Air Powers (FiD)

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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, 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 shockwaves 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 an griffins.

Air Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Sky Sight
You can sense air creatures and active air powers.
Zephyr Zapper
Dismiss an Air creature. End the effect of an Air power or that affect air.
Zephyr Zeal
Summon an Air creature.
Gate of Gales
Create a portal to a plane of Air.
Command Aerial Authority
Command with the authority of Air.
Wind Whisper
Have the wind carry your words far away.
Aerial Authority
Command Air creatures as if you were their superior.
Typhoon Tyrant
Permanently bind air creatures to service.
Consort Mist Mantle
Imbue clothes and accessories with air and mist.
Aeromorph
Assume the form of an air creature.
Aerify
Shapechange a willing or helpless creatures into an Air creature.
Sky Hunt
Aerifya number of willing or non-sentient creatures and give them a simple instruction.
Finesse Cloud Cruiser
Ride an air mount or air vehicle.
Misty Melee
A fine and potent Air close-range attack, or give crew Cloud Cruiser.
Flying Carpet
Buffet a vehicle to fly.
Storm Riders
Your crew can ride in the sky.
Hunt Cloud Chaser
You can track a flier, even if they don't leave a mundane trail.
Zephyr Zap
Air attack similar in effect to a fine and potent stun rifle.
Atmospheric Architect
Control wind and weather.
Air Assault
Air attack similar to a fine and potent stun grenade.
Prowl Shroud
Transparent standing still, wind and mist when you move.
Aerial Acrobatics
Slow and sinuous flight.
Air Circus
Bring allies along when you use Shroud and Aerial Acrobatics.
Cloud Walk
Crew fly very fast from one location to another.
Skirmish Air Cushion
Resist Air damage.
Potent Air
Fine and potent melee attack.
Whirlwind
Wind and mist negate scale.
Gale Fury
Gale of blades attack all enemies in an area.
Study Analyze Air
Identify gasses, creatures of Air, and Air powers.
Air Lore
Learn the powers and abilities of gasses you analyze.
Air Echo
Read the past events of a gas container.
Omniscient Air
Air Lore in a wide area.
Survey Detect Air
Sense air, Air creatures, and powers.
Eye of Air
Choose air that you have detected; perceive as if you were at that spot.
Aero Scout
Choose a location or creature. You gain an Eye of Air at the nearest suitable space of air.
Omnipresent Air
You perceive from all air at once over a wide area.
Sway Aero Ear
Understand Air creatures and learn learn the objectives of air creatures.
Aeromancy
Crew can communicate with air creatures. Influence folk to be inspired and flexible.
Aerial Urge
Post a suggestion in the mind of an air creature.
Air Implantation
Permanently change the personality and motivations of air creatures.
Tinker Bellows
Handle air and gases as bellows or a fan, air pump, or compressor.
Weave Wind
Shape gases and vacuum, and they will retain their new shape.
Aeromorphosis
Create air out of nothing, transform air into matter of another power.
Skyshaper
Weave Wind on a huge scale, affecting the weather or air of an entire region.
Wreck Air Smash
Flip or push large objects.
Tempest Tackle
Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.
Vanishing Gale
Tempest Tackle and destroyed targets silently disappear.
Aero Annihilation
Tempest Tackle over a large area. Level a city bloc or make a sandstorm.

Expanded Air Powers

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 effects may have direct consequences in and of themselves. Especially summoning and dismissing can create openings for the target to hurt you. Having helpers and bodyguards can reduce 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 You can sense air creatures and active air powers.

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 creature you can clearly see. You need greater outcome against against a creature that is hidden (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 an Air creature. End the effect of an Air power or that affects 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. If a powerful creature resists being dismissed your position is at least risky.

Forcing an Air spirit to materialize is easy, but limited in range; if the creature can get away from you it can disappear again. Limited effect only works on spirits within reach. Standard effect can reach out up to a hundred meters. Great effect reaches out kilometers, which matters since air creatures can be very fast.

Dispelling is usually easier. You can dispel any Air power and powers affecting Air creatures or phenomena, such as weather. You can force an Air Spirit to materialize. Dispelling 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. Normally improves the position of the supported action.

When used directly, the effect is usually limited, simply removing a capacity from the target, unless the opponent is relying on powers for their safety. Against an opponent that uses power to fly or even breathe you can 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 may not negate the power but instead give you a clue to what you need to do to resolve the situation. This applies especially to long-lasting powers such as whatever is keeping that city flying or curse.

Zephyr Zeal Summon an Air creature.

Summon a creature from a place of Air. This can bring you a group of allies to fight or labor for you, giving you scale. Summons can use simple Air effects and maintain Air powers you have created. They can also give advice and information related to air. In general, you can summon a group with a number of creatures based on your tier (p. 221) generic creatures one tier lower than yourself without having to do a flashback. Such creatures are similar to a gang of cohorts in ability but with an Air theme and powers.

To summon a particular creature, similar to an expert cohort, you need its unique identity. This is called a true name in the mystical power traditions. For a technomancer this would be a type id number, a blueprint, genetic code, or a blueprint. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to gain information.

It might be worth the extra effort to summon creatures of higher tier, but this is also much more demanding, using the usual rules for tiers.

Summoned creatures generally come in two types, elementals and creatures with powers.

An elemental is a simple creature made up of air and mist. Most 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.

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.

Depending on your degree of outcome a creature is willing to do different things. Limited outcome 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 and may flee or rage against you.

Standard outcome 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 or if the mission is flexible and let them use their initiative.

Great outcome 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 outcome, like summoning the creature to guard a treasure until it is stolen, but an Air creature is likely to stray from such tasks.

The position usually starts out at risky. The creature is being forced to serve and might lash out. Typical consequences are:

  • The creature strikes out at you once.
  • The creature breaks things around you, demands concessions from you.
  • Overly literal interpretations of your commands.
  • The creature deliberately does its tasks poorly.
  • A tightwire struggle to keep the creature under control

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. This is essentially a Devil's Bargain, accepting an additional consequence.

Gate of Gales Create a portal to a plane of air.

This is situational, but 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, with a focus on the airscape above over the sea or land below.

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 of 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 Desperate. Once you have established a connection to a certain place or an audience with a certain creature, you can usually do so again from a controlled position.

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 Authority 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, similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Creatures of Air understands your words.

Wind Whisper 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 does not remove existing loyalties, which can lead to conflict. Orders that go with the nature of targets are more effective. Asking Air creatures to just fly off is easier (needs less outcome) than telling them to act disciplined and persistent.

Limited outcome might result in a creature doing what it might have done anyway, acting on whimsy . Standard outcome makes the creature do what it should or would, 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 outcome 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 initial 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 a small rebellion. Ordering a creature that sees itself as your superior is a desperate position

Typhoon Tyrant Permanently bind Air creatures to service.

This won’t work unless you are already in a position of power. The effect 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 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 Imbue clothes and accessories with air and mist.

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.

Aeromorph Assume the form of an air creature.

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.

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. Your form may be able to use Basic and Advanced Air effects intrinsically. 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.

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

This is Aeromorph 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 Aeromorph.

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.

Sky Hunt 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. 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. 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 aerial servants or goons that will fight and chase for you. Servants do bit parts, like the seagulls from Finding Nemo. Goons are more interested in 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 air 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.

Misty Melee A fine and potent Air close-range attack, or give crew Cloud Cruiser.

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, fine and potent finesse weapon is just as effective at pure damage. Using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Alternatively, you can give your entire crew the Cloud Cruiser effect.

Flying Carpet Buffet a vehicle to fly

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.

Storm Riders Your crew can ride in the sky.

Create mounts and vehicles you and your crew use can fly in the sky, much like Flying Carpet above but suited to long-distance travel. 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 three times as fast at high altitude.

Hunt

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

Cloud Chaser 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.

Zephyr Zap Air attack similar in effect to a Fine and Potent stun rifle.

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

Atmospheric Architect Control wind and weather.

This does not inflict any direct damage and 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.

Wavering Winds Control local weather.

Atmospheric Architect on a larger scale. Control the local weather, about a block outdoors or a room of any size indoors, but you can expand the area by spending additional time, changing the weather as far as you can see in 15 minutes and regional weather in an hour. This does not inflict controlled damage, but cyclones, lighting and the like may cause random destruction.

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

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

Shroud Transparent standing still, wind and mist when you move.

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.

Aerial Acrobatics 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.

Air Circus Bring allies along when you use Shroud and Flight.

Allows you and your crew to use these powers. Each ally use their own Prowl action.

Cloud Walk Crew fly very fast from one location to another.

Unlike most apex Prowl effects, 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

Air Skirmish Resist Air damage.

Absorb Air energies. This allows you improved effect to extend endurance in aerial environments and to ignore Harm from Air powers, falls, and loose objects blown into you 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. 4-5: Reduce Harm by 1 level. 6: Reduce Harm by 2 levels. As an Advanced power, you can protect an ally for a score; as a Master Power, you can protect your crew. Allies roll their own Skirmish to resist Harm and push endurance.

Potent Air Fine and potent melee attack.

This has the same effectiveness as a dueling melee weapon or pistol. 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. Focused shockwaves can cut like blades.

Whirlwind Wind and mist confuse movement and negate scale.

This hinders cooperation and prevents the use of scale. 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 effect.

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

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you can also make Potent Air attacks to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with Air to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is Controlled. In the middle of a fight or when pinned down the position might be Desperate.

Analyze Air Identify gases, creatures of Air, and Air powers.

This gives precise mundane information, but not supernatural or exceptional abilities like those of powers.

Air Lore Learn the powers and abilities of gases you analyze.

You learn of any powers or special abilities the target has. This includes actual rules and game effects.

Air Echo Read the past events of a gas container.

The problem with reading the past of gasses is that they are not static things. Air and gasses drift around. The easiest case is a closed room or gas container; the gas inside remains the same. Other things you can read the past of are weather phenomena such as a squall, thunderhead, cloud, fog bank and such—all rather temporary.

The information you gain includes how the object has moved moved as well as significant scenes from its history. The power zooms in on events of interest to you.

Omniscient Air Air Lore in a wide area.

Provides a detailed view of events involving air and gases as far as you can see, pinpointing locations of interest like ventilation ducts and clouds of particular gasses. You can then use Air Echo to learn the history of up to three such locations.

Survey

Perceive and locate air, gasses, and Air creatures. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.

Detect Air Sense air, Air creatures, and powers.

This is a basic spotting power, selectively sensing things related to air. Decide if you are looking for air, a particular gas, Air creatures in general, or a specific type of Air creature.

The clearer your image of what you are looking for, the better.

Detecting air gives a rough estimate of negative space, detecting hollows in other materials, but the power is to imprecise to detect breathing.

Eye of Air Choose air that you have detected; perceive as if you were at that spot.

You move your perception to a spot of air or other gas and sense as if you were at that spot as long as you maintain concentration. You view from the vantage point of the phenomena, which is highly useful when cloud watching. You still sense things at your actual location, but only very dimly

Aero Scout Choose a location or creature. You gain an Eye of Air at the nearest space of air, which is usually right on top of the target.

Similar to Eye of Air but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a some air, which is often uncomfortably close. Fails if no suitable viewpoint is available.

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

Enhances your senses impossibly, akin to being multiple individuals spread across a huge volume of air. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. This is harder if the air is closed off or must pass a narrow passage to give you access. It's challenging for targets to hide unless they are aware of the need to conceal themselves and what kind of sense they have to hide from. Hiding from Omnipresent Air requires that you get away from the air, such as underwater or buried in earth.

Sway

Communicate, mesmerize, and manipulate Air creatures. Position and effect are determined normally, depending on the situation and your relation to listeners.

Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.

Aero Ear Understand Air creatures and learn the objectives of air creatures.

You can gauge the mood and motivations of Air creatures and understand what they are saying. This does not allow you to be understood. You can also sense when any kind of creature is inspired or open-minded.

Aeromancy Crew can communicate with air creatures. Influence folk to be inspired and flexible.

This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers. Unless you also use the advanced Command effect, you are persuading, not speaking with authority. In addition, you can spread an airy mood in any intelligent creature, making them inspired and flexible.

Aerial Urge Post a suggestion in the mind of an air creature.

This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed, and if you succeed, you can give them instructions that will activate later in a situation you specify.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a irregular soldier to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

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

This power is permanent but blatant. It changes the target on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power—you cannot make an Air creature love a strict routine or to be underground or underwater. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and create air. Things made out of air don't last unless you force them to. Instead you do dynamic things, like create wind or smoke.

The position depends on how quiet your workplace is and how much time you have to work with. The outcome determines the effectiveness of your construction, but also how long it will last. Devices that are more powerful are harder to contain, and thus wont last as long. Much shaping will only be good for a single scene, but if your outcome surpasses that required for the effect you want, you can stretch the duration until the end of the score.

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

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

Bellows Handle air and gases as bellows or a fan, air pump, or compressor.

This mainly substitutes for tools, up to a small workshop. The things you do only last as long as you keep maintaining them. The exception is that you can create or dissipate mist and wind and that will last until nature re-creates them.

Weave Wind 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 while. You can create wind, whirls, dust devils, and even complex air streams that follow paths you set up that could not occur naturally. This may allow you to set up traps or devices that would normally require extensive equipment.

Aeromorphosis Create air out of nothing, transform air into matter of another power.

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.

The second can only be used if you know multiple powers. You transmute air into material connected to another power. The result will maintain its form as if affected by Weave Wind. 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.

Skyshaper Weave Wind on a huge scale, affecting the weather or air of an entire region.

This is where you can affect the entire sky and really change the weather, create, or change the atmosphere of a city or small asteroid. This is much harder if the volume of gas is subdivided into smaller spaces, you cannot change all the air in a ship that is compartmentalized into many separate volumes.

Wreck

Air wrecking differ from most other powers in that you don't destroy air so much as using air to wreck other things. Air lacks precision in wrecking but can noisily smash even very large things. Air can easily wreck large things susceptible to high winds. Flipping a car and moving a single brick are about as hard. Collapsing an entire wooden building is easier than breaking a specific door.

Limited outcome can overturn wooden or tinny construction. Standard outcome can affect more solid things, like a log house, car, or brick. Can also wreck anything made to exploit wind power, like sails or windmills. Great outcome can topple stone constructions or unreinforced concrete, but reinforced concrete structures with rebar will still not be affected.

Air Smash Flip or push large objects.

This can do things up to the scale of flipping a car over or overturning a free-standing wall. Can flip a cloak or skirt.

Tempest Tackle Air Smash but stronger. Works as a fine potent sledgehammer in combat. Noisy.

You can hurl a car, flip a tank, or collapse a house. You can make a fine and potent air attack in melee or at close range. Air attacks by buffeting and tossing opponents, which is powerful against fliers and good at distracting and delaying. They easily cause broken eardrums, headaches, vertigo, and nosebleeds. Tackling and buffeting can move targets which may cause a lethal fall. Focused shockwaves can cut like blades.

Vanishing Gale Tempest Tackle, but destroyed targets silently disappear.

The real difference here is that wrecking things is now silent. You also leave less traces, as what you wreck turns to dust and blows away. This gets rid of evidence.

Aero Annihilation Tempest Tackle over a large area. Level a city bloc or create a sandstorm.

Rather straightforward, this just scales things up.