Blaster
This page is under construction.
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+ |
|
| 5+ |
|
| 9+ |
|
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>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.<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> |
| Allfather | Blaster | Created mid-air portals from which to launch volleys of weapons |
| 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> |
|
| 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. |
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> |
Causes permanent brain damage and memory loss, briefly augmenting her own processing power in exchange.<ref name=":9" /> |
| Felix Swoop | Master/Blaster | Controls birds, grants them fire powers |
| Flechette | Striker, Blaster | enhanced aim, imbues weapons so they penetrate anything |
| Fume | Blaster/Shaker 4<ref>'◈ FUME; Livia Noche'
Classification: Blaster/Shaker 4 |
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>◈ 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 fly through solid concrete or meet bullets head-on without being harmed. (In his Mover state only).<ref>Powers:
In his mover state, Grumman can effectively turn on a dime, moving at roughly eighty kilometers an hour. In one power test, he collected twenty-four of thirty flags in dense four-acre woods in three minutes, losing track of the remainder only when they were moved from their pre-set locations by the force of his wake. He can fly through solid concrete or meet bullets head-on without being harmed. Further tests proved difficult as he avoided the hazards. - PRT Quest (Anchorage) </ref> |
| Jouster | Blaster/Striker, Mover | Lance lengthens, applies elemental power |
| Lady Photon | Blaster 4, Mover 3, Shaker 3<ref name=":9">Edit by wildbow</ref> | Can raise forcefield bubbles around herself.<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" /> | Has the same powers as Lady Photon, with less facility with forcefields.<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 | Creates slow moving projectiles (around half the speed of a thrown basketball) that he could detonate concussively at will. |
| 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 armor plating, enhanced strength, regeneration, 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 | Fires beams of light |
| Scrub | Blaster 8+ | Uncontrolled "matter-annihilation" bursts in his immediate vicinity |
| Shielder | Blaster <=3, Mover <=2, Shaker >=4<ref>Edit by wildbow</ref> | Can create forcefields stronger than Lady Photon.<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'
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> |
Wears a heavy armored suit, using her power to keep it mobile.<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 name="23.2"/> | 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" /> |
References
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