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Power Profile: Air Powers

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.

Power Profile: Air Powers 1


Jonathan Lotzer (order #3533764) 7
Scent: You can generate any mild scent in the air a Strength or Dodge check against your effect rank check.
around you, like an incense, perfume, spice, or the If the target wins, there is no effect. If you win, the target
smell of flowers. is flung a distance rank equal to your effect rank minus
the targets weight rank. So a 200 lb. man (weight rank 2)
Wind Effect: You can create a gentle stirring breeze hit with a rank 8 Flinging Gust would be hurled 1,800 feet
at will, just strong enough to ruffle hair and clothing (distance rank 6, or 8 minus 2).
and possibly scatter things like paper or leaves.
Note that a character with the Aerokinesis power (under
Wind Hearing: You ignore the effects of wind noise Utility Powers) can duplicate the effects of this power.
on your Perception checks to hear things, as if the
sound did not exist. Area versions of this power are common, including Wind
Wall (under Defensive Powers, following) and Wind Blast
(in the Weather Powers profile).
Offensive Powers Flinging Gust: Move Object, Limited Direction 1 point per
Anyone who has witnessed the awesome destructive rank.
power of a hurricane or tornado knows full well the effec-
tiveness of mere air as an attack. Air controllers can also
wield more subtle offensive powers, including depriving Stench
targets of oxygen.
You fill the air around the target with a disgusting, nau-
seating stench sufficient to cause a significant distrac-
Air Blast tion and potentially powerful enough to incapacitate the
You strike with a powerful blast of compressed air that target.
hits with hammering force. Typically, this power produces
Stench: Ranged Cumulative Affliction (Resisted and Overcome
swirls and contrails of mist; if it uses nothing but unseen
by Fortitude; Dazed, Stunned, Incapacitated), Smell-
air, it also qualifies for the Subtle modifier. Dependent 2 points per rank.

Air Blast: Ranged Damage (air pressure) 2 points per rank.


A Cloud Area version of this power is a common variation,
affecting all targets in 15-foot radius for two rounds (the
Air Burst initial attack and the following round).

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.

Air Rifle: Ranged Damage (projectiles) 2 points per rank. Tornado


You create a powerful whirlwind capable of damaging
Blinding Gust structures and picking up unsecured objects. The basic
tornado has a radius of 30 feet (distance rank 0). It can
A wind kicks up dust, sand, and other grit or debris to fly grab or lift objects with weight rank equal to or less than
into a targets eyes, blinding them. its rank; a realistic tornado should be limited to around
rank 8 in terms of both wind speed and lifting capabilities
Blinding Gust: Ranged Cumulative Affliction (Resisted by (sufficient to pick up and hurl vehicles), but the GM can
Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware),
allow cyclones of any rank. Because the power is Damag-
Limited to Vision 2 points per rank.
ing, it can lift objects, hold them (trapped in the whirl-
wind), hurl them away, or simply damage them.
Flinging Gust
Tornado: Cylinder Area Move Object, Damaging 4 points per
A powerful gust of wind picks up your target and flings it rank, +1 point per rank per +1 area distance rank
a considerable distance. If the attack hits, the target makes

2 Power Profile: Air Powers


Jonathan Lotzer (order #3533764) 7
Mist
Defensive Powers You condense a heavy mist out of the air. It imposes a 2
The winds ability to deflect often provides defensive air visibility modifier in the area. For twice the cost (2 points
powers, as does the simple value of fresh air (or a strong per rank), the mist imposes a 5 visibility modifier.
breeze) in defending against airborne hazards.
You are unable to see through your own mist unless you
Air Bubble have an appropriate Senses effect (such as Counters Conceal-
ment or the Air Sense power, following). You can also apply a
You create a bubble of fresh, clean, breathable air around Feature to your power (does not impede your own vision) or
you, 30 feet across (distance rank 0). Anyone inside the make it Selective in order to decide who is and is not affected.
bubble is able to breathe normally (assuming they are
an air-breather). If you stop sustaining the air bubble, its Mist: Environment (Visibility) 1 point per rank (2 modifier) or 2
surface tension is sufficient to keep it intact for one more points per rank (5 modifier)
round before it pops.

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.

Air Supply Movement Powers


You can generate your own supply of air, sufficient to The wind provides motive power for sailing, gliding, and
allow you to breathe normally in airless conditions. If soaring and can just as easily interfere with all such forms
your air supply provides you with protection from other of movement, redefining the meaning of air superiority.
environmental hazards, increase the rank of Immunity. To
provide an air supply for others, see the Air Bubble power.
Air-Walking
Air Supply: Immunity 2 (suffocation), Sustained 2 points.
You can walk on air as if it were solid ground, including as-
cending or descending invisible inclines or simply stand-
Deflecting Winds ing and hovering in one spot.

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.

Power Profile: Air Powers 3


Jonathan Lotzer (order #3533764) 7
Gliding They can look like virtually anything, from misty human-
oids to mythic creatures like thunderbirds or dragons. You
You can ride wind currents to glide through the air, but you can apply the various modifiers for the Summon effect to
can only gain altitude from updrafts, so your maximum get additional air creatures or to make them more active
gliding distance is equal to your starting height plus your or capable (removing the minion type from the template).
effect rank.
Note the creature template has a power level higher than
Gliding: Flight, Gliding 1 point per rank. the Summon effect rank, an option discussed in the Sum-
moning Powers profile.
Grounding Air Creatures: Summon Air Creature 6 (90-point minion) 12
points.
Your control over the air allows you to ground or becalm
wind-powered forms of movement in an area. This in-
cludes winged Flight, sailing-based Swimming, and Flight Air Creatures PL8 MR6
based on conventional aerodynamics (as opposed to
sheer power like anti-gravity, magnetics, and so forth). As STR 0 STA AGL 2 DEX 0 FGT 0 INT AWE PRE
long as you maintain your concentration, taking a stan- Powers: Aerokinesis (Move Object 2); Air Form (Concealment
dard action each round to do so, targets in the area remain 4 (visual), Insubstantial 2 (gaseous), Permanent, Innate);
grounded and those not yet grounded have to make a Suffocation (Cumulative Affliction 8 (Resisted and Overcome
new resistance check. If you can maintain a grounding by Fortitude; Fatigued, Exhausted, Incapacitated; AE: Wind
area as a free action, apply the Sustained modifier for an Blast (Move Object 8, Accurate 4, Limited to Flinging Away));
Unliving (Immunity 30: Fortitude Effects); Wind-Walker
additional 1 point per rank cost. (Enhanced Advantage 2 (Improved Initiative 2), Movement 1
(Environmental Adaptation: Aerial), Flight 7 (250 MPH))
Grounding: Nullify Flight and Swimming Based on Air,
Skills: Close Combat: Unarmed 8 (+8)
Concentration, Cylinder Area, Effortless 4 points per rank.
Offense: Initiative +10, Suffocation +8 (Close, Affliction 8),
Wind Blast +8 (Ranged, Move Object 8)
Wind-Riding Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 6,
Will Immune
You can truly ride the wind, similar to Gliding (previously)
Totals Abilities 26 + Powers 88 + Advantages 0 + Skills 4 +
except you can create the necessary updrafts to control
Defenses 24 = 90
your ascent and maintain altitude at will.

If you can command the wind to carry others aloft with


you, either apply the Affects Others, Ranged, and Area
Air Form
modifiers, or use wind lifting (see Utility Powers) to pick You can transform from flesh and blood into a mass of
up and carry them along. mobile air. In air form you are gaseous and insubstantial,
able to slip through any opening that is not airtight, and
Wind-Riding: Flight 2 points per rank.
largely immune to physical harm (although energy attacks
and area effects, like explosions, still affect you). You can

Utility Powers become invisible or appear as a misty, humanoid shape


resembling your normal form. You can move through the
air in any direction, but lack physical strength and cannot
Control over air grants a number of other useful effects,
touch or move objects on your own, although you can still
from animating masses of air into mobile minions to
use powers like Aerokinesis to do so.
moving large objects, sensing the flow of air currents, or
even transforming into air itself. Your air form may grant you other air powers, such as
Suffocation or Stench (previously), either at their normal
Aerokinesis range or limited to close range, requiring you to engulf
the target in your air form.
You use focused winds or mini-whirlwinds to lift and move
objects with an effective Strength equal to your rank. Air Form: Concealment 4 (visual), Flight 1, Insubstantial 2
(gaseous) 20 points.
See Wind-Lifting in the Weather Powers profile for a Burst
Area and Selective version of this power.
Air Sense
Aerokinesis: Move Object 2 points per rank.
You can feel the movement of air currents around you,
giving you an effective picture of your surroundings
Air Creatures without having to see and allowing you to sense any
unusual disturbances of the air nearby (usually from the
You can summon or create semi-independent creatures
use of other powers with an air descriptor).
of air that obey your commands. The air creatures you
summon are not truly alive, merely animated masses of air. Air Sense: Senses 2 (Air Awareness, Ranged Touch) 2 points.

4 Power Profile: Air Powers


Jonathan Lotzer (order #3533764) 7
physical body at all! The character might be able to inter-
Solid Air act with solid objects via powers like Aerokinesis or having
Affects Corporeal Strength but, even then, the character
You can solidify air into a transparent crystalline mate-
will find it difficult to lead a normal life.
rial, like very strong glass, creating objects out of it which
dissolve back into normal air when you choose or are no Air powers may compensate for other disabilities, al-
longer maintaining them. If your creations are truly invis- lowing characters to be more active. For example, the
ible, apply the Subtle 2 extra to the power. ability to fly carried by the wind overcomes many of the
drawbacks of being unable to walk. Likewise, a power
Solid Air: Create Solid Air Objects 2 points per rank. like Air Sense may partially compensate for being blind,
providing at least a clear picture of the characters sur-
Wind Conditions roundings.

You whip up high winds in the area, impeding move-


ment. In addition to the speed rank reduction, the GM
Phobia
may impose a circumstance modifier (2 for 1 rank, 5 for With powers linked to the open air and the sky, a fear
2 ranks of reduction) to movement-related skill checks like of enclosed spaces and suffocationclaustrophobia
Acrobatics, Athletics, and Vehicles. may be common for air controlling characters, making
them less willing to venture underground or into tight
Wind Conditions: Environment (Impede Movement) 1 point per indoor areas where their powers and maneuverability
rank for a 1 rank reduction in movement speeds, 2 points per rank
may be limited.
for a 2 rank reduction.
Conversely, an air controller with a fear of heights or
Whispering Wind wide open spaces could face some interesting challeng-
es! Imagine someone who has the potential to soar on
Currents of air carry your voice over a distance, allowing the winds but who remains firmly grounded due to an
you to deliver a message to someone further than you extreme fear of heights.
could normally speak (or even shout).

Whispering Wind: Communication (auditory, air), Subtle 1 1


Power Loss
point + 4 points per rank.
Air powers are dependent on air as a medium to create
and carry their effects. While some air powers (such as Air

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.

Similarly, air controllers might be able to counter airborne


Disability attacks like gases by pushing or blowing them away, but
might also be vulnerable to them, given their sensitivity to
A character with a Permanent Air Form (see Utility the surrounding atmosphere.
Powers) suffers from a significant disability: having no

Power Profile: Air Powers 5


Jonathan Lotzer (order #3533764) 7
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Green Ronin Staff: Bill Bodden, Joe Carriker, Will The following text is Open Gaming Content: all game system
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6 Power Profile: Air Powers


Jonathan Lotzer (order #3533764) 7

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