Air (Action Powers Form)
|Heroic Action Role-Play|
Air magics deal with gases and atmospheric conditions such as wind, precipitation and cloud formations. It can be quite useful in that it can alter the battlefield itself, rather than the abilities of the combatants, evening the odds in an unfair fight by preventing the use or overwhelming odds or allowing escape from a hopeless battle. It is most practical when invoked over a small area, possibly dangerously powerful if used over wide areas.
- Alternate Names: Wind, weather.
- Creature : Air Elementals
- Skill : Melee
- Attribute : Move
- Sense : Motion Sense
- Mood : Inspired, flexible
- Blast: Concussion
You can cause local currents in air, causing paper, dry leaves, dust, and curtains to billow and move, cause a cool breeze, and create a draft or move a small cloud. You cannot effect more than a small room full of air (approximately 100 cubic meters). You can create luminescent mist that drifts about and glows.
You inspire others to be swift, open-minded, generous, brave, and honorable. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Melee skill, and to other skills and rolls as determined my the GM.
Charm Air Elementals
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.
Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Air Elementals.
Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until you stop performing.
Dancers will move along with you, at their normal Move. They will not take double moves to follow you. If they are ever further away from you than their Mind in meters when their turn comes up, the charm is broken.
Winds of Charm
Trigger Action (Combo)
You create a current of wind that will carry spoken words between you and others. There must be a passage of air between each target, and the range is counted along this passage. The passage can be tiny; a keyhole or the crack under a door suffices. The Whispering Wind can carry messages up ten meters times your Charm roll. If any target is further than this away from you, the power fails for them. You can only roll for this power once as you set it up.
You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Whispering Wind lasts for a scene.
You can analyze the properties of any gas within reach, even if the gas is inside a container or otherwise separated from you. You learn the exact composition and properties of the gas and whether it has been affected by any powers recently.
You call a storm in the ether, that disrupts teleportation and other planar travel. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but the teleportee is dazed, making him loose all shots for this and the next round.
Ether Cyclone covers a radius equal to your Create roll and lasts for a scene.
You renew the quality of air, making it breathable and refreshing. This pushes out clouds and gas in a diameter equal to your Mind for the rest of the scene. You can also create air in an place where there's room for it, like in a cave or underwater, but not inside a solid.
You can create fresh air inside a creature's lungs. A single application will create enough air for a single creature for one hour; you can easily maintain the air for a number of creatures equal to your skill using this power; more with constant effort. Creatures whose Body exceeds your Mind counts as one additional creature per point in excess.
A churning mass of volatile air can be used to block ranged attacks, fliers, and nastiness like gas and gouts of flame. The wall can be formed as a cloud, plane or sphere. It can be transparent or misty and translucent, as you desire.
The wall has a duration (in minutes) and a maximum dimensions (in meters) equal to the Create roll that created it. Within this volume, you can shape it as you wish.
Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your Create. Simply moving through the wall is hard and requires a Maneuver roll against your Create. Those failing to pass through the Wind Wall are tossed back to where they started and lose the rest of their action, but not directly harmed.
Winds of Change
You can transform one gas into another. A gas has a mass of about 1 kg per cubic meter, so you can transform substantial qualities.This is a Transmutation power. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Besides household uses, this allows you to ignore the Resources column when Tinkering with this substance. The transformation is permanent, but volatile substances and those with a game use deteriorate at the end of a session.
If you have several Transmutation powers, you can transform things between the substances you have powers for.
Trigger action (Defense)
Add your Mind to your soak attribute against concussion damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.
Trigger Action (Focus)
When flying, more than 20 meters from solid ground or water surface, you can focus. You can also focus when on a windswept summit or on a wide-open plain and at least 20 meters from any obstacle to the wind.
You create a cloud of foul air in a diameter equal to your Mind. The cloud is impenetrable to most senses, giving a penalty of -1 on Shoot and perception checks per meter of foul air in between. A living, breathing creature in the cloud who spent any time during his current action in the cloud must make an opposed Impress check with you; on a failure he cannot act. Characters in the cloud can move even if the roll fails. The cloud lasts for a scene unless dispelled or dispersed by strong wind.
Summon Air Elemental
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.
The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.
You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.
You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.
Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.
You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.
This power only works on Air Elementals.
Each time a suffocating target tries to take an action, it must make an opposed Impress or Ride check against you, or the action fails. The target is still allowed to move even on a failed roll, but the foul air moves with it. If the targets opposed roll fails by a margin equal to the target's Body, it takes one Hit. If the roll succeeds by a margin equal to your Mind, or you suffer a Setback, the power is negated. It otherwise lasts for a scene.
A creature that does not breathe is immune to this power, but machines powered by combustion can be affected.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Air form or which otherwise affects an Air Elemental, air or a gas.
You remove a creature's ability to fly with a Know vs. Maneuver check. The target will fall quickly but harmlessly to the ground if hit by this power, and cannot achieve flight again for the rest of the scene or until Stall Flight is dispelled.
Basic Action or Limit Break
This allows you to control the weather is a fairly small area, such as a field, square, or large room (about 100 meter diameter). You can create any type of weather condition that could naturally occur in the area. The change is instantaneous and maintained by the power for a scene; if the power is negated natural weather conditions quickly return. If the weather you create is completely out of season or unreasonable in the locale, it takes a Limit Break to create even the smaller version.
If the weather has a damaging side effect, such as a tornado, fist-sized hail, or lightning, this damage is random; you cannot control how it strikes. Other than this, you can control how the weather manifests, even creating different conditions in different areas, as long as such conditions could naturally coexist.
If this is used as a Limit Break rather than a basic action, the area affected is much larger and can be increased with successive uses; the diameter of the effect is one kilometer and each additional use of the power doubles the diameter.
- Cold Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and fires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
- Fog You can create a cloud of thick and concealing fog. The fog is opaque but not transparent; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance and it provides cover to Sneak. At a distance greater than an observers Mind in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
- Heat and Humidity Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.
- Mist You can create a cloud of vaporous mist full of misleading shapes. Provides cover to Sneak, and you can concentrate it in certain areas and leave enemies exposed. Causes your enemies to be confused and separated.
- Rain Mires enemy vehicles in mud and makes asphalt slick. Clears the streets of pesky bystanders. Puts out any persistent fires.
- Snow Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.
- Thunder Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror. Provides very powerful (if brief) illumination that you can time as you like.
- Wind Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms or snowstorms, which obscure vision and demoralizes foes. Makes water and air travel hazardous.
Make a huge leap, moving ten times your normal Move in any direction. If you use this power for overland movement, you move at four times your usual speed. This increases your effective Move value by +3 when determining your maximum speed, but is as taxing as running.
You can breathe air freely and can move on land at normal speed. Your skin will not take damage from normal exposure to air. This power is mainly useful for creatures that are normally aquatic, or adapted to some other non-gaseous environment.
Air Elemental Form
You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).
You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.
You can only assume the form on an Air Elemental with this version of the power.
Trigger Action or Inherent
You are immune to Falling damage. Whenever you see someone or something else fall, you can use a trigger action to make them fall safely. You can opt to slow only the last part of a fall, falling at full speed and then landing safely, or you can choose to slow the actual falling speed down to 1 (1 meter/round). It also allows horizontal movement at the target's normal speed, which allows someone with Move to glide at a 10:1 ratio by taking a Full Move action or half that with a normal Basic Action.
You can move through the air instead of along the ground.
You assume mist form. In this form, you can fly at your normal Move, and you can move through holes and small openings, though this last stunt takes time and is uncomfortable. You become Insubstantial, Incorporeal, and vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural fog about, as there often is at night.
You can move at your normal speed by jumping instead of by walking. This lets you get around obstacles and hindrances on the ground. No individual leap can be longer than your Move or higher than one-quarter of that.
Make a jumping charge at an enemy, your Move meters extra in a reasonably straight line. This is in addition to the normal movement for a basic action, but must be in the same direction as your normal move (if any). Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.
Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against this opponent gain a +3 Action Value bonus until end of the round.
Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes.
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are magical constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create swords and daggers of any technological complexity you are familiar with.
You can Track another creature even through other dimensions. You must start with a spoor that is no more than one day old. When Tracking successfully, you are not only able to track the creature, you can follow it through any Teleports it uses, following it single-mindedly. If you take even a short break from the pursuit, you must roll again.
You can sense the presence of gas at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of gas (not normally very useful), but by concentrating on a particular type of gas you can eliminate all others.
Touch of Air
You gain an awareness of the air within your Mind meters. This extends your sense of touch to this distance, which means you can "see" without using your eyes. This sense does not extend through a gas-tight barrier, but does extend around corners.
Additionally, you can use this to predict the weather and to sense if a weather pattern is natural or the result of power use.
Basic Action or Limit Break
You movie into a cloud or mist dense enough to hide you completely from everyone not included in this power, only to appear moments later from another cloud. You teleport from a cloud to cloud. Roll for this as if it was a ranged attack with a difficulty determined by Cover and with normal Range modifiers. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, you ignore range modifiers and ignore sight obstructions - only hard cover counts. You can specify a destination and will arrive in the nearest suitable cloud.
If using Flying Carpet to enter the cloud, you and all passengers can teleport together.
Touch a vehicle or creature capable of flight; its Move is increased by +2 when flying. You need not continue to touch the creature to maintain this stance.
This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.
You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.
You lift a large flat object, such as a carpet, and turn it into a conveyance that can carry passengers or cargo. The carpet has a Body and Move equal to your Ride and carries things like a creature of its strength. It must be no more than Mind meters from corner to corner. If you sit on the carpet it works like an open vehicle. Everything on the carpet is protected from slipstream. You can remote control its movement as a basic action, but if it is distance from you normal range penalties apply to your control rolls.
You can only control one object at a time. If you let go of control of an object or move out of range, it moves towards the ground at full speed and lands safely after a harrowing dive.
You can lift objects other than carpets this way as long as they are reasonably large and have a flat underside - carriages and cars come to mind. However, in this case the weight of the object counts against the weight capacity of the power.
You create a mount made of air that only you can ride. This mount has Body, Reflexes and Speed equal to your Mind or your value in the attribute in question, whichever is higher, and a Dodge and Maneuver skill equal to your Ride. When others try to ride your spectral mount, it is insubstantial. It can be attacked and is an unnamed creature. The mount disappears when you dismount but is otherwise tireless.
You can create a spectral mount for another rider, using your Mind but that creature's value in the other attributes and in the Ride skill.
As a preparation for using this power, you prepare a number of arrows, writing a possible answer to a question on each arrow. You must also add at least one blank arrow to the mix. When using this power, you ask a question and draw an arrow; it the power was successful, the arrow with the most relevant and correct answer will be drawn. If none of the answers were relevant or correct, you will draw a blank arrow.
Belomancy can only answer questions about things you will encounter within the next six hours, and can only give out information you would automatically notice during such encounters. Typical questions include "Which way to the dragon" or "what monster will I meet behind this door". Deeply analytical questions, such as "Who killed the duke", "what is the nature of life" or "should I get married" always draw a blank.
The difficulty of the check is either 5 + the number of arrows in the quiver, or the Shoot of whoever the divination is directed against. As an alternative, a single arrow can be tossed in the air, if it is a direction you want. This has a minimum difficulty of 10.
Cutting Wind does cutting damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Gust of Wind
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.
Gust of Wind does concussion damage. Targets are pushed one meter away from you for each point of damage inflicted, and a flier is also moved the same distance downwards. Objects are not damaged directly, but might be blown about and will suffer normal damage if they crash into something. Flames are extinguished and open liquids blown into a spray.
You create a cloud of toxic air in a diameter equal to your Mind. The cloud is impenetrable to most senses, giving a penalty of -1 per meter of foul air in between. A living, breathing creature who spent any time during his current action in the cloud must make an opposed Impress check against your Shoot; on a failure he takes a hit. The cloud lasts for a scene unless dispelled or dispersed by strong wind. It is heavier than air, and will sink into lower-lying areas. You can move it your Mind meters as a basic action.
You create a buffeting wind shock that makes a flying target fall down. Make a Shoot check against Maneuver, on a success the target loses 3 shots and descents twice its's Move, possibly landing. On an outcome matching the target's Reflexes the target falls down, loses six shots, and cannot fly for the rest of the scene or until the target receives successful First Aid with a difficulty equal to your Shoot skill. It can still fly down to land safely, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.
Whirlwind pulls objects and creatures into the air, then lets them fall down again to be buffeted. It does concussion damage. Objects are not damaged directly, but might be blown about and will suffer normal damage if they land are not anchored. Flames are extinguished and open liquids blown into a spray.