Difference between revisions of "Air Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]].
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{{FiD-Powers}}
 
Air is an elemental power that affects gasses, and to a limited extent vacuum.  
 
Air is an elemental power that affects gasses, and to a limited extent vacuum.  
  
 
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, possibly dangerously powerful if used over wide areas.
 
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, possibly dangerously powerful if used over wide areas.
  
Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage.  
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Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying.
Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.
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They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
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Tackling and buffeting can move targets which may cause a lethal fall.
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Focused shockwaves can cut like blades.  
  
 
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. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.  
 
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. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.  
  
 
== Air Power Effects Table ==
 
== Air Power Effects Table ==
 
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can sense air creatures and active air powers.  
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|valign="top"| '''Sky Sight'''     <br> You can sense air creatures and active air powers.  
|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.
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|valign="top"| '''Zephyr Zapper''' <br> Dismiss an Air creature. End the effect of an Air power or that affect air.
|valign="top"| '''Summon'''  <br> You can call a creature of air from the aerial plane. This servant is generally unwilling. Summoning requires knowledge of the creature, which can be obtained through study.
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|valign="top"| '''Zephyr Zeal'''  <br> Summon an Air creature.
|valign="top"| '''Gate'''     <br> You can create a portal that allows travel to and from the plane of air.  
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|valign="top"| '''Gate of Gales''' <br> Create a portal to a plane of air.  
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate''' <br> You can speak to air creatures, allowing you to use the command action on them. This does not give you the ability to understand them.
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|valign="top"| '''Gust Guide'''       <br> Command Air creatures even if you don't share a language.
|valign="top"| '''Translate'''   <br> You and allies can speak to air creatures.  
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|valign="top"| '''Wind Whisper'''     <br> Have the wind carry your words far away.  
|valign="top"| '''Authority'''   <br> You can give commands to air creatures, as if you were their superior. Existing loyalties may cause conflicts.  
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|valign="top"| '''Aerial Authority''' <br> Command Air creatures as if you were their superior.  
|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.
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|valign="top"| '''Typhoon Tyrant'''   <br> Permanently bind air creatures to service.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Air 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.  
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|valign="top"| '''Mist Mantle''' <br> Imbue clothes and accessories with air and mist.  
|valign="top"| '''Shapechange''' <br> You assume the form of an air creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Aeromorph ''' <br> Assume the form of an air creature.
|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.
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|valign="top"| '''Aerify'''     <br> Shapechange a willing or helpless creatures into an Air creature.
|valign="top"| '''Sky 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.
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|valign="top"| '''Sky Hunt'''   <br> Aerifya number of willing or non-sentient creatures and give them a simple instruction.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|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.  
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|valign="top"| '''Cloud Cruiser''' <br> Ride an air mount or air vehicle.  
|valign="top"| '''Fine 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.
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|valign="top"| '''Misty Melee'''   <br> A fine and potent Air close-range attack, or give crew Cloud Cruiser.
|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 and move objects.  
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|valign="top"| '''Flying Carpet''' <br> Buffet a vehicle to fly.  
|valign="top"| '''Surge'''             <br> You create a storm of air blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Storm Riders'''   <br> Your crew can ride in the sky.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Track''' <br>             You can track a flier, even if the target does not leave any mundane trail or clues.  
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|valign="top"| '''Cloud Chaser'''         <br> You can track a flier, even if they don't leave a mundane trail.  
|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 ranged weapon to become fine and potent.
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|valign="top"| '''Zephyr Zap'''           <br> Air attack similar in effect to a fine and potent stun rifle.  
|valign="top"| '''Area attack''' <br>       You can use air to attack similar to a fine and potent grenade. This can harm many creatures in the same area, but there is a risk of collateral damage.
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|valign="top"| '''Atmospheric Architect''' <br> Control wind and weather.  
|valign="top"| '''Barrage''' <br>           You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and topple walls. Usually enough to provide cover for any escape.
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|valign="top"| '''Air Assault'''           <br> Air attack similar to a fine and potent stun grenade.  
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Shroud''' <br>     You can become invisible in air. This is similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act.
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|valign="top"| '''Shroud'''     <br> Transparent standing still, wind and mist when you move.
|valign="top"| '''Flight''' <br>     You can fly. This is fast but clumsy, not really suited to cluttered environments.
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|valign="top"| '''Flight'''     <br> Fly fast but clumsily, not suited to cluttered environments.
|valign="top"| '''Air Circus''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''Air Circus''' <br> Bring allies along when you use Shroud and Flight.
|valign="top"| '''Cloud Walk''' <br> You and allies can fly very fast from one location to another in the same region.
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|valign="top"| '''Cloud Walk''' <br> Crew fly very fast from one location to another.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Air Skirmish''' <br> You can use air as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Air Cushion''' <br> Resist Air damage.  
|valign="top"| '''Potent Air''' <br>   Same as Air Skrimish, except the weapon is fine and potent.
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|valign="top"| '''Potent Air'''   <br> Fine and potent melee attack.
|valign="top"| '''Whirlwind''' <br>   You can create distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Whirlwind'''   <br> Wind and mist negate scale.
|valign="top"| '''Gale Fury''' <br>   Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Gale Fury'''   <br> Gale of blades attack all enemies in an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze Air'''    <br> You can identify gasses and creatures of air and see the use of the abilities of the air power.  
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|valign="top"| '''Analyze Air'''    <br> Identify gasses, creatures of Air, and Air powers.  
|valign="top"| '''Air Lore'''      <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Air Lore'''      <br> Learn the powers and abilities of gasses you analyze.
|valign="top"| '''Air Echo'''      <br> You can read the past events of something you analyze. This includes past ownership, movement history, and significant events.
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|valign="top"| '''Air Echo'''      <br> Read the past events of a gas container.
|valign="top"| '''Omniscient Air''' <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.
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|valign="top"| '''Omniscient Air''' <br> Air Lore in a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect Air''       <br> You can sense air and air creatures 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.
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|valign="top"| '''Detect Air'''      <br> Sense air, Air creatures, and powers.
|valign="top"| '''Eye of Air'''      <br> Choose an a volume of air that you have detected; you can perceive as if you were at that spot. You can perceive out of thin air, but doing so disturbs the air, creating small clouds or vortices.
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|valign="top"| '''Eye of Air'''      <br> Choose air that you have detected; perceive as if you were at that spot.
|valign="top"| '''Aero Scout'''      <br> Choose a location or creature. You gain an Eye of Air at the nearest suitable space of air, which is usually right on top of the target.
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|valign="top"| '''Aero Scout'''      <br> Choose a location or creature. You gain an Eye of Air at the nearest suitable space of air.
|valign="top"| '''Omnipresent Air ''' <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.
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|valign="top"| '''Omnipresent Air ''' <br> You perceive from all air at once over a wide area.  
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Aero Ear'''        <br> You can understand air creatures even if normally couldn't. You can learn learn the objectives of air creatures.  
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|valign="top"| '''Aero Ear'''        <br> Understand Air creatures and learn learn the objectives of air creatures.  
|valign="top"| '''Aeromancy'''        <br> You and allies can communicate with air creatures. You can influence folk to be inspired and flexible, increasing the effect of suitable actions.
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|valign="top"| '''Aeromancy'''        <br> Crew can communicate with air creatures. Influence folk to be inspired and flexible.
|valign="top"| '''Aerial Urge'''      <br> Post a suggestion in the mind of an air creature. 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 until triggered.
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|valign="top"| '''Aerial Urge'''      <br> Post a suggestion in the mind of an air creature.
|valign="top"| '''Air Implantation''' <br> You change the personality and motivations of air creatures. This power's effects are permanent but conspicuous. The target remember their past, but regard it as unimportant compared to their new motivations.
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|valign="top"| '''Air Implantation''' <br> Permanently change the personality and motivations of air creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Bellows'''      <br> You can handle air and gases as bellows or a fan, air pump, or compressor.
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|valign="top"| '''Bellows'''      <br> Handle air and gases as bellows or a fan, air pump, or compressor.
|valign="top"| '''Fan'''           <br> You can shape sir, and it will retain their new shape for some time. You become capable of creating vacuums or stronger winds.  
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|valign="top"| '''Weave Wind'''   <br> Shape gases and vacuum, and they will retain their new shape.  
|valign="top"| '''Aeromorphosis''' <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.
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|valign="top"| '''Aeromorphosis''' <br> Create air out of nothing, transform air into matter of another power.
|valign="top"| '''Skyshaper'''    <br> You can do create effects on a huge scale, affecting the weather or air of an entire region.
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|valign="top"| '''Skyshaper'''    <br> Weave Wind on a huge scale, affecting the weather or air of an entire region.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Gust Shove'''       <br> Air lacks precision in wrecking, but can jimmy even very large things, such as vehicles and small houses. Noisy.  
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|valign="top"| '''Air Smash'''         <br> Flip or push large objects.  
|valign="top"| '''Air Smash'''         <br> Similar to Gust Shove but stronger. Works as a fine potent sledgehammer in combat. Noisy.
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|valign="top"| '''Tempest Tackle'''   <br> Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.
|valign="top"| '''Vanishing Gale'''    <br> Similar to Air Smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Vanishing Gale'''    <br> Tempest Tackle and destroyed targets silently disappear.
|valign="top"| '''Aero Annihilation''' <br> Similar to Air Smash, but over a large area. This can level a city block, blow a spray of sand or water, raze a city wall, and similar massive destruction.  
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|valign="top"| '''Aero Annihilation''' <br> Tempest Tackle over a large area. Level a city bloc or make a sandstorm.  
 
|}
 
|}
  
 
== Expanded Air Powers ==
 
== Expanded Air Powers ==
This is the pattern that most powers follow.
 
You can refer to this when interpreting how powers should work.
 
TLDR, this list is too long to read it all every time, its here to look up in to resolve specific situations.
 
It is good to have skimmed it at least once.
 
 
 
=== Attune ===
 
=== Attune ===
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Perceive:'''
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The consequences usually depends on what happens around you when you do it, but more powerful effects may have direct consequences.
''You can detect creatures and power use tied to your power.  
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Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 +
 
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'''Sky Sight
 +
You can sense air creatures and active air powers.
  
This is usually done to spot a disguised summoned creature, but can also detect supernatural creatures behind walls or otherwise hidden, as well as traces of their passing and use of powers.  
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This is usually done to spot a spirit or a disguised creature.
Naturally, this gets more difficult as the creature is more heavily obscured.  
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It can also help identify a creature's connection to powers, providing valuable insights into their nature.
This reduces effect.  
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Limited outcome suffices against a creature you can clearly see.
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You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great outcome).  
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
  
'''Dismiss:'''
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'''Zephyr Zapper
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
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Dismiss an Air creature. End the effect of an Air power or that affect air.
  
 
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
 
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
The consequences of this depends entirely on what happens around you when you do it.
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If a powerful creature resists being dismissed your position is at least risky.  
If a powerful creature resists being dispelled, its obviously dangerous.  
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Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
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Forcing an Air spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.
 +
 
 +
Dispelling is usually easier.
 +
You can dispel any air power and powers affecting Air creatures.
 +
You cab force an Air Spirit to materialize.
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Dispelling can be used as a defense against others' use of Air powers, or it can be used to break a continuing effect.
 +
 
 +
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
 +
Normally improves the position of the supported action.
  
Dispelling is usually easier, but not always.
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When used directly, the effect is usually limited, simply removing a capacity from the target, unless the opponent is relying on powers for their safety.
Most powers only dispel effects of their own power.
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Against an opponent that uses power to fly or even breathe you can have a better effect.
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
 
  
'''Summon:'''
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When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
 
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
'''Zephyr Zeal
This is usually a parallel world or plane of existence, dominated by your power.
+
Summon an Air creature.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.  
+
Summon a creature from a place of Air.
They can also give advice and information related to their power.
+
This can bring you a group of allies to fight or labor for you, giving you scale.  
 +
Summons can use simple Air effects and maintain Air powers you have created.  
 +
They can also give advice and information related to air.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
Such a creature is similar to a gang member.
+
Such a creature is similar to a gang member in ability.
  
 
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
 
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to gain information.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
Summoned creatures generally come in two types, elementals and creatures with powers.  
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
An elemental is a simple creature made up of air.
An elemental is a simple creature totally dominated by its power.  
+
Most elementals have animal intelligence, and often take the shape of animals such as birds, tough clouds, whirlwinds, and humanoid forms are also common.  
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional Air powers.
They can use sophisticated power effects and usually have an agenda of their own.
+
A landbound creature with Air powers might be able to fly.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
+
Creatures with both Air and Electricity powers are common, such as the thunderbird.
 +
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
+
Depending on your degree of outcome the creature is willing to do different things.
A fire dragon is impossibly large, flies, and breathes fire.
+
Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
Standard outcome allows you to ask for any service appropriate to the type of creature.  
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
Air elementals are flexible, but have little staying power, they don't like extended tasks.
 +
They don't mind dangerous tasks such as combat if they can be completed quickly.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat.
+
Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. An air creature might agree to power your ship but not your submarine. Lengthy service also requires great outcome, like summoning the creature to guard a treasure, and an Air creature is likely to stray.
 
 
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
 
  
 
The position is usually risky. The creature is being forced to serve and might lash out.  
 
The position is usually risky. The creature is being forced to serve and might lash out.  
 
Typical consequences are:
 
Typical consequences are:
The creature strikes out at you once.
+
* The creature strikes out at you once.
A tightwire struggle to keep the creature under control
+
* The creature breaks things around you, demands concessions from you.
The creature breaks things around you, demands concessions from you.
+
* Overly literal interpretations of your commands.
Overly literal interpretations of your commands.
+
* The creature deliberately does its tasks poorly.
The creature deliberately does its tasks poorly.
+
* A tightwire struggle to keep the creature under control
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.  
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Gate of Gales
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
Create a portal to a plane of air.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
This is situational, but vital in exceptional circumstances.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
The plane of air is usually seen as just empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas.  
  
This is rarely useful, but can be under exceptional circumstances.
+
There are things that are possible to do on the plane of Air that are not allowed in the regular world, most Air effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.  
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
 
There are also things that are possible to do on these planes that are not allowed in the regular world, most 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.
 
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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
+
Such effects rarely reach outside the plane of Air, but if they affect creatures there the effect may remain when you return to the mundane world.
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
Gate of Gales can allow access to creatures too powerful to summon, so you instead ask for an audience.  
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
  
 
Using a gate is usually played out as a score, which means there is an engagement roll.  
 
Using a gate is usually played out as a score, which means there is an engagement roll.  
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Depending on how quickly the matter is resolved, the game master may require a separate use of the power to return home.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
+
If you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually Desperate.
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
+
Once you have established a connection to a certain place or an audience with a certain creature, you can usually do so again from a controlled position.
  
 
=== Command ===
 
=== Command ===
Command creatures based on your power with communication and authority.
+
Command and intimidate creatures based on your power, projecting authority.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Position and effect depend on the situation and your relationship with listeners.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
+
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all.
+
'''Gust Guide'''
This still has the normal stress cost.
+
Command Air creatures even if you don't share a language.
 +
 
 +
You can command Air creatures, and they will understand you, but you cannot understand them unless you normally could.
 +
This does not grant you any additional authority, but alien creatures may be so surprised that they can understand you that they have a positive attitude.  
 +
 
 +
This is useful for intimidating creatures under your power and commanding foreign or alien subordinates.
 +
Combined with the basic power of Sway, it allows two-way communication.
 +
Many Air elementals and Air animals are not intelligent enough to speak, but they can understand you when you use this power.
 +
Such creatures will often accept your commands as they identify you as one of them.
  
'''Communicate:'''
+
'''Wind Whisper'''
''You can make creatures understand you, but you do not understand them.
+
Have the wind carry your words far away.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
You can communicate with creatures and places far away.
Combined with the basic power of Sway allows two-way communication.
+
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.
  
'''Translate:'''
+
'''Aerial Authority'''
You and allies can communicate with creatures based on your power.
+
Command Air creatures as if you were their superior.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
You can speak to and understand Air creatures, and they will regard you as a creature of authority.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
 +
This does not remove existing loyalties, which can lead to conflicts.
 +
Understanding the social order of your targets helps avoid conflicts with their established loyalties.
 +
Orders that go with the nature of targets are more effective.
 +
Asking Air creatures to just fly off is easier (needs less outcome) than telling them to act disciplined and persistent.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Limited outcome might result in a creature not doing what it might not have done anyway, acting on whimsy .
Creatures of the relevant type will understand your orders.
+
Standard outcome makes the creature do what it should, but in a way you decide, like a bird carrying a message or an elemental causing a gust of wind. Air creatures are scrappy and won't mind a fair fight.
 +
Great outcome means targets will ignore their normal routine and go out of their way to please you, like fleeing from a fight, staying on a task, or acting humble or servile.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.  
+
The position depends on the creatures' actual relationship to you.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
+
A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
+
Ordering a creature that sees itself as your superior is a desperate position
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
'''Typhoon Tyrant'''
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Permanently bind air creatures to service.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat,
 
  
'''Enslave:'''
+
This won’t work unless you are already in a position of power. The effect is similar to Aerial Authority but potentially permanent. A creature might break free over time. Strong emotions can also break your control, but otherwise, it lasts until dispelled.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
 
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
Commanded Air elementals will take your orders, but continue to be creatures of air.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
+
Tedious or regulated tasks may get done, but randomly and without discipline.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Consort powers changes your form and later that of other creatures.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
+
These powers might also be used as a set-up action for a later Consort roll.
 +
This will often give a bonus to effect or improved position or even allow an action that a human could not do.
  
'''Mask:'''
+
Consequences might reveal your disguise to some but not all observers or require you to do something uncomfortable to maintain your role.  
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional.  
  
You do not physically change yourself, you accessorize and change your outfit.
+
'''Mist Mantle'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Imbue clothes and accessories with air and mist.
  
'''Shapechange:'''
+
You do not physically change yourself, you change your accessorize and outfit.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
The effect is usually limited and the position controlled, but some changes might require more effort.
 +
 
 +
'''Aeromorph'''
 +
Assume the form of an air creature.
  
 
This is a true physical transmutation.
 
This is a true physical transmutation.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
+
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.  
This can give you new abilities, but these are things you could already do using the same power.
+
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
+
Aeromorph can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.  
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
+
Your form may be able to use Basic and Advanced Air effects intrinsically.  
 +
If you turn yourself into an air elemental, flight and wind control become inherent abilities that don't require you to use a power.
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
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.
You rating in the improved action increases by one.
+
Standard outcome can make you a generic creature, very hard to recognize as yourself.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
+
Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
  
''Example
+
'''Aerify'''
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
Shapechange a willing or helpless creature into an Air creature.
  
'''Transform:'''
+
This is Aeromorph applied to another creature.
''You can shapechange a willing or helpless creature 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.
+
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 Aeromorph.
  
This is the shapechange power applied to another creature.
+
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.
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
'''Sky Hunt'''
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Aerify a number of willing or non-sentient creatures and give them a simple instruction.
  
'''Wild Hunt:'''
+
This is where Consort becomes a combination of the Aeromorph and Zephyr Zeal effects.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
Instead of summoning a host of allies, 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 is where Consort becomes a combination of the Shapechange and Summon power effects.
 
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
 
This is usually used to create a host of goons that will fight and chase for you.  
 
This is usually used to create a host of goons that will fight and chase for you.  
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
+
Or they can be given bit parts, like the seagulls from Finding Nemo.
  
 
=== Finesse ===
 
=== Finesse ===
 
Exercise finesse with your power, manipulating and attacking with precision.
 
Exercise finesse with your power, manipulating and attacking with precision.
  
'''Ride:'''
+
'''Cloud Cruiser'''
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Ride an air mount or air vehicle.
 +
 
 +
This allows you to use Finesse with Air mounts and vehicles you are not familiar with.
 +
You can bypass simple locks, but not more serious security.
 +
You can ride 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.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
'''Misty Melee'''
 +
A fine and potent Air close-range attack, or give crew Cloud Cruiser.
  
'''Duel:'''
+
Blades of air can cut.
''You can use the power 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.
+
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 lethal fall.
 +
This substitutes for equipment, fine and potent finesse weapon is just as effective at pure damage.
 +
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
What this actually does depends on the power used.
+
Alternatively, you can give your entire crew the Crowd Cruiser effect.
Fire burns, wind slices, ice pieces or freezes, and so on.
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
'''Flying Carpet'''
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
Buffet a vehicle to fly
  
This allows you to manipulate small amounts of matter governed by your power.  
+
Control 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 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.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
 
  
'''Surge:'''
+
'''Storm Riders'''
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Your crew can ride in the sky.
  
You create ans use weapon like Duel above, and also create distractions.
+
Mounts and vehicles you and your crew use can fly in the sky, avoiding terrain.
The effect is like having a number of trusty but entirely defensive allies in the fight.  
+
You travel at wind speed, and can control the local winds up to hurricane strength (30 m/s or 100 kph) at low level, up to three times as fast at high altitude.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, attack, and unleash devastating barrages with the power of Hunt.  
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
'''Cloud Chaser'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
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.
 
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.
  
'''Potent Snipe:'''
+
'''Zephyr Zap'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Air attack similar in effect to a fine and potent stun rifle.
  
The effect of this action varies depending on the nature of your power.
+
Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective at doing damage.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Area Attack:'''
+
'''Atmospheric Architect'''
''You can use your power 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.
+
Control wind and weather.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
Control wind and weather.  
The effect is more powerful but less precise.
+
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors.  
This means it does more collateral damage, but no more effect on enemies.
+
This does not inflict any direct damage.
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
+
You normally cover a single room indoors or a city block outdoors, but you can expand the area by spending additional time, changing the weather as far as you can see in 15 minutes  and regional weather in an hour.
 +
 
 +
'''Wavering Winds'''
 +
Control local weather.
 +
 
 +
Control the local weather, about a block outdoors or a room of any size indoors.
 +
This can cause mist, winds, and rain, tough the effects are muted indoors.
 +
Usually used as a setup, but may also change how people act in reaction to the environment—rain or snow  are likely to make people want to stay indoors or run out as the case may be.
 +
This  does not inflict any direct damage.
  
'''Barrage:'''
+
'''Air Assault:'''
''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.
+
''Air attack similar to a fine and potent high-explosive grenade.
  
Continued escalation, this can create a crater or raze buildings, but creatures are no more or less likely to survive.
+
An escalation of Potent Snipe. Less precise, this affects all creatures at a location.  
It is no more likely to harm creatures than Potent Snipe or Area Attack, but does so over a wide area.
+
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
Enemies in bunkers and other cover are discomforted, but not damaged.
 
Creatures in this area need to keep their heads down, which is usually enough of a distraction that your side can do something else unopposed, such as prowling about or running away.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Prowling using air is quite powerful, because you can fly and hiding in air is very convenient.
  
'''Reconnaissance:'''
+
'''Shroud'''
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Transparent standing still, wind and mist when you move.
  
This provides you cover to hide in places you ordinarily could not.  
+
This makes you invisible as long as you stay still.  
Where you can use this is explained in each specific power.
+
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.
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
'''Flight'''
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Fly fast but clumsily, not suited to cluttered environments.
  
Again, each power will explain how it can use this mobility.
+
This is fast but clumsy, it is much easier to fly at speed than it is to hover.  
Your friends and allies cannot use this unless you employ Travel, which is described later
+
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.
  
'''Travel:'''
+
'''Air Circus'''
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Bring allies along when you use Shroud and Flight.
  
Now you and your allies can Prowl in places where your power is at home.  
+
'''Cloud Walk'''
 +
Crew fly very fast from one location to another.
  
'''Transport:'''
+
Unlike most apex Prowl effects, Cloud Walk is not teleportation, instead it is fast flight.  
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
This has both advantages and disadvantages.  
 
+
It is very fast, but slower than true teleportation.
How and where you use this is explained in each power.
+
You can adjust where you go once you come nearer to your destination.
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
'''Air Skirmish'''
 +
Resist Air damage.
  
'''Skirmish Attack:'''
+
Absorb Air energies. This allows you to ignore harm from Air powers, falls, and loose objects blown into you or falling on you. Roll Skirmish when subject to such harm. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
 
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
'''Potent Air'''
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Fine and potent melee attack.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
This has the same effectiveness as a dueling melee weapon or pistol.
''Same as Skirmish Attack, except the weapon is fine and potent.
+
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. Focused shockwaves can cut like blades.
  
'''Obstruction:'''
+
'''Whirlwind'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Wind and mist confuse movement and negate scale.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
This hinders cooperation and prevents the use of scale.
The effect is to deny your enemies the advantage of numbers.
+
Consequences include having your own movement and your crew's cooperation hindered.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
+
You can also make a Potent Air attack against a single target as a part of this effect.
  
'''Flurry:'''
+
'''Gale Fury'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Gale of blades attack all enemies in an area.
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you can also make Potent Air attacks to hurt all your enemies in the skirmish.
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze objects and creatures imbued with Air to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
Position depends on the situation. Safely in your base the position is Controlled. In the middle of a fight or when pinned down the position might be Desperate.
 +
 
 +
'''Analyze Air'''
 +
Identify gases, creatures of Air, and Air powers.
 +
 
 +
This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.
 +
 
 +
'''Air Lore'''
 +
Learn the powers and abilities of gases you analyze.
 +
 
 +
You learn of any powers or special abilities the target has.
 +
This includes actual rules and game effects.
 +
 
 +
'''Air Echo'''
 +
Read the past events of a gas container.
  
'''Analyze:'''
+
The problem with reading the past of gasses is that they are not static things.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Air and gasses drift around.
 +
The easiest case is a closed room or gas container; the gas inside remains the same.
 +
Other things you can read the past of are weather phenomena such as a squall, thunderhead, cloud, fog bank and such—all rather temporary.
  
'''Research:'''
+
The information you gain includes how the object has moved moved as well as significant scenes from its history. The power zooms in on events of interest to you.
''You know the powers and abilities of something you analyze.
 
  
'''Hindsight:'''
+
'''Omniscient Air'''
''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.
+
Air Lore in a wide area.
  
'''Omniscience:'''
+
Provides a detailed view of events involving air and gases as far as you can see, pinpointing locations of interest like ventilation ducts and clouds of particular gasses. You can then use Air Echo to learn the history of up to three such locations.
''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.
 
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate air, gasses, and Air creatures. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.
  
'''Detect:'''
+
'''Detect Air'''
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Sense air, Air creatures, and powers.
  
'''Sensor:'''
+
This is a basic spotting power, selectively sensing things related to air.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
Decide if you are looking for air, a particular gas, Air creatures in general, or a specific type of Air creature.
  
'''Scry:'''
+
The clearer your image of what you are looking for, the better.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
  
'''Omnipresence:'''
+
Detecting air gives a rough estimate of negative space, detecting hollows in other materials, but the power is to imprecise to detect breathing.
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
 
 +
'''Eye of Air'''
 +
Choose air that you have detected; perceive as if you were at that spot.
 +
 
 +
You move your perception to a spot of air or other gas and sense as if you were at that spot as long as you maintain concentration.
 +
You view from the vantage point of the phenomena, which is highly useful when cloud watching.
 +
You still sense things at your actual location, but only very dimly
 +
 
 +
'''Aero Scout'''
 +
Choose a location or creature. You gain an Eye of Air at the nearest space of air, which is usually right on top of the target.
 +
 
 +
Similar to Eye of Air but allows you to focus on a specific creature or position.
 +
Automatically directs towards the best vantage point provided by a some air, which is often uncomfortably close.
 +
Fails if no suitable viewpoint is available.
 +
 
 +
'''Omnipresent Air'''
 +
You perceive from all air at once over a wide area.  
 +
 
 +
Enhances your senses impossibly, akin to being multiple individuals spread across a huge volume of air.
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.
 +
This is harder if the air is closed off or must pass a narrow passage to give you access.
 +
It's challenging for targets to hide unless they are aware of the need to conceal themselves and what kind of sense they have to hide from.
 +
Hiding from Omnipresent Air requires that you get away from the air, such as underwater or buried in earth.
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate Air creatures.  
Sway creatures based on your power with persuasion and cajoling.
+
Position and effect are determined normally, depending on the situation and your relation to listeners.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.  
+
Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.  
You need not select a specific type of creature in advance.
+
Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all.
+
 
This still has the normal stress cost.
+
'''Aero Ear'''
 +
Understand Air creatures and learn the objectives of air creatures.
  
'''Communicate:'''
+
You can gauge the mood and motivations of Air creatures and understand what they are saying. This does not allow you to be understood. Used together with Command Air: Gust Guide, this allows full communication.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
'''Aeromancy'''
 +
Crew can communicate with air creatures. Influence folk to be inspired and flexible.
  
'''Translate:'''
+
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority. In addition, you can spread an airy mood in any intelligent creature, making them inspired and flexible.
''You and allies can communicate with creatures based on your power.
 
  
This allows you to use the Sway power to its full effect.
+
'''Aerial Urge'''
You are still wheedling unless you also use Command the advanced Command effect.
+
Post a suggestion in the mind of an air creature.
  
'''Mesmerize:'''
+
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a situation you specify.
''You can post suggestions in the mind of a creature manifesting your power, which 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.
 
  
Essentially this is an attempt to Sway with two advantages.
+
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a irregular soldier to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
'''Air Implantation'''
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Permanently change the personality and motivations of air creatures.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This power is permanent but blatant.  It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power—you cannot make an Air creature love a strict routine or to be underground or underwater. Exceptional creatures and circumstances can break this change.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create air.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
Things made out of air don't last unless you force them to.
 +
Instead you do dynamic things, like create wind or smoke.
 +
 
 +
The position depends on how quiet your workplace is and how much time you have to work with.
 +
The outcome determines the effectiveness of your construction, but also how long it will last.
 +
Devices that are more powerful are harder to contain, and thus wont last as long.
 +
Much shaping will only be good for a single scene, but if your outcome surpasses that required for the effect you want, you can stretch the duration until the end of the score.
  
'''Handle:'''
+
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
  
This mainly substitutes for tools, up to a small workshop.
+
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you can Skyshape.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
'''Bellows'''
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Handle air and gases as bellows or a fan, air pump, or compressor.
  
You can now do more than normal craft could do.  
+
This mainly substitutes for tools, up to a small workshop.
You can work elements of your power that normally cannot be shaped, and it will remain in the shape you set it in.  
+
The things you do only last as long as you keep maintaining them.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
The exception is that you can create or dissipate mist and wind and that will last until nature re-creates them.
 +
 
 +
'''Weave Wind'''
 +
Shape gases and vacuum, and they will retain their new shape.
 +
 
 +
This is where you can work with air and the effects last at least a while.
 +
You can create wind, whirls, dust devils, and even complex air streams that follow paths you set up that could not occur naturally.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
'''Aeromorphosis'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Create air out of nothing, transform air into matter of another power.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
This is two distinct effects. The first allows you to create air out of nothing. This can be fairly complex, to the level of fine and potent effects, but won't last past the end of a score.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
 
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
The second can only be used if you know multiple powers. You transmute air into material connected to another power.
 +
The result will maintain its form as if affected by Weave Wind.
 +
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 +
A door could be changed from wood to air, you then pass through and the door reverts to wood.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
A mass of earth can be turned into air to create a pit, and then turn back to earth to trap those who fall into that pit.
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through ant the door reverts to wood.
 
The transmutation usually
 
  
'''Fabricate:'''
+
'''Skyshaper'''
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Weave Wind on a huge scale, affecting the weather or air of an entire region.
  
Pretty self-explanatory, this si Create on a larger scale.
+
This is where you can affect the entire sky and really change the weather, create, or change the atmosphere of a city or small asteroid.  
This is useful for equipping a large band or building something large out of nothing.
+
This is much harder if the volume of gas is subdivided into smaller spaces, you cannot change all the air in a ship that is compartmentalized into many separate volumes.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Air wrecking differ from most other powers in that you don't destroy air so much as using air to wreck other things.
 +
Air lacks precision in wrecking but can noisily smash even very large things.
 +
Air can easily wreck large things susceptible to high winds.
 +
Flipping a car and moving a single brick are about as hard.
 +
Collapsing an entire wooden building is easier than breaking a specific door.
 +
 
 +
Limited outcome can overturn wooden or tinny construction.
 +
Standard outcome can affect more solid things, like a log house, car, or brick. Can also wreck anything made to exploit wind power, like sails or windmills.
 +
Great outcome can topple stone constructions or unreinforced concrete, but reinforced concrete structures with rebar will still not be affected.
  
'''Jimmy:'''
+
'''Air Smash'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Flip or push large objects.
  
Just as crude as it sounds.
+
This can do things up to the scale of flipping a car over or overturning a free-standing wall.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Can flip a cloak or skirt.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Tempest Tackle'''
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
+
You can hurl a car, flip a tank, or collapse a house.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can make a fine and potent air attack in melee or at close range.
 +
Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They easily cause broken eardrums, headaches, vertigo, and nosebleeds.
 +
Tackling and buffeting can move targets which may cause a lethal fall.
 +
Focused shockwaves can cut like blades.
  
'''Disintegrate:'''
+
'''Vanishing Gale'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Tempest Tackle, but destroyed targets silently disappear.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
The real difference here is that wrecking things is now silent.  
You also leave less traces, as what you wreck disappears.  
+
You also leave less traces, as what you wreck turns to dust and blows away.  
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
This gets rid of evidence.
  
'''Obliterate:'''
+
'''Aero Annihilation'''
''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.
+
Tempest Tackle over a large area. Level a city bloc or create a sandstorm.
  
 
Rather straightforward, this just scales things up.
 
Rather straightforward, this just scales things up.

Latest revision as of 21:31, 27 November 2024

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Powers (FiD)Fox in the Dark logo

Air is an elemental power that affects gasses, and to a limited extent vacuum.

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, possibly dangerously powerful if used over wide areas.

Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They easily cause eardrums to break, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall. Focused shockwaves can cut like blades.

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. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses.

Air Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Sky Sight
You can sense air creatures and active air powers.
Zephyr Zapper
Dismiss an Air creature. End the effect of an Air power or that affect air.
Zephyr Zeal
Summon an Air creature.
Gate of Gales
Create a portal to a plane of air.
Command Gust Guide
Command Air creatures even if you don't share a language.
Wind Whisper
Have the wind carry your words far away.
Aerial Authority
Command Air creatures as if you were their superior.
Typhoon Tyrant
Permanently bind air creatures to service.
Consort Mist Mantle
Imbue clothes and accessories with air and mist.
Aeromorph
Assume the form of an air creature.
Aerify
Shapechange a willing or helpless creatures into an Air creature.
Sky Hunt
Aerifya number of willing or non-sentient creatures and give them a simple instruction.
Finesse Cloud Cruiser
Ride an air mount or air vehicle.
Misty Melee
A fine and potent Air close-range attack, or give crew Cloud Cruiser.
Flying Carpet
Buffet a vehicle to fly.
Storm Riders
Your crew can ride in the sky.
Hunt Cloud Chaser
You can track a flier, even if they don't leave a mundane trail.
Zephyr Zap
Air attack similar in effect to a fine and potent stun rifle.
Atmospheric Architect
Control wind and weather.
Air Assault
Air attack similar to a fine and potent stun grenade.
Prowl Shroud
Transparent standing still, wind and mist when you move.
Flight
Fly fast but clumsily, not suited to cluttered environments.
Air Circus
Bring allies along when you use Shroud and Flight.
Cloud Walk
Crew fly very fast from one location to another.
Skirmish Air Cushion
Resist Air damage.
Potent Air
Fine and potent melee attack.
Whirlwind
Wind and mist negate scale.
Gale Fury
Gale of blades attack all enemies in an area.
Study Analyze Air
Identify gasses, creatures of Air, and Air powers.
Air Lore
Learn the powers and abilities of gasses you analyze.
Air Echo
Read the past events of a gas container.
Omniscient Air
Air Lore in a wide area.
Survey Detect Air
Sense air, Air creatures, and powers.
Eye of Air
Choose air that you have detected; perceive as if you were at that spot.
Aero Scout
Choose a location or creature. You gain an Eye of Air at the nearest suitable space of air.
Omnipresent Air
You perceive from all air at once over a wide area.
Sway Aero Ear
Understand Air creatures and learn learn the objectives of air creatures.
Aeromancy
Crew can communicate with air creatures. Influence folk to be inspired and flexible.
Aerial Urge
Post a suggestion in the mind of an air creature.
Air Implantation
Permanently change the personality and motivations of air creatures.
Tinker Bellows
Handle air and gases as bellows or a fan, air pump, or compressor.
Weave Wind
Shape gases and vacuum, and they will retain their new shape.
Aeromorphosis
Create air out of nothing, transform air into matter of another power.
Skyshaper
Weave Wind on a huge scale, affecting the weather or air of an entire region.
Wreck Air Smash
Flip or push large objects.
Tempest Tackle
Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.
Vanishing Gale
Tempest Tackle and destroyed targets silently disappear.
Aero Annihilation
Tempest Tackle over a large area. Level a city bloc or make a sandstorm.

Expanded Air Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depends on what happens around you when you do it, but more powerful effects may have direct consequences. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Sky Sight You can sense air creatures and active air powers.

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. Limited outcome suffices against a creature you can clearly see. You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you cannot try again.

Zephyr Zapper Dismiss an Air creature. End the effect of an Air power or that affect air.

Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up. If a powerful creature resists being dismissed your position is at least risky.

Forcing an Air spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers.

Dispelling is usually easier. You can dispel any air power and powers affecting Air creatures. You cab force an Air Spirit to materialize. Dispelling can be used as a defense against others' use of Air powers, or it can be used to break a continuing effect.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. Normally improves the position of the supported action.

When used directly, the effect is usually limited, simply removing a capacity from the target, unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can have a better effect.

When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Zephyr Zeal Summon an Air creature.

Summon a creature from a place of Air. This can bring you a group of allies to fight or labor for you, giving you scale. Summons can use simple Air effects and maintain Air powers you have created. They can also give advice and information related to air. In general, you can summon generic creatures one tier lower than yourself without having to do a flashback. Such a creature is similar to a gang member in ability.

To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number, a blueprint, or a block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

Summoned creatures generally come in two types, elementals and creatures with powers.

An elemental is a simple creature made up of air. Most elementals have animal intelligence, and often take the shape of animals such as birds, tough clouds, whirlwinds, and humanoid forms are also common.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional Air powers. A landbound creature with Air powers might be able to fly. Creatures with both Air and Electricity powers are common, such as the thunderbird. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.

Depending on your degree of outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard outcome allows you to ask for any service appropriate to the type of creature. Air elementals are flexible, but have little staying power, they don't like extended tasks. They don't mind dangerous tasks such as combat if they can be completed quickly.

Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. An air creature might agree to power your ship but not your submarine. Lengthy service also requires great outcome, like summoning the creature to guard a treasure, and an Air creature is likely to stray.

The position is usually risky. The creature is being forced to serve and might lash out. Typical consequences are:

  • The creature strikes out at you once.
  • The creature breaks things around you, demands concessions from you.
  • Overly literal interpretations of your commands.
  • The creature deliberately does its tasks poorly.
  • A tightwire struggle to keep the creature under control

Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.

Gate of Gales Create a portal to a plane of air.

This is situational, but vital in exceptional circumstances. The plane of air is usually seen as just empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas.

There are things that are possible to do on the plane of Air that are not allowed in the regular world, most Air 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 Air, but if they affect creatures there the effect may remain when you return to the mundane world.

Gate of Gales can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

Using a gate is usually played out as a score, which means there is an engagement roll. Depending on how quickly the matter is resolved, the game master may require a separate use of the power to return home. If you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually Desperate. Once you have established a connection to a certain place or an audience with a certain creature, you can usually do so again from a controlled position.

Command

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

Gust Guide Command Air creatures even if you don't share a language.

You can command Air creatures, and they will understand you, but you cannot understand them unless you normally could. This does not grant you any additional authority, but alien creatures may be so surprised that they can understand you that they have a positive attitude.

This is useful for intimidating creatures under your power and commanding foreign or alien subordinates. Combined with the basic power of Sway, it allows two-way communication. Many Air elementals and Air animals are not intelligent enough to speak, but they can understand you when you use this power. Such creatures will often accept your commands as they identify you as one of them.

Wind Whisper Have the wind carry your words far away.

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 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. Targets will see you as an officer, professional superior, alpha, or other leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicts with their established loyalties. Orders that go with the nature of targets are more effective. Asking Air creatures to just fly off is easier (needs less outcome) than telling them to act disciplined and persistent.

Limited outcome might result in a creature not doing what it might not have done anyway, acting on whimsy . Standard outcome makes the creature do what it should, but in a way you decide, like a bird carrying a message or an elemental causing a gust of wind. Air creatures are scrappy and won't mind a fair fight. Great outcome means targets will ignore their normal routine and go out of their way to please you, like fleeing from a fight, staying on a task, or acting humble or servile.

The position depends on the creatures' actual relationship to you. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions. Ordering a creature that sees itself as your superior is a desperate position

Typhoon Tyrant Permanently bind air creatures to service.

This won’t work unless you are already in a position of power. The effect is similar to Aerial Authority but potentially permanent. A creature might 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. Tedious or regulated tasks may get done, but randomly and without discipline.

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to 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.

Mist Mantle Imbue clothes and accessories with air and mist.

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

Aeromorph Assume the form of an air creature.

This is a true physical transmutation. 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.

Aeromorph 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 effects intrinsically. 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.

Aerify Shapechange a willing or helpless creature into an Air creature.

This is Aeromorph applied to another creature. 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 Aeromorph.

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.

Sky Hunt Aerify a number of willing or non-sentient creatures and give them a simple instruction.

This is where Consort becomes a combination of the Aeromorph and Zephyr Zeal effects. Instead of summoning a host of allies, 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 is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, like the seagulls from Finding Nemo.

Finesse

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

Cloud Cruiser Ride an air mount or air vehicle.

This allows you to use Finesse with Air mounts and vehicles you are not familiar with. You can bypass simple locks, but not more serious security. You can ride 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.

Misty Melee A fine and potent Air close-range attack, or give crew Cloud Cruiser.

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 lethal fall. This substitutes for equipment, fine and potent finesse weapon is just as effective at pure damage. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Alternatively, you can give your entire crew the Crowd Cruiser effect.

Flying Carpet Buffet a vehicle to fly

Control 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 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.

Storm Riders Your crew can ride in the sky.

Mounts and vehicles you and your crew use can fly in the sky, avoiding terrain. You travel at wind speed, and can control the local winds up to hurricane strength (30 m/s or 100 kph) at low level, up to three times as fast at high altitude.

Hunt

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

Cloud Chaser 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.

Zephyr Zap Air attack similar in effect to a fine and potent stun rifle.

Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally effective at doing damage.

Atmospheric Architect Control wind and weather.

Control wind and weather. This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors. This does not inflict any direct damage. You normally cover a single room indoors or a city block outdoors, but you can expand the area by spending additional time, changing the weather as far as you can see in 15 minutes and regional weather in an hour.

Wavering Winds Control local weather.

Control the local weather, about a block outdoors or a room of any size indoors. This can cause mist, winds, and rain, tough the effects are muted indoors. Usually used as a setup, but may also change how people act in reaction to the environment—rain or snow are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.

Air Assault: Air attack similar to a fine and potent high-explosive grenade.

An escalation of Potent Snipe. Less precise, this affects all creatures at a location. Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.

Prowl

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

Shroud Transparent standing still, wind and mist when you move.

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.

Flight Fly fast but clumsily, not suited to cluttered environments.

This is fast but clumsy, it is much easier to fly at speed than it is to hover. 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.

Air Circus Bring allies along when you use Shroud and Flight.

Cloud Walk Crew fly very fast from one location to another.

Unlike most apex Prowl effects, 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. You can adjust where you go once you come nearer to your destination.

Skirmish

Air Skirmish Resist Air damage.

Absorb Air energies. This allows you to ignore harm from Air powers, falls, and loose objects blown into you or falling on you. Roll Skirmish when subject to such harm. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Potent Air Fine and potent melee attack.

This has the same effectiveness as a dueling melee weapon or pistol. 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. Focused shockwaves can cut like blades.

Whirlwind Wind and mist confuse movement and negate scale.

This hinders cooperation and prevents the use of scale. Consequences include having your own movement and your crew's cooperation hindered. You can also make a Potent Air attack against a single target as a part of this effect.

Gale Fury Gale of blades attack all enemies in an area.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you can also make Potent Air attacks to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with Air to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is Controlled. In the middle of a fight or when pinned down the position might be Desperate.

Analyze Air Identify gases, creatures of Air, and Air powers.

This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.

Air Lore Learn the powers and abilities of gases you analyze.

You learn of any powers or special abilities the target has. This includes actual rules and game effects.

Air Echo Read the past events of a gas container.

The problem with reading the past of gasses is that they are not static things. Air and gasses drift around. The easiest case is a closed room or gas container; the gas inside remains the same. Other things you can read the past of are weather phenomena such as a squall, thunderhead, cloud, fog bank and such—all rather temporary.

The information you gain includes how the object has moved moved as well as significant scenes from its history. The power zooms in on events of interest to you.

Omniscient Air Air Lore in a wide area.

Provides a detailed view of events involving air and gases as far as you can see, pinpointing locations of interest like ventilation ducts and clouds of particular gasses. You can then use Air Echo to learn the history of up to three such locations.

Survey

Perceive and locate air, gasses, and Air creatures. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.

Detect Air Sense air, Air creatures, and powers.

This is a basic spotting power, selectively sensing things related to air. Decide if you are looking for air, a particular gas, Air creatures in general, or a specific type of Air creature.

The clearer your image of what you are looking for, the better.

Detecting air gives a rough estimate of negative space, detecting hollows in other materials, but the power is to imprecise to detect breathing.

Eye of Air Choose air that you have detected; perceive as if you were at that spot.

You move your perception to a spot of air or other gas and sense as if you were at that spot as long as you maintain concentration. You view from the vantage point of the phenomena, which is highly useful when cloud watching. You still sense things at your actual location, but only very dimly

Aero Scout Choose a location or creature. You gain an Eye of Air at the nearest space of air, which is usually right on top of the target.

Similar to Eye of Air but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a some air, which is often uncomfortably close. Fails if no suitable viewpoint is available.

Omnipresent Air You perceive from all air at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across a huge volume of air. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. This is harder if the air is closed off or must pass a narrow passage to give you access. It's challenging for targets to hide unless they are aware of the need to conceal themselves and what kind of sense they have to hide from. Hiding from Omnipresent Air requires that you get away from the air, such as underwater or buried in earth.

Sway

Communicate, mesmerize, and manipulate Air creatures. Position and effect are determined normally, depending on the situation and your relation to listeners.

Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.

Aero Ear Understand Air creatures and learn the objectives of air creatures.

You can gauge the mood and motivations of Air creatures and understand what they are saying. This does not allow you to be understood. Used together with Command Air: Gust Guide, this allows full communication.

Aeromancy Crew can communicate with air creatures. Influence folk to be inspired and flexible.

This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority. In addition, you can spread an airy mood in any intelligent creature, making them inspired and flexible.

Aerial Urge Post a suggestion in the mind of an air creature.

This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a situation you specify.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a irregular soldier to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Air Implantation Permanently change the personality and motivations of air creatures.

This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power—you cannot make an Air creature love a strict routine or to be underground or underwater. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create air. Things made out of air don't last unless you force them to. Instead you do dynamic things, like create wind or smoke.

The position depends on how quiet your workplace is and how much time you have to work with. The outcome determines the effectiveness of your construction, but also how long it will last. Devices that are more powerful are harder to contain, and thus wont last as long. Much shaping will only be good for a single scene, but if your outcome surpasses that required for the effect you want, you can stretch the duration until the end of the score.

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

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

Bellows Handle air and gases as bellows or a fan, air pump, or compressor.

This mainly substitutes for tools, up to a small workshop. The things you do only last as long as you keep maintaining them. The exception is that you can create or dissipate mist and wind and that will last until nature re-creates them.

Weave Wind Shape gases and vacuum, and they will retain their new shape.

This is where you can work with air and the effects last at least a while. You can create wind, whirls, dust devils, and even complex air streams that follow paths you set up that could not occur naturally. This may allow you to set up traps or devices that would normally require extensive equipment.

Aeromorphosis Create air out of nothing, transform air into matter of another power.

This is two distinct effects. The first allows you to create air out of nothing. This can be fairly complex, to the level of fine and potent effects, but won't last past the end of a score.

The second can only be used if you know multiple powers. You transmute air into material connected to another power. The result will maintain its form as if affected by Weave Wind. The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows. A door could be changed from wood to air, you then pass through and the door reverts to wood.

A mass of earth can be turned into air to create a pit, and then turn back to earth to trap those who fall into that pit.

Skyshaper Weave Wind on a huge scale, affecting the weather or air of an entire region.

This is where you can affect the entire sky and really change the weather, create, or change the atmosphere of a city or small asteroid. This is much harder if the volume of gas is subdivided into smaller spaces, you cannot change all the air in a ship that is compartmentalized into many separate volumes.

Wreck

Air wrecking differ from most other powers in that you don't destroy air so much as using air to wreck other things. Air lacks precision in wrecking but can noisily smash even very large things. Air can easily wreck large things susceptible to high winds. Flipping a car and moving a single brick are about as hard. Collapsing an entire wooden building is easier than breaking a specific door.

Limited outcome can overturn wooden or tinny construction. Standard outcome can affect more solid things, like a log house, car, or brick. Can also wreck anything made to exploit wind power, like sails or windmills. Great outcome can topple stone constructions or unreinforced concrete, but reinforced concrete structures with rebar will still not be affected.

Air Smash Flip or push large objects.

This can do things up to the scale of flipping a car over or overturning a free-standing wall. Can flip a cloak or skirt.

Tempest Tackle Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.

You can hurl a car, flip a tank, or collapse a house. You can make a fine and potent air attack in melee or at close range. Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They easily cause broken eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall. Focused shockwaves can cut like blades.

Vanishing Gale Tempest Tackle, but destroyed targets silently disappear.

The real difference here is that wrecking things is now silent. You also leave less traces, as what you wreck turns to dust and blows away. This gets rid of evidence.

Aero Annihilation Tempest Tackle over a large area. Level a city bloc or create a sandstorm.

Rather straightforward, this just scales things up.