Shoot Powers (Action)

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Heroic Action Role-Play

This page collects all Schticks and Powers related to Skills in one place.

Shoot

Shoot Schticks

Shoot schticks are made for use with ranged weapons. Any mention of particular types of ranged weapons in schtick descriptions, such as guns or bows, is flavor.

Artist's Cross-hairs

Inherent

You are not only an expert shootist, you are an artistic one. You can express moods and convey messages through your shots—generally negative ones. This works with both weapons and image recording devices. You can use Shoot as if it was the Charm or Impress skills, but the effect is not immediate, the result of the shot must be inspected for this to become evident. Besides psychotic slayers, this skill is also highly useful to photographers, Photography stunts are routine to you and the photographs you take can use the Charm and Impress effects above—such Shoot checks are not routine.

Bag Full of Guns

Inherent Weapon

You are carrying way more firearms than sensibly possible. This involves some kind of pack; a violin case, large suitcase, duffer bag, instrument case, bulky trench coat, or a sexy fanny pack are all typical examples.

Any gun you could reasonably have had access too and one of which could fit in the bag is in the bag, even tough it is clearly impossible for them all to fit in there at once. Restricted, futuristic, or military weapons are only in the bag if they make a reasonable part of the story. Weapons not found there in a contemporary civilian setting include flamethrowers, rocket launchers, and lasers.

Both Guns Blazing

Trigger Action (Combo)

When using two ranged weapons, one in each hand, you can follow up each Normal Ranged Attack you use to attack with a ranged weapon with a Normal Ranged Attack from your second weapon on the same or a different target.

Carnival of Carnage

Trigger Action

Whenever an unnamed character is about to make an attack while in your sight, you may use Carnival of Carnage to shoot him.

Clean Shot

Basic Action

You can make clean, damaging shots even with light weapons. If Clean Shot hits and the attack roll was greater than the target's Toughness (or whatever soak attribute is relevant for the attack you are using), it inflicts a Hit. If your damage is more effective than this, use that instead.

Cock

Stance, then Trigger Action

Start this stance by dramatically working the action of a weapon. This produces a dramatic sound, a 'click', 'ka-chak', the sound of a bow being drawn, the warm-up whine of energy weapon or the sizzling runes of a magic spell. You can do this in a surprise round, but not before a fight.

You can now shoot once as a trigger action as a response to any hostile action. Thus, you kind of "save up" an attack for later use. Firing the readied weapon in any manner or for any reason cancels the schtick.

In later rounds you can start this stance again. You cannot restart it in a round in which you used it.

Cool Steel

Basic Action

Draw a cool, fresh gun you have not used in this fight. The weapon can be one you carry or you can pick it up. The next Shoot attack with this weapon this round gets a +3 bonus. You can do other actions in between drawing this weapon and getting the attack bonus, but any firing the weapon ends the bonus.

Dramatic Reload

Bullets Bonus
1-2 +3
3-6 +2
7+ +1
More No bonus; can be used to refill your magazines after an earlier Dramatic Reload, but not if you ran out of bullets.

Basic Action

Reload your gun dramatically and deliberately. Depending on how many bullets you reload, you get a bonus to your Shoot attacks until your bullets run out, after which you cannot shoot any more with this weapon until you use this schtick again. All these effects end at the end of the round. You can Reload as a part of a Dramatic Reload, but weapons with the Reload quality can only hold one bullet.

"Bullets" in this case refer to the number of actions you can use to attack, not strictly to individual bullets. Automatic weapons normally fire more than one bullet with each action, but the language of this schtick ignores this.

Eagle Eye

Basic Action

You're particularly adept at firing at armored opponents and hitting the teeny-tiny bits of them that aren't armored. Your Shoot attacks that would normally be soaked by Toughness are instead soaked by Body.

This schtick never works with any kind of area attack, not does it work when attacking objects.

Fast Draw

Inherent

For the first round of any fight, your Initiative is a Closed Confident roll. Your first Basic Action for the round must involve Shoot or you lose 3 shots instead of taking that action.

Fields of Fire

Focus

When you are in combat, but at least 15 meters from the closest enemy, you can focus.

First Salvo

Inherent

Whenever you manage to score surprise, you can perform a Limit Break instead of the normal Basic Action, but the only skill you can use this with is Shoot.

Great Balls of Fire

Limit Break

There is always something in an urban combat scene that is ready to explode. You shot, and it blows up - taking everyone nearby with it. You cause an explosion that attacks everyone in a globe with a diameter equal to your Mind attribute in meters.

Damage is Body +2 impact damage.

Away from a high-tech urban setting, this schtick only works as the GM allows.

Gunnery

Inherent

You can use heavy guns and other artillery with full effect.

People lacking training with such weapons can generally still fire them. They cannot reload or use or take more advanced shots, such as indirect fire. On a snake eyes result the weapon misfires.

Gunsmith

Limit Break

You love to tinker with your guns, selecting ammunition for each target and otherwise using your gear to best effect. This adds +3 to the damage value of your gun against a specific type of target. Examples include unarmored people, people in a particular type of armor, or a particular type of monster. The benefit lasts until you use this schtick again to load a different kind of ammo or the end of the session. This schtick is often used before the action to face an expected enemy.

You are also an expert at making bullets out of unorthodox materials. If you learn what a certain target is vulnerable to, you can quickly make bullets out of that material or using that weakness if you have the materials at hand.

Hail of Bullets

Inherent

You can use fanning, simultaneous multiple arrows on the string, or some other rapid-fire technique to shot a regular weapon as if it was an auto-fire weapon. A ranged weapon in your hands adds +2 damage and gains the Area and Rash abilities.

If you are using a a Reload or Slow weapon, you do not gain the abilities listed above, but can ignore these flaws.

Hold!

Focusing

If you spend a Basic Action Shooting but not moving, you can focus.

Mercykiller

Finisher

You can decide how bad you want to hurt your target, choosing whether to inflict a Mortal Wound, a regular Regular Setback and what kind, or no special effect when you put them down.

Named Bullet

Limit Break

Narrate a brief flashback where you dedicate a specific piece of ammunition against a specific target. You must have known the target at the flashback point. Make an attack against a single target that is a Confident Roll with a +3 bonus to Shoot. Target cannot use Powers to resist this damage.

Piercing Shot

Trigger Action (Combo)

You can over-penetrate and hit two targets with the same shot, attacking a second target along the path of your bullet. Use this any time you inflict damage with a ranged attack. The extra target can stand either in front of or behind your first target. Hitting a target in front as a second target might seem odd, but the main thing is that you were concentrating on someone else and the second target is just a bonus.

Pinning Fire

Trigger Action

When you use Covering Fire the difficulty of your opponent's action is your Shoot +3. You can force a moving target to do a Free Running stunt.

Signature Mods

Inherent

You fiddle with your ranged weapons, coaxing new abilities out of them. Choose one of the following weapon abilities when you take this schtick. You can pick this schtick several times to apply multiple benefits. Any ranged weapon you use that you have had a chance to work on overnight or longer get these weapon techniques. Some have prerequisites, that can be satisfied either in the weapon itself, or because you already have a Signature Mod for that ability.

As an option, you can instead remove one for the following weapon abilities. You can remove limiting weapon abilities gained from Signature Mods through additional Signature Mods.

Signature Gun

Inherent

Select one specific gun, like grandma's shotgun or one you brought home from the war. Your fate is linked to this gun.

  • Even a light signature gun is dangerous in your hands. Increase the weapon's damage to Body +4 if it is less than this.
  • You can own and operate this gun legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the gun stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or disarm you of this gun. You are Confident on any stunt to hide or interaction check to keep the weapon. When others try stunts to disable or make you lose your gun, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The gun is tougher than normal, having a minimum Toughness score equal to your Shoot. Even when seemingly destroyed, the gun can always be repaired.
  • Finally, the gun becomes infused with your essence. It is considered a supernatural or magical gun in situations where this matters.

Slow Mo’ Vengeance

Trigger Action

Even as the bullets strike your body, you heedlessly keep going, putting every ounce of power into your gun.

Each time you take a Hit, you can use Slow Mo’ Vengeance to make a normal ranged attack as a Trigger Action.

Sniper

Basic Action

You can make a ranged attack and still Sneak as if you had not attacked, as long as you do not move, remain in cover and are at least 20 meters from all opponents. You ignore all range penalties out to the effective range of the weapon - typically five range increments or more.

Steady Fire

Basic Action

Make a Shoot attack with a +2 bonus. You cannot move as a part of this action. Until your next shot comes up or the end of the round, you cannot take a Trigger Action.

Trick Shot

Basic Action

You are good at hitting small targets and precise locations. Think of this as a kind of limited telekinesis; if a task can be accomplished with a push or knock in the right direction, you can do the task as a gun stunt. Pushing buttons, switching levers, cutting ropes, cutting that trigger wire that disarms the bomb or sending messages by punching them out with bullets in plaster; all are simple tasks for you. Tasks requiring complex manipulation (unscrewing the lid on a barrel) takes you multiple actions and some such actions might be impossible.

You suffer no negative modifiers for stunts that require you to shoot at very small targets; you can shoot a pistol out of the hands of a gunman, or a thrown knife zipping through the air, for example. Whenever the difficulty of the shot is determined by the small size of the target, halve the difficulty.

Like the Environment Interaction stunt, you can combine Trick Shot with other actions, such as an Interaction Stunt, with no additional shot cost. When you use Covering Fire to deflect the attack of a weapon that fires a missile larger than a bullet, such as an arrow or thrown knife, you get to decide where that weapon ricochets to.

Walking Fire

Trigger Action (Combo)

You can "walk" fire from one target to the next, attacking several adjacent targets one after the other.

Pick the closest target within two meters of a target you just fired on and attack the new target with a Normal Ranged Attack. You can continue to use walking fire as long as there are targets. This is an exception to the rule that a trigger action cannot trigger another trigger action. You can do this several times in succession as long as you do not attack any target twice. Walking Fire is prone to friendly fire. If an ally or bystander is adjacent to your target you hit that friend or bystander on a Snakeyes roll, make a confident roll, this becomes the Outcome of an attack against your ally.

Weapon Implement

Inherent

Particularily at high levels of technology, the best tool to focus magic is often a modified firearm.

A Ranged weapon with this ability also works as an Implement. An implement is mainly useful for Shoot powers, but works with other powers that allow the use of Implements. The wielder gains all the weapon's abilities, including damage add, range, and other weapon abilities.

Blast Air

Belomancy

Limit Break

As a preparation for using this power, you prepare a number of arrows, writing a possible answer to a question on each arrow. You must also add at least one blank arrow to the mix. When using this power, you ask a question and draw an arrow; it the power was successful, the arrow with the most relevant and correct answer will be drawn. If none of the answers were relevant or correct, you will draw a blank arrow.

Belomancy can only answer questions about things you will encounter within the next six hours, and can only give out information you would automatically notice during such encounters. Typical questions include "Which way to the dragon" or "what monster will I meet behind this door". Deeply analytical questions, such as "Who killed the duke", "what is the nature of life" or "should I get married" always draw a blank.

The difficulty of the check is either 5 + the number of arrows in the quiver, or the Shoot of whoever the divination is directed against. As an alternative, a single arrow can be tossed in the air, if it is a direction you want. This has a minimum difficulty of 10.

Cutting Wind

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Cutting Wind does cutting damage and tosses the target about. Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards.

Gust of Wind

Basic Action

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Gust of Wind does Blunt damage, but causes no Hits. Instead, targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards. Gust of wind can also rearrange the battlefield. Flames are extinguished and sand or open liquids blown into a spray. Furniture and vehicles are tossed about and shoddy constructions might collapse.

Poison Cloud

Limit Break

You create a cloud of toxic air in a diameter equal to your Mind. The cloud is impenetrable to most senses, giving a penalty of -1 per meter of foul air in between. The cloud lasts for a scene unless dispelled or dispersed by strong wind. It is heavier than air, and will sink into lower-lying areas. You can move it your Mind meters as a Basic Action. Without spending an action you can make a Shoot attack any living, breathing creature who spent any time during his current action (including trigger actions) in the cloud. The cloud does Neurotoxin damage but has no damage value. Per the rules for Neurotoxin damage, if the attack roll of the attack exceeds both the target's effective Dodge and his Toughness, he takes one Hit.

Whirlwind

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. The target can use Body as Dodge if Body is higher. Whirlwind pulls objects and creatures (including fliers) into the air, then lets them fall down again in a random spot within the area. It does concussion damage soaked by Reflexes. Objects are not damaged directly, but might be blown about and will suffer falling damage if they are not anchored. Flames are extinguished and open liquids blown into a spray.

Wind Burst

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. The target can use Body as Dodge if Body is higher. Strong winds twists the target and buffets it in all directions at once. Wind Burst does Concussion damage soaked by Reflexes. After the attack all enemies are pushed back on meter per Hit taken.

Blast Earth

Calcify

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. This is Neurotoxin damage soaked with Body.

You gradually turn the target and his gear to stone or encase them in stone. For each Hit you inflict, the target loses one point of Reflexes and one shot from his shot counter, but gains one point of Toughness. If the target's Reflexes are reduced to zero, he is petrified and helpless, this is a Curse. Lesser transformations and Reflex losses reverse themselves as the Hits are recovered.

Earth Javelin

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a stone spear, which does physical damage of the blunt subtype.

Earthbind

Basic Action

You use this to prevent a creature from using special movement modes, such as flight, swimming, wall walking, burrowing and the like. All it can do is move along the ground (or sea bottom). Make a Shoot check against Dodge, on a success the special movement mode is negated for the rest of the round. On an outcome matching the target's Reflexes the special movement is negated for the rest of the scene. A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.

Hurl Rock

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. You create and shoot a clump of rock with great force, which does physical damage of the blunt subtype. The missile is so massive that it cannot be Deflected. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round.

Ram

Basic Action

You hit the target with a truly massive ram of earth. This is a ranged attack that hits poorly but does a great deal of Blunt damage when it hits. Use your Mind as the attack skill, damage is your Shoot + Body.

Rockfall

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Rockfall creates large falling rocks that do physical damage of the blunt subtype. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round. The missile is so massive that it cannot be Deflected.

Blast Electricity

Chain Lightning

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Electric Burst does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Create Bolt Weapon

Stance

You create one or more ranged weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are magical constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. You can create firearms, crossbows, and energy weapons.

Lightning Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Lightning Blast does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Lightning Bolt

Limit Break

You blast everyone along a path from you to any point you designate (normal range modifiers apply).

Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Lightning Bolt does Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Shocker

Stance

All your attacks are charged with electricity and become inherently shocking. An attack that already has this ability does not further improve. Shocking attacks gain the following quality: "This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.".

Blast Fey

Elfbolt

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Elfshot does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Elfshot

Basic Action

You can make a very precise Ranged Attack. Damage is Reflexes +0 Physical Piercing damage. This is a material attack that uses ephemeral matter and thus cannot use any special materials such as silver or iron.

Note that this is a Basic Action, which limits what other powers it works with.

Fairy Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Fairy Breath does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Fairy Horn

Inherent

You have one or more horns, antennas, or similar accessible and visible parts that radiate power. This is surrounded by special effects reminiscent of the blast powers you have all the time and clearly visible when in use. You use your horns as if it was an Implement, doing Mind +5 damage. Holding on to or tying up your horns seals your powers, giving you Power Loss. This can be achieved with a setback on an appropriate stunt by those in the know.

Fairy Revenge

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Fairy's Revenge does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Fairy Shot

Trigger Action (Combo)

Select one stunt, power, or stick that you can use and that is normally a basic action. Your ranged abilities manifests this effect very strongly; whenever you hit another creature with a Shoot attack you you make, you can use the selected ability as a trigger action instead of a basic action.

Blast Fire

Fireball

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Fireball does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Fire Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Fire Blast does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Fire Bomb

Limit Break

You create and hurl a sphere that explodes into a fiery bomb on impact, which does fire damage. You blast everyone in a globe with a diameter equal to your Body in meters. Make a separate attack roll against each target, including friends and bystanders. Damage is Body +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Fire Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Fire Breath does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Fire Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Fire Burst does fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Blast Water

Acid Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Acid Blast does Disruption/Acid damage. Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.

Acid Spray

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Acid Spray does Disruption/Acid damage. Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.

Flood

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. The target can use Body as Dodge if Body is higher. Flood picks up people hurl them with great force. It does concussion damage. This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.

Waterball

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. Waterball does Smashing damage. This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.

Blast Animal

Claw Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Claw Burst does Cutting damage. Its target-seeking and ignores Cover.

Cutting Claw

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Cutting Claw does Cutting damage. Its target-seeking and ignores Cover.

Strand

Basic Action

You shoot a sticky strand of webbing. A target hit by this loses three shots, and moves at half speed for the rest of the round or until it spends a basic action to free itself.

Torrent of Claws

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Force Blast does cutting damage. Its target-seeking and ignores Cover.

Blast Plant

Multiple Buds

Trigger Action (Combo)

You have several buds that have weapons that can operate independently. Whenever you make a Shoot attack, your Multiple Buds can also make a Shoot attack at the same or a different target. When multiple buds attack the same target, make only one attack and use the Assist rules. You can select this power multiple times, each allows you to use the Trigger Action (Combo) an additional time with each regular attack you make. This is an exception to the rule that you can only use a single Trigger Action in response to each event. The Multiple Buds can use any type of Shoot attack available to you.

Paralytic

Inherent or Finisher

When you score a Hit with a Shoot attack, the target also loses a Shot. When used as a Finisher target is paralyzed and helpless for a period determined by you, which can be indefinitely. This is a Curse. A target resistant or immune to Neurotoxin is immune to Paralytic.

Poison Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Poison Burst does neurotoxin damage soaked by Body.

Poison Spit

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Poison Spit does neurotoxin damage soaked by Body.

Poison Spray

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Poison Spray does neurotoxin damage soaked by Body.

Wood Javelin

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a spear of wood, which does Piercing damage.

Wooden Volley

Limit Break

You create and hurl a volley of wooden spears, which do Body +2 Piercing damage, or more if you are using an Implement. They can hit everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. Each side of the triangle has the same length and can be as long as your Shoot, while the base can be as long as your Body. Make a separate attack roll against each target, including friends and bystanders.

Blast Metal

Conjure Javelin

Basic Action

You create and hurl a metal spear, which does Body +2 Piercing damage, or more if you are using an Implement.

Conjure Volley

Limit Break

You create and hurl a volley of metal spears, which do Body +2 Piercing damage, or more if you are using an Implement. They can hit everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. Each side of the triangle has the same length and can be as long as your Shoot, while the base can be as long as your Body. Make a separate attack roll against each target, including friends and bystanders.

Dancing Metal

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Dancing Metal does Piercing damage. If you are wielding a metal melee weapon, you can use the damage type and add of the weapon instead of the normal +2.

Melee Implement

Inherent

You can use a Melee Weapon of Blacksmith or Clockwork tech level as an Implement. An implement is mainly useful for Shoot powers, but works with other powers that allow the use of Implements. The wielder gains all the weapon's abilities, including damage add and other weapon abilities. The type of damage inflicted depends on the Shoot power used; ignore the damage type the Melee Weapon does. The range of the blast depends on the range of the melee attack, as follows: Weapons with range Melee gains Close range. Weapons with range Close or Reach or the Throw weapon ability gains Short range.

Metal Storm

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Metal Storm does Piercing damage. If you are wielding a metal melee weapon, you can use the damage type and add of the weapon instead of the normal +2.

Scythe

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Scythe does Piercing damage. If you are wielding a metal melee weapon, you can use the damage type and add of the weapon instead of the normal +2.

Blast Ice

Coldsnap

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Coldsnap does cold damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Frost Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Frost Breath does cold damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Ice Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Ice Blast does cold damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Ice Javelin

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a spear of ice, which does Piercing damage.

Icicle Rain

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Rain of Icicles does Cold and Piercing damage - use the worst soak attribute.

Blast Illusion

Color Spray

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

You shoot a spray of scintillating colors dealing Radiation damage. A target damaged by Color Spray also loses a shot from its shot counter. On a Damage Setback, the creature is temporarily blinded and/or stunned rather than suffering any physical injury.

Fatal Illusion

Limit Break

This is a Ranged Attack. Damage is your Mind +2 (or more if using an implement) Illusory Damage damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. You attack with the illusion of an overpowering attack, giving the impression that only fantastic luck can save the target. Examples include a mountain collapsing on the target or a volcano erupting under their feet. If this attack inflicts a Damage Setback the target suffers a Mortal Wound.

Spectral Wounds

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Spectral Wounds does Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.

Shadow Evocation

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

You cause an illusory explosion that does Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.

Zone of Shadows

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

You release maddening visions around yourself that do Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.

The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.

Blast Dark

Disintegrate

Finisher

The target is reduced to dust. In general, this means that the target dies immediately. With much effort this dust can be gathered and the disintegration reversed, but even after the dust has been gathered the effect is considered a Curse. If the dust is collected and the curse is broken, the creature is alive but dying.

Enervating Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Enervating Blast does disruption/enervation damage soaked with Body instead of Toughness.

Enervating Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Enervating Burst does disruption/enervation damage soaked with Body instead of Toughness.

Enervating Cone

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Enervating Cone does disruption/enervation damage soaked with Body instead of Toughness.

Blast Flux

Chaos Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Chaos Blast does a random type of damage, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

Due to the unpredictable nature of Chaos Blast, it is not possible to take a Active Defense against these attacks. Other kinds of trigger actions, such as counters, are still possible and Dodge bonuses from other sources still apply.

Different Flux users may have different damage tables, but all should be soaked with Toughness

Chaos Cone

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Chaos Cone does a random type of damage, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

Due to the unpredictable nature of Chaos Blast, it is not possible to take a Active Defense against these attacks. Other kinds of trigger actions, such as counters, are still possible and Dodge bonuses from other sources still apply.

Different Flux users may have different damage tables, but all should be soaked with Toughness.

Predict Randomness

Trigger Action

Whenever random chance can affect an outcome, you can use this action to predict the result. Since all die rolls in Action involve chance, this allows you to predict the outcome of most actions, just as they are about to occur. The usefulness of this is debatable, but it does allow you to decide whether to use other Trigger Actions triggered by the event you predicted the outcome for.

Prismatic Ray

Prismatic Effects Table

d6 Color Blast Power
1 Red Fire Blast
2 Orange Acid Blast
3 Yellow Lightning Blast
4 Green Poison Spit
5 Indigo Calcify
6 Violet Banishing Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

You shoot a ray of random color, duplicating a random other blast, roll 1d6 and read on the prismatic effects table.

Prismatic Spray

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

You shoot a ray of random color against each opponent, duplicating a random other blast, roll 1d6 and read on the prismatic effects table.

Ray of Randomness

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Ray of Randomness does a random type of damage, roll 1d6 and read on the following table:

  1. Blunt damage - Armor defeating
  2. Electricity damage - Shock
  3. Cold damage - Shock
  4. Fire damage - Burn
  5. Acid damage - Burn
  6. Roll twice, mixing damage types and applying both side effects. If the target has different soak values against the two types of damage, use the lowest one.

Depending on what effect is rolled, this has a different side effect, as noted in the table.

  • Armor defeating : Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.
  • Burn: This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
  • Shock: This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Different Flux users can have different damage tables. Pick five different forms and put them - and their regular blast side effects or alternate soak rolls - on a table. You need not know these forms, and are not limited to the side effects from the standard table.

Zone of Random Destruction

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Zone of Random Destruction does a random type of damage, roll 1d6 and read on the following table:

  1. Blunt damage - Armor defeating
  2. Electricity damage - Shock
  3. Cold damage - Shock
  4. Fire damage - Burn
  5. Acid damage - Burn
  6. Roll twice, mixing damage types and applying both side effects. If the target has different soak values against the two types of damage, use the lowest one.

Depending on what effect is rolled, this has a different side effect, as noted in the table.

  • Armor defeating : Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.
  • Burn: This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
  • Shock: This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Different Flux users can have different damage tables. Pick five different forms and put them - and their regular blast side effects or alternate soak rolls - on a table. You need not know these forms, and are not limited to the side effects from the standard table.

Blast Order

Laughter of the Dragon

Basic Action

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Laughter of the Dragon does Sonic damage soaked by Body, but causes no Hits. Instead, targets are pushed one meter away from you for each point the damage result exceeds the soak value. Laughter of the Dragon has no effect on objects but can affect constructs and robots.

Scream

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Sonic Cone does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

Sonic Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Sonic Blast does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

The Great Shout

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

The Great Shout does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

Blast Light

Flash

Basic Action

You can blind everyone in a globe with a diameter equal to your Mind attribute in meters with an intense flash of light. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Flash does Radiation damage damage, but normally causes no Hits. A target that would normally take a hit instead loses three shots from his shot counter instead. A Damage Setback has no additional effect. Treat groups of unnamed characters in the area as one target for the purpose of flash; either they are all hit or all missed.

Searing Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Searing Burst does Radiation damage.

Searing Ray

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Searing Ray does Radiation damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Searing Sphere

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Searing Sphere does Radiation damage.

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Blast Chi

Chi Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Chi Breath does Radiation damage.

Chi Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Plague does Radiation damage.

Chi Throw

Inherent

You can use chi to enhance a weapon with the throw ability to work as a ranged attack. The damage uses Mind rather than Body and a range of Short but otherwise uses the characteristics of the weapon.

Zen Marksmanship

Basic Action

A true master need not see his target for his missiles to fly true.

You can ignore modifiers for visibility, obstructions et al. You can shoot in complete darkness, at invisible opponents, or through thick fog or nauseous fumes with no penalty, though you must know the target is there. You can bounce bullets, which lets you ignore cover by shooting around it if there is an open path to the target your bullets can use.

Blast Gifts

Natural Implement

Inherent

You have a power focus as a part of your body. This is clearly visible (unless disguised) and reminiscent of the blast it works with. Examples include a flaming mane, burning eyes, or a glowing gem embedded in your body that emanates power. You use your Natural Implement as if it was an Implement, doing Mind +4 damage.

Heart Quill

Basic Action

You can make a very precise Ranged Attack. Damage is Reflexes +0 Physical Piercing damage. This is a material attack that uses ephemeral matter and thus cannot use any special materials such as silver or iron. Note that this is a Basic Action, which limits what other powers it works with.

Quill Cone

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Quill Cone does Piercing damage.

Quills

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a quill, barb, bone, or other sharp part of your anatomy, which does Piercing damage.

Ride The Blast

Trigger Action (Combo)

After you hit with a Shoot attack (you need not inflict any damage), you can Teleport to a location next to the target of the attack.

Blast Magic

Contagion

Inherent

If you have a magical connection to another creature, such as a body part, former belonging, or ideally a True Name. When you use an area effect you can choose to only affects targets to whom you have contagion, or those to whom you do not have contagion.

Mage Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Mage Blast does damage based on any Form you know and you can always choose to do Radiation damage.

Sword Implement

Inherent

You can use a Blade as an Implement. An implement is mainly useful for Shoot powers, but works with other powers that allow the use of Implements. The wielder gains all the weapon's abilities, including damage add and other weapon abilities and a Short range. The type of damage inflicted depends on the Shoot power used; ignore the damage type the Blade does.

Wizard's Wrath

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Wizard's Wrath does damage based on any Form you know and you can always choose to do Radiation damage.

Blast Psi

Enforced Bonding

Finisher

You force someone into your Psychic Network, and they cannot try to quit the network. This is a Curse. They take no damage setback from the triggering attack.

Psychic Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Psychic Blast does Mind Blast damage soaked by Mind.

Psychic Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

Psychic Burst does Mind Blast damage soaked by Mind.

Psychic Shockwave

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Psychic Cone does Mind Blast damage soaked by Mind.

Blast Spiritual

Cleromancy

Limit Break

To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.

Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.

The difficulty of the check is either 5 + the number of lots drawn from, or the Recon of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.

Community

Community Damage Propeties
1-3 +3 Close
4-9 +4 Short
10-25 +5 Short
26-100 +6 Short
101-250 +7 Long, Static
251 or more +8 Long, Static

Stance

When you begin this stance, you gain the benefits of an Implement with a power depending on the number of faithful who are present and rooting for your success when you use the power. You can select a lower category of Properties if you like.

Exorcism

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Exorcism does Spiritual damage. This damage only affects supernatural creatures: Fairies, Epitomes, Gifted, and Strange

Manifestation

Stance

You can manifest the power of an ideal or credo. This creates a clearly visible power that shows your spiritual allegiance. This can be a halo, nimbus, cloud, miasma, dark aura or the like. You use your Manifestation as if it was an Implement, doing Mind +4 damage.

Merciful Blast

Inherent

Spirits guide your attacks, avoiding any harm to innocents. You can choose not to damage a certain target when you would normally do so. This is useful in combination with area attacks and other non-selective powers.

Righteous Smite

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Righteous Smite does Radiation damage. You can choose to ignore certain targets in the area.

Wrath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Wrath does Spiritual damage. This damage only affects supernatural creatures: Fairies, Epitomes, Gifted, and Strange

Blast Tech

Bullet

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Bullet does impact damage, and you need a small mundane object to use as a projectile. This has the advantage that the attack itself is not power-related; targets with special resistance to powers or to your power origin cannot use such resistance against this attack. However, anything that protects from mundane bullets or from impact damage works normally.

Exploding Shell

Limit Break

You create and hurl a grenade that explodes on impact, doing Impact damage. You blast everyone in a globe with a diameter equal to your Body in meters. Make a separate attack roll against each target, including friends and bystanders. Damage is Body +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Gun Pod

Trigger Action (Combo)

You carry around a small turret with an integral weapon. Whenever you make a Shoot attack, your Gun Pod can also make a Shoot attack at the same or a different target. The gun pod does a type of damage selected when it is bought; this can be any type of damage you can do with a Shoot attack, including when you use Ranged Weapons, but always does Body +6 damage. Changing the damage type is a Limit Break.

Kill Drone

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. A Kill Drone is a tiny drone that exists to crash into targets at high speed. This does impact damage, and can fly around to ignore Cover.

Kill Drone Cloud

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. A Kill Drone Cloud is a cloud of tiny drone that exists to crash into targets at high speed. This does impact damage, and can fly around to ignore Cover.

Killseeker

Basic Action

Jack yourself to an appropriately prepared weapon. Presto, targeting information, weapon data and a cross-hairs is projected in your field of vision. You need no cybereyes to do this, thanks to Pro-Ict internal display systems.

Spend an action aiming at a specific target. Each time you attack that target before the end of the round you get a +3 bonus on your Shoot skill.

Shrapnel Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Shrapnel Burst does impact damage, and you need a number of small mundane objects to use as a projectiles. This has the advantage that the attack itself is not power-related; targets with special resistance to powers or to your power origin cannot use such resistance against this attack. However, anything that protects from mundane bullets or from impact damage works normally.

Spray of Bullets

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Spray of Bullets does impact damage, and you need a number of small mundane objects to use as a projectiles. This has the advantage that the attack itself is not power-related; targets with special resistance to powers or to your power origin cannot use such resistance against this attack. However, anything that protects from mundane bullets or from Impact damage works normally.

Virtual Weapon

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. When you use this attack power, a pistol appears in your hand, doing Impact damage. This firearm has the Area, Penetrating, and Rash abilities.

Blast Death

Black Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Black Breath does Infection damage.

Bone Burst

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. You shoot pieces of your own skeleton that does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage.

Bone Bolt

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. You shoot pieces of your own skeleton that does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage.

Plague

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Plague does Infection damage.

Plague Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Infection does Infection damage.

Plague Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Plague does Infection damage.

Blast Force

Force Blast

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Force Blast does Impact damage. Its target-seeking and ignores Cover.

Force Bolt

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Force bolt does Impact damage. Its target-seeking and ignores Cover.

Force Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Force Burst does Impact damage. Its target-seeking and ignores Cover.

Force Deflect

Trigger Action (Defense) Focus your power defensively, deflecting blows without any physical contact. Use this when you are about to be damaged by an attack, after the hit is determined. Substitute your Shoot for your Toughness to soak damage.

Force Ram

Basic Action

Notice that as a Basic Action, this cannot be combined with many other abilities.

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Force Ram deals Blunt damage and pushes creatures or objects with Body no more than higher than the damage value. For each point your damage exceeds a creature's Toughness he is pushed one meter away from you. If the target is pushed he loses a shot regaining his balance. Against immobile objects or targets with Body five or more points above the damage value, Force Ram does +5 additional damage instead of pushing them back, breaking what it cannot push.

Lift

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Lift does concussion damage. It damages foes by causing them to fall upwards, then come crashing down. It does not matter if there is a roof above, as the effect is the same from one impact with the floor or two impacts from floor and ceiling. Flying creatures are affected normally, as the disruption of gravity disrupts their spatial sense. A flier that takes any damage ends up on the floor.

Reverse Gravity

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. The target can use Body as Dodge if Body is higher. Reverse Gravity does concussion damage. It damages foes by causing them to fall upwards, then come crashing down. It does not matter if there is a roof above, as the effect is the same from one impact with the floor or two impacts from floor and ceiling. Flying creatures are affected normally, as the disruption of gravity disrupts their spatial sense. A flier that takes any damage ends up on the floor.

Blast Life

Clothing Explosion

Basic Action

You make a living body shed any non-living attachments it might have, removing armor, clothes, and worn items, but not something carried in hand. Make a Shoot attack; on a hit you can make the target drop one significant item or set of armor. The target can choose to keep holding the item by immediately sacrificing three shots. If your Outcome matches the target's Reflexes the item is lost with no chance to retain it, and the target cannot pick it up again for the rest of the scene as his body actually repels it. If you choose to affect the target's clothes (not gear or armor, just clothes), a stripped target who would be humiliated by exposure Grants an advantage.

Sleep Cloud

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Mass Soporific causes Neurotoxin damage. A target defeated this way falls into a deep sleep and is harmlessly knocked out. A target suffering a damage setback from Soporific, and who is in a situation where he could reasonably fall asleep (guard duty, tending the fire, sedentary work) falls into a light slumber from which he can be woken by loud noises, such as nearby combat or shouting. He can be tied up without waking up as a limit break, an all opponents are assumed to be Sneaking against him while dozing.

Sleep Spores

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Sleep Spores causes Neurotoxin damage. A target defeated this way falls into a deep sleep and is harmlessly knocked out. A target suffering a damage setback from Soporific, and who is in a situation where he could reasonably fall asleep (guard duty, tending the fire, sedentary work) falls into a light slumber from which he can be woken by loud noises, such as nearby combat or shouting. He can be tied up without waking up as a limit break, an all opponents are assumed to be Sneaking against him while dozing.

Wounding Ray

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Wounding Ray does Wounding damage. Non-living creatures and objects (such as robots and doors) are immune.

Wounding Sphere

Limit Break

You can blast everyone in an area with a diameter equal to your Mind in meters, centered on yourself. You never damage yourself with this power. Make a separate attack against each target in the area, including friends and bystanders. Damage is Mind +2, unless you are using a weapon or technique to improve damage.

Wounding Sphere does Wounding damage. Non-living creatures and objects (such as robots and doors) are immune.

Blast Mind

Feeblemind

Basic Action, Limit Break, or Finisher

Make a roll of Shoot vs. Dodge, on a success the target's Mind suffers a penalty of -1 until the end of the scene. Lowering Mind lowers the number of Fortune that can be spend in a session for a named character, effectively reducing available fortune points. The number of points lost and the duration can be increased by various factors.

  • If the attack scores an Outcome matching the target's Mind, the penalty is increased by two.
  • If performed as a Limit Break, the penalty is increased by two and it lasts for a day or until cured as an ailment.
  • If performed as a Finisher, the penalty is increased by two and the effect is a Curse - and this turns all current Feeblemind results on the target into one big curse.

Mental Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Psychic Blast does psychic damage. Objects and creatures without a true mind, such as Animals and Robots are immune.

Mental Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

Psychic Burst does psychic damage. Objects and creatures without a true mind, such as Animals and Robots are immune.

Mental Shockwave

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Psychic Cone does psychic damage. Objects and creatures without a true mind, such as Animals and Robots are immune.

Blast Time

Damocle's Sword

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Targets cannot take trigger actions in response to this attack. Damocle's sword blunt damage. You step outside of time set up projectiles to hit the target. The projectiles move when time resumes. Any ranged or thrown weapon can be used as an implement of this attack. If you are within reach, you can use a melee weapon. Doing this changes the damage add and type to that of the weapon.

Arrows of Time

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Targets cannot take trigger actions in response to this attack.

Arrows of time does blunt damage. You step outside of time and set up projectiles to hit each target. The projectiles move when time resumes. Any ranged or thrown weapon can be used as an implement of this attack. Doing so changes the damage add and type to that of the weapon.

Hail of Time

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Targets cannot take trigger actions in response to this attack.

Arrow of time does blunt damage. You step outside of time and hurl projectiles at the area. The projectiles move when time resumes. Any ranged or thrown weapon can be used as an implement of this attack. Doing so changes the damage add and type to that of the weapon.

Time Tomb

Finisher

Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to everything in normal time. Time Tomb is normally permanent, but can be broken as a Curse.

Blast Space

Banish

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. The target can use Body as Dodge if Body is higher. This does Concussion damage soaked by Reflexes, trying to teleport the target. A target can negate the damage by accepting to be teleported to a random safe spot within you Mind kilometers. If the target takes a Damage Setback, he is always teleported. A target that is under an effect that hinders teleportation can add his Body to his Reflexes to soak, but can still be teleported.

If you know certain other powers, you can change where targets end up when they get teleported.

  • Dimension Door: At a spot of your choice within 100 meters where the target is not in immediate danger.
  • Plane Shift: On a plane selected by the GM as appropriate to the creature, eother poetic justice or to its home plane if different from where you are.

If this is used to teleport several creatures in the same scene, they all end up at the same destination.

Banishing Ball

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. The target can use Body as Dodge if Body is higher. This does Concussion damage soaked by Reflexes, trying to teleport the target. A target can negate the damage by accepting to be teleported to a random safe spot within you Mind kilometers. If the target takes a Damage Setback, he is always teleported. A target that is under an effect that hinders teleportation can add his Body to his Reflexes to soak, but can still be teleported.

If you know certain other powers, you can change where targets end up when they get teleported.

  • Dimension Door: At a spot of your choice within 100 meters where the target is not in immediate danger.
  • Plane Shift: On a plane selected by the GM as appropriate to the creature, eother poetic justice or to its home plane if different from where you are.

If this is used to teleport several creatures in the same scene, they all end up at the same destination.

Space Binding

Finisher

You create a space link between yourself and the target for the rest of the scene.

When you Dimension Door, Teleport, or Plane Shift, you can bring the target of Space Binding to the same spot you teleported to. You can also use one of these powers to teleport only the target without going along yourself. You can affect the target as if you were touching him, ignoring modifiers for visibility cover, range, and obstructions.

Spacial Point-Blank

Limit Break

You create a unity of space between your weapon and the target, firing point-blank even at distant targets. Make a Normal Ranged Attack that ignore modifiers for cover, range, and obstructions. You must be able to see where the target is, but there does not need to be a line of effect for the shot.

The Storm Reverses

Trigger Action (Defense)

Use this after you've been missed of failed to be damaged by a Shoot Attack. You can return the attack against the attacker using your own attributes and Shoot, just as if you had just spent the action to use it. You cannot affect anyone except the original attacker, even if the reflected attack was originally an area attack or otherwise affected several targets.