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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..  
{{FiD-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.  
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.
They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
Tackling and buffeting can move targets which may cause a lethal fall.
Buffeting can move or trip targets which buys time and may cause a fall.
Focused shockwaves can cut like blades.  
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"| '''Sky Sight'''     <br> You can sense air creatures and active air powers.  
|valign="top"| '''[[#Zephyr Sight|Zephyr Sight]]''' <br> Sense Air.
|valign="top"| '''Zephyr Zapper''' <br> Dismiss an Air creature. End the and effect of Air or that affect air.
|valign="top"| '''[[#Zephyr Zapper|Zephyr Zapper]]''' <br> Dismiss Air.
|valign="top"| '''Zephyr Zeal'''   <br> Summon an Air creature.
|valign="top"| '''[[#Zephyr Seal|Zephyr Seal]]''' <br> Summon Air.
|valign="top"| '''Gate of Gales''' <br> Create a portal to a 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"| '''Gust Guide'''       <br> Command Air creatures even if you don't share a language.
|valign="top"| '''[[#Aerial Ask|Aerial Ask]]''' <br> Authority of Air.
|valign="top"| '''Wind Whisper'''     <br> Have the wind carry your words far away.  
|valign="top"| '''[[#Aerial Ambience|Aerial Ambience]]''' <br> Air signaling.
|valign="top"| '''Aerial Authority''' <br> Command Air creatures as if you were their superior.  
|valign="top"| '''[[#Aerial Authority|Aerial Authority]]''' <br> Command Air.
|valign="top"| '''Typhoon Tyrant'''   <br> Permanently bind air creatures to service.
|valign="top"| '''[[#Aerial Ascent|Aerial Ascent]]''' <br> Bind Air creatures.
|-
|-
|align="left" valign="top" | '''Consort'''  
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mist Mantle''' <br> Imbue clothes and accessories with air and mist.  
|valign="top"| '''[[#Mist Mantle|Mist Mantle]]''' <br> Accessories with Air.
|valign="top"| '''Aeromorph ''' <br> Assume the form of an air creature.
|valign="top"| '''[[#Mist Mutation|Mist Mutation]]''' <br> Assume a form of Air.
|valign="top"| '''Aerify'''     <br> Shapechange a willing or helpless creatures into an Air creature.
|valign="top"| '''[[#Mist Murk|Mist Murk]]''' <br> Mist Mutation others.
|valign="top"| '''Sky Hunt'''   <br> Aerifya number of willing or non-sentient creatures and give them a simple instruction.
|valign="top"| '''[[#Mist Murmur|Mist Murmur]]''' <br> Mist Mutation servants.
|-
|-
|align="left" valign="top" | '''Finesse'''  
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Cloud Cruiser''' <br> Ride an air mount or air vehicle.  
|valign="top"| '''[[#Cloud Cruiser|Cloud Cruiser]]''' <br> Ride Air.
|valign="top"| '''Misty Melee'''   <br> A fine and potent Air close-range attack, or give crew Cloud Cruiser.
|valign="top"| '''[[#Cloud Circle|Cloud Circle]]''' <br> Fine and Potent attack.
|valign="top"| '''Gust Guide'''   <br> Fine manipulation of air: tiny whirlwinds and local pressure can push a buttons and objects.  
|valign="top"| '''[[#Cloud Control|Cloud Control]]''' <br> Precise Air control.
|valign="top"| '''Storm Swipe'''   <br> A storm of Air blades, suppressing scale 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"| '''Cloud Chaser'''         <br> You can track a flier, even if they don't leave a mundane trail.  
|valign="top"| '''[[#Shot Snare|Shot Snare]]''' <br> Track through Air.
|valign="top"| '''Zephyr Zap'''           <br> Air attack similar in effect to a fine and potent stun rifle.  
|valign="top"| '''[[#Shot Shock|Shot Shock]]''' <br> Air snipe.
|valign="top"| '''Atmospheric Architect''' <br> Control wind and weather.  
|valign="top"| '''[[#Shot Shroud|Shot Shroud]]''' <br> Control weather.
|valign="top"| '''Air Assault'''           <br> Air attack similar to a fine and potent stun grenade.  
|valign="top"| '''[[#Shot Shatter|Shot Shatter]]''' <br> Air area attack.
|-
|-
|align="left" valign="top" | '''Prowl'''  
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Shroud'''     <br> Transparent standing still, wind and mist when you move.
|valign="top"| '''[[#Silent Shroud|Silent Shroud]]''' <br> Aerial stealth.
|valign="top"| '''Flight'''     <br> Fly fast but clumsily, not suited to cluttered environments.
|valign="top"| '''[[#Slippery Shroud|Slippery Shroud]]''' <br> Slow and sinuous flight.
|valign="top"| '''Air Circus''' <br> Bring allies along when you use Shroud and Flight.
|valign="top"| '''[[#Shared Shroud|Shared Shroud]]''' <br> Crew Silent or Slippery Shroud.
|valign="top"| '''Cloud Walk''' <br> Crew fly very fast from one location to another.
|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> Air close-range attack, similar to a saber or pistol.  
|valign="top"| '''[[#Whirl Whorl|Whirl Whorl]]''' <br> Resist Air damage.
|valign="top"| '''Potent Air'''   <br> Air Skirmish, and the attack is fine and potent.
|valign="top"| '''[[#Whirl Whip|Whirl Whip]]''' <br> Fine and Potent attack.
|valign="top"| '''Whirlwind'''   <br> Wind and mist negate scale.
|valign="top"| '''[[#Whirl Wrath|Whirl Wrath]]''' <br> Gain Scale.
|valign="top"| '''Gale Fury'''   <br> Gale of blades attack all enemies in an 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> Identify gasses, creatures of Air, and Air powers.  
|valign="top"| '''[[#Ambient Awareness|Ambient Awareness]]''' <br> Identify Air.
|valign="top"| '''Air Lore'''       <br> Learn the powers and abilities of gasses you analyze.
|valign="top"| '''[[#Ambient Analysis|Ambient Analysis]]''' <br> Analyze Air.
|valign="top"| '''Air Echo'''       <br> Read the past events of a gas container.
|valign="top"| '''[[#Ambient Echo|Ambient Echo]]''' <br> Read the past of Air.
|valign="top"| '''Omniscient Air''' <br> Air Lore in a wide area.
|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> Sense air, Air creatures, and powers.
|valign="top"| '''[[#Aero Awareness|Aero Awareness]]''' <br> Sense Air.
|valign="top"| '''Eye of Air'''       <br> Choose air that you have detected; perceive as if you were at that spot.
|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.
|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.  
|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> Understand Air creatures and learn learn the objectives of air creatures.  
|valign="top"| '''[[#Breath Bearing|Breath Bearing]]''' <br> Understand Air creatures.
|valign="top"| '''Aeromancy'''       <br> Crew can communicate with air creatures. Influence folk to be inspired and flexible.
|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.
|valign="top"| '''[[#Breath Bender|Breath Bender]]''' <br> Suggest Air creatures.
|valign="top"| '''Air Implantation''' <br> Permanently change the personality and motivations of air creatures.
|valign="top"| '''[[#Breath Binder|Breath Binder]]''' <br> Bind Air creatures.
|-
|-
|align="left" valign="top" | '''Tinker'''
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Bellows'''       <br> Handle air and gases as bellows or a fan, air pump, or compressor.
|valign="top"| '''[[#Pressure Press|Pressure Press]]''' <br> Air tools.
|valign="top"| '''Weave Wind'''   <br> Shape gases and vacuum, and they will retain their new shape.  
|valign="top"| '''[[#Pressure Process|Pressure Process]]''' <br> Air shaping.
|valign="top"| '''Aeromorphosis''' <br> Create air out of nothing, transform air into matter of another power.
|valign="top"| '''[[#Pressure Precision|Pressure Precision]]''' <br> Transmute Air.
|valign="top"| '''Skyshaper'''     <br> Weave Wind 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"| '''Air Smash'''         <br> Air lacks precision in wrecking, can noisily smash even very large things.  
|valign="top"| '''[[#Tempest Tackle|Tempest Tackle]]''' <br> Tackle light objects.
|valign="top"| '''Tempest Tackle'''   <br> Air Smash 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> Tempest Tackle and destroyed targets silently disappear.
|valign="top"| '''[[#Tempest Twist|Tempest Twist]]''' <br> Silent Tempest Tear.
|valign="top"| '''Aero Annihilation''' <br> Tempest Tackle over a large area. Level a city bloc or make a sandstorm.  
|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>
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.


The consequences usually depends on what happens around you when you do it.
== Expanded Air Abilities ==
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.


'''Sky Sight
=== Attune ===
You can sense air creatures and active air powers.
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.


This is usually done to spot a disguised summoned creature.
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.  
However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
Especially summoning and dismissing can create openings for the target to hurt you.
Limited effect suffices against a creature you can clearly see.
You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
The position usually starts controlled, with the usual consequence that you cannot try again.


'''Zephyr Zapper
==== Zephyr Sight====
Dismiss an Air creature. End the and effect of Air or that affect air.
Sense Air.


Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
{{ : Include Attune Basic Detect Powers (FiD) }}
If a powerful creature resists being dismissed your position is at least risky.


Dispelling is usually easier.
==== Zephyr Zapper ====
You can dispel any air power and powers affecting Air creatures.
Dismiss Air.
It can be used as a defense against others' use of Air powers, or it can be used to break a continuing effect.  


Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
You can dispel any Air power and powers affecting Air creatures or phenomena, such as weather. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
Normally improves the position of the supported action.


When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
==== Zephyr Seal ====
Against an opponent that uses power to fly or even breathe you can have a better effect.
Summon Air.


When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
''Creatures of Air:''
Air creatures you can summon come in three types — spirits, elementals, and creatures with powers.  


'''Zephyr Zeal
Air spirits are immaterial guardians and exemplars of air and its virtues of heroic freedom.  
Summon an Air creature.


Summon a creature from a place of Air.
An elemental is a simple creature made up of air and mist.
This can bring you a group of allies to fight or labor for you, giving you scale.  
Most Air elementals have animal intelligence, and often take the shape of animals such as birds of fast land animals.  
Summons can use simple Air effects and maintain Air powers you have created.  
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.
They can also give advice and information related to air.
Air elementals can use Air powers and almost all can fly but are not very tactical and enjoy skirmishing and heroic melee.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
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.
Such a creature is similar to a gang member in ability.


To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number, a blueprint, or a block of data.
Creatures with Air powers resemble normal creatures, have a biological body, metabolism, and function as ordinary living creatures but also have Air powers.
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.
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.


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.
{{ : Include Attune Summon (FiD) }}


Summoned creatures generally come in two types, elementals and creatures with powers.  
==== Zephyr Shift ====
Gate to a plane of Air.


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


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


Depending on your degree of 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.
 
Standard effect allows you to ask for any service appropriate to the type of creature.
Air elementals are flexible, but have little staying power, they don't like extended tasks.
They don't mind dangerous tasks such as combat if they can be completed quickly.
 
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. An air creature might agree to power your ship but not your submarine. Lengthy service also requires great effect, like summoning the creature to guard a treasure, and an Air creature is likely to stray.
 
The position is usually risky. The creature is being forced to serve and might lash out.
Typical consequences are:
The creature strikes out at you once.
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.
 
'''Gate of Gales
Create a portal to a plane of air.
 
This is situational, but can be vital in exceptional circumstances.
The plane of air is usually seen as just empty air, a landscape of solid clouds, or perhaps a land of mountains and windswept plains and seas.
 
There are things that are possible to do on the plane of Air that are not allowed in the regular world, most Air effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
Such effects rarely reach outside the plane of Air, but if they affect creatures there the effect may remain when you return to the mundane world.
 
Gate of Gales can allow access to creatures too powerful to summon, so you instead ask for an audience.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
Using a gate is usually played out as a score, which means there is an engagement roll.
Depending on how quickly the matter is resolved, the game master may require a separate use f the power to return home.
If you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
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.


=== Command ===
=== Command ===
Command and intimidate creatures based on your power, projecting authority.
Command and intimidate creatures based on your power, projecting authority.
Position and effect depend on the situation and your relationship with the listeners.
Initial Position and Effect depend on the situation and your relationship with listeners.
 
'''Gust Guide'''
Command Air creatures even if you don't share a language.


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


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


'''Wind Whisper'''
==== Aerial Ambience ====
Have the wind carry your words far away.
Air signaling.


You can communicate with creatures and places far away.
You can communicate with creatures and places far away.
Line 211: Line 171:
Air is conductive to communication and this power usually works as long as a path of air exists between you and the target.
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'''
==== Aerial Authority ====
Command Air.
 
Command Air creatures as if you were their superior.
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.


You can speak to and understand Air creatures, and they will regard you are a creature of authority.
==== Aerial Ascent ====
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
Bind Air creatures.
This does not remove existing loyalties, which can lead to conflicts.
Understanding the social order of your targets helps avoid conflicting with their established loyalties.
Orders that go with the nature of targets are more effective.
Asking Air creatures to just fly off is easier (needs less effect) than telling them to act disciplined and persistent.
 
Limited effect might result in a creature not doing what it might not have done anyway, acting on whimsy .
Standard effect makes the creature do what it should, but in a way you decide, like a bird carrying a message or an elemental causing a gust of wind. Air creatures are scrappy and won't mind a fair fight.
Great effect means targets will ignore their normal routine and go out of their way to please you, like fleeing from a fight, staying on a task, or acting humble or servile.
 
The position depends on the creatures' actual relationship to you.
A controlled position comes from a creature that agrees you are superior, usually just making retrying harder.
A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
Ordering a creature that sees itself as your superior is a desperate position


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


This won’t work unless you are already in a position of power. The effect is similar to Authority but potentially permanent. A creature under your enemies' care may 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.


Commanded Air elementals will take your orders, but continue to be creatures of air.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Tedious or regulated tasks will be done, but randomly and without discipline.


=== Consort ===
=== Consort ===
Consort powers changes your form and later that of other creatures.  
Consort powers change your form and later that of other creatures.  
These powers might also be used as a set-up action for a later Consort roll.
These powers also allow you to mingle like normal Consort actions do.
This will often give a bonus to effect or improved position or even allow an action that a human could not 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 observers, but not all or require you to do something special to maintain your role.  
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.  
More common consequences is that you are mistaken for someone, or that your form is somehow odd or exceptional creating dangerous expectations.  


'''Mist Mantle'''
==== Mist Mantle ====
Imbue clothes and accessories with air and mist.
Accessories with Air.


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


'''Aeromorph'''
You can use this on your Crew as an Advanced ability.
Assume the form of an air creature.


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


Aeromorph can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.  
This is a true physical transmutation, turning you into a creature of air.
Your form may be able to use Basic and Advanced Air effects intrinsically.  
See Attune Air for a description of various Air creatures.
If you turn yourself into an air elemental, flight and wind control make reason as inherent abilities that don't require you to use a power.
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.  


With limited effect 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.
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.  
Standard effect can make you a generic creature, very hard to recognize as yourself.
Your form may be able to use Basic and Advanced Air abilities  intrinsically, without risking a Stress cost.  
Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
If you turn yourself into an air elemental, flight and wind control become inherent abilities that don't require you to use a power.


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


This is Aeromorph applied to another creature.
==== Mist Murk ====
The duration depends of the effect, limited effect is very temporary.
Mist Mutation others.
Standard effect lasts for the duration of a score.
Great effect 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 effect, see Shapechange.


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


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


This is where Consort becomes a combination of the Aeromorph and Zephyr Zeal effects.
==== Mist Murmur ====
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions.
Mist Mutation servants.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.


This is usually used to create a host of goons that will fight and chase for you.
{{ : Apex Consort }}
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be given bit parts, like the seagulls from Finding Nemo.
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=== Finesse ===
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
Exercise finesse with your power, manipulating and attacking with precision.


'''Cloud Cruiser'''
==== Cloud Cruiser ====
Ride an air mount or air vehicle.
Ride Air.


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


'''Misty Melee'''
Air flight is fast but clumsily, not suited to cluttered environments.
A fine and potent Air close-range attack, or give crew Cloud Cruiser.
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.  
Blades of air can cut.  
Winds can buffet and twist.  
Winds can buffet and twist.  
They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
They easily cause eardrums to break, headaches, vertigo, and nosebleeds.
You are good at tackling and moving targets which may cause a lethal fall.
You are good at tackling and moving targets which may cause a fall or delay.
This substitutes for equipment, fine and potent finesse weapon is just as effective at pure damage.
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.
Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.


'''Gust Guide'''
==== Cloud Control ====
Fine manipulation of air: tiny whirlwinds and local pressure can push buttons and objects.
Precise Air control.


This allows you to open and close doors and windows, trigger or hinder fans, or perform other minor manipulations a focused gust of wind could do.
You can manipulate small volumes of gas in a precise manner.
This can shift away smoke or gas, put out tiny fires, and inflict a momentary lack of air to breathe for a person or combustion engine. {{ Include Finesse Master }}


'''Storm Swipe'''
==== Cloud Canopy ==== 
A storm of Air blades, suppressing scale and acting as a fine potent weapon.
Long-distance flight.


As Misty Melee, and you 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 any scale advantage an enemy gets for having allies.
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.
 
==== Shot Snare ====
Track through Air.


'''Cloud Chaser'''
You can track a flier, even if they don't leave a mundane trail.
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.


'''Zephyr Zap'''
==== Shot Shock ====
Air attack similar in effect to a fine and potent stun rifle.
Air snipe.


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


'''Atmospheric Architect'''
==== Shot Shroud ====
Control wind and weather.
Control weather.


Control wind and weather.  
Control weather within Range (p. 221).
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
You can make the weather clear, still, stormy, rainy, snowy, gusty or other weather that naturally occurs in the area.
This does not inflict any direct damage.
This only works outdoors.
You normally cover a single room indoors or a city block 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.


'''Wavering Winds'''
==== Shot Shatter ====
Control local weather.
Air area attack.


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


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


An escalation of Potent Snipe. Less precise, this affects all creatures at a location.
=== Prowl ===
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.
Prowling with air is quite powerful, because you can fly and hiding in air is very convenient.


=== Prowl ===
==== Silent Shroud ====
Prowling using air is quite powerful, because you can fly and hiding in air is very convenient.
Aerial stealth.


'''Shroud'''
This makes you invisible as long as you stay still.
Transparent standing still, wind and mist when you move.
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 makes you invisible as long as you stay still, and you can hide out in the open at a distance, or in turbulent weather.
==== Slippery Shroud ====
Slow and sinuous flight.


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


This is fast but clumsy" means much easier to fly at speed than it is to hover. This makes flying easy when there is room, away from everything. Flying in built-up areas is harder, indoors both slow and dangerous.
==== Shared Shroud ====
Crew Silent or Slippery Shroud.


'''Air Circus'''
Allows you and your crew to use these powers.
Bring allies along when you use Shroud and Flight.
Each ally use their own Prowl action.
The result is often a Group Action.


'''Cloud Walk'''
==== Sheltered Shroud ====
Crew fly very fast from one location to another.
Escape by Air.


Unlike most apex Prowl effects, Cloud Walk is not teleportation, instead it is fast flight.  
Unlike most Apex Prowl abilities, Cloud Walk is not teleportation, instead it is fast flight.  
This has both advantages and disadvantages.  
This has both advantages and disadvantages.  
It is very fast, but slower than true teleportation.
It is very fast, but slower than true teleportation.
You can adjust where you go once you come nearer to your destination.
Unlike teleport you can adjust where you go once you come near to your destination.
 
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=== Skirmish ===
=== Skirmish ===
'''Air Skirmish'''
==== Whirl Whorl ====
Air close-range attack, similar to a saber or pistol.
Resist Air damage.
 
Absorb Air energies. This allows you to extend endurance in aerial environments and to reduce Harm from Air abilities, falls, and loose objects blown into or falling onto you. {{ : Damage Resistance Template (FiD)}}
 
==== Whirl Whip ====
Fine and Potent attack.
 
This has the same capacity to Harm as a dueling melee weapon or pistol.
Focused shockwaves can cut like blades.
Other Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They causes broken eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall.
 
==== Whirl Wrath ====
Whirl Whip in an Area.
 
Turns you into a one-man army, giving you Scale.


'''Potent Air'''
==== Whirl Work ====
Air Skirmish, and the attack is fine and potent.
Group Action.


'''Whirlwind'''
This allows you and allies to initiate a Group Action to move swiftly and loftily and when brainstorming or reveling. {{ : Apex Skirmish Include (FiD) }}
Wind and mist negate scale.


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


=== Study ===
=== Study ===
'''Analyze Air'''
Delve into the mysteries of Air and uncover its secrets.
Identify gases, creatures of Air, and Air powers.
 
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.


'''Air Lore'''
You learn names and mundane information, but not supernatural or exceptional abilities such as those granted by powers.
Learn the powers and abilities of gases you analyze.


'''Air Echo'''
==== Ambient Analysis ====
Read the past events of a gas container.
Analyze Air.


'''Omniscient Air'''
Analyze an Air item, creature, or ability, including cases where Air is affected by another Form. 
Air Lore in a wide area.
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 ===
'''Detect Air'''
Perceive and locate air, gases, and Air creatures.
Sense air, Air creatures, and powers.
 
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.


'''Eye of Air'''
Similar to Aero Eye, but allows you to focus on a specific creature. 
Choose air that you have detected; perceive as if you were at that spot.
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.


Choose spot of air you know is there; perceive as if you were at that spot.
==== Aero Omnipresence ====
You can perceive out of thin air, but doing so disturbs the air, creating small clouds or vortices.
Perceive from all Air.


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


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


This is harder if the air is closed off or must pass a narrow passage to give you access.
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=== Sway ===
=== Sway ===
'''Aero Ear'''
Communicate, mesmerize, and manipulate Air creatures, and imbue the virtues of Air: inspiration, open-mindedness, and flexibility. 
Understand Air creatures and learn the objectives of air creatures.
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.


'''Aeromancy'''
Permanently change the personality and motivations of Air creatures. 
Crew can communicate with air creatures. Influence folk to be inspired and flexible.
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.


'''Aerial Urge'''
There are limits to this power. You cannot make an Air creature love strict routines or thrive underwater. 
Post a suggestion in the mind of an air creature.
Exceptional creatures or circumstances can still break this change, but doing so is very difficult.


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


=== Tinker ===
=== Tinker ===
Manipulate, shape, and create air.
Manipulate, shape, and create air.
Things made out of air don't last unless you force them to.
Things made of air do not last unless you force them to.
Instead you do dynamic things, like create wind or smoke.  
Instead, you work dynamically, creating effects such as wind, pressure, or smoke. 
{{ : Include Tinker (FiD) }}
 
==== Pressure Press ====
Air tools.
 
Handle air and gases as bellows, fans, air pumps, compressors, and similar tools. 
You can manipulate air on a personal scale, creating currents of air or sheltering a single target from wind
You can scatter mist or smoke and refresh stale air.
 
In crafting, this substitutes for tools on the scale of a small workshop.


'''Bellows'''
==== Pressure Process ====
Handle air and gases as bellows or a fan, air pump, or compressor.
Air shaping.


This mainly substitutes for tools, up to a small workshop.
Shape gases so they retain the form you give them.
The things you do only last as long as you keep maintaining them.
This is where you shape air and have it hold its shape. 
The exception is that you can create or dissipate mist and wind and that will last until nature re-creates them.
You can create wind, whirls, dust devils, and complex air streams that follow paths you define, even when those paths could not occur naturally.


'''Weave Wind'''
This may allow you to craft traps or devices that would normally require extensive equipment.
Shape gases and vacuum, and they will retain their new shape.


This is where you can work with air and the effects last at least a little while.
==== Pressure Precision ====
You can create wind, whirls, dust devils, and even complex air streams that follow paths you set up that could not occur naturally.
Transmute Air.
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.
Create air out of nothing, or transform air into matter of another Form.
The effect determines the effectiveness of your construction, but also how long it will last.
These are two distinct abilities.
Devices that are more powerful are harder to contain, and thus wont last as long.
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.


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.


'''Aeromorphosis'''
The second ability can only be used if you know multiple Forms. 
Create air out of nothing, transform air into matter of another power.
You transmute air into material associated with another Form. 
The result retains its shape as if affected by Pressure Process.


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


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


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


'''Skyshaper'''
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. 
Weave Wind on a huge scale, affecting the weather or air of an entire region.
You can also use this ability to create large volumes of gases on an industrial scale.


This is where you can affect the entire sky and really change the weather.
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=== Wreck ===
=== Wreck ===
Air wrecking differ from most other powers in that you don't destroy air so much as using air to wreck other things.  
You destroy air or gases, or render them unsuitable for breathing or other specific purposes.
Air can easily wreck large things susceptible to high winds.  
 
Flipping a car and moving a single brick are about as hard.
You wield Air as a destructive force.
Collapsing a wooden building is easier than breaking a specific door.
Air lacks precision when wrecking, but it can noisily smash even very large structures. 
Stronger construction is harder to break.  
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.


Limited effect can overturn wooden or tinny construction.
You can make a '''Fine''' and '''Potent''' Air attack in melee or at close range.
Standard effect can affect more solid things, like a wooden building, car, or brick.
Air attacks buffet and toss opponents, making them effective against fliers and useful for distraction and delay, but less effective at precise damage.
Great effect can topple stone constructions or unreinforced concrete, but reinforced concrete structures with rebar will not be affected.
Focused shockwaves can cut like blades.


'''Air Smash'''
You can also corrupt air, rendering it unsuitable for a specific purpose, such as breathing, flying, or fueling a fire.
Air lacks precision in wrecking, can noisily smash even very large things.


This can do things up to the scale of flipping a car over or overturning a free-standing wall.
This works as a Fine, Potent sledgehammer in combat.


'''Tempest Tackle'''
==== Tempest Twist ====
Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.
Silent Tempest Tear.


You can hurl a car, flip a truck, and collapse a small house.
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.


'''Vanishing Gale'''
You can create a small volume of vacuum and maintain it with concentration. 
Tempest Tackle and destroyed targets silently disappear.
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 leaves 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.


'''Aero Annihilation'''
Apply Tempest Tear across a wide Area (p. 221). 
Tempest Tackle over a large area. Level a city bloc or create a sandstorm.
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
Fox in the Dark logo
Starfox's Blades in the Dark Powers

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

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

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

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

Air Abilities

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