Child of the Storm
Requirements: Hurricane
Action: None
Effect: The character has mastered the Hurricane ability, and is able to maintain it without concentrating on it. He must use Hurricane as a Full Action as normal, and state he is not channeling it. It then persists around him until he becomes unconcious or spends a Move action to end the effect. While using Child of the Storm, the character suffers damage from Hurricane as would other creatures, and all of his ranged attacks that do not deal Air damage suffer from the Accuracy penalty.
Gale Cutter
Action: Attack
Range: Long
Effect: The character sends out a blast of sharp wind, slicing through his foes. The character first makes a Moxie-based 17 damage Air attack with a +2 Accuracy bonus to one creature within range. If he deals at least one wound, he may attack another creature with a no Accuracy bonus, and so on, accumulating a -2 Accuracy penalty each attack. Gale Cutter cannot damage a single creature more than once, and its effect is immediately ended if it fails to deal at least one wound to an opponent.
Hands of the Wind
Action: Attack
Range: Long
Effect: The character can lift and move objects at a range at a Strength equal to his Moxie. The character can do actions such as pull levers or push rocks, but Hands of the Wind lacks fine manipulation and cannot be used for more delicate tasks, such as turning a key. If used offensively, the character makes a Moxie-based 18 damage attack that deals damage based on the object's type. Hands of the Wind can also be used to deflect ranged attacks - if the character uses Hands of the Wind during his round, he and all of his allies gain a +1 bonus to defense against projectile based ranged attacks until his next turn.
Hurricane
Action: Full (Channeled)
Range: See effect.
Effect: The character creatures a whirling windstorm centered on himself. All ranged attacks made through the winds suffer an Accuracy penalty, and all creatures within the Hurrican but the caster suffer a Moxie-based Air attack at the beginning of the caster's round.. The strength of the Hurricane depends on its size. At Melee range, the accuracy penalty is -10, and the attack has a base damage of 26. At Short range, the accuracy penalty is -5, and the attack has a base damage of 18. At Medium range, the accuracy penalty is -2 ,and the attack has a base damage of 12.
Lightning Bolt
Action: Attack
Range: Medium, Short (optional)
Effect: The character makes a Moxie-based 20 Air damage attack against one target. Alternatively, he may shoot a wide lightning bolt as a Short range Line 2m wide that deals 18 damage to each target in its area.
Repulsion
Requirements: Any 1 other Aeromancy ability
Action: Free
Effect: Drawing upon the power of lightning, the character forces his foes away from him. When the character deals damage to a foe with any Air-damage attack, he may choose to use Repulsion to force the opponent back. The target makes a Strength check against a TN of 10 + character's elan + wounds dealt. For every point he fails by, he's immediately pushed backwards 2m.
Static Nova
Action: Attack
Range: Short
Effect: A blast of lightning erupts from the character, damaging all around him. All creatures within short range are hit by a Moxie-based 16 damage Air attack, and suffer a -2 penalty to Accuracy to all attacks during their next turn. The character may also choose to use Static Nova to draw in attacks. If he does so, in addition to its normal effects, any non-Earth attacks that pass through the Nova's area suffer a -2 penalty to Accuracy.
Tempest Shear
Action: Free
Effect: The character moves his limbs so quickly that each shift causes the air around him to focus in a slicing blade. Tempest Shear is a +2 accuracy, 16 damage weapon that deals Air damage. Using Tempest Shear with both hands gives the character a +2 bonus to accuracy. The character may make Strength based or Moxie based attacks with Tempest Shear, and treats it as a normal weapon. If Tempest Shear deals wounds to a creature, the creature suffers a -1 penalty to all defense rolls for a number of rounds equal to the wounds dealt. If the creature suffers multiple attacks, the duration is cumulative but the penalty is not.
Wind Buffet
Action: Move
Range: Short
Effect: The character sends out waves of powerful winds, that help deflect attacks and slow enemies. Wind Buffet creates a half-circle arc in Short range in front of the character. Any creatures moving towards him do so at half speed, and any ranged attacks that pass through the area suffer a -4 penalty to Accuracy. Any flying creatures within the area must make an Agility check (TN 10 + character's Moxie) or be pushed to the far end of the Wind Buffet range.
Wind's Gift
Requirements: At least 3 other Aeromancy abilities
Action: None
Range: Self
Effect: The character is so attuned to the power of the wind that he is gifted with the power of flight. He can fly through the air at his normal movement speed as easily as if he was walking on land.