Difference between revisions of "Air Powers (FiD)"
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They easily cause eardrums to break, headaches, vertigo, and nosebleeds. | They easily cause eardrums to break, headaches, vertigo, and nosebleeds. | ||
Buffeting can move or trip targets which buys time and may cause a fall. | Buffeting can move or trip targets which buys time and may cause a fall. | ||
| − | Focused | + | 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. | + | 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 | + | == Air Abilities == |
{| class="wikitable" | {| class="wikitable" | ||
|valign=bottom | '''Action''' | |valign=bottom | '''Action''' | ||
| Line 34: | Line 34: | ||
|- | |- | ||
|align="left" valign="top" | '''Attune''' | |align="left" valign="top" | '''Attune''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Zephyr Sight''' <br> Sense Air creatures and Air abilities. |
| − | |valign="top"| '''Zephyr Zapper''' <br> | + | |valign="top"| '''Zephyr Zapper''' <br> End an Air ability or an ability affecting Air. |
| − | |valign="top"| '''Zephyr | + | |valign="top"| '''Zephyr Seal''' <br> Summon an Air creature. |
| − | |valign="top"| ''' | + | |valign="top"| '''Zephyr Shift''' <br> Open a gate to a plane of Air. |
|- | |- | ||
|align="left" valign="top" | '''Command''' | |align="left" valign="top" | '''Command''' | ||
| − | |valign="top"| '''Aerial Ask | + | |valign="top"| '''Aerial Ask''' <br> Command with the authority of Air. |
| − | |valign="top"| ''' | + | |valign="top"| '''Aerial Ambience''' <br> Have the wind carry your words. |
| − | |valign="top"| '''Aerial Authority''' <br> Command Air creatures as | + | |valign="top"| '''Aerial Authority''' <br> Command Air creatures as a superior. |
| − | |valign="top"| ''' | + | |valign="top"| '''Aerial Ascent''' <br> Permanently bind Air creatures to service. |
|- | |- | ||
|align="left" valign="top" | '''Consort''' | |align="left" valign="top" | '''Consort''' | ||
| − | |valign="top"| '''Mist Mantle''' <br> Imbue | + | |valign="top"| '''Mist Mantle''' <br> Imbue clothing and accessories with Air. |
| − | |valign="top"| ''' | + | |valign="top"| '''Mist Mutation''' <br> Assume the form of an Air creature. |
| − | |valign="top"| ''' | + | |valign="top"| '''Mist Murk''' <br> Transform another creature into an Air creature. |
| − | |valign="top"| ''' | + | |valign="top"| '''Mist Murmur''' <br> Transform multiple creatures into Air servants. |
|- | |- | ||
|align="left" valign="top" | '''Finesse''' | |align="left" valign="top" | '''Finesse''' | ||
| − | |valign="top"| '''Cloud Cruiser''' | + | |valign="top"| '''Cloud Cruiser''' <br> Ride an Air mount or vehicle. |
| − | |valign="top"| ''' | + | |valign="top"| '''Cloud Circle''' <br> Fine and Potent Air close-range attack. |
| − | |valign="top"| ''' | + | |valign="top"| '''Cloud Curl''' <br> Grant tactical flight to you and your crew. |
| − | |valign="top"| ''' | + | |valign="top"| '''Cloud Canopy''' <br> Long-distance Air travel. |
|- | |- | ||
|align="left" valign="top" | '''Hunt''' | |align="left" valign="top" | '''Hunt''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Shot Snare''' <br> Track a flier without a mundane trail. |
| − | |valign="top"| ''' | + | |valign="top"| '''Shot Shock''' <br> Long-range compressed Air attack. |
| − | |valign="top"| ''' | + | |valign="top"| '''Shot Shroud''' <br> Control wind and weather. |
| − | |valign="top"| ''' | + | |valign="top"| '''Shot Shatter''' <br> Area Air attack that suppresses enemies. |
|- | |- | ||
|align="left" valign="top" | '''Prowl''' | |align="left" valign="top" | '''Prowl''' | ||
| − | |valign="top"| '''Shroud''' | + | |valign="top"| '''Silent Shroud''' <br> Invisibility while still, wind and mist while moving. |
| − | |valign="top"| ''' | + | |valign="top"| '''Slippery Shroud''' <br> Slow, sinuous flight through tight spaces. |
| − | |valign="top"| ''' | + | |valign="top"| '''Shared Shroud''' <br> Share Shroud abilities with your crew. |
| − | |valign="top"| ''' | + | |valign="top"| '''Sheltered Shroud''' <br> Rapid escape through fast flight. |
|- | |- | ||
|align="left" valign="top" | '''Skirmish''' | |align="left" valign="top" | '''Skirmish''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Whirl Whorl''' <br> Absorb and resist Air damage. |
| − | |valign="top"| ''' | + | |valign="top"| '''Whirl Whip''' <br> Fine and Potent Air melee attack. |
| − | |valign="top"| ''' | + | |valign="top"| '''Whirl Wave''' <br> Wind negates enemy Scale. |
| − | |valign="top"| ''' | + | |valign="top"| '''Whirl Wrath''' <br> Whirl Whip over an Area. |
|- | |- | ||
|align="left" valign="top" | '''Study''' | |align="left" valign="top" | '''Study''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Ambient Awareness''' <br> Identify Air and mundane properties. |
| − | |valign="top"| ''' | + | |valign="top"| '''Ambient Analysis''' <br> Learn powers and abilities of Air. |
| − | |valign="top"| ''' | + | |valign="top"| '''Ambient Echo''' <br> Read the past of Air. |
| − | |valign="top"| ''' | + | |valign="top"| '''Ambient Omniscience''' <br> Analyze Air across an Area. |
|- | |- | ||
|align="left" valign="top" | '''Survey''' | |align="left" valign="top" | '''Survey''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Aero Awareness''' <br> Sense Air, gases, and Air abilities. |
| − | |valign="top"| '''Eye | + | |valign="top"| '''Aero Eye''' <br> Perceive from a chosen volume of Air. |
| − | |valign="top"| '''Aero | + | |valign="top"| '''Aero Acuity''' <br> Track and observe a specific creature. |
| − | |valign="top"| ''' | + | |valign="top"| '''Aero Omnipresence''' <br> Perceive from all Air at once over an Area. |
|- | |- | ||
|align="left" valign="top" | '''Sway''' | |align="left" valign="top" | '''Sway''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Breath Bearing''' <br> Understand Air creatures. |
| − | |valign="top"| ''' | + | |valign="top"| '''Breath Borne''' <br> Crew communicate with Air creatures. |
| − | |valign="top"| ''' | + | |valign="top"| '''Breath Bender''' <br> Implant subtle suggestions in Air creatures. |
| − | |valign="top"| ''' | + | |valign="top"| '''Breath Binder''' <br> Permanently bind Air creatures. |
|- | |- | ||
|align="left" valign="top" | '''Tinker''' | |align="left" valign="top" | '''Tinker''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Pressure Press''' <br> Handle Air and gases as tools. |
| − | |valign="top"| ''' | + | |valign="top"| '''Pressure Process''' <br> Shape gases so they retain form. |
| − | |valign="top"| ''' | + | |valign="top"| '''Pressure Precision''' <br> Create or transmute Air. |
| − | |valign="top"| ''' | + | |valign="top"| '''Pressure Production''' <br> Transform weather and atmosphere at scale. |
|- | |- | ||
|align="left" valign="top" | '''Wreck''' | |align="left" valign="top" | '''Wreck''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Tempest Tackle''' <br> Push or flip large objects. |
| − | |valign="top"| '''Tempest | + | |valign="top"| '''Tempest Tear''' <br> Collapse structures with forceful winds. |
| − | |valign="top"| ''' | + | |valign="top"| '''Tempest Twist''' <br> Silent structural collapse. |
| − | |valign="top"| ''' | + | |valign="top"| '''Tempest Torrent''' <br> Tempest Tear over a wide Area. |
|} | |} | ||
<div style="text-align:center;"> — [[#top|Back to top]] — </div> | <div style="text-align:center;"> — [[#top|Back to top]] — </div> | ||
| − | == Expanded Air | + | == Expanded Air Abilities == |
=== Attune === | === Attune === | ||
| Line 578: | Line 578: | ||
==== Tempest Tear ==== | ==== Tempest Tear ==== | ||
| − | Collapse structures | + | Collapse structures. |
You can noisily rip apart a car or collapse a house. | You can noisily rip apart a car or collapse a house. | ||
Latest revision as of 09:51, 21 January 2026
| Starfox's Blades in the Dark fan page |
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 creatures and Air abilities. |
Zephyr Zapper End an Air ability or an ability affecting Air. |
Zephyr Seal Summon an Air creature. |
Zephyr Shift Open a gate to a plane of Air. |
| Command | Aerial Ask Command with the authority of Air. |
Aerial Ambience Have the wind carry your words. |
Aerial Authority Command Air creatures as a superior. |
Aerial Ascent Permanently bind Air creatures to service. |
| Consort | Mist Mantle Imbue clothing and accessories with Air. |
Mist Mutation Assume the form of an Air creature. |
Mist Murk Transform another creature into an Air creature. |
Mist Murmur Transform multiple creatures into Air servants. |
| Finesse | Cloud Cruiser Ride an Air mount or vehicle. |
Cloud Circle Fine and Potent Air close-range attack. |
Cloud Curl Grant tactical flight to you and your crew. |
Cloud Canopy Long-distance Air travel. |
| Hunt | Shot Snare Track a flier without a mundane trail. |
Shot Shock Long-range compressed Air attack. |
Shot Shroud Control wind and weather. |
Shot Shatter Area Air attack that suppresses enemies. |
| Prowl | Silent Shroud Invisibility while still, wind and mist while moving. |
Slippery Shroud Slow, sinuous flight through tight spaces. |
Shared Shroud Share Shroud abilities with your crew. |
Sheltered Shroud Rapid escape through fast flight. |
| Skirmish | Whirl Whorl Absorb and resist Air damage. |
Whirl Whip Fine and Potent Air melee attack. |
Whirl Wave Wind negates enemy Scale. |
Whirl Wrath Whirl Whip over an Area. |
| Study | Ambient Awareness Identify Air and mundane properties. |
Ambient Analysis Learn powers and abilities of Air. |
Ambient Echo Read the past of Air. |
Ambient Omniscience Analyze Air across an Area. |
| Survey | Aero Awareness Sense Air, gases, and Air abilities. |
Aero Eye Perceive from a chosen volume of Air. |
Aero Acuity Track and observe a specific creature. |
Aero Omnipresence Perceive from all Air at once over an Area. |
| Sway | Breath Bearing Understand Air creatures. |
Breath Borne Crew communicate with Air creatures. |
Breath Bender Implant subtle suggestions in Air creatures. |
Breath Binder Permanently bind Air creatures. |
| Tinker | Pressure Press Handle Air and gases as tools. |
Pressure Process Shape gases so they retain form. |
Pressure Precision Create or transmute Air. |
Pressure Production Transform weather and atmosphere at scale. |
| Wreck | Tempest Tackle Push or flip large objects. |
Tempest Tear Collapse structures with forceful winds. |
Tempest Twist Silent structural collapse. |
Tempest Torrent Tempest Tear over a wide Area. |
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
End an Air ability.
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 setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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 is hard and usually requires Great Outcome. A creature that has been wounded or otherwise weakened only needs Standard Outcome. A creature that wants to be dismissed requires only Limited Outcome.
Zephyr Seal
Summon an Air creature.
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 Chohorts: 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.
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
Command with the 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
Have the wind carry your words far away.
You can communicate with creatures and places far away. The wind will carry them to a person or place, repeat them for some time, and carry a message back to you. Air is conductive to communication and this power usually works as long as a path of air exists between you and the target.
Aerial Authority
Command Air creatures as if you were their superior.
You can speak to and understand Air creatures, and they will regard you as a creature of authority, 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.
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.
Finesse
Exercise finesse with your power, manipulating and attacking with precision.
Cloud Cruiser
Ride an Air mount or vehicle.
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 Curl
Crew can ride in the sky.
Create mounts and vehicles you and your crew use can fly in the sky, or give Crew or their mounts the ability to fly. This si tactical flight good for a Moment (Limited Outcome), Scene (Standard Outcome), or Score (Great Outcome). It is not suitable for long-range travel.
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.
Hunt
Track, attack, and unleash devastating barrages with the power of Hunt Air.
Shot Snare
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 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 wind and weather.
Control weather within Range ( 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, smoke, 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.
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.
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.
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 Wave
Wind negates scale.
This hinders cooperation and prevents the use of Scale (p. 221) by enemies. Consequences include having your own movement and your crew's cooperation hindered. You can also make a Potent Air attack against a single target as a part of this ability.
Whirl Wrath
Whirl Whip in an Area.
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from Scale, you can also do full Harm against a cohort gang..
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 Range (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.
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.
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.
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.
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
Flip or push 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.