Action!/Schtick/Sorcery/Blast

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General Boost schticks[edit | edit source]

Sorcerous Power[edit | edit source]

Tier 1
Add 1 level to Damage of a Damage-dealing Power, or 1 level to the Effect of another Sorcery Schtick. Advancement: Damage/Effect (Progression 1).

Specialist Power[edit | edit source]

Tier 1
You gain 2 Power points, only usable with a specific Schtick. Advancement: Progression 5/2 Power Points.

Versatile[edit | edit source]

Tier 1
Add 1 Power Effect to a Power, usable with a Power Point.
Advancement: 1p / Power Effect.

Awesome Power[edit | edit source]

5 points
1 Power Effect requires 1 less Power to active.

Overwhelming Power[edit | edit source]

10 points
Passive: Any Power point spent on an effect (not providing an extra positive die) provides an extra positive die. No combination of effects including Overwhelming Power can provide more than two positive dice.

Blast[edit | edit source]

The generic sorcerous attack power. Also gain the use of 1 Power Effect.

You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.

Choose 1 Power Effect when buying a Blast.

Blasts[edit | edit source]

It comes in many flavors including:

Shadowrun Blasts

Booster Schticks[edit | edit source]

Autofire[edit | edit source]

Cost 0.
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin. Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).

Blasphemy[edit | edit source]

Tier 1
Acts as the Healing Schtick against an Unholy target.

Combo Blast[edit | edit source]

Tier 1
You may now use one extra Power Effect per attack with a Blast.

Focused Blast[edit | edit source]

Tier 1
Increase Blast Range to Power times Power meters.

Healing Light[edit | edit source]

Tier 3
Acts as the Healing Schtick against a Living target.

Life, Necrotic, Holy, Unholy, Disassemble[edit | edit source]

Tier 1
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.
Progression: Ignore 1 lvl more (Progression 1).

Power Nexus[edit | edit source]

Tier 5
One of the Blast's Power Effects now costs 1 less Power Point.

Reassemble[edit | edit source]

Tier 1
Acts as the Healing Schtick against a Construct target.

Side Effect[edit | edit source]

Tier 3
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.

Sniper Blast[edit | edit source]

Requires: Focused Blast.
Tier 1
Increase Blast Range to LOS.

UnHeal[edit | edit source]

Tier 1
Acts as the Healing Schtick against an Undead target.

Versatile[edit | edit source]

Tier 1
Add 1 Power Effect to a Power, usable with a Power Point.

Flaws[edit | edit source]

Damage against skill X[edit | edit source]

Does damage against skill X.

Impairment[edit | edit source]

Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.

Lowered Damage[edit | edit source]

Lower Damage and Max Damage of Blast by 1 level.

No shock points[edit | edit source]

Rebate 1.

No Wounds[edit | edit source]

Rebate 1.

Shot-loss first[edit | edit source]

Rebate 1.

Shot-loss only[edit | edit source]

Rebate 2.

Short Range[edit | edit source]

Lower Blast Range to Power meters.

Only works against X[edit | edit source]

Blast only damages certain things. See below for rebate.

Type Rebate
Living 1
Supernatural 2
Undead 3
Inanimate things 3

Power Effects[edit | edit source]

Accurate[edit | edit source]

Add extra d10 AV.

Area[edit | edit source]

Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Advancement: add Power/3 m radius (Progression 15).

Burn[edit | edit source]

Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.

Damage[edit | edit source]

Raise Damage by Power+2 (up to SchtickMax).

Heal[edit | edit source]

Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).
Advancement: EV (Progression 3).

Wondrous Heal[edit | edit source]

Requires Heal.
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).
Advancement: EV (Progression 3).

Hold[edit | edit source]

Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.

Knockback[edit | edit source]

Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.

Overpower[edit | edit source]

Doubles the Outcome of the Blast.

Stun[edit | edit source]

Inflict 2 points of Shot Loss per Wound inflicted.

Swarm[edit | edit source]

Deals its Damage to an extra target.
Advancement: Extra targets (Progression 5).

Example Blasts[edit | edit source]

Chinese Holy Energy[edit | edit source]

Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.
Power Effect: Damage, Stun.

Animal[edit | edit source]

Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.
Power Effects: Burn

Corrupting Blast[edit | edit source]

Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.
Power Effects: Accurate, Overpower.

Fire[edit | edit source]

Damage is equal to Power+5. Power Effects: Area, Burn.

Water[edit | edit source]

(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.

Air, Storm[edit | edit source]

Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.

Earth[edit | edit source]

Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.

Wood[edit | edit source]

Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).

Thunder[edit | edit source]

Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.

Lightning[edit | edit source]

Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)

Force[edit | edit source]

Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.

Plasma[edit | edit source]

Damage is equal to Power+8. Power Effects: Damage, Accurate.

Death[edit | edit source]

Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.

Life[edit | edit source]

(Damage x3 (3), Only against undead creatures (-3), Versatile)
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.

Accident, Chaos, Entropy[edit | edit source]

Damages things through accidents and malfunctions or random happenings. Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.
Power effects: Hold, Burn.

Polymorph[edit | edit source]

Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.

Archmage Blast[edit | edit source]

Cost: 58 points. Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets). Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.

Plants[edit | edit source]

Plants erupt around the target, holding the target.
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.

Shadowrun! Blasts[edit | edit source]

for Shadowrun!

Mana Bolt[edit | edit source]

Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).
Power effects:Area 2.

Power Bolt[edit | edit source]

Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).
Power effects:Area, Overpower.

Stun Bolt[edit | edit source]

Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).
Power effects:Area 2.

Death Touch[edit | edit source]

Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).
Power effects: Damage, Hold.