Demolitionist beta

Description

DEMOLITIONISTS are good at one thing: blowing s*** up. They have a vast array of boom-booms at their disposal, and can bust down any wall, any structure, or any obstacle put in front of them. This does come at the steep cost of the safety of the general populace, but they can get their job done better than anyone.

When designing a mission for a DEMOLITIONIST, there should be something that needs to be destroyed. It can be a vault to break into, a building to tear down, or a city to level, but it has to be demolished quickly and without question.

Grounded in the ‘demolitions experts’ and crazy explosive wielding maniacs from history and pop culture who have a veritable arsenal of ordnance and nothing better to do with them then use them to their fullest extent.


Edition: Advent v1

Public: Yes

Gear

Base Gear

Flak Jacket

Base

Heavy tactical vest with a Mid Ward against explosive force and shrapnel, boosted to High against your own ordnance. Empowers Defiances to save innocent bystanders by jumping in front of them and taking the brunt of an impact.

Blasting Earmuffs

Base

Earmuffs granting near-perfect situational hearing protection automatically. Putting a hand on an ally will share the protection with them to a lesser extent. If removed after an extended duration, gain a High boost to Sensory sensitivity, at the cost of being much more susceptible to loud noises.

Dynamite

Base

5 Sticks of throwable explosives. Owner can Pitch the length of the fuse, up to a Low duration, and swipe against any surface to light it. Quipping before lighting a stick can result in a surprisingly non-lethal explosion.

Elective Gear

Bazooka

Elective

Long-ranged rocket propelled explosive launcher with 3 rockets. Rockets require a minimum Low range travelled to arm. Exceptionally good at destroying vehicles and machines, scaling on distance travelled.

Snap Caps

Elective

3 Handfuls of tiny explosives, which can be used individually. Armed the moment you throw them, and exploding on contact, producing a sharp crack.

Halligan Tool

Elective

Multi-purpose demolition tool, with an adze for chopping, a pick for piercing, a hammer for bludgeoning, and a crowbar for prying. High power boost against inanimate objects. Striking an explosive or physically volatile object with this tool effectively disarms it.

Abilities

Shape Charge

Direct the force and energy of an explosion.
Paired Action: Meticulously arrange explosive material in an area or on a surface while designating the direction of the blast.

Can affect any amount of explosive material, raising the Essence Cost and Cooldown in the process.
You may Pitch more explosives nearby, resulting in an overall weaker effect.
Explosives are armed when the paired action ends.
Prolongs explosive detonation timer to Low.
User can detonate explosives at will before that duration expires.
The more specific the shape and the more detailed the described paired action, the less collateral damage will be rendered.

Essence Cost: Low-Mid
Max Timer Duration: Low
Cooldown: Low-Mid

Blast Off!

Launch yourself or an object with an explosion, incurring minimal harm in the process.
Paired Action: Deliberately set off an explosive charge in near proximity to your target. If the target is an object, briefly test its integrity first.

You may Pitch more explosives nearby, resulting in an overall weaker effect.
Distance scales directly with power and concentration of the initial explosion.
E.g., an explosion that, on average, would kill one person, can launch you two stories into the air, and a building leveling blast could send you much, much higher.
Using this ability on any character besides yourself drastically lowers the force transferred.

Essence Cost: Mid
Cooldown: Low

To Smithereens

Pitch an explosion, not of your own making.
Paired Action: Describe a suspicion you have about an imminent danger, and then completely ignore the source of a Pitched blast, unfazed.

You are supernaturally protected from immediate danger resulting from the Pitched explosion, unless or until you acknowledge it.
This explosion must have minimal prior connection to any action you took before activation, including any explosives you “set and forgot” beforehand.
Allies benefit from joining you in your Paired Action, so long as they remain close to you.
Essence cost scales with the amount of pitched destruction.

Essence Cost: Low-High
Max Range: Low
Cooldown: High