Create Rain and Snow

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Create Rain and Snow (Major) by Primus

This impressive power gives the character broad powers over the weather and temperature, allowing them to create significant weather changes and create rain, sleet, and snow. Though similar to the magic spell Atmospheric Manipulation, this power gives the user a much broader base of powers including temperature control, power over lightning, control of wind and rain, and limited resistance to temperatures. The power is one of the most impressive and feared powers in existence.

1. Manipulate Clouds: The hero is able to create, darken, or thin cloud cover within a significant range. This also includes the creation of low level clouds- or fog- for use as cover. The character can also cause the clouds to roll or spin slowly, creating very threatening-looking conditions similar to hurricanes or tornadoes. If combined with other abilities in this super power, it can cause the creation of storms. The clouds dissipate at the same rate as they were created once concentration ceases. It takes very minimal effort to maintain the clouds unless combined with other abilities from this power, but requires concentration to alter the clouds; reduce actions per melee by 2 while using this ability.

Range: 1,500 foot (457 m) diameter plus 500 feet (152 m) per level of experience; at level three the amount can be regulated in 100 foot (30 m) increments to as little as a 50 foot (15 m) radius
Effects:
Can create or clear cloud cover over entire range in 1 melee
Can lighten or darken clouds by 50% per melee up to total darkness
Can create fog over entire range in 2 melees (30 seconds); anyone fighting in the fog is -3 to strike, parry, dodge, and initiative; skill performance is -15% EXCEPT skills involving stealth which are increased 15%
Rate of Usage: Cloud creation or alteration takes 1 melee (per 50% lightening or darkening). Maintenance doesn’t require any attacks unless combined with other powers.

2. Manipulate Temperature: The hero is able to increase and decrease temperature within a certain radius. The temperature can be used to affect precipitation, creating snow or melting it, freezing rain and creating ice, or inducing shivering or heat exhaustion or sickness. Like the Manipulate Clouds power, this power requires minimal concentration to maintain unless combined with other powers. However during the process of altering temperature few other actions can be taken- it requires concentration to alter temperature; reduce actions per melee by 2 while using this power.

Range: 150 foot (45 m) radius from character plus 25 feet (8 m) per level of experience
Effects: Can raise or lower temperature by 10 degrees F (6.4 degrees C) plus 5 degrees (2.6 degrees C) per level per melee
Rate of Usage: Maintenance of the altered temperature doesn’t require any attacks; temperature alteration can be used once per melee and reduces attacks by 2 while change occurs.

3. Manipulate Precipitation: The hero can create rain and snowfall (depending on the temperature) or increase and decrease the rate of precipitation. Depending on the temperature, the character can create conditions as severe as a hurricane or blizzard, induce flash flooding in an area, or bury a vehicle in thick heavy snow. Both rain and snow can cause problems with vision during combat as well. Penalties for fighting in rain greater than ½ inch per hour (equivalent to a steady light shower) or in snow greater than 1 inch per hour (steady light snowfall): -1 to strike, parry, and dodge from snow or rain getting in the eyes; eliminated if character has adequately shielded their eyes. This increases for every ½ inch (1.25 cm) per hour of rain or 1 inch (2.5 cm) per hour of snow by -1. If dodging a ranged attack, the penalty is increased for snowfall by to -3. For example, a hero has created a rainstorm at a rate of 2 inches (5 cm) per hour (heavy downpour). The penalty from the rainfall is -4 to strike, parry, and dodge. The hero decides to lower the temp and turns it into a snowfall equivalent (4 inches (10 cm) per hour- near blizzard conditions). Snowfall impedes vision more than rain; the hand to hand penalty is still -4 to strike, parry, and dodge. However, to dodge a ranged attack in that snowfall, the penalty is -7; the snowfall obscures the angle of the weapon or attack. Remember though that the shooter will also be penalized at -4 in those conditions. Note that clouds must be present or created before precipitation can be created.

Range: 150 foot (457 m) radius plus 25 feet (7.5 m) per level of experience
Effects: Can increase and decrease rainfall by ¼ inch (0.6 cm) an hour plus ¼ inch (0.6 cm) per level each melee round. The maximum rainfall per hour is equivalent to the character’s level of experience times 2. Snowfall can be increased or decreased by ½ inch (1.25 cm) an hour plus ½ inch (1.25 cm) per level each melee round. The maximum snowfall per hour is equivalent to the character’s level of experience times 3. Rain can be regulated in ¼ inch (0.6 cm) intervals and snow can be regulated in ½ inch (1.25 cm) increments, in much the same way as the energy expulsion powers can regulate their damages.

Rate of Usage: Like the temp and cloud manipulation powers, concentration is needed to perform the power. While altering the precipitation, two attacks are lost per melee. Once the desired level is reached, no attacks are required to maintain. HOWEVER, if the temperature and/ or the cloud cover are also being altered from normal, maintenance requires the loss of an attack each melee round until halted. If the wind is also being altered, 2 attacks are required each melee to maintain.

Rain comparisons:
Zero to ¼ inches (0.6 cm) per hour- light mist; virtually no visual obstruction.
¼ to 1 inch (0.6 -2.5 cm) per hour- steady rain; mild obstruction of vision from drops getting into eyes or running into eyes from forehead; dirt turns to mud, making footing difficult.
1-3 inches (2.5-7.5 cm) per hour- strong storm; can cause mild flash flooding in low lying areas; rain consistently gets into eyes and runs down the face, causing vision problems; goggles, glasses, and shield become obstructed without wiping or removal (uses an attack to keep vision clear); -10% to skills performed in the rain.
3-8 inches (7.5-20 cm) per hour- severe storm; rainfall causes flash flooding in low lying areas; city sewers become quickly over loaded and streets flood, increasing risk of hydroplaning; rain pounds into eyes- half of melee attacks must be used to wipe water out of eyes or keep shield/glasses clear enough for action; -25% to skills performed in the rain.
9+ inches (23 cm) per hour- hurricane-level rainfall; flooding prevalent in all areas; mudslides possible in hilly areas; fighting is virtually impossible- all actions except one are used shielding vision or removing rain from shield/glasses; within 1D6 minutes, water on the ground is 1-4 inches (2.5-10 cm) deep; -60% to skill performance
Hail/ Sleet comparisons: The hero cannot control the rate at which hail/sleet falls; there are just too many variables involved. However, the character IS able to control the size of the hail. See the notes below on damage and effects from icy downpours.
Small hail- Up to 1/8th inch (0.3 cm) diameter- does 1 SDC point of damage per melee in the downpour; the ground quickly becomes slippery; all in the downpour lose an attack to maintain balance and keep from falling; vehicles become very difficult to maneuver- penalty of 15% to skill rolls for ground vehicles.
Moderate hail- 1/8th inch-1 inch (0.3-2.5 cm) diameter- does 1D6 SDC of damage per melee in the downpour; the hail is like stepping on marbles- a balance roll must be made every melee of movement to avoid falling; can dent cars, siding, and other non-sturdy construction.
Heavy hail- 1-2 inch (2.5-5 cm) diameter- does 2D6 SDC of damage per melee in the downpour; windows can be cracked, cars are severely dented; the hail also piles up quickly and can eventually begin to weigh on roofs, tents, or other structures, potentially causing them to collapse after 1D6x10 minutes of the hail; skill performance is -35%; one attack is lost protecting the head and face from the downpour.
Severe hail- up to softball sized in diameter (6 inches (15 cm))- does 3D6 SDC of damage per melee in the downpour; windows break, metals are severely dented, and characters must cover their faces and heads to prevent being hit (lose three attacks doing so); hail this large is also not affected by winds less than 140 mph (224 kph)- it is simply too large; however, damage is doubled when winds are that high; skill performance is at -75%- the hail hits the hands to throw off fine motor movement; after 3D6 minutes, the hail has built up enough to slow movement by 50% and collapse the roofs of homes and some buildings.
Snow comparisons:
Zero to one inch (2.5 cm) per hour- flurries to light snow; minimal visual obstructions.
1-3 inches (2.5-7.5 cm) per hour- steady snow; roads and ground become slippery; snowflakes tend to stick to eyelashes or get into the eyes; ground becomes covered within 30 minutes of snow starting; range of sight is reduced by 10%
4-9 inches (10-23 cm) per hour- heavy snow; ground becomes covered within 3D4 minutes; flakes consistently get into the eyes or eyelashes; 1 attack per melee is lost to wiping snow buildup off the eyes; face shields generally are not affected; -10% to skill performance except tracking (-15%); roads become very slippery within 1D4 minutes, resulting in -30% to piloting of ground vehicles; range of sight is reduced by 50% and aircraft piloting performance reduced by 25%.
9+ inches (25 cm) per hour- white out/blizzard conditions; vehicles become stuck within 30 minutes and roads are extremely slippery (piloting of all ground vehicles reduced by 70%); range of sight reduced to a mere 1D6x10 feet and eyes must be wiped constantly (lose half melee actions) and even face shields must be wiped twice per melee; physical speed is reduced by 10% for every 4 inches (10 cm) of snow accumulation; flying vehicles are grounded (-70% piloting skill penalty for planes/ helicopters); skill performance in the snow is penalized -20% (tracking is penalized 30%).

4. Manipulate Wind: The character has the wind at his command and can control velocity up to a significant and potentially destructive level. Like previous powers, this power requires concentration to alter (uses two attacks) but requires virtually no effort to maintain unless compounded with other powers (1 melee attack lost per melee).

Range: 150 foot (45 m) radius plus 25 feet (7.5 m) per level of experience
Effects: Wind can be increased or decreased by 5 mph (8 kph) plus 5 mph (8 kph) per level each melee round; the velocity can be regulated in increments of 5 mph (8 kph). Maximum sustained wind speed is character’s level times 20. Therefore, a 6th level character can increase or decrease wind speed by 35 mph (56 mph) per melee (15 seconds) up to a maximum of 120 mph (192 kph). When combined with rain or snow, wind can compound penalties.
Wind speed 0-25 mph (40 kph): No increase in penalties.
Wind speed 25-60 mph (40-96 kph): Increase penalties from rain by 25%; increase penalties from snow by 50%.
Wind speed 60-120 mph (96-192 kph): Increase penalties from rain by 50%; increase penalties from snow by 100%.
Wind speed 120+ (192 kph): Double penalties from rain; triple penalties from snow.

NOTE: The hero is NOT affected by the wind; essentially they are in the heart of the storm and it is calm in their immediate vicinity. However, maintenance of the wind does require an attack per melee. Add this attack to any other maintenance attacks being used for cloud, precipitation, or temperature alteration.

Damage: Past 60 mph (96 kph), those in the wind will take 1D6 SDC damage from debris per melee in the wind; add 1D6 to this for every 20 mph over 60 (32 kph over 96 kph). Also, wind can alter damage from cold by lowering wind chill to dangerous levels. Once wind speeds hit 70 mph (112 kph), there is a 01-40% chance of a normal strength person being knocked over by the wind. This increases by 10 percent for every 15 mph above 70 (24 kph over 112 kph). Reduce by 15% for extraordinary PS, 30% for superhuman PS, and 50% for supernatural strength. If knocked over, the victim takes 1D6 fall damage and are pushed 3D6 feet for every 45 mph (72 kph) of wind speed.

5. Create Thunder and Lightning: The hero is able to create impressive thunder and lightning storms even if clouds are not present. This is done by manipulating the static electricity in the atmosphere to create electrical charges.

Range: 1,500 foot (457 m) diameter plus 250 (76 m) per level of experience
Duration: 1 minute per level of experience
Damage None per se; just for effect

6. Limited Flight: By riding wind currents, the hero can fly without aid of rocket pack or wings. This power is virtually identical to the Flight: Glide minor power. The only difference is that maximum speed is equal to the maximum wind speed from the “manipulate wind” power above.

Bonuses when flying: +1 to initiative, strike, and parry, and +2 to dodge; bonuses are doubled once maximum speed reaches 100 mph (160 kph).

7. Limited Power over Electricity: By manipulating the moisture currents in the air, the hero is given limited powers over electricity and lightning. The character can use this power in one of two ways; first, the hero can call down a bolt of lightning from the skies to strike targets on the ground. Second, the hero can charge his hand to hand attacks with electrical energy.

Range: Lightning strike- 300 feet (91 m); Hand to hand charge- hand to hand range only
Duration: Instant
Damage: Lightning strike- 2D6, +3 per level of experience; Hand to hand charge- add 1D6 to damage and an additional 1d6 at levels 3, 6, 9, 12, and 15.
Rate of Attack: Equal to hand to hand attacks

8. Limitations: Upper level clouds cannot be created indoors, but fog can.
Lightning bolts cannot be used indoors. Likewise, thunder and lightning cannot be created indoors. All other non-cloud related weather powers can work indoors.