Air (Power)

'''Atk. die': 1d3+ALA (phys. melee)''

Updraft

 * Type: passive


 * Prerequisite(s): 0 SP


 * Allows for up to 4 (total) combo actions in one combo. Combo attacks use normal atk. die.

Received upon selecting this power.

Featherweight

 * Type: passive


 * Prerequisite(s): 4 SP


 * You may remain in the air until the end of your next turn before falling. If you are grounded by the end of that turn, nothing happens.

Jettison

 * Type: combo


 * Prerequisite(s): 2 SP


 * You move up to 10 ft. in any direction.

Can be treated as a combo attack (you can do a combo attack after this).

Slipstream

 * Type: special 1


 * Prerequisite(s): 3 SP


 * You move up to twice your movement speed.

Tangling Winds

 * Type: combo


 * Prerequisite(s): 4 SP


 * Burn 1 supply, make a combo attack against a target within range; if you succeed, deal half your atk. die in damage to the target, and the target may not take an action to move on their next turn.

Can be treated as a combo attack (you can do a combo attack after this).

Wind Tunnel

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Move up to your movement speed and note each character you move adjacent to at least once during this movement. At the end of it, for each enemy you noted, deal damage to them equal to your atk. die, and for each ally, they regain HP equal to half your level rounded down (min. 1).

Abrupt Current

 * Type: reaction


 * Prerequisite(s): 3 SP


 * Burn 1 supply; move up to half your movement speed in any direction.

Gale

 * Type: combo


 * Prerequisite(s): 3 SP


 * Make a combo attack roll against a target within range; if you succeed, deal damage equal to your atk. die to that target, then you may move that target up to 5 ft. in any direction.

Can be treated as a combo attack (you can do a combo attack after this).

Hurricane

 * Type: special 3


 * Prerequisite(s): 7 SP


 * Burn 4 supply, select a square that you can see; all creatures within 30 ft. of that square are pulled to the closest square possible to that selected square. Resolve in clockwise order. At the end of the next round, repeat this process on that same square.

Choosing the square is part of the cost, and can be discerned by others.

Whiplash

 * Type: passive


 * Prerequisite(s): 5 SP


 * Modifies the range of all attacks by +5 ft.

Whirl Lash

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 2 supply, target a person; move that target 15 ft. in any direction.