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{{FiD}}
{{FiD-Powers}}Air is an elemental power that affects gasses, weather, flying animals, and elemental creatures and spirits of Air..  
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]].
Air is an elemental power that affects gasses, and to a limited extent vacuum.  


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


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


== Air Abilities ==
{| class="wikitable"  
{| class="wikitable"  
|align="center" | '''Action'''  
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
|align="center" valign=bottom | '''Apex'''    
|- 
|valign=bottom | '''Dice '''
|align="center" valign=bottom | —   
|align="center" valign=bottom | Minimum 2d
|align="center" valign=bottom | Minimum 4d 
|align="center" valign=bottom | Minimum 6d      
|-
|valign=bottom | '''Stress'''
|align="center" valign=bottom | Avoid fumble (2+).
|align="center" valign=bottom | Succeed (4+).
|align="center" valign=bottom | Full success (6).
|align="center" valign=bottom | Critical (2 sixes).
|-
|-
|align="left" valign="top" | '''Attune'''
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can sense air creatures and active air powers.  
|valign="top"| '''[[#Zephyr Sight|Zephyr Sight]]''' <br> Sense Air.
|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.
|valign="top"| '''[[#Zephyr Zapper|Zephyr Zapper]]''' <br> Dismiss 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.
|valign="top"| '''[[#Zephyr Seal|Zephyr Seal]]''' <br> Summon Air.
|valign="top"| '''Gate'''     <br> You can create a portal that allows travel to and from the plane of air.  
|valign="top"| '''[[#Zephyr Shift|Zephyr Shift]]''' <br> Gate to a plane of Air.
|-
|-
|align="left" valign="top" | '''Command'''
|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.
|valign="top"| '''[[#Aerial Ask|Aerial Ask]]''' <br> Authority of Air.
|valign="top"| '''Translate'''   <br> You and allies can speak to air creatures.  
|valign="top"| '''[[#Aerial Ambience|Aerial Ambience]]''' <br> Air signaling.
|valign="top"| '''Authority'''   <br> You can give commands to air creatures, as if you were their superior. Existing loyalties may cause conflicts.  
|valign="top"| '''[[#Aerial Authority|Aerial Authority]]''' <br> Command Air.
|valign="top"| '''Enslave '''   <br> You can permanently bind air creatures to service. Unless affected by other power effects, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
|valign="top"| '''[[#Aerial Ascent|Aerial Ascent]]''' <br> Bind Air creatures.
|-
|-
|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.  
|valign="top"| '''[[#Mist Mantle|Mist Mantle]]''' <br> Accessories with Air.
|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.
|valign="top"| '''[[#Mist Mutation|Mist Mutation]]''' <br> Assume a form of Air.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
|valign="top"| '''[[#Mist Murk|Mist Murk]]''' <br> Mist Mutation others.
|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.
|valign="top"| '''[[#Mist Murmur|Mist Murmur]]''' <br> Mist Mutation servants.
|-
|-
|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.  
|valign="top"| '''[[#Cloud Cruiser|Cloud Cruiser]]''' <br> Ride Air.
|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.
|valign="top"| '''[[#Cloud Circle|Cloud Circle]]''' <br> Fine and Potent attack.
|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.  
|valign="top"| '''[[#Cloud Control|Cloud Control]]''' <br> Precise Air control.
|valign="top"| '''Surge'''             <br> You create a storm of air blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
|valign="top"| '''[[#Cloud Canopy|Cloud Canopy]]''' <br> Long-distance flight.
|-
|-
|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.  
|valign="top"| '''[[#Shot Snare|Shot Snare]]''' <br> Track through Air.
|valign="top"| '''Fine Ranged Attack''' <br> You can use air to attack, similar in effect to a fine and potent stun rifle. You can buff a ranged weapon to become fine and potent.
|valign="top"| '''[[#Shot Shock|Shot Shock]]''' <br> Air snipe.
|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.
|valign="top"| '''[[#Shot Shroud|Shot Shroud]]''' <br> Control 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.
|valign="top"| '''[[#Shot Shatter|Shot Shatter]]''' <br> Air area attack.
|-
|-
|align="left" valign="top" | '''Prowl'''
|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.
|valign="top"| '''[[#Silent Shroud|Silent Shroud]]''' <br> Aerial stealth.
|valign="top"| '''Flight''' <br>     You can fly. This is fast but clumsy, not really suited to cluttered environments.
|valign="top"| '''[[#Slippery Shroud|Slippery Shroud]]''' <br> Slow and sinuous flight.
|valign="top"| '''Air Circus''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
|valign="top"| '''[[#Shared Shroud|Shared Shroud]]''' <br> Crew Silent or Slippery Shroud.
|valign="top"| '''Cloud Walk''' <br> You and allies can fly very fast from one location to another in the same region.
|valign="top"| '''[[#Sheltered Shroud|Sheltered Shroud]]''' <br> Escape by Air.
|-
|-
|align="left" valign="top" | '''Skirmish'''
|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.  
|valign="top"| '''[[#Whirl Whorl|Whirl Whorl]]''' <br> Resist Air damage.
|valign="top"| '''Potent Air''' <br>   Same as Air Skrimish, except the weapon is fine and potent.
|valign="top"| '''[[#Whirl Whip|Whirl Whip]]''' <br> Fine and Potent 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.
|valign="top"| '''[[#Whirl Wrath|Whirl Wrath]]''' <br> Gain Scale.
|valign="top"| '''Gale Fury''' <br>   Your power strikes out in all directions, attacking all enemies in a wide area.
|valign="top"| '''[[#Whirl Work|Whirl Work]]''' <br> Group action.
|-
|-
|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.  
|valign="top"| '''[[#Ambient Awareness|Ambient Awareness]]''' <br> Identify Air.
|valign="top"| '''Air Lore'''       <br> You know the powers and abilities of something you analyze.
|valign="top"| '''[[#Ambient Analysis|Ambient Analysis]]''' <br> Analyze Air.
|valign="top"| '''Air Echo'''       <br> You can read the past events of something you analyze. This includes past ownership, movement history, and significant events.
|valign="top"| '''[[#Ambient Echo|Ambient Echo]]''' <br> Read the past of Air.
|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.
|valign="top"| '''[[#Ambient Omniscience|Ambient Omniscience]]''' <br> Analyze an 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.
|valign="top"| '''[[#Aero Awareness|Aero Awareness]]''' <br> Sense Air.
|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.
|valign="top"| '''[[#Aero Eye|Aero Eye]]''' <br> Perceive from Air.
|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.
|valign="top"| '''[[#Aero Acuity|Aero Acuity]]''' <br> Watch a creature.
|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.
|valign="top"| '''[[#Aero Omnipresence|Aero Omnipresence]]''' <br> Perceive from all Air.
|-
|-
|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.  
|valign="top"| '''[[#Breath Bearing|Breath Bearing]]''' <br> Understand 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.
|valign="top"| '''[[#Breath Borne|Breath Borne]]''' <br> Crew speak with Air.
|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.
|valign="top"| '''[[#Breath Bender|Breath Bender]]''' <br> Suggest Air creatures.
|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.
|valign="top"| '''[[#Breath Binder|Breath Binder]]''' <br> Bind 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.
|valign="top"| '''[[#Pressure Press|Pressure Press]]''' <br> Air tools.
|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.  
|valign="top"| '''[[#Pressure Process|Pressure Process]]''' <br> Air shaping.
|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.
|valign="top"| '''[[#Pressure Precision|Pressure Precision]]''' <br> Transmute Air.
|valign="top"| '''Skyshaper'''     <br> You can do create effects on a huge scale, affecting the weather or air of an entire region.
|valign="top"| '''[[#Pressure Production|Pressure Production]]''' <br> Transform the sky.
|-
|-
|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.  
|valign="top"| '''[[#Tempest Tackle|Tempest Tackle]]''' <br> Tackle light objects.
|valign="top"| '''Air Smash'''         <br> Similar to Gust Shove but stronger. Works as a fine potent sledgehammer in combat. Noisy.
|valign="top"| '''[[#Tempest Tear|Tempest Tear]]''' <br> Collapse structures.
|valign="top"| '''Vanishing Gale'''   <br> Similar to Air Smash, but destroyed targets silently disappear or are reduced to a fine dust.
|valign="top"| '''[[#Tempest Twist|Tempest Twist]]''' <br> Silent Tempest Tear.
|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.  
|valign="top"| '''[[#Tempest Torrent|Tempest Torrent]]''' <br> Tempest Tear over an Area.
|}
|}


== Expanded Air Powers ==
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This is the pattern that most powers follow.
 
You can refer to this when interpreting how powers should work.
== Expanded Air Abilities ==
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 Air beings and phenomena as well as from the plane of Air.


'''Perceive:'''
The consequences usually depends on what happens around you when you do it, but more powerful abilities may have direct consequences in and of themselves.
''You can detect creatures and power use tied to your power.  
Especially summoning and dismissing can create openings for the target to hurt you.


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.
==== Zephyr Sight====
Naturally, this gets more difficult as the creature is more heavily obscured.
Sense Air.
This reduces effect.
The position usually starts controlled, with the usual consequence that you cannot try again.


'''Dismiss:'''
{{ : Include Attune Basic Detect Powers (FiD) }}
''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.


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.
==== Zephyr Zapper ====
The consequences of this depends entirely on what happens around you when you do it.
Dismiss Air.
If a powerful creature resists being dispelled, its obviously dangerous.
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.


Dispelling is usually easier, but not always.
You can dispel any Air power and powers affecting Air creatures or phenomena, such as weather. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
Most powers only dispel effects of their own power.
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:'''
==== Zephyr Seal ====
''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.
Summon Air.


What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
''Creatures of Air:''
This is usually a parallel world or plane of existence, dominated by your power.
Air creatures you can summon come in three types — spirits, elementals, and creatures with powers.  
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.
Air spirits are immaterial guardians and exemplars of air and its virtues of heroic freedom.  
They can also give advice and information related to their power.
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.


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


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


Spirits generally come in three types, elementals, spirits, and creatures with powers.
{{ : Include Attune Summon (FiD) }}


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.
==== Zephyr Shift ====
An elemental is a simple creature totally dominated by its power.
Gate to a plane of Air.
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.
This is situational, but vital when needed.  
They can use sophisticated power effects and usually have an agenda of their own.
The plane of air can be empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas, with a focus on the sky, not the ground beneath.  
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.


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.
{{ : Include Attune Gate (FiD) }}
A fire dragon is impossibly large, flies, and breathes fire.
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.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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.


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


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.
==== Aerial Ask ====
Authority of Air.


The position is usually risky. The creature is being forced to serve and might lash out.
You can create light atmospheric effects such as a mist, gathering clouds, and distant thunder to heighten your authority, giving leverage similar to what could be a achieved by displaying a weapon but provoking less ire.  
Typical consequences are:
Creatures of Air see you as one of them.
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.
Overly literal interpretations of your commands.
The creature deliberately does its tasks poorly.


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.
==== Aerial Ambience ====
Air signaling.


Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
You can communicate with creatures and places far away.
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.
The wind will carry them to a person or place, repeat them for some time, and carry a message back to you.
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.  
Air is conductive to communication and this power usually works as long as a path of air exists between you and the target.


'''Gate:'''
==== Aerial Authority ====
''You can create a portal that allows travel to and from the plane of your power for a limited time.
Command Air.


This is rarely useful, but can be under exceptional circumstances.  
Command Air creatures as if you were their superior.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
You can speak to and understand Air creatures, and they will regard you as a creature of authority, an officer, professional superior, alpha, or other leader type outranking them.
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 allows you to order strangers around and improves initial Effect, but not Position; targets comply without accepting your authority.
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
This does not remove existing loyalties, which may lead to conflict. 
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.
Understanding the social order of your targets helps avoid clashes with established hierarchies.


Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
==== Aerial Ascent ====
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
Bind Air creatures.


Using a gate is usually played out as a score, which means there is an engagement roll.  
This won’t work unless you are already in a position of power. The ability is similar to Aerial Authority but permanent.  
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
A creature may still break free over time.  
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.
Strong emotions can also break your control, but otherwise, it lasts until dispelled.
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.


=== Command ===
Commanded Air elementals will take your orders, but continue to be creatures of Air in method and motivation.
Command creatures based on your power with communication and authority.
Tedious or regulated tasks may get done, but randomly and without discipline.
Position and effect is determined normally, depending ion the situation and your relation to 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. 
This still has the normal stress cost.


'''Communicate:'''
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''You can make creatures understand you, but you do not understand them.


This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
=== Consort ===
Combined with the basic power of Sway allows two-way communication.
Consort powers change your form and later that of other creatures.
These powers also allow you to mingle like normal Consort actions do.
This will often give a bonus to initial Effect or improved position or even allow an action that a human could not do.


'''Translate:'''
Consequences might reveal your disguise to some but not all observers or require you to do something uncomfortable to maintain your role.  
You and allies can communicate with creatures based on your power.
More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional creating dangerous expectations.  
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:'''
==== Mist Mantle ====
''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.
Accessories with Air.


This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
You do not physically change yourself, you change your accessorize and outfit.
Creatures of the relevant type will understand your orders.
The initial Effect is usually limited and the position controlled, but some changes might require more effort.


Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
You can use this on your Crew as an Advanced ability.
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.
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.
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
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.
==== Mist Mutation ====
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
Assume a form of Air.
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 is a true physical transmutation, turning you into a creature of air.
''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.
See Attune Air for a description of various Air creatures.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes sense as an Air creature.  


Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
Mist Mutation can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.  
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
Your form may be able to use Basic and Advanced Air abilities  intrinsically, without risking a Stress cost.  
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.
If you turn yourself into an air elemental, flight and wind control become inherent abilities that don't require you to use a power.


=== Consort ===
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.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
Standard outcome can make you a generic creature, very hard to recognize as yourself.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.


'''Mask:'''
==== Mist Murk ====
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
Mist Mutation others.


You do not physically change yourself, you accessorize and change your outfit.
This is Mist Mutation applied to another.  
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
The duration depends of the outcome, limited outcome is very temporary.
Standard outcome lasts for the duration of a score.
Great outcome lasts a long time and potentially become permanent, depending on the the story.
If you also want to make the target unrecognizable, that requires additional outcome, see Mist Mutation .


'''Shapechange:'''
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.
''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.


This is a true physical transmutation.
==== Mist Murmur ====
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
Mist Mutation servants.
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.
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.


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.
{{ : Apex Consort }}
You rating in the improved action increases by one.
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.


''Example
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''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.


'''Transform:'''
=== Finesse ===
''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.
Exercise finesse with your power, manipulating and attacking with precision.
 
This is the shapechange power applied to another creature.
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.
You may have to confront them in several scenes to finally get them to the point where you can transform them.


'''Wild Hunt:'''
==== Cloud Cruiser ====
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
Ride Air.


This is where Consort becomes a combination of the Shapechange and Summon power effects.  
This allows you to use Finesse with Air mounts and vehicles you are not familiar with.
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.
You can bypass simple locks on such vehicles, but not more serious security.
Essentially you turn them into single-minded minions.
You can ride Air beasts even if they are not trained to carry a rider.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
They must still be physically able to carry you.
This is usually used to create a host of goons that will fight and chase for you.  
You can improve wind for sailing and use this along with a large kite to give you somewhat erratic flight.
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.
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.


'''Ride:'''
Air flight is fast but clumsily, not suited to cluttered environments.
''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.
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.


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


'''Duel:'''
==== Cloud Circle====
''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.
Fine and Potent attack.


What this actually does depends on the power used.  
Blades of air can cut.
Fire burns, wind slices, ice pieces or freezes, and so on.
Winds can buffet and twist.  
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
You are good at tackling and moving targets which may cause a fall or delay.
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.
This substitutes for equipment, a Fine and Potent Finesse weapon is just as good at pure damage.
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.


'''Manipulate:'''
==== Cloud Control ====
''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.
Precise Air control.


This allows you to manipulate small amounts of matter governed by your power.  
You can manipulate small volumes of gas in a precise manner.
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.
This can shift away smoke or gas, put out tiny fires, and inflict a momentary lack of air to breathe for a person or combustion engine. {{ Include Finesse Master }}


'''Surge:'''
==== Cloud Canopy ==== 
''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.
Long-distance flight.


You create ans use weapon like Duel above, and also create distractions.
Use Air to push something you can ride on. A carpet is commonly used for this, but you can lift anything light and wide, such as a table or even a light ground vehicle. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.
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 rooftop level, up to ten 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.
It lasts for days and protects against atmospheric conditions, making it suitable for long-distance travel.
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=== Hunt ===
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
Track, attack, and unleash devastating barrages with the power of Hunt Air.  
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:'''
==== Shot Snare ====
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
Track through Air.


You can track a flier, even if they don't leave a mundane trail.
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
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:'''
==== Shot Shock ====
''You can use your power to attack, similar in effect to a fine and potent rifle.
Air snipe.
 
Air attack similar to a Fine and Potent stun rifle.
Sends a missile of compressed air to attack over a long distance.
Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally good at doing damage.


The effect of this action varies depending on the nature of your power.
==== Shot Shroud ====
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
Control weather.
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:'''
Control weather within Range (p. 221).
''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.
You can make the weather clear, still, stormy, rainy, snowy, gusty or other weather that naturally occurs in the area.
This only works outdoors.
The change is dramatic and fast, but still takes a few minutes to manifest.
This does not inflict any direct damage and is usually used as a Set Up, but may also change how people act in reaction to the environment — rain or snow and the like are likely to make people want to stay indoors.


An escalation of Potent Snipe, this affects all enemies in a single location.
==== Shot Shatter ====
The effect is more powerful but less precise.
Air area attack.
This means it does more collateral damage, but no more effect on enemies.
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.


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


Continued escalation, this can create a crater or raze buildings, but creatures are no more or less likely to survive.
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It is no more likely to harm creatures than Potent Snipe or Area Attack, but does so over a wide area.
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 with air is quite powerful, because you can fly and hiding in air is very convenient.
 
==== Silent Shroud ====
Aerial stealth.


'''Reconnaissance:'''
This makes you invisible as long as you stay still.
''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.
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.


This provides you cover to hide in places you ordinarily could not.
==== Slippery Shroud ====
Where you can use this is explained in each specific power.
Slow and sinuous flight.
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:'''
You can fly like a reed on the wind, twirling acrobatically to pass through small openings and winding passages, but slowly, indirectly, and subject to winds.
''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.


Again, each power will explain how it can use this mobility.
==== Shared Shroud ====
Your friends and allies cannot use this unless you employ Travel, which is described later
Crew Silent or Slippery Shroud.


'''Travel:'''
Allows you and your crew to use these powers.
''You can bring allies along when you use Reconnaissance and Maneuver.
Each ally use their own Prowl action.
The result is often a Group Action.


Now you and your allies can Prowl in places where your power is at home.  
==== Sheltered Shroud ====
Escape by Air.


'''Transport:'''
Unlike most Apex Prowl abilities, 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.
Unlike teleport you can adjust where you go once you come near to your destination.


How and where you use this is explained in each power.
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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.
==== Whirl Whorl ====
Resist Air damage.


'''Skirmish Attack:'''
Absorb Air energies. This allows you to extend endurance in aerial environments and to reduce Harm from Air abilities, falls, and loose objects blown into or falling onto you. {{ : Damage Resistance Template (FiD)}}
''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.
==== Whirl Whip ====
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Fine and Potent 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 capacity to Harm as a dueling melee weapon or pistol.
''Same as Skirmish Attack, except the weapon is fine and potent.
Focused shockwaves can cut like blades.
Other Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They causes broken eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall.  


'''Obstruction:'''
==== Whirl Wrath ====
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Whirl Whip in an Area.


This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
Turns you into a one-man army, giving you Scale.
The effect is to deny your enemies the advantage of numbers.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.


'''Flurry:'''
==== Whirl Work ====
''Your power strikes out in all directions, attacking all enemies in a wide area.
Group Action.


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.
This allows you and allies to initiate a Group Action to move swiftly and loftily and when brainstorming or reveling. {{ : Apex Skirmish Include (FiD) }}
 
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=== Study ===
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
Delve into the mysteries of Air and uncover its secrets.


'''Analyze:'''
The Outcome required depends on range.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
* '''Limited Outcome''' for touch.
* '''Standard Outcome''' for line of sight.
* '''Great Outcome''' to reach a target you know of or have some link to, but which is out of line of sight.


'''Research:'''
Consequences may grant knowledge that lacks crucial details or only surface-level understanding, similar to what you might gain from a quick flyover.
''You know the powers and abilities of something you analyze.


'''Hindsight:'''
==== Ambient Awareness ====
''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.
Identify Air.


'''Omniscience:'''
You learn names and mundane information, but not supernatural or exceptional abilities such as those granted by powers.
''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.
 
==== Ambient Analysis ====
Analyze Air.
 
Analyze an Air item, creature, or ability, including cases where Air is affected by another Form. 
You learn of any powers or special abilities the target possesses.
This includes relevant rules information.
 
==== Ambient Echo ====
Read the past of Air.
 
Reading the past of gases is difficult, as they are not static. 
Air and other gases drift and disperse over time.
 
The easiest cases are enclosed spaces or sealed containers, where the gas remains largely consistent. 
In open air, you may read the wind, a cloud, a squall, or areas of relatively static air. 
You can also read the past of weather phenomena such as squalls, thunderheads, clouds, or fog banks, all of which are temporary by nature.
 
The information you gain includes how the target has moved, as well as significant scenes from its history. 
The power focuses on events of interest to you.
 
==== Ambient Omniscience ====
Analyze an Area.
 
You gain a detailed view of events involving gases and Air items, creatures, and abilities within an Area (p. 221), pinpointing locations of interest such as ventilation ducts or clouds of particular gases.
You can then use Ambient Echo to learn the history of up to three such locations.
 
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=== Survey ===
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
Perceive and locate air, gases, and Air creatures.


'''Detect:'''
The Outcome required depends on the target’s concealment.
''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.
* '''Limited Outcome''' can find targets hiding behind cover or in distant places you can only barely see.
* '''Standard Outcome''' can look behind walls and into hard cover.
* '''Great Outcome''' can look into far-away places and locations you did not know existed.


'''Sensor:'''
==== Aero Awareness ====
''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.
Sense Air.


'''Scry:'''
This is a basic spotting ability, selectively sensing things related to Air. 
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
The clearer your mental image of what you are looking for, the better the result. 
Decide whether you are sensing air in general, a particular gas, Air creatures or abilities as a category, or a specific Air creature or ability.


'''Omnipresence:'''
Sensing air can give a rough impression of negative space, revealing large hollows in other materials such as caves or secret doors, but the ability is too imprecise to detect breathing.
''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.
 
==== Aero Eye ====
Perceive from Air.
 
Choose a location that contains air and perceive as if you were present at that spot. 
You move your perception to a volume of air or other gas and sense from that vantage point as long as you maintain concentration. 
You perceive from the perspective of the air itself, which is particularly useful when observing clouds or weather patterns.
 
Air moves, and your point of perception moves with it, drifting along drafts and wakes. 
You continue to sense things at your actual location, but only very dimly.
 
==== Aero Acuity ====
Watch a creature.
 
Similar to Aero Eye, but allows you to focus on a specific creature. 
Your perception automatically shifts to the best available vantage point provided by nearby air, which is often uncomfortably close. 
This ability fails if no suitable viewpoint exists.
 
==== Aero Omnipresence ====
Perceive from all Air.
 
Your senses are enhanced impossibly, as though you were many observers distributed across the vast volume of air within Range (p. 221). 
You form a comprehensive mental image of the Area, revealing numerous details simultaneously.
 
It is difficult for targets to hide unless they are aware of the need to conceal themselves and understand what kind of sense they must hide from. 
Hiding from Aero Omnipresence requires leaving the air entirely, such as by submerging underwater or burying oneself in earth, entering a volume of air beyond the Outcome’s reach, or convincingly mimicking an inconspicuous shape.
 
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=== Sway ===
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
Communicate, mesmerize, and manipulate Air creatures, and imbue the virtues of Air: inspiration, open-mindedness, and flexibility.
Sway creatures based on your power with persuasion and cajoling.
Position and initial Effect are determined normally, depending on the situation and your relationship to the 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.  
==== Breath Bearing ====
You need not select a specific type of creature in advance.
Understand Air creatures.
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.
You can speak with Air creatures and gauge their mood and motivations.
You can also sense when any kind of creature is inspired or open-minded.


'''Communicate:'''
==== Breath Borne ====
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
Crew speak with Air.


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


'''Translate:'''
==== Breath Bender ====
''You and allies can communicate with creatures based on your power.
Suggest Air creatures.


This allows you to use the Sway power to its full effect.  
This is an enhanced use of Sway, allowing you to implant suggestions in Air creatures that trigger under conditions you set.
You are still wheedling unless you also use Command the advanced Command effect.
The power remains subtle until the suggestion activates. 
The target does not remember being influenced.


'''Mesmerize:'''
Besides the normal challenges of Sway powers, untriggered suggestions fade over time depending on your Outcome.
''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.
* '''Limited Outcome''' an hour or so.
* '''Normal Outcome''' lasts for the duration of the score.
* '''Great Outcome''' can last past the end of the score, as makes sense in the story.


Essentially this is an attempt to Sway with two advantages.
==== Breath Binder ====
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.
Bind Air creatures.
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:'''
Permanently change the personality and motivations of Air creatures.
''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.
This power is permanent and blatant, and only works on a creature in your power. 
It alters an Air creature on a deep level, changing its priorities and loyalties.
The target remembers its past, but considers it unimportant compared to its new motivations.


This changes the target on a deep level, changing their loyalties and priorities.
There are limits to this power. You cannot make an Air creature love strict routines or thrive underwater.
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 or circumstances can still break this change, but doing so is very difficult.
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
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=== 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 of air do not last unless you force them to.
Instead, you work dynamically, creating effects such as wind, pressure, or smoke.
{{ : Include Tinker (FiD) }}


'''Handle:'''
==== Pressure Press ====
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
Air tools.


This mainly substitutes for tools, up to a small workshop.  
Handle air and gases as bellows, fans, air pumps, compressors, and similar tools
You are also protected from any dangerous effects of working with the elements of your power.
You can manipulate air on a personal scale, creating currents of air or sheltering a single target from wind.
You can scatter mist or smoke and refresh stale air.


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


You can now do more than normal craft could do.
==== Pressure Process ====
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
Air shaping.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
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.
Shape gases so they retain the form you give them. 
The effect determines the effectiveness of your construction, but also how long it will last.
This is where you shape air and have it hold its shape.
Devices that are more powerful are harder to contain, and thus wont last as long.
You can create wind, whirls, dust devils, and complex air streams that follow paths you define, even when those paths could not occur naturally.
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 may allow you to craft traps or devices that would normally require extensive equipment.
''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.
==== Pressure Precision ====
Transmute Air.


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.  
Create air out of nothing, or transform air into matter of another Form.
The result will maintain its form as if affected by the Shape ability.
These are two distinct abilities.
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:'''
The first allows you to create air from nothing. 
''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.
The result may be complex, up to the level of '''Fine''' and '''Potent''' effects, but it does not last beyond the end of a score.


Pretty self-explanatory, this si Create on a larger scale.
The second ability can only be used if you know multiple Forms. 
This is useful for equipping a large band or building something large out of nothing.
You transmute air into material associated with another Form. 
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.
The result retains its shape as if affected by Pressure Process.
 
This allows you to transform complex objects that retain their form and function as far as their new material permits. 
For example, by combining this with Plant, a wooden door can be transformed into mist to pass through, then revert to wood. 
A mass of earth can be turned into air to create a pit, then turned back into earth to trap those who fall into it.
 
==== Pressure Production ====
Transform the sky.
 
Pressure Process on a massive scale, affecting the air and weather of an entire region.
You can influence the whole sky, dramatically altering weather patterns or changing the atmosphere of a city or estate.
 
This is much harder if the volume of gas is subdivided into smaller, sealed spaces; for example, you cannot easily change all the air in a ship divided into many compartments. 
You can also use this ability to create large volumes of gases on an industrial scale.
 
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=== Wreck ===
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
You destroy air or gases, or render them unsuitable for breathing or other specific purposes.
 
You wield Air as a destructive force. 
Air lacks precision when wrecking, but it can noisily smash even very large structures. 
Objects susceptible to high winds and air pressure are especially vulnerable. 
Flipping a car and moving a single brick are roughly equally difficult. 
Collapsing an entire wooden building is easier than breaking a barred door.
 
* '''Limited Outcome''' can overturn light construction, such as wood-frame buildings, vehicles, or tin structures.
* '''Standard Outcome''' can damage sturdier targets, such as log houses or metal scaffolding, and wreck wind-powered structures like sails or windmills.
* '''Great Outcome''' can topple stone walls and unreinforced concrete, but solidly anchored stone and reinforced concrete with rebar are not affected.
 
==== Tempest Tackle ====
Tackle light objects.
 
You can affect targets up to the scale of flipping a car or overturning a free-standing wall, as well as large but lightweight structures such as sails or billboards. 
On a small scale, you can flip a cloak or skirt. 
You can also make air stale or unpleasant.
 
As a personal weapon, this can cause ruptured eardrums, headaches, vertigo, and nosebleeds. 
Tackling and buffeting can move targets, potentially causing them to fall.
 
==== Tempest Tear ====
Collapse structures.
 
You can noisily rip apart a car or collapse a house.
 
You can make a '''Fine''' and '''Potent''' Air attack in melee or at close range. 
Air attacks buffet and toss opponents, making them effective against fliers and useful for distraction and delay, but less effective at precise damage. 
Focused shockwaves can cut like blades.


'''Jimmy:'''
You can also corrupt air, rendering it unsuitable for a specific purpose, such as breathing, flying, or fueling a fire.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.


Just as crude as it sounds.
This works as a Fine, Potent sledgehammer in combat.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.


'''Smash:'''
==== Tempest Twist ====
''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.
Silent Tempest Tear.


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.  
The key difference is that wrecking becomes silent.
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
You leave fewer traces, as destroyed material is reduced to dust and blown away, removing most physical evidence.


'''Disintegrate:'''
You can create a small volume of vacuum and maintain it with concentration. 
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Living creatures caught in a vacuum do not die immediately, but have only seconds before losing consciousness and will die within minutes without rescue.


The real difference here is that wrecking things is now silent when you have the right power.
==== Tempest Torrent ====
You also leave less traces, as what you wreck disappears.
Tempest Tear over an Area.
This can also be used to get rid of evidence, as long as that evidence matches your power.


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


Rather straightforward, this just scales things up.
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Latest revision as of 15:49, 13 February 2026

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

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

Air powers deal with gases and atmospheric conditions such as wind, precipitation and cloud formations. It can be quite useful in that it can alter the battlefield itself, rather than the abilities of the combatants, evening the odds in an unfair fight by preventing the use or overwhelming odds or allowing escape from a hopeless battle. It is most practical when invoked over a small area, dangerously powerful if used over wide areas.

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

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

Air Abilities

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

Attune

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

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

Zephyr Sight

Sense Air.

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

Zephyr Zapper

Dismiss Air.

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

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

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

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

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

Zephyr Seal

Summon Air.

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

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

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

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

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

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

Summoning a Creature

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

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

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

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

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

Zephyr Shift

Gate to a plane of Air.

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

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

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

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Command

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

Aerial Ask

Authority of Air.

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

Aerial Ambience

Air signaling.

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

Aerial Authority

Command Air.

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

Aerial Ascent

Bind Air creatures.

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

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

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Consort

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

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

Mist Mantle

Accessories with Air.

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

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

Mist Mutation

Assume a form of Air.

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

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

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

Mist Murk

Mist Mutation others.

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

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

Mist Murmur

Mist Mutation servants.

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

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

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Finesse

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

Cloud Cruiser

Ride Air.

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

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

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

Cloud Circle

Fine and Potent attack.

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

Cloud Control

Precise Air control.

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

Cloud Canopy

Long-distance flight.

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

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Hunt

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

Shot Snare

Track through Air.

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

Shot Shock

Air snipe.

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

Shot Shroud

Control weather.

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

Shot Shatter

Air area attack.

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

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Prowl

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

Silent Shroud

Aerial stealth.

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

Slippery Shroud

Slow and sinuous flight.

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

Shared Shroud

Crew Silent or Slippery Shroud.

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

Sheltered Shroud

Escape by Air.

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

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Skirmish

Whirl Whorl

Resist Air damage.

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

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

Whirl Whip

Fine and Potent attack.

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

Whirl Wrath

Whirl Whip in an Area.

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

Whirl Work

Group Action.

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

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

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Study

Delve into the mysteries of Air and uncover its secrets.

The Outcome required depends on range.

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

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

Ambient Awareness

Identify Air.

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

Ambient Analysis

Analyze Air.

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

Ambient Echo

Read the past of Air.

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

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

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

Ambient Omniscience

Analyze an Area.

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

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Survey

Perceive and locate air, gases, and Air creatures.

The Outcome required depends on the target’s concealment.

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

Aero Awareness

Sense Air.

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

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

Aero Eye

Perceive from Air.

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

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

Aero Acuity

Watch a creature.

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

Aero Omnipresence

Perceive from all Air.

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

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

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Sway

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

Breath Bearing

Understand Air creatures.

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

Breath Borne

Crew speak with Air.

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

Breath Bender

Suggest Air creatures.

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

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

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

Breath Binder

Bind Air creatures.

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

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

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Tinker

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

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

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

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

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

Pressure Press

Air tools.

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

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

Pressure Process

Air shaping.

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

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

Pressure Precision

Transmute Air.

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

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

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

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

Pressure Production

Transform the sky.

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

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

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Wreck

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

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

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

Tempest Tackle

Tackle light objects.

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

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

Tempest Tear

Collapse structures.

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

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

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

This works as a Fine, Potent sledgehammer in combat.

Tempest Twist

Silent Tempest Tear.

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

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

Tempest Torrent

Tempest Tear over an Area.

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

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