Blaster

Masters of Destruction, the Blaster originally came about in Yolei society as quarry workers who leveled mounds with magic to see if there were enough valuable minerals there to be worth mining beneath. When the Darkbrood attacks increased, they realized that these destructive powers they would never direct toward each other were actually the best tool they had for fighting them off. Since joining the Alliance, the Yolei have shared the knowledge of their destructive magic with the rest.

The core function of Blasters is to provide explosive damage from afar after enemies have been grouped by the frontline. They have command of the elements and use them strategically to counter specific Darkbrood in battle. While they have no healing or supportive skills for their allies, they do have a number of debuffs that impair enemies on the battlefield. The Abilities from this Vocation are among the highest damage sources of K.A.O.S., but they require a little more thought toward which ones to use and when.

Compared to most positions in K.A.O.S., Blasters are the most reserved forces that are only deployed when necessary, due to how devastating their magic can be. Since the position tends to attract those with high intellect, many of them spend most of their time with other jobs, such as engineering. The Vocation is especially popular among public contractors, since they have more freedom in how active they can be, or even pick up side gigs to fill income gaps.

Abilities

Unique Constant Ability: Mana Burst
AOE Enemy, Magic

While this Vocation is equipped, the character can cast any of their Single Target Abilities as an AOE that hits all Enemies they can see for an additional cost of 10 SP.

Unique Command Ability: Mana Charge
 TP*Self, Existenscience

As an Empty Action, you may convert as much of your TP into SP as you need. This Ability cannot be used again during the next Round after it has been used.

Heat Wave
Cost 1 AP5 SPLearned, Command, Single Enemy, Magic

As a Full Action, shoot off a blast so hot that the target scorches by flames on contact, dealing 5 x WIL + (Level / 10) d10 Fire damage, mitigated by the Target MD.

Razor Gale
Cost 1 AP5 SPLearned, Command, Single Enemy, Magic

As a Full Action, whip up a twister that whirls fast enough to slice up the target, dealing 5 x WIL + (Level / 10) d10 Wind damage, mitigated by the Target MD.

Vapor Cannon
Cost 1 AP5 SPLearned, Command, Single Enemy, Magic

As a Full Action, spring forth streams of water vapor that flood and completely saturate your target, dealing 5 x WIL + (Level / 10) d10 Water damage, mitigated by the Target MD.

Shatter Strike
Cost 1 AP5 SPLearned, Command, Single Enemy, Magic

As a Full Action, resonate through the ground and cause it to erupt beneath the target, dealing 7 x WIL + (Level / 8) d10 Earth damage, mitigated by the Target MD. This Ability is considered a Ground Attack and is ineffective against targets flying more than 2 meters above the ground.

Charge Blast
Cost 1 AP5 SPLearned, Command, Single Enemy, Magic

As a Full Action, fire off a dose of ball lightning to electrify your target, dealing 5 x WIL + (Level / 10) d10 Electric damage, mitigated by the Target MD.

Explosion
Cost 1+ AP(10 x AP) SP*Learned, Command, AOE Any, Magic

The strongest of all the destructive magic. The original spell that the Yolei learned in the youth of their civilization that drives fear into the hearts of men, beasts, buildings, and mountains alike. For a Full Action, aim for a spot anywhere within your line of sight up to a maximum distance of 100 times your Zone of Attention away, and cast an Explosion there that is AP [fed into this Ability] meters in diameter for AP x FTH + (AP / 10) d20 non-Elemental damage to everything in the blast, minus their PHD. There is no upper limit to how much AP can be placed into this Ability over time. You may cast this spell at any lower AP cost below your current investment, for the concern of others. You may still cast the spell at full AP cost, even if you lack the max SP to cast it, as long as your SP is full, but going over will drain you of the ability to replenish your SP until you take a Rest.

Gravity Flush
Cost 5 AP10 SPLearned, Command, Single Enemy, Magic

As a Full Action, alter the gravitational acceleration between the target and another object (usually the planet), with a CoS (PC WIL + PC FTH) – Target RES and dealing (PC Level / 5) d12 True damage to both. If successful, the target is also considered Encumbered for 5 turns, preventing them from Jumping or Flying and halving their Movement.

Nausea Ray
Cost 5 AP10 SPLearned, Command, Single Enemy, Magic

As a Full Action, shoot a ray at a target to give them gut poisoning with a CoS (2 x PC WIL) – Target RES dealing your WIL as True damage each turn for 5 turns.

Lock Out
Cost 5 AP10 SPLearned, Command, Single Enemy, Magic

As a Full Action, place a hex on a target within sight that prevents them from using abilities for 3 turns, putting them in the Locked Status, with a CoS (PC WIL + PC CHM) – Target RES.

Displace
Cost 5 AP10 SPLearned, Command, Single Enemy, Magic

As a Full Action, magically grip a target within your Zone of Attention and push them (WIL / 5) meters in the direction of your choice with a CoS PC WIL  – Target RES. If they hit a sturdy object during this, the target stops at the object and takes (Distance Traveled / 5) d20 True damage.

Mana Drain
Cost 20 AP10 TPLearned, Command, Single Enemy, Magic

As a Full Action, siphon up to 3 x FTH + 2d10 SP (or as much as they have left) from a target within your Zone of Attention with a CoS (PC CHM + PC FTH) – Target RES. If you are unaware that the target has no SP, the Action still resolves with no benefit.

Fire Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 5% bonus to Fire damage.

Wind Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 5% bonus to Wind damage.

Water Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 5% bonus to Water damage.

Earth Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 5% bonus to Earth damage.

Electric Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 5% bonus to Electric damage.

WIL Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus WIL.

FTH Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus FTH.

Talismans +
Cost 110 APIntuitive, Constant, Self, Physics

For each AP added to this Ability (up to 10), add 1% total damage to Talisman Attacks.

Staves +
Cost 110 APIntuitive, Constant, Self, Physics

For each AP added to this Ability (up to 10), add 1% total damage to Staff Attacks.