Air

Everywhere and nowhere, air represents intangible movement and change. Air powers are unpredictable, but powerful.

Effects
Swiftness

Contest: None

The user adds 1d6 to their move score for the duration of this power.

Crash

Contest: Focusing vs Traversing

The target contests their traversing with the user's focusing, and is pushed the difference if they lose, to a maximum of three yards.

Gale

Contest: MA vs DV

The target takes 3d6 air damage and must test Enduring or be knocked prone.

Guidance

Ongoing Effect

Contest: None

The user gains an ongoing effect, which can be removed at any time as an interrupt action to grant the user +3 on a single roll before it is made.

Blast

Contest: Focusing vs Enduring

The target is knocked prone.

Funnel Shield

Contest: None

For the duration of this power, the target gains Soak Fire +4

Refresh

Contest: None

The target is freed of one affliction of their choosing.