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From the unleashed power of a hurricane wind or de- of its speed, with the fastest wind speed on Earth
structive tornado to drawing the breath from your targets being about 250 miles per hour (speed rank 7). Given
lungs, Air Powers command the life-giving atmosphere all the destructive force of this kind of wind, Gamemas-
around us. Whip up wind blasts and shields to protect you ters can safely assign a Damage rank to wind equal to
from attack, fly on the wings of the wind, and let it carry twice its speed rank, in terms of gusts striking struc-
your words across great distances as you snuff out fires tures and other large objects.
and the consciousness of your foes!
Countering: Air powers, along with countering
each other, can potentially counter any power de-
Air Descriptors pendent upon air to function or vulnerable to the
physical movements of the wind. For example, air
The following are some important descriptors associated powers can potentially counter fire effects by de-
with air powers, with potential influence on their use. priving them of their oxygen, while powerful sus-
Air: Broadly speaking, air means the normal com- tained winds may be able to counter various types
bination of gases making up the Earths atmosphere: of projectiles, pushing them off course and scatter-
primarily nitrogen with a significant percentage of ing them. Powerful winds may wear down some
oxygen and some carbon dioxide, water vapor, and targets; air is mystically seen as opposed to the
trace gases, all existing in a gaseous state at Earth- element of earth (much as water is opposed to fire)
normal pressures and temperatures. Amongst other so air powers may be able to counter some earth
things, this generally means air powers do not work powers, particularly if both are magical in nature.
directly on gases other than those found in the at- Air powers can potentially counter movement
mosphere: an air-controller can whip up a wind to effects like Flight, creating powerful turbulence or
move a cloud of chlorine vapor, for example, but even robbing a flier of motive power. Even if unable
cannot manipulate that gas directly. Similarly, air to counter a Flight effect, an air power may still
changed by tremendous pressure into a liquid (or be able to make flying difficult or dangerous (see
even a solid in extreme cold) is outside of an air- Utility Powers for more).
controllers influence, although such an extreme
environment carries its own concerns. The same is
true of a vacuum, where there is no air at all to ma-
Air Features
nipulate. Some potential Feature effects associated with Air Powers
include the following:
Wind: Wind is the movement of air masses due to dif-
ferences in temperature and pressure under normal Freshen Air: You clear the air of all scents, leaving it
circumstances. Wind is primarily measured in terms smelling crisp and clean.
You create an explosive outward blast of compressed air Stench Cloud: Ranged Cloud Area Cumulative Affliction
or a momentary vacuum that causes the surrounding air (Resisted and Overcome by Fortitude; Dazed, Stunned,
to rush in with the force of a thunderclap, potentially stun- Incapacitated), Smell-Dependent 3 points per rank.
ning targets in the area. If you can only produce the burst
in an area around you, remove the Ranged modifier.
Suffocation
Air Burst: Ranged Burst Area Affliction (Resisted and
Overcome by Fortitude; Dazed, Stunned, Incapacitated) 3 You cut off a targets air, literally drawing the air out of
points per rank. their lungs and causing them to suffocate. For air control-
lers with sufficient command over the element, this power
may be Perception Ranged.
Air Rifle
Suffocation: Ranged Progressive Affliction (Resisted and
Rather than striking with compressed air, you use that Overcome by Fortitude; Fatigued, Exhausted, Incapacitated)
force to propel small objects as projectiles, like an air rifle. 4 points per rank.
If you can do either, add 1 rank of Variable Descriptor.
If you can create an air bubble at a distance, apply the Wind Wall
Ranged modifier for an additional 2 points. If the bubble
You create a narrow corridor or wall where the wind
protects against other hazards, increase the rank of the
blows strongly in one direction, creating a barrier of sorts:
Immunity (at a cost of 3 points per rank) to cover them.
anything trying to pass through the wind wall must beat
This includes the bubble resisting pressure (such as deep
an opposed check of Strength or Speed against the walls
under water) or vacuum (in space) or maintaining a con-
rank. If the wall wins the check, the target is flung in the
stant temperature.
direction the wind is moving a distance rank equal to
Air Bubble: Immunity 2 (Suffocation), Affects Others, Cloud Area, the walls rank minus the targets weight rank. So a Str 4
Sustained 6 points + 2 points per +1 area distance rank. person running into a rank 8 wind wall (moving at Speed
rank 0) must make a Strength check (d20 + 4) versus
d20 + 8 (the walls rank) or be thrown distance rank 8 2
Air Shield (average human weight) or 1,800 feet (distance rank 6).
You surround yourself with a thin barrier of hardened air A Wind Wall can be combined with Deflecting Winds (pre-
that protects you against damaging attacks. The default air viously) to create a barrier that provides a defensive bonus
shield is visible as a misty shimmer; if it is truly invisible, apply as well as flinging aside things trying to cross the barrier.
the Subtle modifier as well. A stronger air shield may have
the Impervious modifier, allowing it to ignore lesser attacks. Wind Wall: Line Area Move Object, Limited Direction (along the
length of the line) 2 points per rank +1 point per rank per +1
Air Shield: Protection, Sustained 1 point per rank. distance rank of wall length.
You can wield the winds to deflect ranged attacks at a Air-Walking: Flight 1, Subtle, Quirk (the prone condition causes
distance, setting up a swirling barrier protecting anyone you to fall, 1 point) 2 points.
inside it. Roll the die and add your Deflect rank, adding
10 to the die roll if it is a 10 or less. The result becomes the
active defense for targets inside the area if it is higher than
Full Sail
their normal active defense. You summon up a wind to fill the sails of a vessel and speed it
See Whirlwind in the Weather Powers profile for a similar along: increase its speed to your effect rank if it is higher than
effect, with an expanded Cloud Area, allowing the whirl- the vessels normal speed. The realistic rank limit on Earth is
wind to deflect attacks on the round after it is used as well. around rank 6, but the GM may allow any rank, as desired.
Deflecting Winds: Deflect, Burst Area, Limited to Physical Full Sail: Swimming, Affects Objects, Limited to Wind-Powered
Projectiles 1 point per rank. Vehicles, Alternate Effect: Flight, Affects Objects, Gliding,
Limited to Wind-Powered Vehicles 1 point + 1 point per rank.
Other Air Powers Bubble) actually create air, others might be rendered inef-
fective in the absence of air to manipulate, such as in a
Closely connected to the air powers in this profile are the vacuum chamber, underwater, or in the depths of space.
abilities of the Weather Powers profile, as noted in several Whether powers like Air Blast create the air they use or not
places. Many air powers can become weather powers and depends on whether or not the player wants to accept the
vice versa. In particular, any weather power with wind in Power Loss complication (and the hero point award that
its name is also a potential air power. comes with it).
Characters might also lose the use of air powers for other
Air Complications reasons. Mystical air powers could be negated by condi-
tions like being surrounded with an opposing element,
Wielders of air powers can encounter complications stem- such as earth, so a character inside a cavern (or buried
ming from the medium they manipulate or the attitudes beneath a landslide) would be rendered powerless. Air
or inclinations it gives them, such as the following. powers relying on fans, turbines, or similar technology
could be jammed, damaged, or otherwise rendered in-
Accident operative. Such devices could also have the Removable
modifier (Heros Handbook, page 149).
The potential destructive force of air powers like Tornado
is considerable, and characters wielding hurricanes and Weakness
twisters as weapons may find themselves dealing with a
lot of collateral damage in the aftermath. Such accidents Weaknesses associated with air powers include vulner-
may lead to air controllers exercising greater restraint with abilities to opposed elements, such as earth or water:
their powers (sometimes to their disadvantage) or having characters might suffer an additional degree of effect
to deal with others who want to place restraints on their from such attacks, or find their defenses less effective
powers and what they can do with them. against them.
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