← SURGE  ·  PLAYBOOK 1 OF 2
The BLASTER
Something inside you wants to get out. You've spent years learning to aim it.
PERSONNEL FILE
STAT: SURGE
PRIMARY: +2
ACCESS: OPEN
The Blaster  ·  FILE SURGE
The BLASTER
PRIMARY: SURGE
HERO / ANTI-HERO / VILLAIN
Something inside you wants to get out. You've spent years learning to aim it.
FOCUSED BEAM

When you concentrate your output into a tight, precise blast, roll +Surge.

  • 10+: Deal 3 harm to one target. Choose one: ignores armor / starts a fire / penetrates cover.
  • 7–9: Deal 2 harm to one target.
AREA BURST

When you release energy outward in all directions, roll +Surge.

  • 10+: Deal 2 harm to everyone within 15ft except allies. Allies may dive clear first.
  • 7–9: Deal 2 harm to everyone within 15ft including allies who don't get clear.
PSYCHIC IMPRINT

When you touch a person or object and focus, you leave a mental connection. Roll +Strange.

  • 10+: You always know where they are and can sense their emotional state for the rest of the mission.
  • 7–9: The connection is one-way and fades after one scene.
POWER SENSE

You can feel other energy sources, electrical, powered, radioactive, or superhuman, in your immediate environment without rolling. For precise identification, roll +Intuition.

  • 10+: Know exact location, type, and magnitude of every source in 100ft.
  • 7–9: Know general location and whether it's a threat.
RICOCHET SHOT

When you angle a blast to bounce off a surface and hit a target from an unexpected direction, roll +Intuition.

  • 10+: Deal 3 harm. They had no way to anticipate the angle, ignore any cover they were using.
  • 7–9: Deal 2 harm from the unexpected angle but the ricochet was imprecise, something nearby takes incidental damage.
CONTROLLED RELEASE

You can precisely calibrate your output for non-destructive purposes, cutting, welding, propulsion, signaling. No roll required for mundane applications. For precise or delicate work, roll +Smarts.

  • 10+: Perfect execution.
  • 7–9: It works but with one unintended consequence.
ENERGY ABSORPTION

When an energy-based attack hits you, roll +Surge.

  • 10+: Absorb it entirely. Convert to your next attack, +2 harm.
  • 7–9: Absorb half. Still take 1 harm. Convert absorbed energy to +1 harm on next attack.
BLAST JUMP

When you use your output for propulsion, roll +Surge.

  • 10+: Reach any point in the scene instantly. Land controlled.
  • 7–9: Reach your destination but land hard, take 1 harm or arrive off-balance.
SIGNATURE SHOT

(1/session)

Once per session, name a specific target and declare this shot counts. Deal 4 harm, ignore all armor. No matter what happens after, this one hits.

SUSTAINED BEAM

When you hold a continuous output on a target, they take 1 harm each time they try to act until they get out of your line of sight. You cannot take other actions while sustaining. Roll +Surge if something interrupts you.

  • 10+: Hold it through the interruption.
  • 7–9: Beam cuts out — they take 1 harm and escape.
COLLATERAL PRECISION

When you fire through, around, or between obstacles to reach a target, roll +Intuition.

  • 10+: Hit your target exactly. Nothing else is damaged.
  • 7–9: Hit your target but one nearby object takes incidental damage, the GM chooses what.
DEFLECT

When a physical projectile comes at you, roll +Surge to blast it out of the air.

  • 10+: Destroyed before it reaches you.
  • 7–9: Deflected, it hits somewhere nearby instead.
POWER FLARE

When you release a non-directed burst of energy to disorient rather than destroy, roll +Surge.

  • 10+: Everyone within 20ft who isn't prepared is blinded or deafened — they take -2 ongoing until they shake it off.
  • 7–9: Most are affected but one person near you shakes it off immediately.
MARK TARGET

When you tag a target with a tracer blast, roll +Intuition.

  • 10+: They're marked, you always know their location this scene, and your attacks against them deal +1 harm.
  • 7–9: Marked for location only.
MELTDOWN

(1/mission)

When everything goes wrong and you stop holding back, declare Meltdown. For one scene, all your blasts deal +2 harm, you cannot be stopped by physical barriers, and you take -1 ongoing on all rolls except Surge. When the scene ends, take 2 harm.

SNIPER MODE

When you have time to line up a shot without being detected, your blast has effectively unlimited range and deals 3 harm. The shot is always a surprise. Roll +Agility to stay hidden afterward.

  • 10+: Undetected.
  • 7–9: They know someone fired. Your position might be compromised.
REACTIVE BLAST

When an enemy enters your melee range, you may immediately release a point-blank burst before they can act. Roll +Surge.

  • 10+: Deal 2 harm. They're pushed back.
  • 7–9: Deal 1 harm. You both take 1 harm from proximity.
BEACON

When you use your output as a light source or signal, it reaches extraordinary distances without rolling. In a crisis, sending a signal someone will actually notice, roll +Surge.

  • 10+: The right people see it.
  • 7–9: People see it. Not all of them are the right ones.
KINETIC IMPACT

Your blasts have physical force as well as energy. When you hit a target, choose: deal the standard energy harm, OR push them 20ft in any direction and deal 1 harm.

BATTERY

(1/mission)

Charge a tech device, a vehicle, a weapon, a power system, with your own output. The device runs at full capacity for the scene regardless of its fuel or charge state.

PERSONAL ASSESSMENT
  • FaceEyes that glow when the power builds, jaw set tight, a faint light under the skin when they're angry
  • BodyCoiled energy, a stillness that precedes output, like a capacitor waiting to discharge
  • StyleDurable, heat or burn resistant, layers that can be shed when things escalate
  • PresenceRooms get quieter around them. Not because they're threatening, because something in the air says pay attention.
  • SignatureDescribe what your blast looks like, color, shape, sound, what it feels like to release. ---
ORIGIN
  • It manifested during something traumatic. You spent years thinking it was a curse.
  • You were designed for it, experiment, project, or program. You escaped. The power stayed.
  • It runs in the family. You're the first to learn how to use it rather than suppress it.
  • Exposure to something you still don't fully understand. You glowed for three days afterward.
  • You woke up with it. No explanation. No precedent. You've been reverse-engineering yourself since.
GEAR & EQUIPMENT

Your blasts are your weapon. But sometimes you need something for when you're running low.

Choose one backup weapon:

  • Sidearm (2 harm — for when you need something quiet)
  • Stun baton (1 harm, nonlethal — for when you need something that won't level the building)
  • Energy blade (2 harm — an experimental focus that channels your output into melee)

Choose one additional item:

  • Targeting lens (+1 to aimed blasts at long range)
  • Insulated gloves (wear when you don't want to discharge accidentally)
  • Power dampener (worn device — suppresses your output; useful undercover)
  • A notebook of controlled experiments on your own abilities
KNOWN ASSOCIATES / CONNECTIONS
They were in the blast radius once. Ask them: did they forgive you, and do you believe them?
You've held back around them specifically. Tell them. Ask: did they notice?
They helped you figure out your limits. Ask them: did that scare them?
You accidentally destroyed something that mattered to them. Ask them: what was it?
They're one of the few people who doesn't flinch when you charge up. Ask them: why not?
You've used your output to protect them in a way that left marks on the environment. Ask them: do they think about that?
They've talked you down from overcharging when things got bad. Ask them: how did they know what to say?
You've tested your limits with them as the only witness. Ask them: what did they see you do?
They've stood next to you when something large exploded. Ask them: were they scared of the explosion or of you?
You trust them to tell you honestly if you go too far. Ask them: have you, and did they tell you?

YOUR STATS

Your primary stat is SURGE: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Blaster move
  • Take a move from another playbook
  • Add +1 to Surge (max +3)
  • Add +1 to Tough (max +3)
  • Add +1 to Intuition (max +3)
  • Add 1 to your harm track maximum
  • Your blasts deal +1 harm permanently
  • Gain a second blast type, describe it, it has different properties than your primary

Advanced Improvements (every 5 level-ups)

  • Full Output: Once per session release everything at once. Deal 5 harm to everything in a 30ft cone. You can't use your powers again until next session.
  • Controlled Burn: Your output is now precise enough to perform surgery or write your name. Define one non-combat application with the GM.
  • Change playbook: You've grown into someone different.
  • Retire: You found a way to turn it off. Tell the table whether that was a relief or a loss.