Shapeshift Air (Action Powers)

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Main article: Powers (Action)

Abundant Leap

Basic Action

Make a huge leap, moving ten times your normal Move in any direction. If you use this power for overland movement, you move at four times your usual speed. This increases your effective Move value by +3 when determining your maximum speed.

Air Adaption

Stance

You can breathe air freely and can move on land at normal speed. Your skin will not take damage from normal exposure to air. This power is mainly useful for creatures that are normally aquatic, or adapted to some other non-gaseous environment.

Air Elemental Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on an Air Elemental with this version of the power.

Hover

Stance

You can move through the air instead of along the ground.

Mist Form

Stance

You assume mist form. In this form, you can fly at your normal Move, and you can move through holes and small openings, though this last stunt takes time and is uncomfortable. You become Insubstantial, Incorporeal, and vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural fog about, as there often is at night.

Prodigious Leap

Inherent

You can move at your normal speed by jumping instead of by walking. This lets you get around obstacles and hindrances on the ground. No individual leap can be longer than your Move or higher than one-quarter of that.