• Create Air
The shifter can create a small amount of Air simply by summoning it into existence.
Cost: One essence point.
Dice Pool: Manipulation + Occult.
Action: Immediate.
Roll Results
Botch: The shifter expels the air from her own lungs in a painful rush, causing one point of lethal damage. The shifter cannot attempt this gift again for a number of hours equal to the botch level. Ie. -1 botch, 1 hour, -2 botch, 2 hours, etc. All essence spent is lost.
Failure: The shifter fails to summon any air into existence. All essence spent is lost.
Success: The air summoned will last until it is used, lasting one turn per success, divided by the number of characters breathing it. If this lowers it to less than 1, ie. 5 characters attempting to breathe in two successes worth, the air lasts only one turn.
•• Command Air
The shifter can command the Air that she creates with level 1.
Cost: One essence point.
Dice Pool: Dexterity + Occult.
Action: Immediate.
Roll Results
Botch: The shifter fails to exert any control over the air, and instead the air dies out. She cannot attempt this gift again for the remainder of the scene. All essence spent is lost.
Failure: The shifter fails to exert any control over the air, and cannot attempt this gift again until her next turn. The air remains intact, however does continue to suffer the essence penalty of one point per turn, should the shifter wait to try this gift again. All essence spent is lost.
Success: The shifter manages to gain control of the Air, shaping it into wind with an effective strength equal to the number of successes rolled to summon it in Create Air. This control lasts, and the character can sustain the winds so long as she continues to focus on it and spend one essence per turn.
••• Call Air Spirit
The shifter may summon an Air spirit to do one task for her. The shifter must have first created the Air for the spirit to inhabit.
Cost: One essence point.
Dice Pool: Charisma + Occult.
Action: Immediate.
Roll Results
Botch: The spirit will turn on the shifter on arrival in a blast of bitter wind, with an attack dice pool equal to the successes achieved on the Create Air roll. The damage is considered lethal. All essence spent is lost.
Failure: The shifter fails to summon a spirit. All essence spent is lost.
Success: An Air spirit can move or carry things with a strength and speed equal to the number of successes rolled in summoning it, during Create Air. While it does not require the summoner's attention once called, the spirit drains one essence a turn from the caller and remains only so long as the character has essence left.
•••• Call Air Elemental
At this level of mastery, the shifter may call upon the full force of an Air Elemental. The results are much like Call Air Spirit.
Cost: Two essence points.
Dice Pool: Charisma + Occult.
Action: Immediate.
Roll Results
Botch: The spirit will turn on the shifter on arrival in a whirlwind of bitter air, with an attack dice pool equal to double the successes achieved on the Create Air roll. The damage is considered aggravated. All essence spent is lost.
Failure: The shifter fails to summon a spirit. All essence spent is lost.
Success: The Volume of air doubles in size, possessed by an Air Elemental. The Air Elemental can move or carry things with a strength and speed equal to double the number of successes rolled in summoning it. While it does not require the summoner's attention once called, the spirit drains one essence a turn from the caller and remains only so long as the character has essence left.
••••• Air Form
The shifter can transform her body into living wind, with all its inherent strengths and weaknesses.
Cost: Two essence points.
Dice Pool: Stamina + Occult.
Action: Immediate.
Roll Results
Botch: The shifter suffers twice the level of aggravated damage per botch level. Ie. -1 botch, 2 damage, -2 botch, 4 damage, etc. All essence spent is lost.
Failure: The shifter fails to turn herself into a body of air. All essence spent is lost.
Success: The shifter can then transform her body into a being of pure air. In this form, the character is immune to most forms of damage, and can use her strength rating to lift and move things. The primary use of this form is travel, and it allows the character to move at great speeds through the air, roughly 1km per turn/minute. This transformation lasts for a number of turns equal to successes rolled and can be held at a cost of two essence points per turn thereafter.