Wind

Nullify 1 (Fire; Extras: Wide Area +1) (2 ep)
A steady, moderate wind has a chance of extinguishing small, unprotected flames, such as candles.
Nullify 2 (Fire; Extras: Wide Area +1) (4 ep)
Strong gusts automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose 1 penalty on ranged attack rolls .
Nullify 5 (Fire; Extras: Wide Area +1) (10 ep)
In addition to extinguishing unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly. They have a chance of extinguishing these lights as a Nullify 5 FX against effects with the Fire descriptor. Ranged attacks and Perception checks in severe wind suffer 2 penalties. Severe winds can blow characters away. If they fail an opposed Might check with the wind (which acts as if it had a +2 modifier to Might), they are Vulnerable or worse to foes engaged with them.
Nullify 10 (Fire; Extras: Wide Area +1) (20 ep)
Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames. They have a higher chance of blowing out protected flames, such as those of lanterns (acting as a Nullify 10 FX against effects with the Fire descriptor). Ranged attacks are impossible in windstorms. Perception checks are made with 3 penalties due to the howling of the wind. Windstorms can blow characters away. If they fail an opposed Might check with the wind (which acts as if it had a +5 modifier to Might), they are Vulnerable or worse to foes engaged with them.
Nullify 15 (Fire; Extras: Wide Area +1) (30 ep)
All flames are extinguished as if affected by a Nullify 15 FX. Ranged attacks become impossible. Perception checks are impossible; characters hear nothing but the roaring of the wind. Hurricane-force winds often fell trees. Hurricane-force winds can blow characters away. If they fail an opposed Might check with the wind (which acts as if it had a +10 bonus to Might), they are Vulnerable or worse to foes who threaten them.
Nullify 20 (Fire; Extras: Wide Area +1) (40 ep)
All flames are extinguished as if affected by a Nullify 20 FX. All ranged attacks are impossible, as are Perception checks to listen. Instead of being blown away, characters in close proximity to a tornado who fail their Might checks (the tornado is treated as having a +15 to Might) are sucked into the tornado. Those who come into contact with the actual funnel cloud are picked up and whirled around, taking damage at +5 each round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 miles per hour, the funnel itself moves forward like a character with Speed 3 (letting it cross 5 zones each turn). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.
Category:Rulebook
Category:Action
Category:Environment