Air Powers (FiD)
Starfox's Blades in the Dark fan page |
Main Page is Powers. Air is an elemental power that affects gasses, and to a limited extent vacuum.
Air powers deal with gases and atmospheric conditions such as wind, precipitation and cloud formations. It can be quite useful in that it can alter the battlefield itself, rather than the abilities of the combatants, evening the odds in an unfair fight by preventing the use or overwhelming odds or allowing escape from a hopeless battle. It is most practical when invoked over a small area, possibly dangerously powerful if used over wide areas.
Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying, but very poor at doing actual damage. Escalated air attacks can create a vacuum that does significant damage to creatures that breathe.
Air Power Effects
Action | Basic No minimum 3 Stress |
Advanced Minimum 2 Dice 5 Stress |
Master Minimum 4 Dice 7 Stress |
Apex Minimum 6 Dice 13 Stress |
Attune | Perceive You can sense air creatures and active air powers. Air elementals appear as billowing cloud-creatures or as dust devils, transparent by nature. Visible when they act but invisible while at rest. Creatures that manifest air are birds and winged and flying creatures of all kinds, including fantastic ones such as pegasi, winged horses. |
Dismiss You can force an air creature that is native to another plane of existence to return to that plane, or to end the operation of an air power ability. |
Summon You can call a creature of air from the aerial plane. This servant is generally unwilling. It will obey one command from you and this can be extended. Knowing who to summon can be a score in itself or use study. |
Gate You can create a portal that allows travel to and from the plane of air. |
Command | Communicate You can communicate with air creatures even if normally couldn't, allowing you to use the command action normally on them. |
Translate You and allies can communicate with air creatures. |
Authority You can give commands to air creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts. You can command and sway air creatures, but you can also make folk more flexible and inspired. |
Enslave You can permanently bind air creatures to service. Unless affected by other power effects, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons. |
Consort | Mask You can change your clothes and accessories by imbuing them with air and mist. This can mask your identity or create fabulous outfits. |
Shapechange You assume the form of an air creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them. |
Transform You can shapechange a willing or helpless creatures into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect. |
Wild Hunt You can transform a large number of willing or non-sentient creatures into air creatures and give them a simple instruction, typically someone for them to hunt. |
Finesse | Ride If there is an air creature mount or air vehicle, you can ride it as if it was domesticated and you have the keys. |
Fine Local Control You can use air as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score. |
Manipulate You can do fine manipulation of air, creating tiny whirlwinds, clouds, and local over- and under-pressure that can push a button. |
Surge You create a storm of air blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. |
Hunt | Track You can track and pursue a flier, even if the target does not leave any mundane trail or clues. You can hide in thin air, as long as you stay still. |
Fine Ranged Attack You can use air to attack, similar in effect to a fine and potent stun rifle. You can buff a normal ranged attack to become fine and potent. |
Area attack You can use air to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage. |
Barrage You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape. |
Prowl | Reconnaissance You can become almost invisible. This is very powerful, but similar to how air elementals work; you are transparent when passive, but cause wind and mist effect when you act. |
Maneuver You can fly. This is fast but clumsy, not really suited to cluttered environments. |
Travel You can bring allies along when you use Reconnaissance and Maneuver. |
Transport You and allies can fly very fast from one location to another in the same region. |
Skirmish | Skirmish Attack You can use air as a close-range attack, similar in effect to a melee weapon or pistol. |
Fine Skirmish Attack Same as Skirmish Attack, except the weapon is fine and potent. |
Obstruction You can create air distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon. |
Flurry Your power strikes out in all directions, attacking all enemies in a wide area. |
Study | Analyze You can identify objects and creatures of air and see the use of the abilities of the air power. |
Research You know the powers and abilities of something you analyze. |
Hindsight You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes. |
Omniscience You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets. |
Survey | Detect You can sense air at a distance and understand the general nature of that air; fresh, stale, toxic, vacuum. This works even when you can't see the target, but both range and information suffers. |
Sensor Choose an a volume of air that you have detected; you can perceive as if you were at that spot. You can survey to find information out of thin air, but doing so disturbs the air, creating small clouds or vortices. |
Scry Choose a location or creature. You gain a sensor at the nearest suitable space of air, which is usually right on top of the target. |
Omnipresence You perceive from all air at once over a wide area. This is harder if the air is closed of or must pass a narrow passage to give you access. |
Sway | Communicate You can communicate with creatures air creatures even if normally couldn't, allowing you to use the sway action normally on them. |
Translate You and allies can communicate with air creatures. You can influence folk to be inspired and flexible. |
Mesmerize You can post suggestions in the mind of air creatures. This suggestion will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered. |
Inculcate You change the personality and motivations of air creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations. |
Tinker | Handle You can handle air and gases as bellows or a fan, air pump, or compressor. |
Shape You can shape sir, and it will retain their new shape for some time. Your control becomes more powerful and can create a vacuum or wider wind. |
Create You can create air out of nothing, or transform an object from or into air as long as you know the power required for the other form. You can separate air into its components and purify or pollute air. |
Fabricate You can do create effects on a huge scale, affecting the weather or air of an entire region. |
Wreck | Jimmy Air is not very good at wrecking with power and precision, but can jimmy even very large things, such as vehicles and small houses. Noisy. |
Smash Similar to jimmy but stronger. Works as a fine potent sledgehammer in combat. Noisy. |
Disintegrate Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. |
Obliterate Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction. |