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Flight

Flight is a Condition. It is an Entity's acceptance of defeat in or withdrawal from an Encounter.

An Entity with the Flight Condition has opted out of the current Encounter. They are removed from the Initiative Order, losing all unspent Action and Quick Action Points. They may no longer interact with or be interacted with by others in the Encounter, as Appropriate.

While under the effect of this Condition, Entities are effectively neutralised for the remainder of the Encounter. This is largely a narrative option for Entities that do not wish to suffer the negative consequences of repeated Trauma, [Malfunctions] and Injuries. How this Condition is applied and appears is both personal and contextual, you and the other Players may deem it Appropriate that when your Character reaches 0 Strain from repeatedly 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 Players to determine Appropriate outcomes and actions an Entity in Flight might take.

Should the Flight Condition be removed, through means such as the Mettle Action, the affected Entity may immediately perform one Action. Then during the next Environmental Step they must perform an Initiative Test, with the Total determining their new position in the Initiative Order.

Playing With Flight

This section provides additional information for using Flight during play. It expands on the rules with advice, examples and context to help you make informed choices about what Flight can do, what an Entity in Flight may look like and how Flight operates in a campaign. It also provides in-universe context, but does not introduce additional mechanics.

This section is planned but has not yet been written - AAXW!

Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Changelog

Version 0.5c - Aug 2026

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