With the way things have been on occasion in Colorado I was thinking before I had to go out and shovel more snow I thought up a fun idea or two for some subtle ways to use weather control powers.
One of the more interesting things I noticed after a blizzard a while back in Colorado was that the snow removal for that 12-24″ snow deposit left several dozen boulder sized blocks of Ice.
With the way things work in HERO it is a little bit easier to go to V&V for Powers inspired by Weather Control. So here are some notes about using weather a little differently from my imagination.
Weather Control: This power covers the ability to generate two kinds of effects, either personal use weather effects or large scale weather changes. The two kinds are somewhat related because it is easier to create patches of ice in cold conditions rather than trying to generate ice cubes in hot and dry conditions.
Large Scale Effects: This covers generating large scale environmental changes such as changing humidity, pressure, and manipulates air currents as well as the more esoteric environmental effects. To change weather conditions takes one action, requires a successful roll on d20 using the Weather Changes Chart. The number given on the chart also shows how much power needs to be spent on a successful Weather Change event. The numbers are reduced by 1 point for every stat over 15 the character has to a minimum of 1 power per change and a minimum roll of higher than a 2.
Personal Effects: This listing covers some of the interesting ideas characters could use as personal weather concepts. The average starting character begins with 1d4 options from this table or other GM approved concepts and then may buy more either through the training or invention process. In addition the Gm may modify the results/duration if prevailing weather conditions are not beneficial to the Personal Effects. Each use of these powers takes one action, half the stated PR and no movement or other costs unless noted in the effects description. Other sources for weather themed ideas can be found in the Ice, Lightning, Darkness, Telekinesis, and so forth descriptions.
The changes last for a minimum of 6 turns plus one turn per stat over 15 the character has, in addition whether the weather is naturally or artificially generated the character can use the Large Scale Effects attacks, defenses or special abilities as appropriate, see the chart below for what abilities are available .
For those of you wondering how big of an area does Weather Control Influence at a base level the following chart should give some answers.
Up to 75% of Small outdoor maps +5%/ Stat over 15
Up to 35% of Medium outdoor maps +5%/ Stat over 15
Up to 10% of Large scale outdoor maps +5%/ Stat over 15
Up to 10% Globally +5%/ 2 points of power spent on this effect alone
The Character can as an action pay the power expenses & making another to hit roll per additional area to be concealed
He or She can place the epicenter within their level number of game scale inches
Indoors Weather Controller suffers from a few possible complications an issue could be an environmental system which could mean a D20 End Save challenge vs. d20 End Save (End equals 5 for small environmental Control systems up to 20 or higher for top notch systems)
_Blizzard: Ice powers dealing up to 1d12 damage, High Wind effects,
_Clear: limited light or heat powers, dealing 1d6 damage or removing long lasting effects of other weather systems. Cx4” range for this kind of control.
_Cloudy: Darkness powers, obscures vision up to Ax3” range
_Hail: Area of effect HTH attack dealing up to 1d12
_Hurricane: Sonic Powers, high wind effects
_Sleet: Ice powers dealing up to 3d6 damage
_Snow: Ice powers dealing up to 1d10 damage, Obscures vision
_Tornado: Vibratory Powers, High wind effects
_T_Storm: Lighting attacks dealing up to 2d8 damage
Examples of Weather Control Personal Effects Powers 1d12
_Blinding Lightning: Spend 4 Pr and make a special attack using the Lightning Control Attack column and the amount the to hit roll was made multiply by x2% then subtract from visual DH/DD Rolls (GM’s decision) for 1d6 turns.
_Blinding Rain: Expend 3 pr for everyone in an E” radii up to S” range to have _2 to hit.
_Broiling Heat: For 3Pr+ the Power Cost to make the local conditions hot, dry and light wind character may make a Devitalization attack to Drain 1d10 power from target per turn, lost in_between turns as target dehydrates/dries out (Certain characters may have a special defense or limitation that reduces/increases damage done to the character depending upon special effects).
_Cloud Shaping: the character has the ability to make simple shapes in the clouds or possibly even leave messages, though since anyone can read them perhaps some sort of abstract symbology would be a better choice.
_Deafening Thunder: Spend 4 Pr and make 2 special attacks using the Sonic Attack column then take the amount the second to hit roll was made multiply by x2% then subtract from auditory DH/DD Rolls (GM’s decision)
_Fog: reduce by _1d6+4 to everyone’s (both sides) DH/DD, if possible run the game with hidden movement with 10 (2”game scale) ft sensing ranges and successful Detect Danger rolls increase this by 1”.
_Gust of Wind: The possessor of this power may for 5 Pr Roll to hit targets up to E” away using the telekinesis column doing 1d10 damage and automatically roll 1d6 for #” of knock back.
_Ice Sheet: create a sheet of ice up to A/4” Radii for creating icy conditions via the example Large Scale Weather Control Ice Creation cost, anyone in the icy area must Save vs. Agility on d20 with _1/5” ground based movement or take V damage (#” moved = Velocity for purposes of figuring amount of damage to both target and object collided with).
_The rain Washes You Clean: Driving a small patch of weather the character can use wind and water to clean locations or objects ranging from a gentle drizzle to a thorough scrubbing just under the lashing rain effects.
_Wild Winds: Create high winds of up to S x Level x 10 (/up to five for enclosed spaces) Wind Capacity in an S” radii for 7 Power cost per turn. Make attack rolls on the telekinesis column, and use the Wind Capacity like carrying capacity to move characters in the area affected out of the area in a random direction (roll d8). Distance moved equals (Wind capacity –Character/item weight)/10.
_Wind Wall: Use the force field defense to potentially reduce ranged attacks damage by half. I.e. if the roll would have missed against the force field defense and hit normally then only apply half damage. This takes 1 action to set up, 1 PR per turn any hit is repulsed in thereafter.
_Wind force: the character by expending 2 PR can once per attack Gain +1 to hit and damage for a thrown weapon. By expending 3 pr it can be an allies weapon.
_Current sense: the weather sensor can detect minor changes in the very local area
_Forced Landing 1: Under the control of the weather manipulating character the weather conditions worsen to the point where a landing of a flying vehicle may be forced or else expect a chance of the plane taking damage or worse unless a Skill check at the relevant level is made by the pilot. The odds are adjusted +2% per 1 the hit was made by, +3% per stat over 15 on the behalf of the Weather controller A second weather controller may counter this effect by expending as much power as the initiating character. The power cost is determined by the resultant difficulty level though a controlling character can easily choose to only inflict a lower level. If the targeted vehicles’ pilot is attempting to leave and makes 5 Rolls in a row the vehicle can be considered to have escaped.
_Forced Landing 2: 01_20 the weather controller can generate a Mundane risk to the craft costing 2 PR per turn maintained, a landing costs 4 power and a crash costs 6 power. 21_60 the chalenge can be a dramatic one for 5 PR per turn maintained, a landing costs 6 power and a crash costs 9 power. 61_90 It can be a Critical challenge of 6 PR per turn maintained, a landing costs 10 power and a crash costs 15 power. 91_00+ Critical Special 7 PR per turn maintained, a landing costs 14 power and a crash costs 21 power. Of course the targets can choose to not land in which case the vehicle most likely crashes the weather controller is still charged the PR listed for a crash.
Examples of Weather Control Large Scale Effects Powers (1d4)
_Magno_sphere: Given as an example of how truly flexible any power can be, this sample shows a character controlling the Magno_sphere Environment (viewing the entire Magno_sphere of the planet as a weather system) capable of releasing Geomagnetic Storms which interferes with electronic items in a radius of Endurance in miles, any important non_shielded electronics systems face an Lightning attack roll by the character (representing a sort of saving chance for the item in question) while almost all minor or unimportant such devices automatically fail. All ferrous items that weigh less than Sxlvlx10 of the Magno_sphere influencer are moved 1d6” inches per round in 1d10 Direction (use a cardinal compass for the results of 1 through 8 (1 is North 2 is North West etc…) with 9 being Up, and 10 being Down) the Controller may influence the result on the die by 1 per 1 PR per roll. Such large scale weather alterations are treated as creating/countering Hurricanes/Blizzards for PR cost.
_Oceanic (or sub aquatic) Control: Depending upon the primary ‘atmosphere’ for the character wielding this power there may be occasions wherein the character possessing this power is more suited to being able to alter the patterns in areas such as the oceans
_Storm Eye/Weather Luck: the character in question has a healthy respect for the weather or a certain amount of good fortune when encountering and possibly both, this could even be a skill based Weather power.
_Weather Pain: The character can detect attempts to bring about a change in the weather when the weather alteration is begun and at least before it happens generally by sensing the changes in ‘his bones’. The character may use detect danger for attacks affecting himself or other individuals before they occur and Detect Hidden for changes targeting large areas in order to determine which kind of weather effect it could be. For major weather effects the character can determine the effects as above, generally this power adds a complication that most often manifests as requiring an Agility save in any round to avoid losing his agility bonuses for that turn during a weather change from the pain of the violent alterations to the weather area.