Air Powers (FiD): Difference between revisions

From Action
Jump to navigation Jump to search
Starfox (talk | contribs)
No edit summary
Starfox (talk | contribs)
 
(183 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
{{FiD-Powers}}Air is an elemental power that affects gasses, weather, flying animals, and elemental creatures and spirits of Air..  
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]].
Air is an elemental power that affects gasses, and to a limited extent vacuum.  


Air does damage by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage.  
Air powers 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, dangerously powerful if used over wide areas.
Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.


=== Air Power Effects ===
Air attacks by buffeting and tossing opponents, which grounds fliers and good at distracting and delaying.
They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
Buffeting can move or trip targets which buys time and may cause a fall.
Focused shock waves can cut like blades, and air is the element of swords and sword fighting.
 
Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. They are visible when they act but invisible while at rest — but they hate standing still. Air creatures are birds and winged and flying creatures of all kinds, including fantastic [[Monster_(FiD)|monsters]] such as pegasi an griffins.
 
== Air Abilities ==
{| class="wikitable"  
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |  '''Trauma'''  
|valign=bottom | '''Action'''  
|align="center" valign=bottom | '''Basic'''  
|align="center" valign=bottom | '''Advanced'''  
|align="center" valign=bottom | '''Master'''  
|align="center" valign=bottom | '''Apex'''     
|-    
|valign=bottom | '''Dice '''  
|align="center" valign=bottom | —   
|align="center" valign=bottom | Minimum 2d
|align="center" valign=bottom | Minimum 4d 
|align="center" valign=bottom | Minimum 6d   
|-
|-
|align="left" valign="top" | '''Attune'''
|valign=bottom | '''Stress'''  
|valign="top"| '''Perceive''' <br> You can sense air creatures and active air powers. Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.  
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Dismiss''' <br> You can force an air creature that is native to another plane of existence to return to that plane, or to end the operation of an air power ability.
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Summon''' <br> You can call a creature of air from the aerial realms. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a a score in itself or use study.
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.  
|align="center" valign=bottom | Critical (2 sixes).
|-
|-
|align="left" valign="top" | '''Command'''
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Communicate''' <br> You can communicate with air creatures even if normally couldn't, allowing you to use the command action normally on them.  
|valign="top"| '''[[#Zephyr Sight|Zephyr Sight]]''' <br> Sense Air.
|valign="top"| '''Translate''' <br> You and allies can communicate with air creatures.  
|valign="top"| '''[[#Zephyr Zapper|Zephyr Zapper]]''' <br> Dismiss Air.
|valign="top"| '''Authority''' <br> You can give commands to air creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. You can command and sway air creatures, but you can also make folk more flexible and inspired.
|valign="top"| '''[[#Zephyr Seal|Zephyr Seal]]''' <br> Summon Air.
|valign="top"| '''Enslave ''' <br> You can permanently bind air creatures to service. Unless affected by other power effects, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
|valign="top"| '''[[#Zephyr Shift|Zephyr Shift]]''' <br> Gate to a plane of Air.
|-
|-
|align="left" valign="top" | '''Consort'''
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with air and mist. This can mask your identity or create fabulous outfits.  
|valign="top"| '''[[#Aerial Ask|Aerial Ask]]''' <br> Authority of Air.
|valign="top"| '''Shapechange''' <br> You assume the form of an air creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
|valign="top"| '''[[#Aerial Ambience|Aerial Ambience]]''' <br> Air signaling.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
|valign="top"| '''[[#Aerial Authority|Aerial Authority]]''' <br> Command Air.
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures into air creatures and give them a simple instruction, typically someone for them to hunt.
|valign="top"| '''[[#Aerial Ascent|Aerial Ascent]]''' <br> Bind Air creatures.
|-
|-
|align="left" valign="top" | '''Finesse'''
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Ride''' <br> If there is an air creature mount or air vehicle, you can ride it as if it was domesticated and you have the keys.
|valign="top"| '''[[#Mist Mantle|Mist Mantle]]''' <br> Accessories with Air.
|valign="top"| '''Fine Local Control''' <br> You can use air as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
|valign="top"| '''[[#Mist Mutation|Mist Mutation]]''' <br> Assume a form of Air.
|valign="top"| '''Manipulate''' <br> You can do fine manipulation of air, creating tiny whirlwinds, clouds, and local over- and under-pressure that can push a button.
|valign="top"| '''[[#Mist Murk|Mist Murk]]''' <br> Mist Mutation others.
|valign="top"| '''Surge''' <br> You create a storm of air blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.  
|valign="top"| '''[[#Mist Murmur|Mist Murmur]]''' <br> Mist Mutation servants.
|-
|-
|align="left" valign="top" | '''Hunt'''
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Track''' <br> You can track and pursue a flier, even if the target does not leave any mundane trail or clues. You can hide in thin air, as long as you stay still.
|valign="top"| '''[[#Cloud Cruiser|Cloud Cruiser]]''' <br> Ride Air.
|valign="top"| '''Fine Ranged Attack''' <br> You can use air to attack, similar in effect to a fine and potent stun rifle. You can buff a normal ranged attack to become fine and potent.
|valign="top"| '''[[#Cloud Circle|Cloud Circle]]''' <br> Fine and Potent attack.
|valign="top"| '''Area attack''' <br> You can use air to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
|valign="top"| '''[[#Cloud Control|Cloud Control]]''' <br> Precise Air control.
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
|valign="top"| '''[[#Cloud Canopy|Cloud Canopy]]''' <br> Long-distance flight.
|-
|-
|align="left" valign="top" | '''Prowl'''
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Reconnaissance''' <br> You can become almost invisible. This is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
|valign="top"| '''[[#Shot Snare|Shot Snare]]''' <br> Track through Air.
|valign="top"| '''Maneuver''' <br> You can fly. This is fast but clumsy, not really suited to cluttered environments.
|valign="top"| '''[[#Shot Shock|Shot Shock]]''' <br> Air snipe.
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
|valign="top"| '''[[#Shot Shroud|Shot Shroud]]''' <br> Control weather.
|valign="top"| '''Transport''' <br> You and allies can fly very fast from one location to another in the same region.
|valign="top"| '''[[#Shot Shatter|Shot Shatter]]''' <br> Air area attack.
|-
|-
|align="left" valign="top" | '''Skirmish'''
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Skirmish Attack''' <br> You can use air as a close-range attack, similar in effect to a melee weapon or pistol.  
|valign="top"| '''[[#Silent Shroud|Silent Shroud]]''' <br> Aerial stealth.
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
|valign="top"| '''[[#Slippery Shroud|Slippery Shroud]]''' <br> Slow and sinuous flight.
|valign="top"| '''Obstruction''' <br> You can create air distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
|valign="top"| '''[[#Shared Shroud|Shared Shroud]]''' <br> Crew Silent or Slippery Shroud.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
|valign="top"| '''[[#Sheltered Shroud|Sheltered Shroud]]''' <br> Escape by Air.
|-
|-
|align="left" valign="top" | '''Study'''
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Analyze''' <br> You can identify objects and creatures of air and see the use of the abilities of the air power.  
|valign="top"| '''[[#Whirl Whorl|Whirl Whorl]]''' <br> Resist Air damage.
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
|valign="top"| '''[[#Whirl Whip|Whirl Whip]]''' <br> Fine and Potent attack.
|valign="top"| '''Hindsight''' <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
|valign="top"| '''[[#Whirl Wrath|Whirl Wrath]]''' <br> Gain Scale.
|valign="top"| '''Omniscience''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
|valign="top"| '''[[#Whirl Work|Whirl Work]]''' <br> Group action.
|-
|-
|align="left" valign="top" | '''Survey'''
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Detect''' <br> You can sense air at a distance and understand the general nature of that air; fresh, stale, toxic, vacuum. This works even when you can't see the target, but both range and information suffers.
|valign="top"| '''[[#Ambient Awareness|Ambient Awareness]]''' <br> Identify Air.
|valign="top"| '''Sensor''' <br> Choose an a volume of air that you have detected; you can perceive as if you were at that spot. You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices.
|valign="top"| '''[[#Ambient Analysis|Ambient Analysis]]''' <br> Analyze Air.
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable space of air, which is usually right on top of the target.
|valign="top"| '''[[#Ambient Echo|Ambient Echo]]''' <br> Read the past of Air.
|valign="top"| '''Omnipresence''' <br> You perceive from all air at once over a wide area. This is harder if the air is closed of or must pass a narrow passage to give you access.
|valign="top"| '''[[#Ambient Omniscience|Ambient Omniscience]]''' <br> Analyze an Area.
|-
|-
|align="left" valign="top" | '''Sway'''
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures air creatures even if normally couldn't, allowing you to use the sway action normally on them.  
|valign="top"| '''[[#Aero Awareness|Aero Awareness]]''' <br> Sense Air.
|valign="top"| '''Translate''' <br> You and allies can communicate with air creatures.
|valign="top"| '''[[#Aero Eye|Aero Eye]]''' <br> Perceive from Air.
|valign="top"| '''Mesmerize''' <br> You can post suggestions in the mind of air creatures. This suggestion will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
|valign="top"| '''[[#Aero Acuity|Aero Acuity]]''' <br> Watch a creature.
|valign="top"| '''Inculcate'''   <br> You change the personality and motivations of air creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
|valign="top"| '''[[#Aero Omnipresence|Aero Omnipresence]]''' <br> Perceive from all Air.
|-
|-
|align="left" valign="top" | '''Tinker'''
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Handle''' <br> You can handle air and gases as bellows or a fan, air pump, or compressor.
|valign="top"| '''[[#Breath Bearing|Breath Bearing]]''' <br> Understand Air creatures.
|valign="top"| '''Shape''' <br> You can shape sir, and it will retain their new shape for some time. Your control becomes more powerful and can create a vacuum or wider wind.  
|valign="top"| '''[[#Breath Borne|Breath Borne]]''' <br> Crew speak with Air.
|valign="top"| '''Create''' <br> You can create air out of nothing, or transform an object from or into air as long as you know the power required for the other form. You can separate air into its components and purify or pollute air.
|valign="top"| '''[[#Breath Bender|Breath Bender]]''' <br> Suggest Air creatures.
|valign="top"| '''Fabricate'''   <br> You can do create effects on a huge scale, affecting the weather or air of an entire region.
|valign="top"| '''[[#Breath Binder|Breath Binder]]''' <br> Bind Air creatures.
|-
|-
|align="left" valign="top" | '''Wreck'''
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Jimmy''' <br> Air is not very good at wrecking with power and precision, but can jimmy even very large things, such as vehicles and small houses. Noisy.  
|valign="top"| '''[[#Pressure Press|Pressure Press]]''' <br> Air tools.
|valign="top"| '''Smash''' <br> Similar to jimmy but stronger. Works as a fine potent sledgehammer in combat. Noisy.
|valign="top"| '''[[#Pressure Process|Pressure Process]]''' <br> Air shaping.
|valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
|valign="top"| '''[[#Pressure Precision|Pressure Precision]]''' <br> Transmute Air.
|valign="top"| '''Obliterate''' <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
|valign="top"| '''[[#Pressure Production|Pressure Production]]''' <br> Transform the sky.
|-
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''[[#Tempest Tackle|Tempest Tackle]]''' <br> Tackle light objects.
|valign="top"| '''[[#Tempest Tear|Tempest Tear]]''' <br> Collapse structures.
|valign="top"| '''[[#Tempest Twist|Tempest Twist]]''' <br> Silent Tempest Tear.
|valign="top"| '''[[#Tempest Torrent|Tempest Torrent]]''' <br> Tempest Tear over an Area.
|}
|}
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
== Expanded Air Abilities ==
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Air beings and phenomena as well as from the plane of Air.
The consequences usually depends on what happens around you when you do it, but more powerful abilities may have direct consequences in and of themselves.
Especially summoning and dismissing can create openings for the target to hurt you.
==== Zephyr Sight====
Sense Air.
{{ : Include Attune Basic Detect Powers (FiD) }}
==== Zephyr Zapper ====
Dismiss Air.
You can dispel any Air power and powers affecting Air creatures or phenomena, such as weather. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
==== Zephyr Seal ====
Summon Air.
''Creatures of Air:''
Air creatures you can summon come in three types — spirits, elementals, and creatures with powers.
Air spirits are immaterial guardians and exemplars of air and its virtues of heroic freedom.
An elemental is a simple creature made up of air and mist. 
Most Air elementals have animal intelligence, and often take the shape of animals such as birds of fast land animals.
Clouds, whirlwinds, and humanoid forms are also common, these elementals are usually more intelligent and can speak but still have simple, cartoonish personalities focused on the Air traits of heroism and flexibility.
Air elementals can use Air powers and almost all can fly but are not very tactical and enjoy skirmishing and heroic melee.
An Air creature might agree to power your ship but not your submarine and is likely to stray from tasks monotonous tasks taking a long time.
Creatures with Air powers resemble normal creatures, have a biological body, metabolism, and function as ordinary living creatures but also have Air powers.
A landbound creature with Air powers is usually able to fly but usually do so in great leaps rather than soaring.
Creatures with both Air and Electricity powers are common, such as the thunderbird.
Not all creatures with Air powers are not from a plane of Air and thus not summonable or dismissible, being native to this world and having no vulnerability to Attune powers.
{{ : Include Attune Summon (FiD) }}
==== Zephyr Shift ====
Gate to a plane of Air.
This is situational, but vital when needed.
The plane of air can be empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas, with a focus on the sky, not the ground beneath.
{{ : Include Attune Gate (FiD) }}
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Command ===
Command and intimidate creatures based on your power, projecting authority.
Initial Position and Effect depend on the situation and your relationship with listeners.
==== Aerial Ask ====
Authority of Air.
You can create light atmospheric effects such as a mist, gathering clouds, and distant thunder to heighten your authority, giving leverage similar to what could be a achieved by displaying a weapon but provoking less ire.
Creatures of Air see you as one of them.
==== Aerial Ambience ====
Air signaling.
You can communicate with creatures and places far away.
The wind will carry them to a person or place, repeat them for some time, and carry a message back to you.
Air is conductive to communication and this power usually works as long as a path of air exists between you and the target.
==== Aerial Authority ====
Command Air.
Command Air creatures as if you were their superior.
You can speak to and understand Air creatures, and they will regard you as a creature of authority, an officer, professional superior, alpha, or other leader type outranking them.
This allows you to order strangers around and improves initial Effect, but not Position; targets comply without accepting your authority. 
This does not remove existing loyalties, which may lead to conflict. 
Understanding the social order of your targets helps avoid clashes with established hierarchies.
==== Aerial Ascent ====
Bind Air creatures.
This won’t work unless you are already in a position of power. The ability is similar to Aerial Authority but permanent.
A creature may still break free over time.
Strong emotions can also break your control, but otherwise, it lasts until dispelled.
Commanded Air elementals will take your orders, but continue to be creatures of Air in method and motivation.
Tedious or regulated tasks may get done, but randomly and without discipline.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Consort ===
Consort powers change your form and later that of other creatures.
These powers also allow you to mingle like normal Consort actions do.
This will often give a bonus to initial Effect or improved position or even allow an action that a human could not do.
Consequences might reveal your disguise to some but not all observers or require you to do something uncomfortable to maintain your role.
More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional creating dangerous expectations.
==== Mist Mantle ====
Accessories with Air.
You do not physically change yourself, you change your accessorize and outfit.
The initial Effect is usually limited and the position controlled, but some changes might require more effort.
You can use this on your Crew as an Advanced ability.
==== Mist Mutation ====
Assume a form of Air.
This is a true physical transmutation, turning you into a creature of air.
See Attune Air for a description of various Air creatures.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes sense as an Air creature.
Mist Mutation can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
Your form may be able to use Basic and Advanced Air abilities  intrinsically, without risking a Stress cost.
If you turn yourself into an air elemental, flight and wind control become inherent abilities that don't require you to use a power.
With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
Standard outcome can make you a generic creature, very hard to recognize as yourself.
Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
==== Mist Murk ====
Mist Mutation others.
This is Mist Mutation applied to another.
The duration depends of the outcome, limited outcome is very temporary.
Standard outcome lasts for the duration of a score.
Great outcome lasts a long time and potentially become permanent, depending on the the story.
If you also want to make the target unrecognizable, that requires additional outcome, see Mist Mutation .
This is sometimes used as a kind of poetic justice, transforming a helpless target as a punishment, a curse that is very hard to break.
==== Mist Murmur ====
Mist Mutation servants.
{{ : Apex Consort }}
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
==== Cloud Cruiser ====
Ride Air.
This allows you to use Finesse with Air mounts and vehicles you are not familiar with.
You can bypass simple locks on such vehicles, but not more serious security.
You can ride Air beasts even if they are not trained to carry a rider.
They must still be physically able to carry you.
You can improve wind for sailing and use this along with a large kite to give you somewhat erratic flight.
Air flight is fast but clumsily, not suited to cluttered environments.
This makes flying easy when there is room, away from everything.
Flying in built-up areas is harder, indoors it is both slow and dangerous.
You can give this ability to your Crew as an Advanced ability.
==== Cloud Circle====
Fine and Potent attack.
Blades of air can cut.
Winds can buffet and twist.
They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
You are good at tackling and moving targets which may cause a fall or delay.
This substitutes for equipment, a Fine and Potent Finesse weapon is just as good at pure damage.
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
==== Cloud Control ====
Precise Air control.
You can manipulate small volumes of gas in a precise manner.
This can shift away smoke or gas, put out tiny fires, and inflict a momentary lack of air to breathe for a person or combustion engine. {{ Include Finesse Master }}
==== Cloud Canopy ==== 
Long-distance flight.
Use Air to push something you can ride on. A carpet is commonly used for this, but you can lift anything light and wide, such as a table or even a light ground vehicle. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.
You travel at wind speed, and can control the local winds up to hurricane strength (30 m/s or 100 kph) at rooftop level, up to ten times as fast at high altitude.
It lasts for days and protects against atmospheric conditions, making it suitable for long-distance travel.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt Air.
==== Shot Snare ====
Track through Air.
You can track a flier, even if they don't leave a mundane trail.
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
==== Shot Shock ====
Air snipe.
Air attack similar to a Fine and Potent stun rifle.
Sends a missile of compressed air to attack over a long distance.
Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally good at doing damage. 
==== Shot Shroud ====
Control weather.
Control weather within Range (p. 221).
You can make the weather clear, still, stormy, rainy, snowy, gusty or other weather that naturally occurs in the area.
This only works outdoors.
The change is dramatic and fast, but still takes a few minutes to manifest.
This does not inflict any direct damage and is usually used as a Set Up, but may also change how people act in reaction to the environment — rain or snow and the like are likely to make people want to stay indoors.
==== Shot Shatter ====
Air area attack.
An escalation of Zephyr Zap. Larger but less precise, this affects all creatures at a location.
Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which suppresses the enemy and gives you the initiative.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Prowl ===
Prowling with air is quite powerful, because you can fly and hiding in air is very convenient.
==== Silent Shroud ====
Aerial stealth.
This makes you invisible as long as you stay still.
When you move, it is as if a breeze or dust devil moves along with you, stirring up dust and debris. This is not visible at range, you can hide out  at a distance or in turbulent weather.
==== Slippery Shroud ====
Slow and sinuous flight.
You can fly like a reed on the wind, twirling acrobatically to pass through small openings and winding passages, but slowly, indirectly, and subject to winds.
==== Shared Shroud ====
Crew Silent or Slippery Shroud.
Allows you and your crew to use these powers.
Each ally use their own Prowl action.
The result is often a Group Action.
==== Sheltered Shroud ====
Escape by Air.
Unlike most Apex Prowl abilities, Cloud Walk is not teleportation, instead it is fast flight.
This has both advantages and disadvantages.
It is very fast, but slower than true teleportation.
Unlike teleport you can adjust where you go once you come near to your destination.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Skirmish ===
==== Whirl Whorl ====
Resist Air damage.
Absorb Air energies. This allows you to extend endurance in aerial environments and to reduce Harm from Air abilities, falls, and loose objects blown into or falling onto you. {{ : Damage Resistance Template (FiD)}}
==== Whirl Whip ====
Fine and Potent attack.
This has the same capacity to Harm as a dueling melee weapon or pistol.
Focused shockwaves can cut like blades.
Other Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They causes broken eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall.
==== Whirl Wrath ====
Whirl Whip in an Area.
Turns you into a one-man army, giving you Scale.
==== Whirl Work ====
Group Action.
This allows you and allies to initiate a Group Action to move swiftly and loftily and when brainstorming or reveling. {{ : Apex Skirmish Include (FiD) }}
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Study ===
Delve into the mysteries of Air and uncover its secrets.
The Outcome required depends on range.
* '''Limited Outcome''' for touch.
* '''Standard Outcome''' for line of sight.
* '''Great Outcome''' to reach a target you know of or have some link to, but which is out of line of sight.
Consequences may grant knowledge that lacks crucial details or only surface-level understanding, similar to what you might gain from a quick flyover.
==== Ambient Awareness ====
Identify Air.
You learn names and mundane information, but not supernatural or exceptional abilities such as those granted by powers.
==== Ambient Analysis ====
Analyze Air.
Analyze an Air item, creature, or ability, including cases where Air is affected by another Form. 
You learn of any powers or special abilities the target possesses. 
This includes relevant rules information.
==== Ambient Echo ====
Read the past of Air.
Reading the past of gases is difficult, as they are not static. 
Air and other gases drift and disperse over time.
The easiest cases are enclosed spaces or sealed containers, where the gas remains largely consistent. 
In open air, you may read the wind, a cloud, a squall, or areas of relatively static air. 
You can also read the past of weather phenomena such as squalls, thunderheads, clouds, or fog banks, all of which are temporary by nature.
The information you gain includes how the target has moved, as well as significant scenes from its history. 
The power focuses on events of interest to you.
==== Ambient Omniscience ====
Analyze an Area.
You gain a detailed view of events involving gases and Air items, creatures, and abilities within an Area (p. 221), pinpointing locations of interest such as ventilation ducts or clouds of particular gases. 
You can then use Ambient Echo to learn the history of up to three such locations.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Survey ===
Perceive and locate air, gases, and Air creatures.
The Outcome required depends on the target’s concealment.
* '''Limited Outcome''' can find targets hiding behind cover or in distant places you can only barely see.
* '''Standard Outcome''' can look behind walls and into hard cover.
* '''Great Outcome''' can look into far-away places and locations you did not know existed.
==== Aero Awareness ====
Sense Air.
This is a basic spotting ability, selectively sensing things related to Air. 
The clearer your mental image of what you are looking for, the better the result. 
Decide whether you are sensing air in general, a particular gas, Air creatures or abilities as a category, or a specific Air creature or ability.
Sensing air can give a rough impression of negative space, revealing large hollows in other materials such as caves or secret doors, but the ability is too imprecise to detect breathing.
==== Aero Eye ====
Perceive from Air.
Choose a location that contains air and perceive as if you were present at that spot. 
You move your perception to a volume of air or other gas and sense from that vantage point as long as you maintain concentration. 
You perceive from the perspective of the air itself, which is particularly useful when observing clouds or weather patterns.
Air moves, and your point of perception moves with it, drifting along drafts and wakes. 
You continue to sense things at your actual location, but only very dimly.
==== Aero Acuity ====
Watch a creature.
Similar to Aero Eye, but allows you to focus on a specific creature. 
Your perception automatically shifts to the best available vantage point provided by nearby air, which is often uncomfortably close. 
This ability fails if no suitable viewpoint exists.
==== Aero Omnipresence ====
Perceive from all Air.
Your senses are enhanced impossibly, as though you were many observers distributed across the vast volume of air within Range (p. 221). 
You form a comprehensive mental image of the Area, revealing numerous details simultaneously.
It is difficult for targets to hide unless they are aware of the need to conceal themselves and understand what kind of sense they must hide from. 
Hiding from Aero Omnipresence requires leaving the air entirely, such as by submerging underwater or burying oneself in earth, entering a volume of air beyond the Outcome’s reach, or convincingly mimicking an inconspicuous shape.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Sway ===
Communicate, mesmerize, and manipulate Air creatures, and imbue the virtues of Air: inspiration, open-mindedness, and flexibility. 
Position and initial Effect are determined normally, depending on the situation and your relationship to the listeners.
==== Breath Bearing ====
Understand Air creatures.
You can speak with Air creatures and gauge their mood and motivations. 
You can also sense when any kind of creature is inspired or open-minded.
==== Breath Borne ====
Crew speak with Air.
This allows you and your Crew to use the Sway action with full Effect against Air creatures, overcoming cultural and linguistic barriers. 
You persuade rather than command. 
In addition, you can spread an airy mood in any creature, making them inspired, open-minded, and flexible.
==== Breath Bender ====
Suggest Air creatures.
This is an enhanced use of Sway, allowing you to implant suggestions in Air creatures that trigger under conditions you set. 
The power remains subtle until the suggestion activates. 
The target does not remember being influenced.
Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.
* '''Limited Outcome''' an hour or so.
* '''Normal Outcome''' lasts for the duration of the score.
* '''Great Outcome''' can last past the end of the score, as makes sense in the story.
==== Breath Binder ====
Bind Air creatures.
Permanently change the personality and motivations of Air creatures. 
This power is permanent and blatant, and only works on a creature in your power. 
It alters an Air creature on a deep level, changing its priorities and loyalties. 
The target remembers its past, but considers it unimportant compared to its new motivations.
There are limits to this power. You cannot make an Air creature love strict routines or thrive underwater. 
Exceptional creatures or circumstances can still break this change, but doing so is very difficult.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Tinker ===
Manipulate, shape, and create air. 
Things made of air do not last unless you force them to. 
Instead, you work dynamically, creating effects such as wind, pressure, or smoke. 
{{ : Include Tinker (FiD) }}
==== Pressure Press ====
Air tools.
Handle air and gases as bellows, fans, air pumps, compressors, and similar tools. 
You can manipulate air on a personal scale, creating currents of air or sheltering a single target from wind. 
You can scatter mist or smoke and refresh stale air.
In crafting, this substitutes for tools on the scale of a small workshop.
==== Pressure Process ====
Air shaping.
Shape gases so they retain the form you give them. 
This is where you shape air and have it hold its shape. 
You can create wind, whirls, dust devils, and complex air streams that follow paths you define, even when those paths could not occur naturally.
This may allow you to craft traps or devices that would normally require extensive equipment.
==== Pressure Precision ====
Transmute Air.
Create air out of nothing, or transform air into matter of another Form. 
These are two distinct abilities.
The first allows you to create air from nothing. 
The result may be complex, up to the level of '''Fine''' and '''Potent''' effects, but it does not last beyond the end of a score.
The second ability can only be used if you know multiple Forms. 
You transmute air into material associated with another Form. 
The result retains its shape as if affected by Pressure Process.
This allows you to transform complex objects that retain their form and function as far as their new material permits. 
For example, by combining this with Plant, a wooden door can be transformed into mist to pass through, then revert to wood. 
A mass of earth can be turned into air to create a pit, then turned back into earth to trap those who fall into it.
==== Pressure Production ====
Transform the sky.
Pressure Process on a massive scale, affecting the air and weather of an entire region. 
You can influence the whole sky, dramatically altering weather patterns or changing the atmosphere of a city or estate.
This is much harder if the volume of gas is subdivided into smaller, sealed spaces; for example, you cannot easily change all the air in a ship divided into many compartments. 
You can also use this ability to create large volumes of gases on an industrial scale.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
=== Wreck ===
You destroy air or gases, or render them unsuitable for breathing or other specific purposes.
You wield Air as a destructive force. 
Air lacks precision when wrecking, but it can noisily smash even very large structures. 
Objects susceptible to high winds and air pressure are especially vulnerable. 
Flipping a car and moving a single brick are roughly equally difficult. 
Collapsing an entire wooden building is easier than breaking a barred door.
* '''Limited Outcome''' can overturn light construction, such as wood-frame buildings, vehicles, or tin structures.
* '''Standard Outcome''' can damage sturdier targets, such as log houses or metal scaffolding, and wreck wind-powered structures like sails or windmills.
* '''Great Outcome''' can topple stone walls and unreinforced concrete, but solidly anchored stone and reinforced concrete with rebar are not affected.
==== Tempest Tackle ====
Tackle light objects.
You can affect targets up to the scale of flipping a car or overturning a free-standing wall, as well as large but lightweight structures such as sails or billboards. 
On a small scale, you can flip a cloak or skirt. 
You can also make air stale or unpleasant.
As a personal weapon, this can cause ruptured eardrums, headaches, vertigo, and nosebleeds. 
Tackling and buffeting can move targets, potentially causing them to fall.
==== Tempest Tear ====
Collapse structures.
You can noisily rip apart a car or collapse a house.
You can make a '''Fine''' and '''Potent''' Air attack in melee or at close range. 
Air attacks buffet and toss opponents, making them effective against fliers and useful for distraction and delay, but less effective at precise damage. 
Focused shockwaves can cut like blades.
You can also corrupt air, rendering it unsuitable for a specific purpose, such as breathing, flying, or fueling a fire.
This works as a Fine, Potent sledgehammer in combat.
==== Tempest Twist ====
Silent Tempest Tear.
The key difference is that wrecking becomes silent. 
You leave fewer traces, as destroyed material is reduced to dust and blown away, removing most physical evidence.
You can create a small volume of vacuum and maintain it with concentration. 
Living creatures caught in a vacuum do not die immediately, but have only seconds before losing consciousness and will die within minutes without rescue.
==== Tempest Torrent ====
Tempest Tear over an Area.
Apply Tempest Tear across a wide Area (p. 221). 
You can level a city block or create a scouring dust storm. 
This ability straightforwardly scales destruction up in scope.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:49, 13 February 2026

Fox in the Dark logoFox in the Dark
Fox in the Dark logo
Starfox's Blades in the Dark Powers

Air is an elemental power that affects gasses, weather, flying animals, and elemental creatures and spirits of Air..

Air powers 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, dangerously powerful if used over wide areas.

Air attacks by buffeting and tossing opponents, which grounds fliers and good at distracting and delaying. They easily cause eardrums to break, headaches, vertigo, and nosebleeds. Buffeting can move or trip targets which buys time and may cause a fall. Focused shock waves can cut like blades, and air is the element of swords and sword fighting.

Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. They are visible when they act but invisible while at rest — but they hate standing still. Air creatures are birds and winged and flying creatures of all kinds, including fantastic monsters such as pegasi an griffins.

Air Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Zephyr Sight
Sense Air.
Zephyr Zapper
Dismiss Air.
Zephyr Seal
Summon Air.
Zephyr Shift
Gate to a plane of Air.
Command Aerial Ask
Authority of Air.
Aerial Ambience
Air signaling.
Aerial Authority
Command Air.
Aerial Ascent
Bind Air creatures.
Consort Mist Mantle
Accessories with Air.
Mist Mutation
Assume a form of Air.
Mist Murk
Mist Mutation others.
Mist Murmur
Mist Mutation servants.
Finesse Cloud Cruiser
Ride Air.
Cloud Circle
Fine and Potent attack.
Cloud Control
Precise Air control.
Cloud Canopy
Long-distance flight.
Hunt Shot Snare
Track through Air.
Shot Shock
Air snipe.
Shot Shroud
Control weather.
Shot Shatter
Air area attack.
Prowl Silent Shroud
Aerial stealth.
Slippery Shroud
Slow and sinuous flight.
Shared Shroud
Crew Silent or Slippery Shroud.
Sheltered Shroud
Escape by Air.
Skirmish Whirl Whorl
Resist Air damage.
Whirl Whip
Fine and Potent attack.
Whirl Wrath
Gain Scale.
Whirl Work
Group action.
Study Ambient Awareness
Identify Air.
Ambient Analysis
Analyze Air.
Ambient Echo
Read the past of Air.
Ambient Omniscience
Analyze an Area.
Survey Aero Awareness
Sense Air.
Aero Eye
Perceive from Air.
Aero Acuity
Watch a creature.
Aero Omnipresence
Perceive from all Air.
Sway Breath Bearing
Understand Air creatures.
Breath Borne
Crew speak with Air.
Breath Bender
Suggest Air creatures.
Breath Binder
Bind Air creatures.
Tinker Pressure Press
Air tools.
Pressure Process
Air shaping.
Pressure Precision
Transmute Air.
Pressure Production
Transform the sky.
Wreck Tempest Tackle
Tackle light objects.
Tempest Tear
Collapse structures.
Tempest Twist
Silent Tempest Tear.
Tempest Torrent
Tempest Tear over an Area.
Back to top

Expanded Air Abilities

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Air beings and phenomena as well as from the plane of Air.

The consequences usually depends on what happens around you when you do it, but more powerful abilities may have direct consequences in and of themselves. Especially summoning and dismissing can create openings for the target to hurt you.

Zephyr Sight

Sense Air.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Zephyr Zapper

Dismiss Air.

You can dispel any Air power and powers affecting Air creatures or phenomena, such as weather. Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other Set Up actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses astral projection or turned into a merman to breathe underwater you have a better base effect. When its dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this may not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Zephyr Seal

Summon Air.

Creatures of Air: Air creatures you can summon come in three types — spirits, elementals, and creatures with powers.

Air spirits are immaterial guardians and exemplars of air and its virtues of heroic freedom.

An elemental is a simple creature made up of air and mist. Most Air elementals have animal intelligence, and often take the shape of animals such as birds of fast land animals. Clouds, whirlwinds, and humanoid forms are also common, these elementals are usually more intelligent and can speak but still have simple, cartoonish personalities focused on the Air traits of heroism and flexibility. Air elementals can use Air powers and almost all can fly but are not very tactical and enjoy skirmishing and heroic melee. An Air creature might agree to power your ship but not your submarine and is likely to stray from tasks monotonous tasks taking a long time.

Creatures with Air powers resemble normal creatures, have a biological body, metabolism, and function as ordinary living creatures but also have Air powers. A landbound creature with Air powers is usually able to fly but usually do so in great leaps rather than soaring. Creatures with both Air and Electricity powers are common, such as the thunderbird. Not all creatures with Air powers are not from a plane of Air and thus not summonable or dismissible, being native to this world and having no vulnerability to Attune powers.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Zephyr Shift

Gate to a plane of Air.

This is situational, but vital when needed. The plane of air can be empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas, with a focus on the sky, not the ground beneath.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

Back to top

Command

Command and intimidate creatures based on your power, projecting authority. Initial Position and Effect depend on the situation and your relationship with listeners.

Aerial Ask

Authority of Air.

You can create light atmospheric effects such as a mist, gathering clouds, and distant thunder to heighten your authority, giving leverage similar to what could be a achieved by displaying a weapon but provoking less ire. Creatures of Air see you as one of them.

Aerial Ambience

Air signaling.

You can communicate with creatures and places far away. The wind will carry them to a person or place, repeat them for some time, and carry a message back to you. Air is conductive to communication and this power usually works as long as a path of air exists between you and the target.

Aerial Authority

Command Air.

Command Air creatures as if you were their superior. You can speak to and understand Air creatures, and they will regard you as a creature of authority, an officer, professional superior, alpha, or other leader type outranking them. This allows you to order strangers around and improves initial Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Aerial Ascent

Bind Air creatures.

This won’t work unless you are already in a position of power. The ability is similar to Aerial Authority but permanent. A creature may still break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.

Commanded Air elementals will take your orders, but continue to be creatures of Air in method and motivation. Tedious or regulated tasks may get done, but randomly and without discipline.

Back to top

Consort

Consort powers change your form and later that of other creatures. These powers also allow you to mingle like normal Consort actions do. This will often give a bonus to initial Effect or improved position or even allow an action that a human could not do.

Consequences might reveal your disguise to some but not all observers or require you to do something uncomfortable to maintain your role. More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional creating dangerous expectations.

Mist Mantle

Accessories with Air.

You do not physically change yourself, you change your accessorize and outfit. The initial Effect is usually limited and the position controlled, but some changes might require more effort.

You can use this on your Crew as an Advanced ability.

Mist Mutation

Assume a form of Air.

This is a true physical transmutation, turning you into a creature of air. See Attune Air for a description of various Air creatures. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes sense as an Air creature.

Mist Mutation can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. Your form may be able to use Basic and Advanced Air abilities intrinsically, without risking a Stress cost. If you turn yourself into an air elemental, flight and wind control become inherent abilities that don't require you to use a power.

With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard outcome can make you a generic creature, very hard to recognize as yourself. Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.

Mist Murk

Mist Mutation others.

This is Mist Mutation applied to another. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Mist Mutation .

This is sometimes used as a kind of poetic justice, transforming a helpless target as a punishment, a curse that is very hard to break.

Mist Murmur

Mist Mutation servants.

This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

Back to top

Finesse

Exercise finesse with your power, manipulating and attacking with precision.

Cloud Cruiser

Ride Air.

This allows you to use Finesse with Air mounts and vehicles you are not familiar with. You can bypass simple locks on such vehicles, but not more serious security. You can ride Air beasts even if they are not trained to carry a rider. They must still be physically able to carry you. You can improve wind for sailing and use this along with a large kite to give you somewhat erratic flight.

Air flight is fast but clumsily, not suited to cluttered environments. This makes flying easy when there is room, away from everything. Flying in built-up areas is harder, indoors it is both slow and dangerous.

You can give this ability to your Crew as an Advanced ability.

Cloud Circle

Fine and Potent attack.

Blades of air can cut. Winds can buffet and twist. They easily cause eardrums to break, headaches, vertigo, and nosebleeds. You are good at tackling and moving targets which may cause a fall or delay. This substitutes for equipment, a Fine and Potent Finesse weapon is just as good at pure damage. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Cloud Control

Precise Air control.

You can manipulate small volumes of gas in a precise manner. This can shift away smoke or gas, put out tiny fires, and inflict a momentary lack of air to breathe for a person or combustion engine. The effect is small, precise, and momentary. When it makes sense in the story that this creates leverage, you may roll Finesse without expending any time. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Cloud Canopy

Long-distance flight.

Use Air to push something you can ride on. A carpet is commonly used for this, but you can lift anything light and wide, such as a table or even a light ground vehicle. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile. You travel at wind speed, and can control the local winds up to hurricane strength (30 m/s or 100 kph) at rooftop level, up to ten times as fast at high altitude. It lasts for days and protects against atmospheric conditions, making it suitable for long-distance travel.

Back to top

Hunt

Track, attack, and unleash devastating barrages with the power of Hunt Air.

Shot Snare

Track through Air.

You can track a flier, even if they don't leave a mundane trail. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Shot Shock

Air snipe.

Air attack similar to a Fine and Potent stun rifle. Sends a missile of compressed air to attack over a long distance. Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally good at doing damage.

Shot Shroud

Control weather.

Control weather within Range (p. 221). You can make the weather clear, still, stormy, rainy, snowy, gusty or other weather that naturally occurs in the area. This only works outdoors. The change is dramatic and fast, but still takes a few minutes to manifest. This does not inflict any direct damage and is usually used as a Set Up, but may also change how people act in reaction to the environment — rain or snow and the like are likely to make people want to stay indoors.

Shot Shatter

Air area attack.

An escalation of Zephyr Zap. Larger but less precise, this affects all creatures at a location. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which suppresses the enemy and gives you the initiative.

Back to top

Prowl

Prowling with air is quite powerful, because you can fly and hiding in air is very convenient.

Silent Shroud

Aerial stealth.

This makes you invisible as long as you stay still. When you move, it is as if a breeze or dust devil moves along with you, stirring up dust and debris. This is not visible at range, you can hide out at a distance or in turbulent weather.

Slippery Shroud

Slow and sinuous flight.

You can fly like a reed on the wind, twirling acrobatically to pass through small openings and winding passages, but slowly, indirectly, and subject to winds.

Shared Shroud

Crew Silent or Slippery Shroud.

Allows you and your crew to use these powers. Each ally use their own Prowl action. The result is often a Group Action.

Sheltered Shroud

Escape by Air.

Unlike most Apex Prowl abilities, Cloud Walk is not teleportation, instead it is fast flight. This has both advantages and disadvantages. It is very fast, but slower than true teleportation. Unlike teleport you can adjust where you go once you come near to your destination.

Back to top

Skirmish

Whirl Whorl

Resist Air damage.

Absorb Air energies. This allows you to extend endurance in aerial environments and to reduce Harm from Air abilities, falls, and loose objects blown into or falling onto you. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Whirl Whip

Fine and Potent attack.

This has the same capacity to Harm as a dueling melee weapon or pistol. Focused shockwaves can cut like blades. Other Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They causes broken eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall.

Whirl Wrath

Whirl Whip in an Area.

Turns you into a one-man army, giving you Scale.

Whirl Work

Group Action.

This allows you and allies to initiate a Group Action to move swiftly and loftily and when brainstorming or reveling. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

Back to top

Study

Delve into the mysteries of Air and uncover its secrets.

The Outcome required depends on range.

  • Limited Outcome for touch.
  • Standard Outcome for line of sight.
  • Great Outcome to reach a target you know of or have some link to, but which is out of line of sight.

Consequences may grant knowledge that lacks crucial details or only surface-level understanding, similar to what you might gain from a quick flyover.

Ambient Awareness

Identify Air.

You learn names and mundane information, but not supernatural or exceptional abilities such as those granted by powers.

Ambient Analysis

Analyze Air.

Analyze an Air item, creature, or ability, including cases where Air is affected by another Form. You learn of any powers or special abilities the target possesses. This includes relevant rules information.

Ambient Echo

Read the past of Air.

Reading the past of gases is difficult, as they are not static. Air and other gases drift and disperse over time.

The easiest cases are enclosed spaces or sealed containers, where the gas remains largely consistent. In open air, you may read the wind, a cloud, a squall, or areas of relatively static air. You can also read the past of weather phenomena such as squalls, thunderheads, clouds, or fog banks, all of which are temporary by nature.

The information you gain includes how the target has moved, as well as significant scenes from its history. The power focuses on events of interest to you.

Ambient Omniscience

Analyze an Area.

You gain a detailed view of events involving gases and Air items, creatures, and abilities within an Area (p. 221), pinpointing locations of interest such as ventilation ducts or clouds of particular gases. You can then use Ambient Echo to learn the history of up to three such locations.

Back to top

Survey

Perceive and locate air, gases, and Air creatures.

The Outcome required depends on the target’s concealment.

  • Limited Outcome can find targets hiding behind cover or in distant places you can only barely see.
  • Standard Outcome can look behind walls and into hard cover.
  • Great Outcome can look into far-away places and locations you did not know existed.

Aero Awareness

Sense Air.

This is a basic spotting ability, selectively sensing things related to Air. The clearer your mental image of what you are looking for, the better the result. Decide whether you are sensing air in general, a particular gas, Air creatures or abilities as a category, or a specific Air creature or ability.

Sensing air can give a rough impression of negative space, revealing large hollows in other materials such as caves or secret doors, but the ability is too imprecise to detect breathing.

Aero Eye

Perceive from Air.

Choose a location that contains air and perceive as if you were present at that spot. You move your perception to a volume of air or other gas and sense from that vantage point as long as you maintain concentration. You perceive from the perspective of the air itself, which is particularly useful when observing clouds or weather patterns.

Air moves, and your point of perception moves with it, drifting along drafts and wakes. You continue to sense things at your actual location, but only very dimly.

Aero Acuity

Watch a creature.

Similar to Aero Eye, but allows you to focus on a specific creature. Your perception automatically shifts to the best available vantage point provided by nearby air, which is often uncomfortably close. This ability fails if no suitable viewpoint exists.

Aero Omnipresence

Perceive from all Air.

Your senses are enhanced impossibly, as though you were many observers distributed across the vast volume of air within Range (p. 221). You form a comprehensive mental image of the Area, revealing numerous details simultaneously.

It is difficult for targets to hide unless they are aware of the need to conceal themselves and understand what kind of sense they must hide from. Hiding from Aero Omnipresence requires leaving the air entirely, such as by submerging underwater or burying oneself in earth, entering a volume of air beyond the Outcome’s reach, or convincingly mimicking an inconspicuous shape.

Back to top

Sway

Communicate, mesmerize, and manipulate Air creatures, and imbue the virtues of Air: inspiration, open-mindedness, and flexibility. Position and initial Effect are determined normally, depending on the situation and your relationship to the listeners.

Breath Bearing

Understand Air creatures.

You can speak with Air creatures and gauge their mood and motivations. You can also sense when any kind of creature is inspired or open-minded.

Breath Borne

Crew speak with Air.

This allows you and your Crew to use the Sway action with full Effect against Air creatures, overcoming cultural and linguistic barriers. You persuade rather than command. In addition, you can spread an airy mood in any creature, making them inspired, open-minded, and flexible.

Breath Bender

Suggest Air creatures.

This is an enhanced use of Sway, allowing you to implant suggestions in Air creatures that trigger under conditions you set. The power remains subtle until the suggestion activates. The target does not remember being influenced.

Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.

  • Limited Outcome an hour or so.
  • Normal Outcome lasts for the duration of the score.
  • Great Outcome can last past the end of the score, as makes sense in the story.

Breath Binder

Bind Air creatures.

Permanently change the personality and motivations of Air creatures. This power is permanent and blatant, and only works on a creature in your power. It alters an Air creature on a deep level, changing its priorities and loyalties. The target remembers its past, but considers it unimportant compared to its new motivations.

There are limits to this power. You cannot make an Air creature love strict routines or thrive underwater. Exceptional creatures or circumstances can still break this change, but doing so is very difficult.

Back to top

Tinker

Manipulate, shape, and create air. Things made of air do not last unless you force them to. Instead, you work dynamically, creating effects such as wind, pressure, or smoke.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.

Pressure Press

Air tools.

Handle air and gases as bellows, fans, air pumps, compressors, and similar tools. You can manipulate air on a personal scale, creating currents of air or sheltering a single target from wind. You can scatter mist or smoke and refresh stale air.

In crafting, this substitutes for tools on the scale of a small workshop.

Pressure Process

Air shaping.

Shape gases so they retain the form you give them. This is where you shape air and have it hold its shape. You can create wind, whirls, dust devils, and complex air streams that follow paths you define, even when those paths could not occur naturally.

This may allow you to craft traps or devices that would normally require extensive equipment.

Pressure Precision

Transmute Air.

Create air out of nothing, or transform air into matter of another Form. These are two distinct abilities.

The first allows you to create air from nothing. The result may be complex, up to the level of Fine and Potent effects, but it does not last beyond the end of a score.

The second ability can only be used if you know multiple Forms. You transmute air into material associated with another Form. The result retains its shape as if affected by Pressure Process.

This allows you to transform complex objects that retain their form and function as far as their new material permits. For example, by combining this with Plant, a wooden door can be transformed into mist to pass through, then revert to wood. A mass of earth can be turned into air to create a pit, then turned back into earth to trap those who fall into it.

Pressure Production

Transform the sky.

Pressure Process on a massive scale, affecting the air and weather of an entire region. You can influence the whole sky, dramatically altering weather patterns or changing the atmosphere of a city or estate.

This is much harder if the volume of gas is subdivided into smaller, sealed spaces; for example, you cannot easily change all the air in a ship divided into many compartments. You can also use this ability to create large volumes of gases on an industrial scale.

Back to top

Wreck

You destroy air or gases, or render them unsuitable for breathing or other specific purposes.

You wield Air as a destructive force. Air lacks precision when wrecking, but it can noisily smash even very large structures. Objects susceptible to high winds and air pressure are especially vulnerable. Flipping a car and moving a single brick are roughly equally difficult. Collapsing an entire wooden building is easier than breaking a barred door.

  • Limited Outcome can overturn light construction, such as wood-frame buildings, vehicles, or tin structures.
  • Standard Outcome can damage sturdier targets, such as log houses or metal scaffolding, and wreck wind-powered structures like sails or windmills.
  • Great Outcome can topple stone walls and unreinforced concrete, but solidly anchored stone and reinforced concrete with rebar are not affected.

Tempest Tackle

Tackle light objects.

You can affect targets up to the scale of flipping a car or overturning a free-standing wall, as well as large but lightweight structures such as sails or billboards. On a small scale, you can flip a cloak or skirt. You can also make air stale or unpleasant.

As a personal weapon, this can cause ruptured eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets, potentially causing them to fall.

Tempest Tear

Collapse structures.

You can noisily rip apart a car or collapse a house.

You can make a Fine and Potent Air attack in melee or at close range. Air attacks buffet and toss opponents, making them effective against fliers and useful for distraction and delay, but less effective at precise damage. Focused shockwaves can cut like blades.

You can also corrupt air, rendering it unsuitable for a specific purpose, such as breathing, flying, or fueling a fire.

This works as a Fine, Potent sledgehammer in combat.

Tempest Twist

Silent Tempest Tear.

The key difference is that wrecking becomes silent. You leave fewer traces, as destroyed material is reduced to dust and blown away, removing most physical evidence.

You can create a small volume of vacuum and maintain it with concentration. Living creatures caught in a vacuum do not die immediately, but have only seconds before losing consciousness and will die within minutes without rescue.

Tempest Torrent

Tempest Tear over an Area.

Apply Tempest Tear across a wide Area (p. 221). You can level a city block or create a scouring dust storm. This ability straightforwardly scales destruction up in scope.

Back to top