Air (Power)

The Air power uses flurries of attacks from every angle, maximizing verticality and combo attacks to make the most of its time. Using its breadth of combo actions and ability to shift positions at a whim, Air can quickly subdue opponents before they even know what happens.

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

Updraft

 * Type: passive


 * Prerequisite(s): 5 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 2 squares 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, target enemy within range 4; make a combo attack against that target. If you succeed, deal only half your atk. die in damage to the target, but 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 1 square 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 range 4 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 +1 square.

Whirl Lash

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 2 supply, target a character; move that target 2 squares in any direction.

Aerial Ace

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn 2 supply, choose a direction; in a 1 square line +1 square per ALA, deal your atk. die to all characters in it.

The direction must be a cardinal or ordinal direction.

Crosswind

 * Type: reaction


 * Prerequisite(s): 4 SP, Whiplash


 * Burn 2 supply; until the end of the turn, the first time each character moves adjacent to you, deal damage equal to ALA to that character.

Lesser Zephyr

 * Type: passive


 * Prerequisite(s): 5 SP, Slipstream


 * The first time you use a special action each turn, if that ability caused you to move during it, increase your C:BR by +2:+1 until the end of the turn.

Ride the Winds

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 4 supply; if the ability you activated requires you to choose or affect at least 1 square with an ability this turn and at least one least of those squares are within range equal to your movement speed, at the end of that ability, you move until you are in one of those squares that are within that range.

Must be used in response to a special ability you activated.

Squallwind

 * Type: combo


 * Prerequisite(s): 5 SP


 * Burn 2 supply; until the end of the turn, increase the range of your combo attacks by +1, then you may make a combo attack on any enemy in range.

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