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 target’s 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 Earth’s 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). controller’s influence, although such an extreme environment carries its own concerns. The same is Air Features true of a vacuum, where there is no air at all to ma- 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) 71.123.169.106 • 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 target’s 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 Offensive Powers (in the Weather Powers profile). 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- Air Blast seating stench sufficient to cause a significant distrac- 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 target’s 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 Air Rifle may be Perception Ranged. 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 target’s 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- Flinging Gust wind), hurl them away, or simply damage them. 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 Power Profile: Air Powers

Jonathan Lotzer (order #3533764) 71.123.169.106 Defensive Powers Mist You condense a heavy mist out of the air. It imposes a –2 The wind’s 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 wall’s 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 wall’s rank minus the target’s 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 wall’s 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 Full Sail active defense for targets inside the area if it is higher than 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 vessel’s 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 Power Profile: Air Powers 3

Jonathan Lotzer (order #3533764) 71.123.169.106 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-Riding Wind Blast +8 (Ranged, Move Object 8) Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 6, Will Immune You can truly ride the wind, similar to Gliding (previously) except you can create the necessary updrafts to control Totals Abilities –26 + Powers 88 + Advantages 0 + Skills 4 + Defenses 24 = 90 your ascent and maintain altitude at will. If you can command the wind to carry others aloft with Air Form you, either apply the Affects Others, Ranged, and Area 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 become invisible or appear as a misty, humanoid shape Utility Powers 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 Power Profile: Air Powers

Jonathan Lotzer (order #3533764) 71.123.169.106 Solid Air physical body at all! The character might be able to inter- 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 character’s sur- Wind Conditions roundings.

You whip up high winds in the area, impeding move- Phobia ment. In addition to the speed rank reduction, the GM 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 suffocation—claustrophobia— 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). Power Loss Whispering Wind: Communication (auditory, air), Subtle 1 • 1 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 Bubble) actually create air, others might be rendered inef- Other Air Powers 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 (Hero’s 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 Power Profile: Air Powers 5

Jonathan Lotzer (order #3533764) 71.123.169.106 Credits & License

Mutants & Masterminds Power Profile: Air Powers Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC. Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser The following is designated as Product Identity, in ac- Art Direction and Graphic Design: Hal Mangold cordance with Section 1(e) of the , Interior Art: Dennis Calero Version 1.0a: hero points, power points. All characters and Playtesters: Darren Bulmer, Leon Chang, James Dawsey, their associated images, descriptions, backgrounds, and Nathan Kahler, Jack Norris, Aaron Sullivan related information are declared Product Identity. Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Joe Carriker, Will The following text is Open Gaming Content: all game system Hindmarch, Steve Kenson, Jon Leitheusser, Nicole rules and material not previously declared Product Identity. Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz Green Ronin Publishing

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Jonathan Lotzer (order #3533764) 71.123.169.106