Examples of Blast

Ricky-Oh Punch

Bo Perkins, the Psychic Sheriff, lost his arm valiantly fighting criminals. Fortunately he became a Contractor; now he has a spiffy new Psychic Arm as a replacement. And it can do stuff he could never do before with mere flesh! For instance, Sheriff Perkins can wind up, gather his mental strength, and punch so hard with his phantom limb that it can go straight through a ribcage.

Base Power: Blast
Type: Active
Range: 1 meter
Piercing: 2

Enhancements: Concealed

Flaws: Windup

Description: Perkins spends a turn gathering his strength and preparing his phantom limb for attack, during which time his stump thrashes violently. He then lashes out with a forceful punch from his psychic arm aimed right at the target’s heart.

System: If the punch lands, it deals 12 damage and the enemy’s armor is reduced by 4. This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased.

Phaser, Type-A

The Type-A phaser is the most commonly issued phaser in Star Command.

Base Power: Blast
Type: Active
Range: 3 (100 meters)
Piercing: 1

Appearance: It is a small metallic hand-held device no larger than a flip-phone with a single button to fire. It emits a bright blue beam at its target, causing severe heat burns. Things that are destroyed by the phaser may simply deatomize, leaving no trace.

System: 12 damage, -2 armor. This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased.

Enhancements: Concealed (the phaser does not appear supernatural)

Flaws: Item (the phaser is just an object that can be lost or stolen)

Exploding Runes

Base Power: Blast
Type: Active
Range: 1 meter
Piercing: 0

Description: The bearer of this power has the ability to scrawl enchanted runes that explode in an electrical blast directed at the reader. They can be written in any language that the caster can write and glow a dim red (dim enough to be missed in broad daylight, but obvious in the darkness). The runes crackle with electricity a second before firing, giving the target a chance to dodge. The holder of this power has two new eyes open on his palms, that may be closed to conceal partly. (The eyes are not functional.)

System: Requires a writing roll to activate that acts as the aiming roll. Only one set of exploding runes may be active at a time (recasting invalidates old runes in accordance with Triggered). This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased.

Enhancements: Triggered (activated when read by someone other than the caster)

Acid Vomit

Base Power: Blast
Type: Active
Range: 1 meter
Piercing: 0

You can vomit acid. If it hits, it deals 12 levels of damage. This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased.

Possible Enhancements: Concealed, Delayed, Triggered, Blast Radius, Damage Over Time, Final Blow

Venom Darts

Base Power: Blast
Type: Active
Range: 10 meters
Piercing: 0

You can poison your darts with your own blood, dealing 12 levels of damage on a hit. This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased.

Possible Enhancements: Concealed, Delayed, Triggered, Blast Radius, Damage Over Time, Final Blow

Acid Blood

Base Power: Blast
Type: Active
Range: 1 meter
Piercing: 0

Anyone you bleed on, or anyone who is standing close to you when you are injured, is splashed with your acidic blood, resulting in 12 levels of damage if struck. This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased. Penalties for multiple targets apply as normal.

Possible Enhancements: Concealed, Delayed, Triggered, Blast Radius, Damage Over Time, Final Blow

Toxic

Base Power: Blast
Type: Active
Range: Touch
Piercing: 0

You are toxic. Anyone who comes in physical contact with you is poisoned, resulting in 12 levels of damage and a Depletion roll. Touching your clothing is sufficient, but a target with no exposed skin is not affected unless you have at least 1 level of Piercing. This does not stack with any other damage bonus (including those from use of a weapon), nor with an attack bonus from another Power. The damage cannot be increased.

If the range is increased, this Power must be changed to Acid Blood or another form of Blast and cannot have the Instant or Passive Enhancements.

Unique Flaw: Only those who bite you or otherwise ingest a portion of you are poisoned. The damage is not reduced by Armor.

Possible Enhancements: Concealed, Delayed, Triggered, Damage Over Time, Final Blow, Instant, Passive (Seasoned or above)

Unique Enhancement:
Instant: This Power does not require an action and is never subject to the penalty for multiple actions. Each use incurs Depletion as normal. This Enhancement can only be taken if the Power has a Range of 0; if the Range is ever increased, this Enhancement is lost and the Gift Point is refunded. In addition, Instant cannot be taken with the Passive Enhancement; if Passive is later taken, this Enhancement is lost and the Gift Point is refunded.

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