Action!/Schtick/Sorcery/Blast

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

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

Choose 1 Power Effect when buying a Blast.

Blasts
It comes in many flavors including:
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
 * Blast
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 * Blast
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 * Blast

Shadowrun Blasts
 * Blast
 * Blast
 * Blast
 * Blast

Autofire
Cost 0.

Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin. Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).

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

Focused Blast
Increase Blast Range to Power times Power meters.

Power Nexus
Requires: Any 2 other Booster schticks. Cost: 2 Booster Schticks. One of the Blast's Power Effects now costs 1 less Power Point.

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

Sorcerous Power
Add 1 level to Damage of Blast.

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

UnHeal
Acts as the Healing Schtick against an undead target.

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

Damage against skill X
Does damage against skill X.

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

Lowered Damage
Lower Damage and Max Damage of Blast by 1 level.

No shock points
Rebate 1.

No Wounds
Rebate 1.

Shot-loss first
Rebate 1.

Shot-loss only
Rebate 2.

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

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 5 levels.

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 Outcome/5, that lasts Outcome rounds.

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Archmage Blast
Cost: 58 points. Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets). Attack: You may Attack Power targets doing Power+Power damage Power rounds.

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

Shadowrun! Blasts
for Shadowrun!

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

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

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

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