We Are All Mad Here
The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue tuxedo, her short silver hair pushed back from her face.
Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try to talk with it.
Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
Environment: Anywhere she wants to be (Other)
Health: 40
Damage: 6 points
Movement: Very long
Modifications: Speed defense as level 10; sees through and resists trickery, lies, deceit, and intimidation as level 10
Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks them prone.
Interactions: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits grudging respect for the perpetrators).
Uses: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including cyphers, artifacts, and even creatures.
GM Intrusion: the West Wind lifts a character high in the air and threatens to let them fall.