Begun Training to Skilled
Attempt to summon a light breeze for the first time. Fail and think on how one engages with something as dimensionally undefined as the wind and air.
1 Day Cooldown
Manipulate water currents with Telekinesis. Return to your master with thoughts on how this is similar and yet different to doing so for air.
1 Day Cooldown
Successfully manipulate the air currents in a sealed glass box.
1 Day Cooldown
Meditate in a hurricane. Do not move from your spot. If you do, try again. Use this to truly learn the wind.
1 Day Cooldown
Manipulate the air currents in a much larger room, knocking over light objects within it.
1 Day Cooldown
Feat
Skilled to Proficient
Summon a gust inside a building for the first time. Anger your teachers.
4 Day Cooldown
In a combat encounter, knock over three NPCs in the same room using Force Wind, using the opening to win the fight.
4 Day Cooldown
Begin the leaf exercise, in which one has to levitate a leaf over their palm without applying direct telekinesis to it. Fail often and repeatedly, before managing to lift it off your palm for the first time using controlled wind.
4 Day Cooldown
Complete the leaf exercise, pondering on your thoughts and justifications for how you have managed to get it to work (RP quality check here)
4 Day Cooldown
Using Force Wind, knock over an opponent outside in a legitimate combat encounter for the first time, using the opportunity to defeat them.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Using Force Wind, ragdoll an opponent jumping or flying in a legitimate combat encounter, using the force of their landing to defeat them.
1 Week Cooldown
In a fight against an equal-tiered opponent, use Force Wind to reposition them elsewhere to your own advantage.
1 Week Cooldown
Use Force Wind in a non-lethal manner to get past a group of highly competent opponents.
1 Week Cooldown
Use Force Wind to accelerate an ally diving at an equal-tiered opponent in a legitimate combat encounter, using this combo to defeat said enemy.
1 Week Cooldown
Use Force Wind to BFR an opponent who you would not have beaten otherwise in a legitimate combat encounter.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Generate a tornado for the first time, and use it to wipe out a large group of enemies in a plot significant moment.
6 Week Cooldown
Teach Force Wind to the level of Proficient.
3 Week Cooldown
Defeat an opponent higher up on the Tier List in a legitimate combat encounter, through enhancing the attack of an ally's Pyrokinesis to become much more deadly.
6 Week Cooldown
Use Force Wind to break your fall, thus surviving what would have been a grievous injury. If you fail, receive that injury.
6 Week Cooldown
Use Force Wind to defeat an opponent higher up on the Tier List in a legitimate combat encounter.
6 Week Cooldown
Feat
Mastery to Extreme Mastery
Trap an opponent with Extreme Strength in a Force Whirlwind in a legitimate combat encounter, forcing them to surrender.
9 Week Cooldown
Using Force Wind, slow down the bullets from a Slugthrower to a standstill, rendering an equal-tiered opponent who uses them utterly baffled in a legitimate combat encounter.
9 Week Cooldown
Defeat an equally skilled opponent in Alter Environment in a legitimate combat encounter.
9 Week Cooldown
Use Force Wind to destroy an enemy garrison/fortification by generating concentrated hurricane-like winds.
9 Week Cooldown
Use Force Whirlwind on 3 or more equal tiered opponents, thus winning the legitimate combat encounter by technicality.
9 Week Cooldown
Feat
Extreme Mastery to The Mastery
Use Force Wind without concentration for the first time, wiping out an equal-tiered opponent in a legitimate duel while using Force Wind to annihilate their army around you both.
12 Week Cooldown
Defeat an equally-skilled opponent with Force Barrier in a legitimate combat encounter, using Force Wind.
12 Week Cooldown
Using Force Wind, BFR a Tier 0.
12 Week Cooldown
Wipe out a faction-critical city off the map with the mother of all hurricanes.
12 Week Cooldown
Team up with someone who has Pyrokinesis at Extreme Mastery or above. Together, annihilate a Tier 0 in a legitimate combat encounter (if one of you are Tier 0, this becomes a High 0/Beyond the Tier List individual)
12 Week Cooldown