Storm warriors believe that nature uses storms to combat
its enemies. Most are nature oriented and strive to be the living
embodiment of nature’s fury.  Calling themselves furies, they
try to capture the power of storms in the fighting techniques
and special abilities.  While they admire and will gladly
cooperate with dervishes, they are far more unpredictable and
embody the wildness of storms. Their hair is unkempt, their
nails uncut, and there is an occasional pop and spark of the
electricity they so admire. In order for one to join the ranks of
the furies they be struck by lightning and survive the
experience.  Getting struck by lightning can be fatal, a strike by
lighting does 6d10 damage. If the total damage surpasses the
combined fatigue and endurance the initiate is killed. He may
be resurrected, but may not become a storm warrior because
his death is seen as a rejection by the storm. Furies must follow
the certain strictures in living the life of a storm warrior.  They
must sleep only outdoors. Storm warriors must wear metallic
armor, metal is seen as sacred since it is conductive of
electricity. Storm warriors never cut their hair or beards and let
their nails grow long.  Storm warriors must possess at least 8
MA in order to channel the power of the storm that is part of
their advanced abilities.
STORM WARRIOR
+2% per rank with primary weapon, +1 IV & +1 damage at 3, 5, 7, & 9

Rank 1:
Immune to lightning and electrical attacks

Rank 3: Lightning strike, by spending 1 FT the storm warrior may charge a weapon with electricity. The weapon
does an additional D damage in electrical damage for that pulse. Anyone struck by the electric charge must roll
to avoid being stunned.

Rank 4:
Extra attack with primary weapon.

Rank 5:
Lightning bolt, the storm warrior may discharge a bolt of lighting at a range of 25 feet with an 80%
chance of damage doing D+5 damage. This ability cost 4 FT to use. The range increases by 5 feet and the
damage by 1 per rank above 5.  May be resisted but then ½ damage.

Rank 7:
Thunder roar, the storm warrior can release a roar that is cone shaped. The cone is 60 feet long and 5
hexes wide at its end. Anyone within the cone must roll under 2 X WP to avoid being stunned and potential falling
(3 X AG) and/or dropping them (3 X MD). This ability cost 2 FT. +20MR vs Colleges of Air and Water.

Rank 8:
Extra strike with primary weapon. Shocking defense, by spending 1 FT a storm warrior may charge his
body with electricity so that anyone striking him takes D damage from electricity.  May be resisted but then ½
damage.

Rank 9:
Feather fall, the storm warrior may fall any distance and land safely if they roll under 4 X AG. This ability
cost 2 FT.  Cloud walk, the storm warriors attunement with the air, water and electricity allows him to walk on any
surface at the cost of 1 FT per pulse.

Rank 10:
Chain lighting, the storm warrior releases a lighting bolt as in rank 5 except that it arcs to the next
person and will continue to do so until it has traveled it full length. It will always opt to move to a new target, but
will go back to previous targets if no new ones are available. This attack does d +10 and has a range of 75 feet.
The storm warrior does not control the lighting, its path is randomly determined.