Air (Power)

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

Updraft
Type: passive

Prerequisite(s): 0 SP

Allows for up to 4 (total) chain actions in one chain. Chain attacks use normal atk. die.

- Received upon selecting this power.

Tangling Winds
Type: chain

Prerequisite(s): 4 SP

Burn 1 supply, make a chain attack roll 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 chain attack (you can do a chain attack after this).

Slipstream
Type: special 1

Prerequisite(s): 3 SP

You move up to twice your movement speed.

Jettison
Type: chain

Prerequisite(s): 2 SP

You move up to 10 ft. in any direction.

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

Abrupt Current
Type: reaction

Prerequisite(s): 3 SP

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

Whiplash
Type: passive

Prerequisite(s): 5 SP

Modifies the range of all attacks by +5 ft.

Featherweight
Type: passive

Prerequisite(s): 6 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.

Whirl Lash
Type: reaction

Prerequisite(s): 4 SP

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

Gale
Type: chain

Prerequisite(s): 3 SP

Make a chain 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 chain attack (you can do a chain 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 your next round, repeat this process on that same square.

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