they must perform an [[:Mechanic:Initiative Order:Initiative]] [[:Mechanic:Test]], with the [[:Mechanic:Dice Pool:Total]] determining their new position in the [[:Mechanic:Initiative Order]]. +Should the [[:Mechanic:Condition:Flight|Flight]] [[:Mechanic:Condition]] be removed, through means such as the [[:Mechanic:Basic Ability:Mettle]] [[:Mechanic:Action]], the affected [[:Mechanic:Entity]] acts in the same manner as any other [[:Mechanic:Entity]] joining the [[:Mechanic:Initiative Order]]. They immediately perform one [[:Mechanic:Action]], then during the next [[:Mechanic:Initiative Order:Environmental Step]] they must perform an [[:Mechanic:Initiative Order:Initiative]] [[:Mechanic:Test]], to determining their new position in the [[:Mechanic:Initiative Order]]. See [[:Mechanic:Initiative Order]] for details
- +===== Playing With Flight =====
-==== Changelog ==== +
-<WRAP changelog center 800px> +
-Version 0.5c - Aug 2026 +
-  * Page Created. +
-</WRAP> +
- +
-====== Playing With Flight ======+
 This section provides additional information for using [[:Mechanic:Condition:Flight|Flight]] during play. It expands on the rules with advice, examples and context to help you make informed choices about what [[:Mechanic:Condition:Flight|Flight]] can do, what an [[:Mechanic:Entity]] in [[:Mechanic:Condition:Flight|Flight]] may look like and how [[:Mechanic:Condition:Flight|Flight]] operates in a campaign. It also provides in-universe context, but does not introduce additional mechanics.\\ This section provides additional information for using [[:Mechanic:Condition:Flight|Flight]] during play. It expands on the rules with advice, examples and context to help you make informed choices about what [[:Mechanic:Condition:Flight|Flight]] can do, what an [[:Mechanic:Entity]] in [[:Mechanic:Condition:Flight|Flight]] may look like and how [[:Mechanic:Condition:Flight|Flight]] operates in a campaign. It also provides in-universe context, but does not introduce additional mechanics.\\
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 **Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.** **Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.**
 </WRAP> </WRAP>
 +==== Changelog ====
 +<WRAP changelog center 800px>
 +Version 0.5c - Aug 2026
 +  * Page Created.
 +</WRAP>
 +
 +