Ficha informativa complementaria sobre ayudas agroambientales y en favor del bienestar de los animales
3. Importe de la ayuda
Here’s how Air/Wind interacts with other energies/special effects. These rules are optional; the GM may change or ignore them as he sees fit.
ACID
Air/Wind defenses tend to blow away or disperse the brunt of Acid attacks, reducing their effectiveness — they suffer a -2 DC reduction in damage before the defense is applied. Similarly, an Acid defense poses less of an obstacle to an Air/ Wind attack; reduce the Acid’s ED by 1 point before applying the damage.
BIOLOGICAL
Air/Wind has no special interaction with Biological powers; it neither gains nor loses against this special effect generally. However, in the case of Biological powers that involve projecting spores, viruses, or the like through the air, an Air/Wind defense may gain significant bonuses (+3 defense or more) or, in the GM’s discretion, constitute an absolute defense against the attack.
CHAOS/ENTROPY
Air/Wind has no special interaction with Chaos/Entropy powers; it neither gains nor loses against this special effect.
CHEMICAL
Air/Wind attacks interact with Chemical defenses normally. On the other hand, Air/Wind defenses are often particularly effective against Chemical attacks. They have ordinary effect against Chemical attacks introduced by touch (such as a venomous sting or a poisoned knife- blade), but against airborne Chemical attacks (like many gases, mists, and pheromone powers) they usually gain significant bonuses (+3 defense or more). In the GM’s discretion, an Air/Wind defense may provide absolute protection against airborne Chemical attacks.
COSMIC ENERGY
Air/Wind has no special interaction with Cosmic Energy powers; it neither gains nor loses against this special effect. However, if the Cosmic Energy manifests with some other special effect (such as Fire or Sonics), use that special effect for determining the results of the interaction.
DARKNESS
Air/Wind has no special interaction with most Darkness powers; in general it neither gains nor loses against this special effect. However, if a Dark- ness defense is defined as a form of smoke or mist, an Air/Wind attack tends to be more effective than normal against it (+2 Damage Classes or more).
DIMENSIONAL MANIPULATION
Air/Wind has no special interaction with Dimensional Manipulation powers; it neither gains nor loses against this special effect.
EARTH/STONE
Even the most powerful and violent Air/Wind attacks seem somewhat ephemeral against the durability and solidity of Earth and Stone. Subtract -2 Damage Classes from them before the defense is applied. Earth/Stone attacks usually penetrate Air/Wind defenses a little more effectively, since even the toughest force-field of Air has difficulty resisting the ponderousness of stone; reduce the Air/Wind defense by -1 point of PD before apply- ing the defense to the damage. However, in the case of Earth/Stone attacks involving sand, dust, tiny chips of stone, or other small, relatively lightweight objects, Air/Wind defenses are actually more effec- tive than normal; add +2 PD before applying them to the damage.
ELECTRICITY
Air/Wind has no special interaction with Elec- tricity powers; it neither gains nor loses against this special effect.
ELECTROMAGNETIC ENERGY
Air/Wind defenses are a little better against Elec- tromagnetic Energy than most forms of protection again; increase them by +2 before applying them to reduce Electromagnetic Energy damage. Air/Wind attacks and Radiation defenses interact normally.
ENERGY MANIPULATION
Air/Wind has no special interaction with Energy Manipulation powers; it neither gains nor loses against this special effect.
FIRE/HEAT
Air/Wind has an unusual relationship with Fire/Heat. On the one hand, a fast-blowing wind can easily put out a flame, as anyone who’s ever blown out a candle knows. However, depending on the relative strength of the wind and the fire, as well as other environmental factors, Air/Wind can actu- ally spread or stoke a fire, making it burn hotter or over a larger area (hence the use of a bellows in a smithy). The GM should keep this in mind when adjudicating how the two special effects interact on a broad scale. (See Villainy Amok for rules about how fires spread and burn.)
In terms of energy projectors’ powers, which tend to involve intense uses of energy over a tightly-confined area, an Air/Wind attack tends to be effective against a Fire/Heat defense; add +1 DC before applying the defense. Fire/Heat attacks inter- act normally with Air/Wind defenses.
FORCE MANIPULATION
Air/Wind has no special interaction with Force powers; it neither gains nor loses against this special effect.
GRAVITY
Air/Wind has no special interaction with Gravity powers; it neither gains nor loses against this special effect. (But see page 51 regarding how Gravity-induced changes of pressure might affect Air/Wind powers.)
HOLY/UNHOLY
Air/Wind has no special interaction with Holy and Unholy powers; it neither gains nor loses against this special effect.
ICE/COLD
Generally speaking, Air/Wind has no special interaction with Ice/Cold powers; it neither gains nor loses against this special effect. However, some Ice attacks involve large chunks of ice projected or hurled at the target in some fashion; you can adjudicate these using the rules for Air/Wind-Physical interaction (or in the case of large amounts of tiny ice crystals or shards, refer to Earth/Stone, above, for information).
KINETIC ENERGY
Air/Wind has no special interaction with Kinetic Energy powers; it neither gains nor loses against this special effect (though as noted under
Kinetic Energy, below, Kinetic Energy attacks are
often treated as Physical attacks).
LIFE FORCE ENERGY
Air/Wind has no special interaction with Life Force Energy powers; it neither gains nor loses against this special effect.
LIGHT
Air/Wind has no special interaction with Light powers; it neither gains nor loses against this special effect.
MAGIC
Air/Wind has no special interaction with Magic; it neither gains nor loses against this special effect. However, if Magic manifests with some other special effect (such as Fire or Darkness), use that special effect for determining the results of the interaction.
MAGNETISM
Air/Wind has no special interaction with Magne- tism; it neither gains nor loses against this special effect.
MATTER MANIPULATION
Air/Wind has no special interaction with Matter Manipulation powers; it neither gains nor loses against this special effect.
MENTAL/PSIONIC
Air/Wind has no special interaction with Mental/Psionic powers; it neither gains nor loses against this special effect.
PHYSICAL
Air/Wind attacks typically interact with Physi- cal defenses normally. The interaction of Air/Wind defenses and Physical attacks depends on the nature of the Physical attack — specifically, how fast it moves, how heavy it is, and how aeordynamic it is. The modifiers for these two factors are cumu- lative; thus, an Average object that takes 13 points of “STR” less than what the defense has gives the defense +3 PD.
Speed Of The Physical Object
Against Slow-moving Physical attacks (which includes most thrown or hurled objects, dropped
objects, and the like), an Air/Wind defense gets +3 PD of effect before it applies to the damage. In effect the defense blows the missile off-course, reducing the likelihood it inflicts a serious hit on the target.
Against an Average speed Physical attack (which includes most physically-launched objects, such as arrows, crossbow bolts, and sling-stones), an Air/Wind defense gets +1 PD of effect before it applies to the damage.
Against Fast Physical attacks (which includes most bullets, rockets, and the like), an Air/Wind defense gets no bonus; the two interact normally.
(At the GM’s option, any of these PD bonuses can instead become a negative modifier to the attacker’s OCV, representing how easily the defense blows the attack off-course. Thus, an attack with a Slow missile against an Air/Wind defense would be at -3 OCV, rather than giving the defense +3 PD.)
Weight Of The Physical Object
To determine the effect of a Physical attack’s weight, convert the Active Points of the Air/Wind defense into STR and compare it to the amount of STR needed to lift the object. For every full 5 points of STR above what’s needed to lift the object, the Air/Wind defense gets +1 PD before it applies to reduce damage; for every 5 full points of STR below what’s needed to lift the object, the defense suffers a -1 PD before it applies to damage.
(Again, you can convert these modifiers into OCV modifiers if preferred.)
Aerodynamicity
An aerodynamic Physical object (such as most missile weapons) may have an easier time penetrat- ing an Air/Wind defense, giving it +1 (or more) points of damage before the Air/Wind defense is applied.
PULSON ENERGY
Air/Wind has no special interaction with Pulson Energy; it neither gains nor loses against this special effect.
RADIATION
Air/Wind has no special interaction with Radiation; it neither gains nor loses against this special effect.
SONIC
Air/Wind has no special interaction with Sonic powers; it neither gains nor loses against this special effect.
TELEKINETIC
Air/Wind has no special interaction with Tele- kinetic powers; it neither gains nor loses against this special effect.
TIME
Air/Wind has no special interaction with Time powers; it neither gains nor loses against this spe- cial effect.
VIBRATION
Air/Wind has no special interaction with Vibration; it neither gains nor loses against this special effect.
WATER
Air/Wind has no special interaction with Water; it neither gains nor loses against this special effect.
CONCLUSION: THE SPECIAL EFFECT: AIR/WIND POWER MODIFIER
Overall, Air/Wind has more benefits than drawbacks. Therefore, Special Effect: Air/Wind constitutes a +15 point Adder. In games involving a lot of underwater adventuring, the GM may wish to reduce this to +10 (or less) due to the problems Air/Wind suffers in that environment.