Air Elementalism

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Rank 1: Infused with Air

Universal Trait
Immune to air based toxins, reduce penalties from air based difficulties by 1 level per rank of Elementalism. Also can hold breath for extended periods of time. 'Voice' can be projected extremely loudly, or carried further on the wind than normal.

Rank 2: Lighter than Air

Universal Trait
Creatures gain 2 ranks of jump and Cat's grace. If the creature already has flight, then add 1 more rank of flight, and you may remove the 'Maintain' restriction.

Rank 3: Windstorm

Air Trait
The creature can create a zone of powerful blowing winds around it. All ranged attacks made by others against a target within 10ft (times size above medium) suffers a penalty to the attack rolls equal to your Elementalism. The creatures own ranged attacks gain bonus CV equal to your ranks of Elementalism, and +1 range. 

Air Elemental Framework

As they are made entirely of air, these elementals are completely ethereal. They are immune to standard weapons, and take half damage from most non-standard sources, such as other elements or magical weapons. Some non-standard weapons may still have an effect on them, such as billows, powerful fans, etc. The main trade-off is that Air elementals are rarely able to cause any real harm or effect the world. In most cases Air-elementals do no damage with unarmed attacks at all, and can at most throw people off balance, or interfere with their actions. Air elementals are naturally invisible. They have no limbs, or other body-parts, though they can still bump into things to force things around. Since they are amorphous creatures, they are able to take traits from most of the natural 'animals' however these often are useless except for when used against other air elementals. Air elementals are Medium sized creatures at base. By default Air elementals have 1 point of spirit and mind, and 0 body, and do not generally gain benefits for any points of body above their size. Air elementals have perfect flight, and move at double the speed expected for their body. (Body 0 elementals are treated as body 1.)

Phasing

Can only be taken once
The Elemental actually does have a 'hardened' core like a wind-stream, allowing it far more control and ability to attack. This means that it can both make attacks, and be attacked. If the elemental chooses to fight during a round, it can take half-damage from any source that successfully targets it, though this allows the elemental to do half-damage with its natural attacks too. For most lesser elementals this also temporarily makes them visible, as they pick up debris etc with their attacks to bludgeon their target. In some environments the elemental may have bonuses or penalties to its damage.

Asphixiate

Requirements: Taken 1/size over medium
Effect: The elemental can control air to a degree outside of itself. This is most often used in combat to effectively suffocate the opponent, though it can also be used to 'suffocate' fires, etc. The creature gains an attack that immediately starts depriving the target of air, and in some cases actually rips the air right out of the targets lungs. This gives 2 ranks of an attack with the 'stun, enervation (2 ranks), insidious, and toxic qualities. This does gain bonuses from any combat stats, but can't be combined with other attacks (like claws, bite, etc.)

Whirlwind

Requirements: Taken 1/size Effect: Creates a whirlwind, centered on the elemental. The whirlwind is a standard AOE of size equal to the ranks of Whirlwind, Plus the size of the elemental. This 'attack' is an Aura, which attacks everything in it. This has 1 Weapon Strength per rank taken, and low-penetration. All creatures must make a body check against DC 10+ Ranks+Elemental size. Any that fail are slowed, and the elemental can attempt a grapple check against them for free. With focus the elemental can grapple, throw, pin, etc. just as normal, though it can not be counter-pinned or grappled. It must continue maintaining this whirlwind while it grapples.

Jet Stream

Requirements: Limited by both body, and size (whichever is lower). Effect: Gain an extra rank of flying. At high altitudes gain an extra rank of flight for long-distance travel.