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Power Profile: Air Powers

From the unleashed power of a hurricane wind or destructive tornado to drawing the breath from your targets
lungs, Air Powers command the life-giving atmosphere all
around us. Whip up wind blasts and shields to protect you
from attack, fly on the wings of the wind, and let it carry
your words across great distances as you snuff out fires
and the consciousness of your foes!

of its speed, with the fastest wind speed on Earth


being about 250 miles per hour (speed rank 7). Given
the destructive force of this kind of wind, Gamemasters can safely assign a Damage rank to wind equal to
twice its speed rank, in terms of gusts striking structures and other large objects.

Air Descriptors
The following are some important descriptors associated
with air powers, with potential influence on their use.

Air: Broadly speaking, air means the normal combination of gases making up the Earths atmosphere:
primarily nitrogen with a significant percentage of
oxygen and some carbon dioxide, water vapor, and
trace gases, all existing in a gaseous state at Earthnormal pressures and temperatures. Amongst other
things, this generally means air powers do not work
directly on gases other than those found in the atmosphere: an air-controller can whip up a wind to
move a cloud of chlorine vapor, for example, but
cannot manipulate that gas directly. Similarly, air
changed by tremendous pressure into a liquid (or
even a solid in extreme cold) is outside of an aircontrollers 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 manipulate.
Wind: Wind is the movement of air masses due to differences in temperature and pressure under normal
circumstances. Wind is primarily measured in terms

Power Profile: Air Powers


Jonathan Lotzer (order #3533764)

Countering: Air powers, along with countering


each other, can potentially counter any power dependent upon air to function or vulnerable to the
physical movements of the wind. For example, air
powers can potentially counter fire effects by depriving them of their oxygen, while powerful sustained winds may be able to counter various types
of projectiles, pushing them off course and scattering them. Powerful winds may wear down some
targets; air is mystically seen as opposed to the
element of earth (much as water is opposed to fire)
so air powers may be able to counter some earth
powers, particularly if both are magical in nature.
Air powers can potentially counter movement
effects like Flight, creating powerful turbulence or
even robbing a flier of motive power. Even if unable
to counter a Flight effect, an air power may still
be able to make flying difficult or dangerous (see
Utility Powers for more).

Air Features
Some potential Feature effects associated with Air Powers
include the following:

Freshen Air: You clear the air of all scents, leaving it


smelling crisp and clean.

Scent: You can generate any mild scent in the air


around you, like an incense, perfume, spice, or the
smell of flowers.

Wind Effect: You can create a gentle stirring breeze


at will, just strong enough to ruffle hair and clothing
and possibly scatter things like paper or leaves.

Wind Hearing: You ignore the effects of wind noise


on your Perception checks to hear things, as if the
sound did not exist.

Offensive Powers
Anyone who has witnessed the awesome destructive
power of a hurricane or tornado knows full well the effectiveness of mere air as an attack. Air controllers can also
wield more subtle offensive powers, including depriving
targets of oxygen.

Air Blast
You strike with a powerful blast of compressed air that
hits with hammering force. Typically, this power produces
swirls and contrails of mist; if it uses nothing but unseen
air, it also qualifies for the Subtle modifier.
Air Blast: Ranged Damage (air pressure) 2 points per rank.

Air Burst
You create an explosive outward blast of compressed air
or a momentary vacuum that causes the surrounding air
to rush in with the force of a thunderclap, potentially stunning targets in the area. If you can only produce the burst
in an area around you, remove the Ranged modifier.
Air Burst: Ranged Burst Area Affliction (Resisted and
Overcome by Fortitude; Dazed, Stunned, Incapacitated) 3
points per rank.

Air Rifle
Rather than striking with compressed air, you use that
force to propel small objects as projectiles, like an air rifle.
If you can do either, add 1 rank of Variable Descriptor.
Air Rifle: Ranged Damage (projectiles) 2 points per rank.

Blinding Gust
A wind kicks up dust, sand, and other grit or debris to fly
into a targets eyes, blinding them.
Blinding Gust: Ranged Cumulative Affliction (Resisted by
Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware),
Limited to Vision 2 points per rank.

Flinging Gust
A powerful gust of wind picks up your target and flings it
a considerable distance. If the attack hits, the target makes

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a Strength or Dodge check against your effect rank check.


If the target wins, there is no effect. If you win, the target
is flung a distance rank equal to your effect rank minus
the targets weight rank. So a 200 lb. man (weight rank 2)
hit with a rank 8 Flinging Gust would be hurled 1,800 feet
(distance rank 6, or 8 minus 2).
Note that a character with the Aerokinesis power (under
Utility Powers) can duplicate the effects of this power.
Area versions of this power are common, including Wind
Wall (under Defensive Powers, following) and Wind Blast
(in the Weather Powers profile).
Flinging Gust: Move Object, Limited Direction 1 point per
rank.

Stench
You fill the air around the target with a disgusting, nauseating stench sufficient to cause a significant distraction and potentially powerful enough to incapacitate the
target.
Stench: Ranged Cumulative Affliction (Resisted and Overcome
by Fortitude; Dazed, Stunned, Incapacitated), SmellDependent 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
initial attack and the following round).
Stench Cloud: Ranged Cloud Area Cumulative Affliction
(Resisted and Overcome by Fortitude; Dazed, Stunned,
Incapacitated), Smell-Dependent 3 points per rank.

Suffocation
You cut off a targets air, literally drawing the air out of
their lungs and causing them to suffocate. For air controllers with sufficient command over the element, this power
may be Perception Ranged.
Suffocation: Ranged Progressive Affliction (Resisted and
Overcome by Fortitude; Fatigued, Exhausted, Incapacitated)
4 points per rank.

Tornado
You create a powerful whirlwind capable of damaging
structures and picking up unsecured objects. The basic
tornado has a radius of 30 feet (distance rank 0). It can
grab or lift objects with weight rank equal to or less than
its rank; a realistic tornado should be limited to around
rank 8 in terms of both wind speed and lifting capabilities
(sufficient to pick up and hurl vehicles), but the GM can
allow cyclones of any rank. Because the power is Damaging, it can lift objects, hold them (trapped in the whirlwind), hurl them away, or simply damage them.
Tornado: Cylinder Area Move Object, Damaging 4 points per
rank, +1 point per rank per +1 area distance rank

Power Profile: Air Powers

Defensive Powers
The winds ability to deflect often provides defensive air
powers, as does the simple value of fresh air (or a strong
breeze) in defending against airborne hazards.

Air Bubble
You create a bubble of fresh, clean, breathable air around
you, 30 feet across (distance rank 0). Anyone inside the
bubble is able to breathe normally (assuming they are
an air-breather). If you stop sustaining the air bubble, its
surface tension is sufficient to keep it intact for one more
round before it pops.
If you can create an air bubble at a distance, apply the
Ranged modifier for an additional 2 points. If the bubble
protects against other hazards, increase the rank of the
Immunity (at a cost of 3 points per rank) to cover them.
This includes the bubble resisting pressure (such as deep
under water) or vacuum (in space) or maintaining a constant temperature.
Air Bubble: Immunity 2 (Suffocation), Affects Others, Cloud Area,
Sustained 6 points + 2 points per +1 area distance rank.

Air Shield
You surround yourself with a thin barrier of hardened air
that protects you against damaging attacks. The default air
shield is visible as a misty shimmer; if it is truly invisible, apply
the Subtle modifier as well. A stronger air shield may have
the Impervious modifier, allowing it to ignore lesser attacks.
Air Shield: Protection, Sustained 1 point per rank.

Air Supply
You can generate your own supply of air, sufficient to
allow you to breathe normally in airless conditions. If
your air supply provides you with protection from other
environmental hazards, increase the rank of Immunity. To
provide an air supply for others, see the Air Bubble power.
Air Supply: Immunity 2 (suffocation), Sustained 2 points.

Deflecting Winds
You can wield the winds to deflect ranged attacks at a
distance, setting up a swirling barrier protecting anyone
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
their normal active defense.
See Whirlwind in the Weather Powers profile for a similar
effect, with an expanded Cloud Area, allowing the whirlwind to deflect attacks on the round after it is used as well.
Deflecting Winds: Deflect, Burst Area, Limited to Physical
Projectiles 1 point per rank.

Power Profile: Air Powers


Jonathan Lotzer (order #3533764)

Mist
You condense a heavy mist out of the air. It imposes a 2
visibility modifier in the area. For twice the cost (2 points
per rank), the mist imposes a 5 visibility modifier.
You are unable to see through your own mist unless you
have an appropriate Senses effect (such as Counters Concealment or the Air Sense power, following). You can also apply a
Feature to your power (does not impede your own vision) or
make it Selective in order to decide who is and is not affected.
Mist: Environment (Visibility) 1 point per rank (2 modifier) or 2
points per rank (5 modifier)

Wind Wall
You create a narrow corridor or wall where the wind
blows strongly in one direction, creating a barrier of sorts:
anything trying to pass through the wind wall must beat
an opposed check of Strength or Speed against the walls
rank. If the wall wins the check, the target is flung in the
direction the wind is moving a distance rank equal to
the walls rank minus the targets weight rank. So a Str 4
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
(average human weight) or 1,800 feet (distance rank 6).
A Wind Wall can be combined with Deflecting Winds (previously) to create a barrier that provides a defensive bonus
as well as flinging aside things trying to cross the barrier.
Wind Wall: Line Area Move Object, Limited Direction (along the
length of the line) 2 points per rank +1 point per rank per +1
distance rank of wall length.

Movement Powers
The wind provides motive power for sailing, gliding, and
soaring and can just as easily interfere with all such forms
of movement, redefining the meaning of air superiority.

Air-Walking
You can walk on air as if it were solid ground, including ascending or descending invisible inclines or simply standing and hovering in one spot.
Air-Walking: Flight 1, Subtle, Quirk (the prone condition causes
you to fall, 1 point) 2 points.

Full Sail
You summon up a wind to fill the sails of a vessel and speed it
along: increase its speed to your effect rank if it is higher than
the vessels normal speed. The realistic rank limit on Earth is
around rank 6, but the GM may allow any rank, as desired.
Full Sail: Swimming, Affects Objects, Limited to Wind-Powered
Vehicles, Alternate Effect: Flight, Affects Objects, Gliding,
Limited to Wind-Powered Vehicles 1 point + 1 point per rank.

Gliding
You can ride wind currents to glide through the air, but you
can only gain altitude from updrafts, so your maximum
gliding distance is equal to your starting height plus your
effect rank.
Gliding: Flight, Gliding 1 point per rank.

Grounding
Your control over the air allows you to ground or becalm
wind-powered forms of movement in an area. This includes winged Flight, sailing-based Swimming, and Flight
based on conventional aerodynamics (as opposed to
sheer power like anti-gravity, magnetics, and so forth). As
long as you maintain your concentration, taking a standard action each round to do so, targets in the area remain
grounded and those not yet grounded have to make a
new resistance check. If you can maintain a grounding
area as a free action, apply the Sustained modifier for an
additional 1 point per rank cost.
Grounding: Nullify Flight and Swimming Based on Air,
Concentration, Cylinder Area, Effortless 4 points per rank.

Wind-Riding
You can truly ride the wind, similar to Gliding (previously)
except you can create the necessary updrafts to control
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
modifiers, or use wind lifting (see Utility Powers) to pick
up and carry them along.
Wind-Riding: Flight 2 points per rank.

Utility Powers
Control over air grants a number of other useful effects,
from animating masses of air into mobile minions to
moving large objects, sensing the flow of air currents, or
even transforming into air itself.

Aerokinesis
You use focused winds or mini-whirlwinds to lift and move
objects with an effective Strength equal to your rank.
See Wind-Lifting in the Weather Powers profile for a Burst
Area and Selective version of this power.
Aerokinesis: Move Object 2 points per rank.

Air Creatures
You can summon or create semi-independent creatures
of air that obey your commands. The air creatures you
summon are not truly alive, merely animated masses of air.

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They can look like virtually anything, from misty humanoids to mythic creatures like thunderbirds or dragons. You
can apply the various modifiers for the Summon effect to
get additional air creatures or to make them more active
or capable (removing the minion type from the template).
Note the creature template has a power level higher than
the Summon effect rank, an option discussed in the Summoning Powers profile.
Air Creatures: Summon Air Creature 6 (90-point minion) 12
points.

PL8 MR6

Air Creatures

STR 0 STA AGL 2 DEX 0 FGT 0 INT AWE PRE


Powers: Aerokinesis (Move Object 2); Air Form (Concealment
4 (visual), Insubstantial 2 (gaseous), Permanent, Innate);
Suffocation (Cumulative Affliction 8 (Resisted and Overcome
by Fortitude; Fatigued, Exhausted, Incapacitated; AE: Wind
Blast (Move Object 8, Accurate 4, Limited to Flinging Away));
Unliving (Immunity 30: Fortitude Effects); Wind-Walker
(Enhanced Advantage 2 (Improved Initiative 2), Movement 1
(Environmental Adaptation: Aerial), Flight 7 (250 MPH))
Skills: Close Combat: Unarmed 8 (+8)
Offense: Initiative +10, Suffocation +8 (Close, Affliction 8),
Wind Blast +8 (Ranged, Move Object 8)
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 6,
Will Immune
Totals Abilities 26 + Powers 88 + Advantages 0 + Skills 4 +
Defenses 24 = 90

Air Form
You can transform from flesh and blood into a mass of
mobile air. In air form you are gaseous and insubstantial,
able to slip through any opening that is not airtight, and
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
resembling your normal form. You can move through the
air in any direction, but lack physical strength and cannot
touch or move objects on your own, although you can still
use powers like Aerokinesis to do so.
Your air form may grant you other air powers, such as
Suffocation or Stench (previously), either at their normal
range or limited to close range, requiring you to engulf
the target in your air form.
Air Form: Concealment 4 (visual), Flight 1, Insubstantial 2
(gaseous) 20 points.

Air Sense
You can feel the movement of air currents around you,
giving you an effective picture of your surroundings
without having to see and allowing you to sense any
unusual disturbances of the air nearby (usually from the
use of other powers with an air descriptor).
Air Sense: Senses 2 (Air Awareness, Ranged Touch) 2 points.

Power Profile: Air Powers

Solid Air
You can solidify air into a transparent crystalline material, like very strong glass, creating objects out of it which
dissolve back into normal air when you choose or are no
longer maintaining them. If your creations are truly invisible, apply the Subtle 2 extra to the power.
Solid Air: Create Solid Air Objects 2 points per rank.

Wind Conditions
You whip up high winds in the area, impeding movement. In addition to the speed rank reduction, the GM
may impose a circumstance modifier (2 for 1 rank, 5 for
2 ranks of reduction) to movement-related skill checks like
Acrobatics, Athletics, and Vehicles.
Wind Conditions: Environment (Impede Movement) 1 point per
rank for a 1 rank reduction in movement speeds, 2 points per rank
for a 2 rank reduction.

Whispering Wind
Currents of air carry your voice over a distance, allowing
you to deliver a message to someone further than you
could normally speak (or even shout).
Whispering Wind: Communication (auditory, air), Subtle 1 1
point + 4 points per rank.

Other Air Powers


Closely connected to the air powers in this profile are the
abilities of the Weather Powers profile, as noted in several
places. Many air powers can become weather powers and
vice versa. In particular, any weather power with wind in
its name is also a potential air power.

Air Complications
Wielders of air powers can encounter complications stemming from the medium they manipulate or the attitudes
or inclinations it gives them, such as the following.

Accident
The potential destructive force of air powers like Tornado
is considerable, and characters wielding hurricanes and
twisters as weapons may find themselves dealing with a
lot of collateral damage in the aftermath. Such accidents
may lead to air controllers exercising greater restraint with
their powers (sometimes to their disadvantage) or having
to deal with others who want to place restraints on their
powers and what they can do with them.

Disability
A character with a Permanent Air Form (see Utility
Powers) suffers from a significant disability: having no

Power Profile: Air Powers


Jonathan Lotzer (order #3533764)

physical body at all! The character might be able to interact with solid objects via powers like Aerokinesis or having
Affects Corporeal Strength but, even then, the character
will find it difficult to lead a normal life.
Air powers may compensate for other disabilities, allowing characters to be more active. For example, the
ability to fly carried by the wind overcomes many of the
drawbacks of being unable to walk. Likewise, a power
like Air Sense may partially compensate for being blind,
providing at least a clear picture of the characters surroundings.

Phobia
With powers linked to the open air and the sky, a fear
of enclosed spaces and suffocationclaustrophobia
may be common for air controlling characters, making
them less willing to venture underground or into tight
indoor areas where their powers and maneuverability
may be limited.
Conversely, an air controller with a fear of heights or
wide open spaces could face some interesting challenges! Imagine someone who has the potential to soar on
the winds but who remains firmly grounded due to an
extreme fear of heights.

Power Loss
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 ineffective in the absence of air to manipulate, such as in a
vacuum chamber, underwater, or in the depths of space.
Whether powers like Air Blast create the air they use or not
depends on whether or not the player wants to accept the
Power Loss complication (and the hero point award that
comes with it).
Characters might also lose the use of air powers for other
reasons. Mystical air powers could be negated by conditions like being surrounded with an opposing element,
such as earth, so a character inside a cavern (or buried
beneath a landslide) would be rendered powerless. Air
powers relying on fans, turbines, or similar technology
could be jammed, damaged, or otherwise rendered inoperative. Such devices could also have the Removable
modifier (Heros Handbook, page 149).

Weakness
Weaknesses associated with air powers include vulnerabilities to opposed elements, such as earth or water:
characters might suffer an additional degree of effect
from such attacks, or find their defenses less effective
against them.
Similarly, air controllers might be able to counter airborne
attacks like gases by pushing or blowing them away, but
might also be vulnerable to them, given their sensitivity to
the surrounding atmosphere.

Credits & License


Mutants & Masterminds Power Profile: Air Powers
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser
Art Direction and Graphic Design: Hal Mangold
Interior Art: Dennis Calero
Playtesters: Darren Bulmer, Leon Chang, James Dawsey,
Nathan Kahler, Jack Norris, Aaron Sullivan
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole
Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc
Schmalz
Mutants & Masterminds Power Profile: Air Powers is 2012
Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a
challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by M&M,
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Open Game License v 1.0 Copyright 2000, Wizards of the
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System Reference Document, Copyright 2000, Wizards of
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Mutants & Masterminds Power Profile: Air Powers,
Copyright 2012, Green Ronin Publishing, LLC; Author
Steve Kenson.

Power Profile: Air Powers

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