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Air

Power

Powers · p.121

Open source p.121

Sources: Divine, Elemental, Magical, Spirit, or Super. Focus: Gases. This is the power to create and manipulate gases. Adept practitioners in some settings can even become a gas. It might represent direct control over air (Elemental and Super), a college of air spells (Magical), the allegiance of elemental air spirits (Spirit), or the holy favor of a sky god (Divine). Air abilities only affect true gases – not dust clouds, energetic plasmas, or supernatural or superscience “ether.” Air Talent Air Abilities Alternate Form (Body of Air); Control (Air); Create (Air or Gas); Damage Resistance, Limited, Air (-40%) or both Force Field and Limited, Physical (-20%); Doesn’t Breathe; Enhanced Move (Air); Flight; Modular Abilities, with both Limited, Air (-10%) and Physical; Obscure (Vision); Pressure Support; Protected Power; Resistant, to any kind of inhaled threat; Sealed; Telekinesis, with (-5%); Vacuum Support; Vibration Sense (Air); and Walk on Air. Innate Attacks are also allowed. They must be crushing, and can only have modifiers that suit air jets, concussion waves, tornados, etc. (GM decides). Add Environmental (-5%) to any attack that shapes existing air. Power Modifier: Air. The advantage belongs to the Air power. This modifier is usually Divine (-10%), Elemental (-10%), Magical (-10%), Spirit (-25%), or Super (-10%), and may be both Elemental and Super.