Nope, not charcoal underpant linings.
Hello.
As my pcs adapt their characters to 6th (which is very enjoyable, so far) our Air/Wind-themed hero has been thinking about an alternative to his old whirling vortex of wind Force Wall - not least because it always seemed wrongish that it seemed like a 'shell' of air which fell apart if breached. Plus Barrier's defined even solidly wall-ish.
He's come up with the idea of Damage Negation, Costs End, Usable By Nearby - with Side Effects (minuses to Hearing Per and ranged OCV). So he, and those near him, are buffeted by semi-sentient winds which compromise the effectiveness of attackers (slowing/deflecting missiles, wrestling/confronting incoming punches, etc). I like it, but wondered if the Assembled Wisdom Of The Boards could see any problems with it.
Of course, this doesn't allow him his old englobing schtick, but opens up other possibilities.. like he can protect himself during move-throughs.
Also, I'm revising all my special effects interaction thoughts for the campaign, so now need to decide whether Air/Wind's lack of effect on light, radiation, etc is balanced with being able to be effective vs. gas/smoke, regardless of how they're defined as powers. It's that old effects trumping power/power trumping fx thing.
Any thoughts (and thoughts about handling special effects, or other wind-related powers) much appreciated.
Cheers,
Ned