Wind Children 4 (12)

We Are All Mad Here

The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.

Motive: See everything, know everything

Environment: Everywhere there is weather, real or magic-made (Other)

Health: 12

Damage: 4 points

Movement: Long

Combat: Inflicts 4 points of damage with an exhale. Alternatively, can knock a character prone for one round.

Interactions: Interacting with wind children is a bit like interacting with a group of mischievous, precocious, and spoiled kids. However, they know many things, having been all over the world, and will often share what they know in exchange for new secrets or knowledge.

Uses: One of the PCs seeks information about a person, place, or thing. The characters need a surreptitious spy to gather information for them.

Loot: Information, secrets, and possibly a cypher or two picked up during their travels.

GM Intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep away" with it.