Tornado

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Tornado (Major) by Primus

This impressive and dangerous power grants the character limited control over some aspects of the weather, the foremost being the creation and control of a full blown tornado. As the character grows in experience, the tornado also increases in power. The power also grants the ability to create sudden bursts of wind, control lightning, and detect the weather accurately several days ahead of time.

1. Detect weather accurately: The hero is able to detect the temperature, humidity, and wind speed in his surroundings with amazing accuracy. Not only that but the character’s innate sense allows him to predict the weather in his immediate area (roughly 10 mile (16 km) radius) for the next 72 hours as well, including the times of precipitation, what kind of precipitation will occur, exact moment of sunrise and sunset, temperatures, humidity, even heat indices and wind chills.

2. Wind Blast: Same as the minor super ability Super Wind Blast.

3. Lightning Strike: The character is able to summon bolts of lightning either indoors or outdoors by manipulating the charged particles above and below his target. This power is different than other energy expulsion powers in that the energy is generated externally rather than by the hero’s body. It also means that the character is able to control just how powerful the strike will be by manipulating larger numbers of particles. When opposing charges are lined up, nature takes over and lightning forms- naturally accompanied by thunder. The hero is able to perform three types of strikes. All attacks form by the character mentally gathering oppositely charged particles in the atmosphere- negative particles collect directly above the target, positive directly below or on the target. The lightning forms naturally and instantaneously. The target will feel as if static electricity is forming around him a millisecond before the strike. All three levels of attacks can be done outdoors but only one can be done indoors. The lower power attacks are for smaller targets such as villains, animals, etc. The high power attack can be used on these but is more for larger targets such as cars, tanks, trucks, and buildings.

Range: 70 feet (21 m) for indoor strike, 250 feet (75 m) for low power outdoor attack, 1,000 feet (300 m) for high power attack.
Damage: Indoor attack- 1D6+1D6 at levels 3, 5, 7, 9, 11, 13, and 15; Low power outdoor attack- 3D6+1D6 at levels 2, 4, 6, 8, 10, 12, and 14; High power outdoor attack- 1D6x10 plus 10 at levels 3, 6, 9, 12, and 15.
Rate of attack: Both low power attacks- equal to hand to hand attacks; high power attack- each use is three attacks, note that this attack can be interrupted as it requires two attacks to concentrate and one for the attack itself. No other actions can be used while concentrating. Also, there is a 01-70% chance of the target (if man-sized) being knocked back 4d6 feet. The attack will ignite flammable materials at the site of the strike.

4. Summon and control tornado: Very few things exist on Earth with the destructive power of a tornado. This is easily the most impressive ability of this power. With concentration the hero is able to alter the airflow within his area to his whims. To begin the attack, the hero must concentrate- NO OTHER ACTIONS CAN BE TAKEN at any point during creation or control of the twister. Within 15 seconds of beginning, temperature ranges alter in the hero’s immediate area and humidity levels increase drastically, forming blackish-green low hanging clouds (altitude of about 1,500 feet (450 m)). The humidity increases the temperature differential, speeding the updraft and causing the clouds to begin to rotate. After 30 seconds of concentration, nature reacts and hail starts to fall within a half-mile (0.8 km) mile radius of the storm. Within a minute of beginning, the clouds begin to produce a white cone of swirling winds and moisture. The hero begins to levitate up into the descending finger of wind and is completely enveloped by touchdown. Up until that point, the character can be attacked as normal. The entire creation process takes roughly 2 minutes (8 melees) from beginning until touchdown. The hero must maintain concentration for the entire duration of the event in order to control the tornado. Once the tornado forms, the character hovers in the middle of the funnel at an altitude of about 500 feet (150 m). He is able to see outside as if the funnel wasn’t there and is unhurt by the wind or flying debris. He is even able to look out through whirling debris. The funnel cloud is comparable to a normal, nature-spawned storm in every way from size to effects, being roughly 100 feet (30 m) wide + 100 feet (30 m) per level of experience. The tornado can be steered by the hero in whichever direction he desires. If anything breaks his concentration the tornado will cease to exist and the skies will clear completely within 2D6 seconds. While inside the funnel cloud he can be shot, but ALL (including energy expulsion powers) ranged strikes are performed at -14; the debris and strong winds make it nearly impossible to hit the character with conventional means.
As most people may know, tornadoes are intense updrafts that result from certain weather conditions. Science has yet to measure successfully the upper ranges of winds at the core of a funnel cloud. As a result, Dr. Ted Fujita developed the Fujita scale in 1971. The purpose of this scale was to classify tornadoes by the amount of damage they do on the ground. This scale rates the storms on a scale of 0-5 (F0-F5), with 5 being the most severe. In January of 2006, the Fujita scale was enhanced and is now based on 28 damage indicators; the new Enhanced Fujita (EF) scale is more precise, but is still based on the amount of damage done. As it is, a tornado causes damage in three ways: hail damage, wind damage, and high-speed debris. Hail is caused by moisture getting caught in the tornado’s updraft, being carried to extremely high altitudes, and freezing. This hail is generally between ¼-4 inches (1/4 inch per level of experience)(0.8-10 cm) in diameter and occurs within 500 feet (150 m) of the wind rotation, stopping within at about 100 feet (30 m) from the funnel. Damage is as follows:

1/8th inch-1 inch diameter (0.3-2.5 cm)- 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 to avoid falling; can dent cars, siding, and other non-sturdy construction.
1-2 inch diameter (2.5-5 cm)- does 3D6 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 5D6 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 all but one attack); 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 25% and collapse the roofs of homes and some buildings.

Wind damage is dependent on two things: wind speed and strength of structures. As mentioned before, scientists judge damage to structures to estimate wind speed. Below are a few examples of these damage indicators and wind speeds needed to produce the listed results.

Damage Indicator: Damage First Appears (F0)/Moderate Damage (F1-F3)/Completely Leveled (F4+)

Normal Family Residence 65 MPH (104 KPH)/121 MPH (194 KPH) /170 MPH (272 KPH)
Manufactured Homes 61 MPH (98 KPH)/105 MPH (168 KPH)/137 MPH (219 KPH)
Barns 62 MPH (99 KPH)/90 MPH (144 KPH)/112 MPH (179 KPH)
Apts/Condos/Townhouses 76 MPH (122 KPH)/130 MPH (208 KPH)/180 MPH (288 KPH)
Motels 66 MPH (106 KPH)/123 MPH (196 KPH) /190 MPH (304 KPH)
Strip Malls 65 MPH (104 KPH)/103 MPH (165 KPH) /191 MPH (306 KPH)
Large Mall 86 MPH (138 KPH)/131 MPH (210 KPH)/247 MPH (395 KPH)
Big Box Store 83 MPH (133 KPH)/144 MPH (230 KPH) /201 MPH (322 KPH)
Small Schools 65 MPH (104 KPH)/108 MPH (173 KPH) /176 MPH (282 KPH)
Junior or High School 68 MPH (109 KPH)/108 MPH (173 KPH) /192 MPH (307 KPH)
Middle and High Rises 61 MPH (98 KPH)/126 MPH (199 KPH)/263 MPH (421 KPH)
Government/Institutional Buildings 93 MPH (149 KPH)/162 MPH (259 KPH)/290 MPH (464 KPH)
Electrical Poles/Trees/Streetlamps 86 MPH (138 KPH)/120 MPH (192 KPH) /155 MPH (248 KPH)

All figures are estimates (+/- 15 MPH (24 KPH)). Numbers taken from the “Proposal for Enhanced Fujita Scale, First Revision” published by the Wind Science and Engineering Center at Texas Tech University, January 2006.
The hero is able to create a tornado with a wind speed of 95+1D6x10 mph (up to 248 kph) at first level. Add 15 mph (24 kph) per level of experience. The storm can be sustained for 4 minutes plus 1 per level of experience. Wind damage is very different for a tornado than a normal wind. The tornado rotates with such force that a normal man could be ripped apart completely by centrifugal forces in even the weakest funnel cloud. Damage from being caught in the funnel is 1D6x10 S.D.C. plus an additional 10 for every 20 mph (32 kph) of wind strength past 80 mph (128 kph; this is for ANYTHING in the funnel including buildings, persons, and vehicles). In addition, after about one melee the person has enough speed built up to pull out of the twister, and will be tossed 1D4x50 yards (or meters) for every 50 mph (80 kph) of wind speed, inflicting enormous fall damage (fall damage for distance plus 4 SDC for every 20 mph (32 kph) the victim was traveling when he hit the ground); roll with impact can be made but at -12. Those with a flying ability will lose all control within 150 feet (46 m) of the funnel and be sucked in; however, by making a save vs. their physical prowess they can attempt to right themselves in mid-air when they are tossed free and thus avoid fall damage. In order to remain rooted to the ground in a funnel cloud, an object must weigh 1,000 lbs plus 500 lbs (454 kg + 227 kg) for every additional 10 mph (16 kph) past 100 mph (160 kph) OR have a supernatural P.S. of at least 70. The tornado can move at a speed equal to the character’s MEx2+10 miles per hour; so if a hero has an ME of 16, then it will move at 42 mph (67 kph). The hero can force it to stay in one spot as well. If this occurs, then all damage listed above is per melee round until the tornado is moved or dissipates. Wind is present outside the funnel as well, but is treated as normal wind (See the Weather Control ability); the wind speed is ¼ the speed of the funnel wind 500 feet (152 m) or more away from the funnel (radius of storm is 1D4 miles (up to 6.4 km)). Within 500 feet (152 m) up to 50 feet (15 m) away the wind speed is ¾ of the funnel speed. NOTE: In order to hit a moving target, the controller of the storm must make a strike roll with no bonuses.
As the tornado progresses, it tears up the earth and twists trees, branches, glass, girders, and sometimes even cars and trucks in its massive funnel turning the white finger of wind into a black color. The debris picked up is generally small, but is traveling at such a rate of speed that it hits with the force of a bullet. Debris damage is 4D6 S.D.C. plus an additional D6 for every 20 MPH of funnel wind speed past 100 (32 kph past 160). The damage begins 100 feet (30 m) from the outer border of the funnel and continues as long as the victim is stuck in the twister’s path. The debris damage also applies to any structures or objects in the path.

5. Other bonuses:

Cannot be knocked down by the wind under any circumstances
Add 1D4 to M.E. attribute
Reduce heat and cold based damage by ¼
Character never has static buildup or static cling

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