Great points, guys. I especially like "bright fringe." Or I could do it the way HSB does, with the -1/2 limitation "Only when not attacking" on Invisibility. The special effect would be that when the tornado "touches down" to come smack somebody you can see all of the dust and debris it creates, just like a real tornado, but when it's not attacking it isn't raising dust.
Including JmOz's suggestions RE: EC, here's another version.
Lesser Air Elemental
Val
Char
Cost
15
STR
5
21
DEX
33
10
CON
0
10
BODY
0
8
INT
-2
10
EGO
0
20
PRE
10
6
COM
-2
3
PD
0
2
ED
0
5
SPD
19
5
REC
0
20
END
0
23
STUN
0
0" RUN-120" SWIM-23" LEAP0Characteristics Cost: 49
Cost
Power
END
15
Aspect of the Wind: Elemental Control, 30-point powers
8
1) Body of Air: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2) (30 Active Points); Only When Not Attacking (-1/2), Bright Fringe (-1/4)
15
2) Windrunning: Flight 10", Reduced Endurance 0 END (+1/2)
20
Whirling Dervish: Physical Damage Reduction, 50%
10
Elemental Body: No Hit Locations
Powers Cost: 68
Cost
Martial Arts Maneuver
Air Fu
4
1) Air Slam: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
5
2) Spinning Vortex: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
3) Thieving Gust: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove
5
4) Tripping Wind: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove
Martial Arts Cost: 19
Cost
Skill
8
+4 with Flight
6
+2 with Air Fu
Skills Cost: 14
Total Character Cost: 150
Val
Disadvantages
20
Psychological Limitation: Flighty (Very Common; Strong)
30
Susceptibility: Vacuum 3d6 damage, per Segment (Uncommon)
Disadvantage Points: 50
Base Points: 100
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0