Weather Mastery

[Power]

**Cost**: 5CP per rank

**Activate**: 1PP per rank; standard action

**Sustain**: per round/minute; standard action

**Range**: 100 ft. radius (centered on you)

For every rank in this power, you can raise or lower the temperature by 10 degrees. Thus, you can turn a comfortably warm day (20ºC) into a sweater weather (10ºC), sweater weather into chilly weather (0ºC), chilly into freezing (-10ºC), and etc. Alternatively, you can turn a comfortably warm day (20ºC) into a hot day (30ºC), a hot day into blazing heat (40ºC), and blazing heat into Living On The Sun (50ºC), etc. The temperature shifts at a rate of 10ºC per round, but you can activate a radical shift in a single action. For example, you could lower the temperature by 30ºC in a single standard action and for the next three rounds, the temperature would lower by 10ºC on your turn.

This power works only when you are outdoors or in an extremely large space, like a covered football field. You can take up to 5 ranks in the power.

## Enhancements

**Enhancement**: Clouds

> **Cost**: 1CP
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> **Activate**: free; standard action
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> **Range**: 500 ft. radius (overhead)
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> You can create thick cloud cover directly overhead.
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**Enhancement**: Rain

> **Cost**: 4CP
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> **Prerequisite**: Clouds
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> **Activate**: 1PP; full-round action
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> **Range**: 100 ft. radius (centered on you)
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> You can create rain, but to do so, there must be clouds overhead, either natural clouds or clouds you create yourself. Rain reduces visibility and audibility ranges by half, resulting in a -4 penalty on Percpetion checks. It automatically extinguishes unprotected flames. Ranged weapon attacks are at a -4 penalty.
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**Enhancement**: Rainstorm

> **Cost**: 2CP
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> **Prerequisite**: Clouds, Rain
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> **Activate**: 1PP; full-round action
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> **Range**: 100 ft. radius (centered on you)
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> You can create rainstorms that all but destroy visibility and audibility, but to do so, there must be clouds overhead, either natural clouds or clouds you create yourself. In a Rainstorm, Percpetion checks take a -10 circumstance penalties and sight/hearing range is down to one-quarter. Ranged attacks suffer a -8 circumstance penalty, due to both bad visibility and the physical effect of the driving rain. Unprotected flames are immediately extinguished. Small, delicate objects can be smashed by the pounding rain drops. Single-pane windows are often smashed (at GM's discretion, for flavour).
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**Enhancement**: Lightning Strike

> **Cost**: 3CP per rank (2d6 damage)
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> **Prerequisite**: Clouds, Rain
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> **Activate**: By CL; standard action (attack)
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> **Range**: 100 ft.
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> **Save**: Reflex (half), Wisdom-based
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> This enhancement grants you the ability to call down and direct Lightning Strikes. For every rank in the enhancement, your Lightning causes 2d6 to the damage. You can call down a Lightning Strike during a naturally-occurring storm or one of your own Rainstorms. These Lightning Strikes emanate from the storm clouds themselves, and not from your body. Lighting Strikes fill a 10-by-10-ft. area (4 squares), but they also qualify as a Line effect as they travel through the air. Lighting Strikes travel *straight* down.
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**Enhancement**: Forked Lightning

> **Cost**: 3cp per rank
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> **Prerequisite**: Clouds, Rain, Lightning Strike
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> **Activate**: 1pp; free
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> **Range**: 50 ft.
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> You can now, at your discretion, split your Lighting Strike between two targets. Each Strike does half damage and fills half the space (2 squares instead of 4). You can take this enhancement a second time. At Rank II, you can split your Lightning Strike twice and, thus, create *four* Strikes, each of which does ¼ damage and fills only a single square.
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**Enhancement**: Snowstorm

> **Cost**: 5CP
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> **Prerequisite**: Clouds
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> **Activate**: 1PP; full-round
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> **Range**: 100 ft. radius (centered on you)
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> You can create thick, driving snow, but to do so, there must be clouds overhead and the temperature must be below freezing. These conditions can be natural or you can produce them yourself. Snowstorms reduce visibility ranges by three quarters, imposes a -8 circumstance penalty on Perception checks. Snowstorms impose a -10 circumstance penalty to ranged attacks. They automatically extinguish unprotected flames.
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**Enhancement**: Blizzard

> **Cost**: 2CP
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> **Prerequisite**: Clouds, Snow
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> **Activate**: 1PP; full-round
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> **Range**: 100 ft. radius (centered on you)
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> You can create swirling, blinding, freezing snow, but to do so, there must be clouds overhead and the temperature must be below freezing. These conditions can be natural or you can produce them yourself. Visibility is reduced to one-quarter your normal range, but to see anything at all requires an Percpetion check (DC 15). Blizzards impose a -20 circumstance penalty to ranged attacks and automatically extinguishes unprotected flames. After one round, snow covers the ground and starts to freeze. Anyone walking on it must reduce their speed by half in order to walk without falling. Moving at full speed triggers a Reflex save (DC 15). Those who fail the save fall and land prone.
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**Enhancement**: Hailstorm

> **Cost**: 3CP per rank (2d6 damage)
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> **Prerequisite**: Clouds, Snow Storm
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> **Activate**: By CL; standard action (attack)
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> **Range**: 100 ft.
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> **Save**: Reflex (half), Wisdom-based
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> This enhancement grants you the ability to create a small, focused, damaging hailstorm. For every rank in the enhancement, your Hailstorm causes 2d6 damage. You can call down a Hailstorm during a naturally-occurring snow storm one of your own. Hailstorms fill a 15-by-15-ft. area (9 squares).
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**Enhancement**: Distant Weather

> **Cost**: 3CP
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> The center-point of the 100 ft. radius of your *Weather Mastery* can now be up to 500 feet away from you. Placing weather at a distance has no additional activation/sustain cost of its own. Your PP cost and activation time are the same as whatever *Weather Mastery* ability you use.
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**Enhancement**: Fast Temperature Shift

> **Cost**: 2CP per 30ºC
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> **Activate**: free; standard action (see text)
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> **Range**: n/a
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> For every rank in this power, you can change the temperature by up to 30ºC in a single standard action. You can take this power multiple times. Its effects stack.
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**Enhancement**: Fog

> **Cost**: 4CP
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> **Activate**: 1PP; standard action
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> **Range:** 20 ft. radius (centered on you)
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> You can create fog, either as a low-lying cloud layer or a mist that rises from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).
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**Enhancement**: Wind

> **Cost**: 5CP
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> **Activate**: 1PP; standard action
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> **Range**: special
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> **Save**: Fortitude, Wisdom-based
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> You can create a Wind Storm. Instead of a radius, Wind Storms take up a 40ft. x 40ft area, centered on you (unless you have the Distant Weather enhancement). You are unaffected by your own Wind. You must declare the direction of the wind when you activate this power. Wind Storms automatically extinguish any unprotected flames, and impose a -4 penalty to ranged weapon attacks and Percpetion checks. In addition, Wind Storms provoke a Fortitude save. Those who fail the save are knocked back 1d4 squares (1d4 x 5 feet) in the direction of the wind.
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**Enhancement**: Hurricane

> **Cost**: 5CP
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> **Activate**: 2PP; standard action
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> **Range**: specialty
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> **Save**: Fortitude (DC +5), Wisdom-based
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> You can create a hurricane. Instead of a radius, Hurricanes take up an 80ft. x 40ft area, centered on you (unless you have the Distant Weather enhancement). You are unaffected by your own Hurricane. You must declare the direction of the wind when you activate this power. Wind Storms automatically extinguish any unprotected flames, and impose a -8 circumstance penalty to ranged attacks from firearms or energy weapons (including powers), but thrown weapons or archaic projectiles (i.e., bows) are useless. In addition, Hurricanes provoke a Fortitude save (standard DC +5). Those failing the save are knocked back 2d4 squares (2d4 x 5 feet) in the direction of the wind and take 2d6 NL.
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