Action!/Schtick/Sorcery/Blast

=Blast= The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.

You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.

Choose 1 Power Effect when buying a Blast.

Blasts
It comes in many flavors including: Shadowrun Blasts
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Autofire
Cost 0.

Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.

Improved Autofire
Cost 2. Requires Autofire.

Blast now gains EV as normal, and creates 1 extra Attack per 5 EV.

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

Focused Blast
Increase Blast Range to Power times 100 meters.

Power Nexus
Requires: Any 2 other Booster schticks. Cost: 2 Booster Schticks. One of the Blast's Power Effects now costs 0 Power Points.

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

Sorcerous Power
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).

Sniper Blast
Requires: Focused Blast. Increase Blast Range to LOS.

No shock points
Rebate 1.

No Wounds
Rebate 1.

Shot-loss first
Rebate 1.

Shot-loss only
Rebate 2.

Damage against skill X
Does damage against skill X.

Lowered Damage
Lower Blast Damage by 2.

Sorcerous Claws
Requires: Short Range. Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.

Short Range
Lower Blast Range to Power meters.

Only works against X
Blast only damages certain things. See below for rebate.

Accurate
Add extra d10 AV.

Area
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.

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

Damage
Raise Damage by Power. Upgrade: +2 Damage.

Heal
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.

Wondrous Heal
Requires Heal. Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.

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

Overpower
Doubles the Outcome of the Blast.

Stun
Lose the same amount of Shots as Wounds.

Swarm
Deals its Damage to an extra target. Upgradeable.

UnHeal
Acts as the Healing Schtick against an undead target.

Chinese Holy Energy
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.

Fire
Damage is equal to Power+4. Power Effects: Area, Burn.

Plasma
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).

Water
cost breakdown Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.

Air, Storm
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.

Earth
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.

Wood
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).

Thunder
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.

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

Death
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.

Life
cost breakdown Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.

Accident, Chaos, Entropy
Damages things through accidents and malfunctions or random happenings. Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds. Power effects: Hold, Burn.

Polymorph
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds. Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.

Archmage Blast
Cost: Power x 40 + 10 points. Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets). Attack: You may Attack Power targets doing Power x3 damage Power rounds.

Shadowrun! Blasts
for Shadowrun!

Mana Bolt
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast). Power effects:Area 2.

Power Bolt
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2). Power effects:Area, Overpower.

Stun Bolt
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast). Power effects:Area 2.

Death Touch
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast). Power effects:Damage 2 (Power+2).