Hot Topic (More than 10 Replies) Air Control/Air Powers (Read 8608 times)
dsumner
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Air Control/Air Powers
Nov 14th, 2013 at 9:38pm
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Air Control/Air Powers: This Power allows the character to control winds, air currents, and air pressure, allowing him to generate strong blasts of wind, create a wall of air, or fly.

Strong blasts of wind can be created and fired at a target inflicting concussive force damage. This attack is capable of knocking things over or knocking an opponent back through the air (save vs. Agility). Range = Endurance x2 inches. 1d12 damage. By expending an action the character may use the winds as a defense. One additional action to maintain, but no additional cost. Attacks and defends as Telekinesis. PR=3 per an attack. PR=3 per use as a defense (thanks Polar Boy).

The character my fly riding the wind currents. Maximum flight speed is per the Flight power. PR=1 per hour of flight.
« Last Edit: Jan 2nd, 2024 at 3:40am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

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Majestic
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Re: Air Control/Air Powers
Reply #1 - Nov 15th, 2013 at 3:21pm
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I think many characters published tended to have this work off of Vibratory Powers.  The only one (off the top of my head) that might end up being a bit funky is Light, being as light ordinarily penetrates (ignores) Force Field as a defense.  Not sure that should be so with Air.
  
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dsumner
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Re: Air Control/Air Powers
Reply #2 - May 25th, 2014 at 3:56pm
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Okay, after giving this some thought, I made a modification, so that now air powers attack and defend as Telekinesis.
  

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THE ONI
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Re: Air Control/Air Powers
Reply #3 - May 25th, 2014 at 7:55pm
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I am going to "Borrow" this as a future Dick Dante Spell instead of power at some point.

Fuego!!!
  
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dsumner
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Re: Air Control/Air Powers
Reply #4 - May 25th, 2014 at 11:43pm
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THE ONI wrote on May 25th, 2014 at 7:55pm:
I am going to "Borrow" this as a future Dick Dante Spell instead of power at some point.

Fuego!!!


Have you seen my list of spells?
  

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THE ONI
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Re: Air Control/Air Powers
Reply #5 - May 26th, 2014 at 7:53am
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Oh Yeah.....
  
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dsumner
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Re: Air Control/Air Powers
Reply #6 - Jun 24th, 2014 at 2:29pm
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If any of you guys use this in a game, let me know. I really like hearing feedback when I post these.
  

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Baretta
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Re: Air Control/Air Powers
Reply #7 - Jun 24th, 2014 at 11:47pm
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I have a lot of questions before I could use this power.

What does it take to set up a defense? Is there a PR cost? Does it require an action?

How does the "area effected" work? Is this different from multiple attack rules?
« Last Edit: Jun 24th, 2014 at 11:47pm by Baretta »  
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dsumner
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Re: Air Control/Air Powers
Reply #8 - Dec 4th, 2016 at 5:27pm
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Baretta wrote on Jun 24th, 2014 at 11:47pm:
I have a lot of questions before I could use this power.

What does it take to set up a defense? Is there a PR cost? Does it require an action?

How does the "area effected" work? Is this different from multiple attack rules?


Movement only to set up a defense. PR=2.
  

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dsumner
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Re: Air Control/Air Powers
Reply #9 - Sep 14th, 2020 at 5:51am
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Bumping this one up as well.
  

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polarboy
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Re: Air Control/Air Powers
Reply #10 - Sep 18th, 2020 at 11:07pm
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dsumner wrote on Nov 14th, 2013 at 9:38pm:
Air Control/Air Powers: Air Powers allow the character to control the winds, air currents, and air pressure, allowing him to generate strong blasts of wind, create a wall of air, or fly.

Strong blasts of wind can be created and fired at a target inflicting concussive force damage. This attack is capable of knocking things over or knocking an opponent back through the air (save vs. Agility). Range = Endurance x 2. 1d12 damage. Attacks and defends as Telekinesis. PR=3 per an attack.



There's a character in Trouble for Havoc with air control, and that resource does something similar, using telekinesis as a model.
  
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polarboy
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Re: Air Control/Air Powers
Reply #11 - Sep 18th, 2020 at 11:12pm
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I'm thinking I would probably lift from the Tornado effects of Weather Control and say the power attacks as Vibratory Powers, range = S x 2, with 3d6 Damage, PR = 3. I'd probably add PR = 3 to set up the defense, requiring one action to maintain per turn at no additional power cost.
  
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dsumner
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Re: Air Control/Air Powers
Reply #12 - Sep 19th, 2020 at 6:34am
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polarboy wrote on Sep 18th, 2020 at 11:12pm:
I'm thinking I would probably lift from the Tornado effects of Weather Control and say the power attacks as Vibratory Powers, range = S x 2, with 3d6 Damage, PR = 3. I'd probably add PR = 3 to set up the defense, requiring one action to maintain per turn at no additional power cost.


Hmm...I'll have to go back and take a look, but I'm pretty open to ideas on several of these.
  

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Re: Air Control/Air Powers
Reply #13 - Sep 21st, 2020 at 11:07pm
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I've also been toying with using Flame Powers as a model for Air Powers. PR = 3 to activate tornado defense (as Vibratory Powers), with the character surrounded by a tornado that allows flight in m.p.h. equal to the character's ground movement. PR = 1 per hour of flight thereafter. PR = 3 tornado attack.
  
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dsumner
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Re: Air Control/Air Powers
Reply #14 - Dec 31st, 2021 at 12:15pm
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I've made a slight tweak to the writeup.
« Last Edit: Jan 2nd, 2024 at 3:40am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

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