Weather Control, a Tiered Mutation in GammaFinder (for Starfinder)

GammaFinder (a post-apocalypse campaign setting and ruleset for Starfinder) has tiered mutations which allow a character to gain an ability that grows in complexity and power over the course of their career. We started with mutant teleportation.

And that seemed popular.

So, for no particular reason, here’s mutant weather control. 🙂

PA Storm Control

Art by AnnaPa

Weather Control (Sp, Su)
Tier 1
: You can create a micro-vortex at will. This acts as a psychokinetic hand, except as follows. The force in question is tiny vortexes of air, and does not work in environments that do not have air. The effect lasts 1 round per level after you stop concentration, but you cannot have more than 1 micro-vortex effect from this tiered mutation active at the same time.
You can make a special check (1d20 + character level + weather control tier + key ability score) to endure severe weather and predict weather (as the Survival skill tasks). When you endure severe weather, a successful check grants you bonuses as if you had built a shelter if you you move at full speed, and you can grant the bonus to up to 4 other creatures per tier of weather control you have.
Tier 2: You can use your micro-vortex to bludgeon and batter a target. This acts as unarmed attacks, made at range. These function exactly as your melee unarmed attacks (including benefiting from abilities that affect unarmed attacks, such as Improved Unarmed Attacks), but you can make them anyplace your micro-vortex can reach. These are considered melee attacks for rules interactions.
Tier 3: You can create a storm effect. It acts as fog cloud. You can move the center of this version of storm effect as a standard action using your micro-vortex (allowing you to move it to anyplace within your micro-vortex’s range). Once you create a storm effect, you cannot do so again until you expend Resolve Points to regain Stamina Points following a 10-minute rest.
Tier 4: You can increase or decrease the current wind condition by 1 step as a standard action. This covers an area with a radius up to 5 feet x your weather control tier cubed. Thus at tier 4 you can cover an area 320 feet in radius. This lasts for up to one minute per level.
Tier 5:  Your storm effect can now be a powerful wind blast. This acts as force blast, but is a push of air and does not work in environments that do not have air. Your mirco-vortex range increases to medium (100 feet +10 feet/level).
You can also increase or decrease the perceptional level by 1 step as a standard action, as with wind control in tier 4. You can affect precipitation and wind in the same standard action.
Tier 6: You can unleash a lightning bolt once every 1d4 rounds as a standard action. There must be cloudy or foggy conditions available for you to do this, but the fog cloud from your storm effect counts for this purpose. Your lighting bolt targets a single creature for 1d6 electrical damage per character level you possess. A target may make a Reflex save (DC 10 +1/2 your character level + your key ability modifier) for half damage.
Tier 7: You can now also create a storm effect by expending a Resolve Point to do so. Your wind blast now deals 1d6 damage per 2 character levels you possess.
Tier 8: You can now create the force blast version of your storm effect with a point of origin anywhere within long range 9100 feet. +10 feet/level).
You can also increase or decrease the temperature of a natural, outdoor environment by 20 degrees as a standard action, as with wind control in tier 4. You can affect temperature, precipitation, and wind in the same standard action.
Tier 9: When altering wind severity, precipitation, and temperature, you can now alter one of those variables by 2 steps, rather than by 1. You cannot affect more than one of these variables by multiple steps at the same time, even if you take multiple actions.
Tier 10: You can now unleash the lightning bolt from tier 6 once per round. Additionally, when altering wind severity, precipitation, and temperature, you can now alter each of those variables by 2 steps, rather than by 1.

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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on April 9, 2020, in Microsetting, Starfinder Development and tagged , , , , , , . Bookmark the permalink. Leave a comment.

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