Environment

ENVIRONMENT (CONTROL)

Name Type Action Range Duration Resistance Base Cost
Environment Control Standard Rank Sustained - 1-2 per rank

You can change the environment in an area: raising or lowering the temperature, creating light or darkness, causing rain, and so forth (see The Environment in Action & Adventure for details).

The effect fills a 30 foot cube (distance rank 0), spreading out from around you at rank 1. Each additional rank moves the radius up one distance rank, for a reach of approximately 2,000 miles at rank 20, sufficient to alter the environment of an entire continent!

Each of the following is a separate Environment effect. If you have one you can acquire others as Alternate Effects, but you can then only use and maintain one at a time. To use or maintain multiple Environment effects simultaneously, add their costs together for the effect’s total cost per rank, you can also apply the Selective modifier, allowing you to mix-and-match effects.

COLD
You can lower the temperature in the area. For 1 point per rank, you create intense cold; for 2 points per rank, you create extreme cold.

HEAT
You can raise the temperature in the area. For 1 point per rank, you create intense heat, for 2 points per rank; you create extreme heat.

IMPEDE MOVEMENT
You can impede movement through the area with high winds, icy or wet surfaces, or similar effects. For 1 point per rank, you reduce movement speed through the area by 1 rank; for 2 points per rank, you reduce it by 2 ranks. Depending on your descriptors, you may also apply disadvantage to Acrobatics and Athletics checks for surface conditions.

REMOVE IMPEDEMENT
Depending on your descriptors you can remove some impedements to movement through the area making it easier to move through difficult terrain. For 1 point per rank, you reduce movement penalties to speed through the area by 1 rank; for 2 points per rank, you reduce penalties by 2 ranks. Depending on your descriptors, you may also remove disadvantage to Acrobatics and Athletics checks for surface conditions.

LIGHT
You can raise the light level in the area, countering the concealment of darkness, but not other forms of concealment. For 1 point per rank, you can create enough light to reduce total concealment to partial and partial concealment to none. For 2 points per rank, you can shed light as bright as a sunlit day, eliminating all concealment provided by natural darkness. Power effects with the darkness descriptor may be countered with a successful power check (see Countering Effects).

DARKNESS
You can lower the light level in the area, creating the concealment of darkness. For 1 point per rank, you can create enough darkness to increase concealment to partial and partial concealment to total concealment. For 2 points per rank, you can counter any light in the area and create complete darkness, resulting in total concealment due to darkness. Power effects with the light descriptor may be countered with a successful power check (see Countering Effects).

IMPAIR SENSES
You can create fog, rain, or some other medium to impose 1 rank of disadvantage to Perception checks for 1 point per rank for 1 sense type, you can increase the disadvantage imposed by increasing the point cost 1 point per disadvantage rank imposed. You can also affect more sense types by increasing the point cost 1 point per additional sense type.

IMPROVE SENSES
Depending on your descriptors, you can remove some impedements to senses to remove 1 rank of disadvantage to Perception checks for 1 point per rank for 1 sense type, you can increase the disadvantage removed by increasing the point cost 1 point per disadvantage rank removed. You can also affect more sense types by increasing the point cost 1 point per additional sense type.

EXTRAS
Selective: With this extra you can vary the environment within your affected area, affecting some parts while not affecting others, or even mixing and matching different environments (making part of the area cold and another hot, for example). +1 cost per rank

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