Environment

ENVIRONMENT (CONTROL)

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

You can change the environment in an area, raising or lowering the temperature, the illumination, or visibility, impeding or creating hazardous movement, and so forth.

Your Environment effect fills a 30 foot cube (distance rank 0), spreading out from around you at rank 1. Each additional rank moves the area affected 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. You can acquire others as alternate effects of the first, but you can then only use and maintain one at a time. To use or maintain multiple Environment effects at once, add their costs together for the effect’s total cost per rank, or apply the Selective extra, 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. Characters in a cold environment have to make a Very Easy DC Escalating Fortitude resistance check, to avoid gaining a Fatigued condition. The check is once per 10 minutes for intense cold, once per minute for 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. Characters in a hot environment have to make a Very Easy DC Escalating Fortitude resistance check, to avoid gaining a Fatigued condition. The check is once per 10 minutes for intense heat, once per minute for extreme heat.

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 full 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.

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 none to Partial Concealment 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.

IMPAIR SENSES
You can create fog, rain, or some other medium to cause some impairments to the senses by imposing 1 rank of disadvantage to Perception and possibly other checks for 1 point per rank, you can increase the disadvantage imposed by increasing the point cost 1 point per disadvantage rank imposed.

REMOVE IMPAIRMENT
Depending on your descriptors, you can remove some impairments to senses by removing 1 rank of disadvantage to Perception and possibly other checks for 1 point per rank, you can increase the disadvantage removed by increasing the point cost 1 point per disadvantage rank removed.

IMPEDE MOVEMENT
You can impede movement through the area with high winds, icy or wet surfaces, or similar descriptors. For 1 point per rank, you reduce movement speed through the area by 1 rank. You can further reduce movement speed through the area by increasing the point cost 1 point per additional 1 rank of reduced movement speed.

REMOVE IMPEDEMENTS
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 penalties to movement speed through the area by 1 rank. You can further reduce penalties to movement speed through the area by increasing the point cost 1 point per additional 1 rank of reduced penalties to movement speed.

HAZARDOUS MOVEMENT
You cause movement through the area to become hazardous with high winds, icy or wet surfaces, tremors, or similar descriptors. For 1 point per rank, make a Power Check when you use this effect to set the DC characters must beat with an Athletics or Acrobatics check when moving through the area or fall Prone until it is dismissed. Characters can avoid the need for the Athletics or Acrobatics check by reducing their movement speed rank in the area by -1 per Environment rank spent on this use of the effect. For 2 points per rank, the DC of your Hazardous Movement becomes escalating.

REMOVE HAZARDS
Depending on your descriptors you can remove some hazards to movement through the area making it easier to move through hazardous terrain. For 1 point per rank, make a Power Check when you use this effect opposed by the DC of the hazardous terrain. For every degree of success characters gain +1 Advantage on Athletics or Acrobatics check when moving through the area to keep from falling Prone until it is dismissed. Also characters attempting to avoid the need for the Athletics or Acrobatics check by reducing their movement speed rank in the area gain +1 to their movement speed, up to their normal movement speed. For 2 points per rank, the DC of the hazardous terrain becomes descalating.

HIGH GRAVITY
For 1 point per rank, you increase the pull of gravity in the area, imposing a mass rank +1 weight on everyone within it, and leaving characters Hindered unless they have Environmental Adaptation: High Gravity or succeed on an Easy DC escalating Might check as a free action each turn. For 2 points per rank, you create an area of very high gravity, you increase the mass rank imposed to +2, and characters are Immobile unless they have Environmental Adaptation: High Gravity or succeed on a Moderate DC escalating Might check as a free action each turn.

LOW GRAVITY
For 1 point per rank, you lower gravity in the area, increasing effective lifting, jumping, and throwing ranks by +1, but leaving characters Impaired unless they have Environmental Adaptation: Low Gravity or succeed on an Easy DC escalating Acrobatics check as a free action each turn. For 2 points per rank, you create an area of very low gravity, Characters are Hobbled unless they have Environmental Adaptation: Low Gravity or succeed on a Moderate DC escalating Acrobatics check as a free action each turn.

EXTRAS
Independent: Your Environment effect is Instant Duration and then slowly fades away on its own. You cannot dismiss or control the Environment area once it is placed, and will stop being centered on you. The effect loses 1 rank of area per round until it is gone. It can still be nullified or countered. An Independent Environment Alternate Effect continues to function even when its array is switched to a different effect. +1 cost per rank

Locked On: Your Environment effect is Locked On to a chosen specific target within your range, and will follow the subject as it moves, instead of being centered on you. +2 cost per rank

Movable: Your Environment effect can be moved to any point within its range by taking a Command action, instead of being centered on you. +2 cost per rank

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

Shape: At the Game Master’s discretion, you can change the default Area type of your Environment effect at no cost to a different Area type other than a Burst, chose Blast, Line, or Shapable Area. The new Area type will be an Area 2 extra, with you as the origin point, but not centered on you. This change is permanent once the effect is configured. To have Environments with different Area types, take them as Alternate Effects. +0 cost per rank

Variable: You can vary the environment within your affected area, choosing how the Environment effect’s points are configured among different effects, so long as the total cost of the effects doesn’t exceed the per rank total of your Environment effect and they all fit your power’s descriptors. +1 cost per rank

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