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POWER PROFILE: WEATHER POWERS

The weatherfrom fierce storm to blinding blizzardis among the most awesome of natural forces, assigned to spirits and gods in mythology. Super-powered heroes and villains able to command the weather have a mighty array of powers at their disposal, like the gods of old, hurling thunderbolts from on high.

WEATHER DESCRIpTORS
The weather descriptor includes a number of elements (so to speak): Atmosphere: For there to be weather there must first be an atmospheric medium to create and transmit it. The various weather powers in this profile are based on an Earth-like atmosphere; other planets may have radically different sorts of weather, but these are beyond the scope of this power. Still, alien characters might have unusual weather powers at their command. The need for an atmosphere also implies weather powers are largely useless in the absence of one. There is no weather to manipulate in the vacuum of space, for example, and weather may be limited in an enclosed and regulated atmosphere like that of a space station or undersea habitat. See the Power Loss complication for more on this. The atmosphere descriptor is related to the air descriptor; many weather powers are based on moving masses of air in various ways. Thus weather powers often subsume various air powers as well. See the Air Powers profile for more in air powers in specific.

Lightning: The most common offensive power of weather, lightning is a powerful blast of electricity. It can interact with targets vulnerable to electrical surges and overloads and may be less effective against those insulated or shielded from electricity, or protected by a grounding framework of some sort. See the Electrical Powers profile for more on lightning and electrical descriptors in general. Precipitation: Some weather powers involve various types of precipitation (rain, snow, hail, etc.). In addition to the game effects of the power, being able to make it rain in an area (for example) can have various other effects, including alleviating drought or clearing away atmospheric contaminants and washing the ground clean.

Other descriptors related to weather powers are connected to the powers source rather than its effect and have their own implications: Magic: Magical weather powersfrom spells to working with storm spiritscan often change or create weather without affecting the surrounding environment or having any lasting repercussions (see Weather Complications). The change is literally like magic and normal conditions reassert themselves immediately. On the other hand, magical weather powers are subject to magical countering effects and conditions. They may also have their own complications, such as particular rituals (spoken spells or gestures) or requirements. Technology: Weather-control devices have been common comic book super-science for decades,

POWER PROFILE: WEATHER POWERS

ranging from massive consoles with dish-shaped antennae to hand-held gadgets. Weather technology is often Removable (Heros Handbook, pages 149150) and may have various complications associated with it, particularly in terms of maintaining and using it.

ARCTIC FREEZE
A blast of freezing air causes the temperature to plummet around your target, masses of ice and snow forming instantly around them.
Arctic Freeze: Cumulative Ranged Affliction (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree 3 points per rank.

COUNTERING
Weather powers can potentially counter a number of other powers, depending on how they are used. In particular, weather can counter powers with air descriptors. The right weather can counter the environmental effects of cold and fire powers by raising or lowering the ambient temperature, and may be able to counter fire effects with sudden downpours. Precipitation like heavy rain may help counter some Concealment effects by revealing a targets footprints and outline within the falling rain, for example. Rain may also wash away Area Concealment effects involving clouds of fog, smoke, or gases. Air powers can potentially counter weather powers by shifting air masses or even removing the air (see Atmosphere, previously). Likewise, temperature-affecting powers may be able to counter or break-up some weather effects: snow and ice melt rapidly in the presence of extreme heat, for example. The GM should use common sense in handling the interaction of weather effects with various power descriptors.

BLINdING ARC
A blazingly bright arc of lightning temporarily blinds your target.
Blinding Arc: Cumulative Ranged Affliction (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision 2 point per rank.

CYCLONE
You create a contained cyclone or hurricane-force storm capable of battering and hindering foes.
Cyclone: Burst Area Ranged Affliction (Resisted and Overcome by Strength; Hindered and Impaired, Prone and Stunned, Incapacitated), Alternate Resistance (Strength), Concentration, Extra Condition, Instant Recovery 4 points per rank (+1 point per rank per +1 to area value).

WEATHER FEATURES
Some potential Feature effects associated with Weather Powers include the following: No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind. The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks (like Intimidation). You can create small gusts of wind, roughly equal to a 5 rank Move Object effect; able to scatter small, light objects, ruffle hair or clothing, blow off hats, and so forth. (See Wind Blast and Wind-Lifting for more full-fledged wind powers.) You can create tiny micro-storms focused enough to water potted plants or to shower beneath. The air around you always smells as clean as after a rainstorm, dispelling any strong odors. You can cause individual clouds in the sky to move, or even break up, by focusing your attention on them.

EXpOSURE
You alter the atmosphere around your target to cause dehydration, heatstroke, or even early stage frostbite by raising or lowering the temperature and humidity. Victims often begin suffering effects before they realize what is happening. Apply the Area modifier to affect multiple targets in an area all at once.
Exposure: Ranged Affliction (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated), Subtle 1 point + 2 points per rank.

HAILSTORM
Frozen chunks of wind-driven hail pummel the targets in the area of the sudden storm.
Hailstorm: Burst Area Ranged Damage (bludgeoning), Indirect 2 (falling from above) 2 points + 3 points per rank.

LIGHTNING BOLT
You hurl a bolt of lightning from your personhands, eyes, etc.to strike your target with the fury of a storm. If you call down lightning from above instead, apply 2 ranks of the Indirect modifier as well (Heros Handbook, page 141).
Lightning Bolt: Ranged Damage (electrical) 2 points per rank.

OFFENSIVE POWERS
From bolts of lightning and crashes of thunder to freezing blizzards and searing heat waves, weather powers offer numerous ways to strike at enemies from afar.

POWER PROFILE: WEATHER POWERS

THUNdERCLAp
A thunderous boom deafens your target. Thunderclap is often Linked with a Lightning Bolt attack, simultaneously damaging and deafening a target, perhaps even connected with a Blinding Arc as well, expanding the effect of the Affliction (simply removing the Limited to Vision flaw from Blinding Arcs Affliction effect).
Thunderclap: Cumulative Ranged Affliction (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Hearing 2 points per rank.

Immunity to Weather: Immunity 2 (Earthly Weather) 2 points.

Some have a greater degree of immunity, extending to all effects with the weather descriptor, including Afflictions or Damage. This includes attacks like lightning, provided they have the weather descriptor; immunity to all electricity requires additional ranks as a separate common descriptor.
Immunity to Weather: Immunity 10 (Weather Effects) 10 points.

WHIRLWINd
You create and maintain an area of powerful winds that disrupt ranged attacks.
Whirlwind: Deflect, Cloud Area 2 (30-foot radius), Limited to Attacks Targeting Dodge 2 points per rank.

WINd BLAST
A powerful blast of wind sends targets scattering like fallen leaves. The effective Strength of the Wind Blast equals its Move Object rank. Targets make a Strength resistance check against your powers Strength (half that if they succeed on their initial Dodge check against the area effect), success allows them to hold their ground while failure means they are thrown a distance value equal to your Move Object rank minus their weight rank.
Wind Blast: Cone Area Move Object, Close Range, Limited to Pushing Away 1 point per rank.

WINd SCREEN
Swirling winds moving at high speeds around you deflect physical projectiles and attacks before they can strike you.
Wind Screen: Impervious Protection, Sustained, Limited to Physical Damage 1 point per rank.

DEFENSIVE POWERS
Command over the weather can provide protection against many hazards of the environment, as well as harnessing the winds and clouds as defenses.

MOVEMENT POWERS
Weather powers can grant, enhance, or inhibit movement, particularly through the air or along the ground.

WEATHERpROOF
Your movement is unimpeded by the effects of the weather and you suffer no circumstance penalties for weather-related environments. So you can move at normal speed in a storm or high winds and ignore things like visibility modifiers (for anything less than total concealment).
Weatherproof: Movement 1 (Environmental Adaptation: Weather) 2 points.

FOG
A thick bank of fog rolls in, impairing or disabling visibility in the area (a 2 or 5 modifier to Perception and related visual checks).
Fog: Environment (Visibility) 1 point per rank (impairment) or 2 points per rank (disabling).

Alternately, you can create total visual concealment in a smaller area, with a fog cloud so thick visibility drops to practically nothing. A successful Perception check may reveal a targets general location but the character still suffers from a 5 circumstance penalty to actions requiring visibility. A non-visual accurate sense can overcome this penalty.
Fog: Visual Concealment Attack 2, Cloud Area 4 (120-foot radius) 12 points, +2 points per +1 increase in area rank.

WINd-RIdING
You can harness the power of the winds to soar through the air as fast as they can carry you. Wind-Riding tends to be limited to the speed of rank of hurricane-force winds on Earth, rarely more than rank 6 (120 miles per hour). Weather controllers with Wind Lifting (following) may use it to carry others aloft on the winds with them, flying at their normal speed so long as the weight value they carry is within their effect limits.
Wind-Riding: Flight 2 points per rank.

IMMUNITY TO WEATHER
Your powers protect you from the harmful effects of weather; youre never hot or cold or affected by exposure or other (Earth-like) weather conditions. Some weathercontrollers may have lesser degrees of Immunity to singular environmental conditions like cold or heat, rather than weather in general.

UTILITY POWERS
Control of the weather provides a number of other useful effects. Take a look at the Weather Descriptors section

POWER PROFILE: WEATHER POWERS

for some useful applications of weather powers as well, particularly in terms of countering other effects.

WEATHER ARRAYS
Weather-controllers will often have various weather powersparticularly offensive and some utility powers as Alternate Effects of each other in an array (See Alternate Effect, Heros Handbook, pages 136138). These arrays may be Dynamic, allowing for mix-and-matching of different weather effects reflecting the characters ability to control different aspects simultaneously, but with a finite amount of power and concentration. Weather arrays are well-suited for performing weather-related power stunts, temporarily adding a new Alternate Effect to the array and making even powers a weather-controller does not have from this Profile a useful source of ideas. The Weather Control utility power (previously) might be part of an array or separate, allowing the character to affect environmental conditions while also producing specific weather effects.

WEATHER CONTROL
You control the weather in a radius around you with a distance rank equal to your Environment effect rank, so rank 10, for example, creates weather effects within a 4 mile radius. Rank 20 is sufficient to affect a 4,000 mile radius, essentially an entire hemisphere. Rank 21 can encompass most of the Earths surface. The Selective modifier, rather than allowing you to choose who in the area is or is not affected, allows you to choose how the Environment effects points per rank are distributed amongst cold, heat, impair movement, and visibility (see the Fog power; if you have this power, you can also produce its effect). To increase the amount of weather effects you can produce in an area at once, increase the points per rank of the Environment effect. If you can also selectively choose your targets, or apply different effects to different targets, apply the Selective modifier twice. Gamemasters should be cautious about permitting two applications of Selective to Environment effects, given their potential to impose circumstance modifiers to a wide area, affecting everyone present, without imposing any penalty on the heros allies. Such an effect can strongly shift the balance of an encounter. Note that you can also use your Weather Control to negate up to your effect rank in weather conditions in your area as well, creating calm, clear weather. So you could, for example, eliminate intense cold and impeded movement (due to ice and snow) in your area, transforming it from the depths of winter to a temperate, Spring-like day. Normal weather conditions reassert themselves once you stop maintaining the effect.
Weather Control: Environment (3 points of effect), Selective 4 points per rank.

OTHER WEATHER POWERS


Weather includes a broad range of effects and descriptors, from air and wind to thunder and lightning, or rain, snow, ice, and fog. Thus many of the powers in other Power Profiles may also be weather effects, depending on the characters degree of control over the elements. Look at Air Powers, Electrical Powers, Ice Powers, and Water Powers for some other potential weather abilities, either as regular power effects or occasional power stunts.

WEATHER CHALLENGES
A common challenge for weather-controllers is the environment itself; heroes are called upon to tame out-ofcontrol storms and impose their will upon the raging weather. This can be considered a simple matter of countering weather effects (see Countering Effects, Heros Handbook, pages 9595) but reducing the feat to a single effect rank check may reduce the drama of the conflict. Gamemasters may wish to consider these kinds of struggles as challenges (Heros Handbook, pages 185186, and the Gamemasters Guide, pages 173182), requiring multiple checks in order to achieve complete success, with some back-and-forth as the character struggles to gain the upper hand over the challenge.

WEATHER PREdICTION
You can sense weather patterns in your area, predicting weather conditions in the coming hours and days. The GM may require a secret Perception or Expertise (Meteorology) skill check for detailed or long-range information.
Weather Prediction: Senses 4 (Precognition), Limited to Weather 2 points.

WEATHER COMpLICATIONS
The weather is a vast and complex system, often subject to unexpected shifts. As the chaos theory maxim suggests, the stirring of a butterflys wings may radically change the weather months later and half a world away; how much more complicated might direct intervention in the shape and expression of the weather be?

WINd-LIFTING
You focus powerful gusts of air or even mini-tornadoes to lift and move objects around, push things over, and so forth. Each individual object in the affected area cannot exceed your effective lifting Strength, although their combined weight value may do so. So, for example, if your effect rank is 4, each object you move cannot exceed 800 lbs., but you can move as many as fit into your area of effect.
Wind-Lifting: Burst Area Move Object, Selective 4 points per rank.

ACCIdENT
Controlling a primal force like the weather may require a great deal of self-discipline and awareness. It is easy for

POWER PROFILE: WEATHER POWERS

something to go wrong when unleashing the fury of a hurricane or tornado in the heart of a city! This complication turns the weather-controller into a living natural disaster, just looking for a place to strike. Alternately, someone might take advantage of the idea of this complication, setting things up to look like the weather-controller is responsible for some accident in order to blacken a heros good name, sow doubt and dissent with the public, or simply sue the hero (or a wealthy patron) in hopes of a big settlement.

of space! This is still just a descriptor for the characters weather powers, since the player is effectively giving up an opportunity to earn hero points for the advantage of not dealing with this particular power loss complication. In essence, think of the hero points the player would otherwise earn being spent on ignoring the complication instead.

RESpONSIbILITY
The power to control the weather can be an awesome responsibility. Weather threatensor is responsible forthe well-being of people around the world every day. How does a weather-controller deal with this? Do you bring rains to the deserts, turn aside hurricanes, melt blizzards, and stop tornadoes before they strike? If so, how much can you interfere with the worlds weather without actually making it worse due to unforeseen consequences of your changes? Weather controllers must often balance their sense of responsibility towards humanity with their code of ethics (see Honor) and responsibility towards the environment and the cycles of nature.

HONOR
A sense of honor and responsibility concerning their powers is common for heroic weather-controllers, and they often choose not to use their ability in order to allow the natural cycles of the weather to continue uninterrupted, even when that decision may be personally difficult.

ObSESSION
A strong personal connection to the forces of nature can give weather-controllers a sense that the natural world is more importanteven all-importantcompared to human civilization. Certainly humanity is still at the mercy of the weather in various ways, but also affect the climate. Weather-controllers may be obsessed with studying weather-related phenomena, working to slow or prevent climate change, or dealing with the impact of civilization upon the weather (or vice versa).

TEMpER
Weather is often used as a metaphor for emotions. In your case, the weather actually reflects your emotions: When you are happy, the sky is clear, when you are sad, it is grey and drizzly, and when you are angry, dark storm clouds gather and thunder crashes. This complications telegraphs what you are feeling to anyone paying attention and can have other inconvenient side effects (such as literally raining on somebody elses picnic). In extreme cases, your feelingsand the weathermay get away from you (see the Accident complication, previously).

PHObIA
Given that weather occurs outdoors, under the open sky, weather-controllers may be given to claustrophobia, a fear of small, enclosed spaces where their powers may be limited or ineffective (see Power Loss, following). Similarly, even weather-controllers may be awed by the tremendous unleashed power of the weather, fearing what might happen should their powers get out of control or if they summon up a storm they cannot stop. This fear may cause hesitate or even paralysis in some situations as the weather-controller fears to call upon the weathers full fury.

WEAKNESS
Weather-controllers may face weaknesses associated with their powers and adaptations involving them. Some possibilities include the following: Beyond just power loss (see the Power Loss section) a weather-controller cut off from the natural environment may begin to weaken or suffer other conditions. So time spent outside of an atmosphere might lead to the character becoming impaired, disabled and, eventually, incapacitated or even dying. This could even be so extreme as to extend to time spent in enclosed areas, beyond just psychological claustrophobia to a physical effect. Just as the environment can reflect a weather-controllers mood, so the environmental conditions can influence someone so strongly connected to them. So polluted and toxic environments may have a more serious effect on the character, or weather patterns might alter the characters moods: sad and morose when it rains, for example, cheerful when its bright and sunny, angry during storms, and so forth, shading into the Temper complication (previously).

POWER LOSS
The Weather Descriptors section discusses some of the necessary conditions for weather effects, notably an atmosphere sufficient for weather to occur. Tightly enclosed conditions ranging from being inside a building to trapped inside a small, enclosed spacecould limit or negate weather powers. So, too, would being underwater, in space, or anywhere else lacking an atmosphere to manipulate. Note that this does not have to be the case: a magical or dimensional weather controller, for example, may also have the ability to create the necessary environment, able to summon storms anywhere, even in the air-less depths

POWER PROFILE: WEATHER POWERS

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MUTANTS & MASTERmINDS POWER PROFILE: WEATHER POWERS Design and Writing: Steve Kenson Editing and Development: Jon Leitheusser Art Direction and Graphic Design: Hal Mangold Interior Art: Anthony Castrillo Playtesters: Darren Bulmer, Leon Chang, Jack Norris, Aaron Sullivan Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Joe Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Rich Redman, Evan Sass, Marc Schmalz Mutants & Masterminds Power Profile: Weather Powers is 2012 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by
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POWER PROFILE: WEATHER POWERS

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