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''This page is under construction.''
'''Blaster''' is one of the twelve [[Power Classifications|power classifications]] created by the [[PRT]] still in modern day use.<ref>[https://docs.google.com/document/d/1hqJy4YEDqpKLwbatFVBLXnhs7dDTNykSYtDUCiR9ZBo/edit#heading=h.dx2yvddcqgz6 PRT Master Reference - Classifications]</ref> Blasters are parahumans that have ranged offensive options. The majority of these powers are damaging, but this is not always the case.<ref name=":0">Blaster
'''Blaster''' is one of the twelve [[Power Classifications|power classifications]] created by the [[PRT]] still in modern day use.<ref>[https://docs.google.com/document/d/1hqJy4YEDqpKLwbatFVBLXnhs7dDTNykSYtDUCiR9ZBo/edit#heading=h.dx2yvddcqgz6 PRT Master Reference - Classifications]</ref> Blasters are parahumans that have ranged offensive options. The majority of these powers are damaging, but this is not always the case.<ref name=":0">Blaster


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Tunguska produces large-scale energy blasts with a scope of forty to sixty feet in diameter, but a very low velocity of roughly fifteen miles per hour.  One blast can level a building.  Blasts have a minimum range, with Tunguska proving unable to form the blasts within four feet of himself. - [https://docs.google.com/document/d/1Swjz8BZZNE4bq6lTkHanTK4sJ-K_xVlFudxA16mYjH4/edit#heading=h.yuchwcwswdj0 PRT Quest (Anchorage)]</ref>
Tunguska produces large-scale energy blasts with a scope of forty to sixty feet in diameter, but a very low velocity of roughly fifteen miles per hour.  One blast can level a building.  Blasts have a minimum range, with Tunguska proving unable to form the blasts within four feet of himself. - [https://docs.google.com/document/d/1Swjz8BZZNE4bq6lTkHanTK4sJ-K_xVlFudxA16mYjH4/edit#heading=h.yuchwcwswdj0 PRT Quest (Anchorage)]</ref>
|Produces large-scale energy blasts with a scope of forty to sixty feet in diameter, but a very low velocity of roughly fifteen miles per hour.<ref name=":18" />
|Produces large-scale energy blasts with a scope of forty to sixty feet in diameter, but a very low velocity of roughly fifteen miles per hour.<ref name=":18" />
|}
==Speculated Blasters==
Note: This list describes the Blaster ratings of different capes. For a full overview of their abilities, please check their individual pages.
Note: This list deals with speculation. If you have a relevant and reliable citation, please add that cape to the 'Known Blasters' list. Please add capes to this list conservatively: It's meant to list capes that are generally agreed upon to be Blasters, but we lack proper citations for.
{|class="mw-collapsible article-table" style="width:100%"
!style="width: 18%;"|Name
!style="width: 28%;"|Known ratings
!style="width: 54%;"|Power description
|-
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|}
{{Reflist}}
{{Reflist}}

Revision as of 14:34, October 8, 2016

Blaster is one of the twelve power classifications created by the PRT still in modern day use.<ref>PRT Master Reference - Classifications</ref> Blasters are parahumans that have ranged offensive options. The majority of these powers are damaging, but this is not always the case.<ref name=":0">Blaster

Ranged, offensive attacks of some form.  Can include blasts, thrown or moved objects, grenades.  Not always damaging, but generally deleterious.

Response varies greatly depending on the nature of the blaster.  At low levels, cover is highly recommended.  At higher levels, movement is a higher priority, and cover should be assumed to be useless.

Threat level 2+:  Team is notified as to blaster classification so they can take cover at next opportunity.  Frequent reporting on blaster’s location and likely direction of fire are encouraged.  Suppression of ranged fire is encouraged but not mandated.

Threat level 5+:  Resources and/or personnel are devoted to pressuring the blaster threat, keeping them moving and focused on a target to protect other personnel.  Truck-mounted emplacements may be necessary to apply sufficient pressure. Threat level 9+:  Evacuation of likely firing zone is prioritized.  Responding to high-caliber ranged threat is likely to necessitate matching response, if civilians or property are endangered.  Inter-city missiles and other large-scale weapons are authorized. - PRT Master Reference - Classifications - Blaster</ref>

Methodology

Blasters use a variety of methods to attack their enemies from range. These include, but are not limited to:

  • The generation of fire<ref>Lung#Abilities_and_Powers</ref>, lasers<ref>Legend#Abilities_and_Powers</ref>, acid<ref>Acidbath#Abilities_and_Powers</ref>, or other elements toward the opponent, varying by amount<ref name=":1">Barrage blasters manifest when the blaster trigger involves multiple threats - a group of men with guns, shooting, or a pack of feral coyotes, prowling at the treeline, building up the courage to attack.  Barrage blasters produce a lot of bullets.  They may be inaccurate or shots might not do much damage.  Tend to be effective at suppressive fire. - BLASTERS, document by wildbow.</ref>, traveling speed<ref>Aforementioned shot that swiftly loses momentum and becomes localized storm. - BLASTERS, document by wildbow.</ref>, penetration<ref>Damage blasters arise from scenarios where the sense of physical danger is especially poignant - many from cases where the trigger sees multiple individuals dying around the cape.  Damage blasters emphasize raw offensive power, with attacks that deliver multiple wounds per hit and/or penetrate armor. - BLASTERS, document by wildbow.</ref>, firing rate<ref name=":2">Conditional blasters experience an altered state as part of their trigger.  Drugs, particularly high emotions, altered brain chemistry or mental issues will play into this.  Such triggers will add requirements, or push traits of the blaster power to an extreme, at the cost of other traits.  Power, cost, efficiency, range and rate of fire are example variables. - BLASTERS, document by wildbow.</ref> or other factors.
  • The use of existing terrain to enhance their fire power.<ref>Ruin blasters arise from scenarios where there is a ‘shaker’ aspect complicating the external threat.  The cape’s attempt to escape or avoid harm is complicated by the environment.  Ruin blasters have a lot of destructive power, much of it turned toward using the environment or destroying it.  Ruin blasters don’t give their enemies the luxury of cover.  Given the environmental aspect, the Ruin blaster (like the Impact blaster, below) falls in the general range of a Blaster/Shaker nuker. - BLASTERS, document by wildbow.</ref>
  • Powers with some area of effect, crossing the Blaster power with a Shaker ability.<ref>Effect blasters are one end of a sliding scale of situations where the threat isn’t explicitly or wholly physical, opposite Damage blasters, or where the threat suggests pain or something deleterious, in contrast to mortal risk.  This doesn’t mean that a blaster can’t be effect/damage, but such a scenario requires an especially poignant and viscerally felt threat.  Effect blasters emphasize the secondary characteristics of the shot - the flame from fireballs, the cold from ice blasts, the gravity-altering effects from hyperdense shots.  They may do little or no damage, or sacrifice other aspects to ramp up these qualities. - BLASTERS, document by wildbow.</ref>
  • The ability to snipe enemies over great distance.<ref name=":3">Range blasters tend to have triggers that put the threat further away.   This makes it harder to trigger, if the threat is somehow less real, and tends to be marked by a sort of inevitability.  These blasters are more dangerous and/or far more accurate when attacking from a great distance. - BLASTERS, document by wildbow.</ref>
  • The power to imbues items: These items can then be used as either projectiles or ammunition. This often crosses over into the Striker classification.<ref>Enchantment blasters are something of a middle ground between blasters and strikers, arising from the shaky middle ground between a threat up in one’s face and a threat at a distance.  Threats might be darting in and out (especially faster, more nimble, or inhuman threats), or a threat that was up front might escalate to a threat at range, driving things to a climax, a winning fistfight turning into panic and terror as the other participant draws a gun.  The power imbues an item the blaster touches, applying an effect that makes it very effective as ammunition or, to varying degrees, as a melee weapon.  Differentiated from enchantment strikers in that melee weapons imbued with effect might break or be unwieldy.  In the inverse case, effect may make projectiles inaccurate or impossible to fire - there is a wide and flexible sliding scale between the two aspects. - BLASTERS, document by wildbow.</ref>
  • Sometimes, the Blaster uses some medium to the shoot the blasts in their stead.<ref>Object blasters are rarer, and come about from situations where the threat is removed from the triggering individual by one step, including some mechanical, automated, or otherwise directed threats, visceral threat with a time delay, threats where the aggression of the attacker is nonexistent, or cases the attacker doesn’t even know the victim exists.  The triggering individual might hear the gang member they were a witness against is getting paroled and know they are going to die, might hear the orders as the barking attack dogs are loosed by the police, or be prey to falling ice as unwitting amateur ice climbers bring chunks down from above.  Object blaster powers operate with the blast originating from or being capitalized on by some power created minion, object, or field - cross-over with other classifications is possible and likely, and informs the nature of the object. - BLASTERS, document by wildbow.</ref>

Trigger events

Blasters emerge from trigger events involving some sort animated, ranged threat: hostile others, approaching or attacking from a distance.<ref>Blaster (Pewpew - You have ranged attacks built in.) - Man vs. a living/animated threat, ambulatory threat is approaching, attacking from range, or posing immediate harm but still further than arm’s reach. - Weaver Dice: Rulebook (Old Version)</ref><ref>Blaster - Powers that provide a ranged attack.
Blasters come about from hostile others, approaching or attacking from a distance. - WD Rulebook: Character Creation - Trigger Capes: Classifications</ref> The exact circumstances have a lot of influence on the type of Blaster: Multiple threats produce Blasters that fire multiple bullets<ref name=":1" />, while range increases for threats that are further away.<ref name=":3" /> Drugs and mental issues push traits of the Blaster power to an extreme, at the cost of other traits.<ref name=":2" />

Combinations with other ratings

[Coming soon]

Role in the Cycle

For the entities, Blaster powers are exceptionally easy to put together. They provide only minute amounts of data, but the creation of Blasters helps to ramp up overall conflict. The entities still collect this small amount of data, and refine the most effective weapons that they and their avatars can use to defend themselves.<ref>Blasters are primarily offensive capes with powers that work at range.  For the entities, these powers are exceptionally easy to put together and do provide some minute amounts of data - the creation of blasters helps to ramp up overall conflict, collect this small amount of data, and refine the most effective weapons that the entities/their avatars can use to defend themselves. - BLASTERS, document by wildbow.</ref>

PRT countermeasures

The exact PRT-squad tactics vary greatly depending on the nature of the Blaster. At low ratings, cover is highly recommended. At higher levels, movement is a higher priority, and cover should be assumed to be useless.<ref name=":0" />

Threat level Additional measures
2+
  • The team is notified as to Blaster classification so they can take cover at next opportunity.<ref name=":0" />
  • Frequent reporting on Blaster’s location and the likely direction of fire is encouraged.<ref name=":0" />
  • Suppression of ranged fire is encouraged but not mandated.<ref name=":0" />
5+
  • Resources and/or personnel are devoted to pressuring the Blaster, keeping them moving and focused on a target to protect other personnel.<ref name=":0" />
  • Truck-mounted emplacements may be necessary to apply sufficient pressure.<ref name=":0" />
9+
  • Evacuation of the likely firing zone is prioritized.<ref name=":0" />
  • Responding to a high-caliber ranged threat is likely to necessitate a matching response if civilians or property are endangered.<ref name=":0" />
  • Inter-city missiles and other large-scale weapons are authorized.<ref name=":0" />

Known Blasters

Note: This list describes the Blaster ratings of different capes. For a full overview of their abilities, please check their individual pages.

Name Known ratings Power description
Acidbath Breaker<ref>Black Kaze alternated attacks with Acidbath, very proper, measured in

her movements, compared to Acidbath’s flailing, reckless, hurried scramble to keep out of Scion’s line of sight. Acidbath moved with surprising quickness, faster than a typical car might. A peculiarity of

his breaker power. - Speck 30.2</ref>/Changer (Blaster, Striker, Mover)<ref name=":4">Acidbath

Could turn into, sling blasts of, & move as tidal wave of acid

Independent

Breaker/Changer (Blaster, Striker & Mover Sub powers) - parahumanList, Bolded edit by wildbow. </ref>

Can turn into acid, using himself as projectile.<ref>Power: Caustic Break; can enter breaker state to become acid. Treats self as a projectile (see above) of 10x size, half range, coalescing at end of turn. Can reduce range further to enable self to strike multiple targets while traveling. - Playtest Capes, document by wildbow.</ref> Can fling acid.<ref name=":4" />
Allfather Blaster<ref name=":5">Allfather Created mid-air portals from which to launch volleys of weapons E88 Blaster - parahumanList, Bolded edit by wildbow.</ref> Creates mid-air portals from which to launch volleys of weapons<ref name=":5" />
Arbiter Thinker, Blaster, Shaker<ref>Rime explained. “She’s a social thinker, in addition to her minor

blaster and shaker powers. Her danger sense is mild at best, not something she can react to immediately, but it makes her aware of associated individuals and the threat they pose. She wouldn’t be able to see much from Pretender alone, but she knows that there’s a moderate to high danger posed by those closest to him-” - Drone 23.2</ref>

Can create sonic blasts.<ref>She leaped down, holding August Prince’s hand, and Arbiter took action.
The heroine directed a sonic blast at Bambina with one hand, but 

Bambina kicked the wall, changing the direction she was moving. Arbiter

blocked her with a forcefield, then raised a hand to shoot again- - Drone 23.2</ref>
Blasto Tinker 6 (Master 5, Blaster 2, Changer 2, Brute 2)<ref>Blasto, Real Name Unknown

Classification: Tinker 6 (sub: master 5, blaster 2, shifter 2, brute 2); plants.
Disposition: Villain (B)
Last Known Location: Boston (Allston area, east). - Interlude 19 (Donation Bonus #1)</ref>

Produces plant-hybrid minions.<ref>Power: Blastocyst - Produces plant hybrid minions. Minions cannot communicate (this includes clones and humanoids), are lumpy/misshapen, and have social scores of 0. They suffer one additional wound of the same type (without any attached effects) every time they take fire damage. Creations are loyal. They follow simple instructions, 20 words or less, and obey a pheromone-laden Blasto so long as he is in earshot. - Playtest Capes, document by wildbow.</ref>
Cask Tinker 5 (Blaster 1, Brute 2*, Master 1, Trump 2)<ref>CASK; Lawrence Batson (“L.B.”)

Classification: Tinker 5 (Sub: Blaster 1, Brute 2*, Master 1, Trump 2) Medicine and performance enhancing admixtures. - PRT Quest (Anchorage) </ref>

Produces and consumes chemical batches that enhance strength, resistance to harm and resistance to the elements.<ref>Powers:

Produces chemical batches that enhance strength, flexibility, resistance to toxins, resistance to the elements, resistance to harm, reflexes, or focus. Produces chemical batches that quickly restore damaged tissues and prompt rapid cellular growth. One dose is a minimum of 1.33 liters, administered orally, limiting the speed consumption, emergency application and the number of successive doses that can be given. Potentially shortens patrol runs or prompts somewhat frequent pit stops. - PRT Quest (Anchorage) </ref>

Codex Blaster/Thinker<ref name=":9">Codex was a blaster-thinker hybrid. Tattletale had speculated that the

woman caused permanent brain damage and memory loss , briefly augmenting

her own processing power in exchange. - Imago 21.6</ref>
Fires slow-moving, invisible shots that cause permanent brain damage and memory loss.<ref name=":9" />
Felix Swoop Master/Blaster<ref name=":7">“Felix Swoop, tier three member of the group,” Jouster said. 

“Master-blaster hybrid.  Controls birds, but not as much control as you seem to have.  Thing is, he applies fire immunity and pyrokinesis to the

birds, programs them with movements.  You said he’s distracted?” - Drone 23.1</ref>
Controls birds to which he applies fire immunity and pyrokinesis and then programs with movements.<ref name=":7" />
Flechette Striker, Blaster<ref>Flechette wasn’t a breaker, though her power came close.  Technically,

she was a striker, a cape with the ability to apply some effect by touch

or at point-blank range.  The striker classification could include 

certain breaker effects as they were applied to things other than the cape themselves, but not always.  Other strikers included those

who used energy weapons, those who had certain kinds of superstrength 

that weren’t accompanied by durability and those with pyrokinesis or such that didn’t extend more than a foot around them.  The way she used her ability, coupled with the intuitive understanding of angles, trajectories and timing she got from her secondary powers, gave her a low rating as a ‘blaster’.  A cape with a ranged attack. - Sentinel 9.2</ref>

Can imbue objects so they can penetrate anything.<ref>She could do other things, but the primary benefit, the easiest thing to
do, was making her ammunition punch through anything.  It would glue 

itself in place on impact, if she had the effect wear off at the right time, and she was very good at timing things.  She could charge the metal of her cleats so they bit into any surface, and though it was too slow to be used defensively unless her foe telegraphed their attacks, she could make her costume frictionless. - Sentinel 9.2</ref>

Fume Blaster/Shaker 4<ref>'◈ FUME; Livia Noche'



Classification: Blaster/Shaker 4
Projectiles explode into noxious gas. - PRT: Department Sixty Four, thread II [Worm Quest - Page 47]</ref>

Casts out baseball-sized bullets that move with enough force to break bones. The bullets produce a cloud of sulphurous gas on striking a surface.<ref>Fume
casts out large, baseball sized bullets that move with enough force to 

break bones, one from each hand per two or three seconds. These bullets, on striking a surface, produce a cloud of sulphurous gas. The gas has a smell comparable to rotten eggs or skunk, and produces an immediate, albeit mild burning sensation, particularly around the mucus glands. - PRT: Department Sixty Four, thread II [Worm Quest - Page 47]</ref>

Grumman Mover 6, Brute 8 or Mover -1, Blaster 9<ref name=":8">◈ GRUMMAN; Eric Stodt

Classification: Mover 6, Brute 8 or Mover -1, Blaster 9 Toggles between two breaker states, one granting exceedingly maneuverable flight abilities, the other turning him into an immobile artillery platform. - PRT Quest (Anchorage)</ref>

Can assume an immobile Breaker-state, in which can generate vast numbers of missile-projections.<ref name=":8" /><ref>As a blaster, Grumman is fixed in place, but can project vast numbers of missile-projections.  He can level a ten-story building in eight seconds, taken one floor at a time. - PRT Quest (Anchorage)

</ref>

Jouster Blaster/Striker<ref name=":11">Jouster’s blaster-striker hybrid power involved his lance, a power that

conducted along the usual channels, only the form it took varied.  He speared through the computer, then swung the blunted side of the weapon at the couch.  The woman rolled out of the way, and energy rippled away from the lance, freezing and shredding cushions.

He could choose the effect, making it fairly versatile.  Concussive blasts, fire, ice, lightning, suction and disintegration, among other things.  Trick was that he had to hit to deliver the effect. - Drone 23.1 </ref>, Trump<ref><Bruticus> He's got a set, he can't just create more, right?
<Wildbow> That's not quite how it works, Brut
<Wildbow> TRUMP touches on trump powers and the type of trump trigger that gives the type of trump power (not a hard rule, mind you)
<Wildbow> In Jouster's case, he's a one-four.
<Bruticus> Ah
<Wildbow> The fact that it's an 'augment weapon' striker power is set in stone, and the elemental variable is chosen by him. - IRC chat archived Spacebattles</ref>

Can conduct a variety of effects through his lance, choosing which one.<ref name=":11" />
Lady Photon Blaster 4, Mover 3, Shaker 3<ref name=":9">Edit by wildbow</ref> Can project lasers from her hands.<ref name=":10">Lady Photon’s daughter and niece were in the air with her. Laserdream

and Glory Girl. Mother and daughter shared the same general powers; flight, the ability to raise forcefield bubbles around themselves, and the ability to project lasers from their hands. As a consequence, their

fight with Purity was something of a light show. - Buzz 7.9</ref>
Laserdream Blaster, Mover, Shaker<ref name=":10" /><ref name=":9" /> Can fire laser blasts, stronger than Lady Photon's.<ref>Laserdream – Eldest child of Lady Photon and Manpower.
Has the same powers as her mother, with less facility with forcefields 

and stronger flight/laser blasts. Wore a white bodysuit with a comet motif in a gradient of ruby red and magenta, with a red hairband and a coquettish sweep of blond hair over one side of her face. - Cast (In Depth)</ref>

Legend Breaker<ref name="I14.5">Legend’s flight powers let him accelerate to a speed that exceeded sound and continue accelerating, to no hard limit. The soft
limit was that he had breaker powers that kept the acceleration from 

tearing him to shreds, altering his body into something else entirely as

he gained speed.  The drawback to this was that his brain also shut 

down on a cognitive level as the transformation occurred. He had never let himself go so fast that he lost the ability to consciously control his movements. - Interlude 14.5 (Bonus Interlude)</ref>, Blaster<ref>Legend A flying laser-blaster with a toolbox of possible types of laser and laser effects. - parahumanList, Bolded edit by wildbow.</ref>

Can instinctively transitioned into an energy form in which he absorbs energy of various kinds.<ref>If an opponent attacked and struck him, he instinctively transitioned

into his energy form for a split second. In that state, he absorbed energy of a variety of kinds, including the kinetic energy that was transferred with a punch or with a bullet. His opponents were forced to

whittle him down, each attack only a fraction as effective as it might 

otherwise be. Even then, a share of that small amount of damage was healed a second later as he used the absorbed energy to mend his body.

Conversely, his enemies could try to hit him with enough speed and 

force that even a hundredth of a second of contact was sufficient to take him out of the fight. Leviathan and Behemoth had managed to land blows of that magnitude. - Interlude 14.5 (Bonus Interlude)</ref>

Lightslinger Blaster/Shaker 8<ref name=":16">◈ LIGHTSLINGER; Camden Ito

Classification: Blaster/Shaker 8 Turns nearby light sources into weapon emplacements. - PRT Quest (Anchorage)</ref>

Turns nearby light sources into weapon emplacements.<ref name=":16" />
Lightstar Blaster<ref name=":12">Edit by wildbow.</ref> Creates slow moving projectiles (around half the speed of a thrown basketball) that he could detonate concussively at will.<ref name=":12" />
Lung Brute 4-9*, Blaster 2-6*<ref>“Prisoner 599, codename Lung. PRT powers designation Brute 4-9

asterisk, Blaster 2-6 asterisk, fire and heat only. Individuals reading

or viewing this log are directed to see page three and four of 

prisoner’s file for particulars on powers. Recommended protocols were properly carried out with sprinkler system and added restraints. Chance

of escape following interment in the Baumann Parahuman Containment 

Center rests at a fairly steady .000041% with no gross deviations in any

likely scenarios.  Within acceptable limits.  Will be processed to cell
block W.” - Interlude 6</ref>
Gradually transforms over the course of a conflict, gaining enhanced pyrokinesis and other benefits.<ref>Lung – A half-Chinese, half-Japanese individual, he was
sent to prison in the East and eventually escaped, making his way to 

America, where he defeated and absorbed a number of sub-gangs, retaining

all the Asian members.  Tall and bearing tattoos of dragons up his 

arms, back and neck, he has a power that lets him gradually transform over the course of a conflict, gaining armor plating, enhanced strength,

regeneration, claws, enhanced pyrokinesis, and other benefits.  At the 

most extreme end of his transformation, he is capable of trading blows with an Endbringer, though he has only participated in one such fight. - Cast (In Depth)</ref>

Mokosh Blaster/Shaker<ref name=":19">“The
only other one we can identify by name is Mokosh.  She’s a 

Blaster-Shaker hybrid. She ‘blasts’ something very much like razor wire, spearing it into surfaces or people. Each shot is connected to the previous shot, and once she’s landed a hit on someone, she can sever

limbs, heads, or deliver deep gouges with the follow-up fire.  A series
of shots can riddle an area with nearly invisible wires that are sharp 

enough to slice into flesh. We’re reasonably confident that she’s done this to trap hostages within the buildings. Move carefully.” - PRT: Department Sixty Four, thread II [Worm Quest - Page 32]</ref>

Shoots something very much like razor-wire, spearing it into surfaces or people. Each shot is connected to the previous shot.<ref name=":19" />
Purity Blaster 8, Mover 4<ref>“And this second group, The Pure, is the second offshoot of that Aryan group, I take it?”

“Small but powerful.  Their leader, Purity, is a Blaster 8 and Mover 4.”

“Yeah, there’s a Breaker 9, a Shifter 8 with Stranger 3 and a Master 6 in that group?  I buy that they’re powerful.” - Sentinel 9.1 </ref>

Can generate devastating light blasts.<ref>Purity, Kayden Anders – Leader of the Pure, was Kaiser’s enforcer
and right hand man.  She is also Kaiser’s ex-wife, single mother to 

Aster, the child she had with Kaiser, and is in the process of adopting Theo, Kaiser’s son by another woman. Purity falls into the category of ‘flying artillery’, with the ability to create kinetically charged light

to move through the air at high speeds while generating light blasts 

that can level buildings. Formed and took command of the Pure. A mousy

woman in her civilian persona, Purity wears a white bodysuit that glows
softly with light when her powers are in effect, and has hair and eyes 

that glow to a blinding degree, giving her a great deal of presence. - Cast (In Depth)</ref>

Rail Mover/Blaster 2<ref>◈ RAIL; Sadie J. Austin

Classification: Mover/Blaster 2 Grants temporary invulnerability while moving touched targets or self a set distance. - PRT Quest (Anchorage)</ref>

Can touch objects to move them a set distance of forty-three feet along any horizontal plane.<ref>Initial tests indicate that Rail can touch objects to move them a set distance of forty-three feet along any horizontal plane. - PRT Quest (Anchorage)</ref>
Scrub Blaster 8-10<ref name=":13">“Uncontrolled matter-annihilation bursts in his immediate vicinity,” I
said.  “Ex-member of the Merchants, a local gang of dealers and users.”

“Blaster-eight, easy, if not a straight ten, despite his relatively short range,” Tattletale supplied, “But I’m not sure he does what Skitter thinks he does, and that’s why I want to talk to him.” - Queen 18.5 </ref>

Can create uncontrolled matter-annihilation bursts in his immediate vicinity.<ref name=":13" />
Shielder Blaster <=3, Mover <=2, Shaker >=4<ref>Edit by wildbow</ref> Can fire laser blasts weaker than Lady Photon's.<ref>Shielder (Deceased) – Youngest child

of Lady Photon and Manpower. The inverse of his sister, was a very strong forcefield user, with little to no flight and weak laser blasts.

Wore a white costume with a blue shield motif, with blue dyed hair. 
Slain by Leviathan. - Cast (In Depth)</ref>
Snubnose Blaster 3 (Brute 5)<ref name=":6">'◈ SNUBNOSE; Zoe Shane'


Classification: Blaster 3 (Brute 5)
Short

range bursts of sparks, applying a forceful pushing effect.  Power is 

used in perpetuity in costume, to keep a heavy armored suit mobile. - PRT: Department Sixty Four, thread II [Worm Quest]</ref>

Releases short range bursts of sparks, applying a forceful pushing effect.<ref name=":6" />
Sploosh Shaker 6/Blaster 4/Brute 6/Mover 5/Stranger 2<ref name=":3">➥ SPLOOSH; Real name unknown

Disposition: Villain (B)

Classification: Shaker 6/Blaster 4/Brute 6/Mover 5/Stranger 2

Last known location: Anchorage

Sploosh is a subordinate in the Anchorage faction of Tuurngait. Apparent crimes include assault and murder.

Sploosh takes the form of a living being of condensation, drawing all available, airborne or liquid moisture to him and reshaping himself as he wills. Solidity (so to speak; he varies between mist and a gel-like liquid form) varies from moment to moment. - PRT Quest (Anchorage) </ref>

Takes the form of a living being of condensation, drawing all available, airborne or liquid moisture to him and reshaping himself as he wills.<ref name=":3" />
Starlet Blaster/Shaker 4<ref>“Focus,” Prefab said.  “We know who these three are.  We’ve got a

Mover-shaker six, a blaster-shaker four, and a master-stranger three.” - Drone 23.2</ref>

Can shoot exploding darts of light.<ref>Bambina landed atop the wall. Her teammates landed beside her, each

holding one hand. They looked a little worse for wear. Starlet was firing darts of light at Rime, the darts exploding mid-way through the air to block Rime’s path when she tried to advance. Between Starlet and

the sniper, she wasn’t able to advance. - Drone 23.2</ref>
Tunguska Blaster 8/Shaker 6<ref name=":18">➥ TUNGUSKA; Real name unknown

Disposition: Villain (A) Classification: Blaster 8/Shaker 6

Last known location: BC Protectorate Secure Custody

Second in command of the Saltykovkoya Bratva. Has established criminal history in Yekaterinburg, has at least nine murders in his file. Tunguska produces large-scale energy blasts with a scope of forty to sixty feet in diameter, but a very low velocity of roughly fifteen miles per hour. One blast can level a building. Blasts have a minimum range, with Tunguska proving unable to form the blasts within four feet of himself. - PRT Quest (Anchorage)</ref>

Produces large-scale energy blasts with a scope of forty to sixty feet in diameter, but a very low velocity of roughly fifteen miles per hour.<ref name=":18" />

Speculated Blasters

Note: This list describes the Blaster ratings of different capes. For a full overview of their abilities, please check their individual pages.

Note: This list deals with speculation. If you have a relevant and reliable citation, please add that cape to the 'Known Blasters' list. Please add capes to this list conservatively: It's meant to list capes that are generally agreed upon to be Blasters, but we lack proper citations for.

Name Known ratings Power description

References

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