Difference between revisions of "Barrier Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(172 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
+
{{FiD-Powers}}Barrier is the ability to create walls and globes of protection.  
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
 
Barrier is the ability to create walls and circles of protection. A barrier is normally a wall up to your twice your tier meters in height and width or a globe with a diameter equal to your tier. Yes, that means that at tier zero, you cannot create a barrier. If you only know this power, the barriers you make are transparent and vaguely luminous. If you use another power together with barrier, you can imbue your barrier with that power at no additional cost, which can give additional effects, often damage to creatures that try to break through your barrier.
 
A barrier can be one-way, hindering effects only one way.
 
  
When used to attack, barrier takes the form of darts or blades that cut or pierce.
+
[[Barrier Powers (FiD)|Barriers]] are transparent, which makes the vulnerable to [[Light Powers (FiD)|Light]]. Adding additional Forms to a Barrier can make it opaque.
  
No creatures are associated with the barrier power.
+
When used to attack, Barrier takes the form of darts or blades that cut or pierce.
  
== Animal Power Effects Table ==
+
No creatures are associated with the Barrier power.
 +
 
 +
== Barrier Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.
+
|valign="top"| '''[[#Ward Watch|Ward Watch]]'''   <br> Detect Barriers & Powers.
|valign="top"| '''Barrier'''  <br> Barriers you create can repel any summoned creature and stop any power. When you create the barrier, you can make it ignore some powers of your choice.  
+
|valign="top"| '''[[#Ward Wattle|Ward Wattle]]'''  <br> Selectively block powers.
|valign="top"| '''Wall'''     <br> A barrier you create can also bar mundane creatures or effects.
+
|valign="top"| '''[[#Ward Window|Ward Window]]''' <br> Selectively block anything.
|valign="top"| '''Arena'''   <br> You can create a large extradimensional barrier covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put.  
+
|valign="top"| '''[[#Ward Weald|Ward Weald]]'''   <br> Extradimensional Arena.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Message Ward'''   <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.  
+
|valign="top"| '''[[#Sign Signal|Sign Signal]]''' <br> Barriers as signs.
|valign="top"| '''Translation Wall''' <br> You can create a barrier that translates speech from one side to the other. You need to know these languages, or at least have a dictionary.
+
|valign="top"| '''[[#Sign Sending|Sign Sending]]''' <br> Barrier signalling.
|valign="top"| '''Mental Wall'''     <br> You can make a barrier that commands all or certain creatures not to cross. This can be in addition to other effects of the barrier.  
+
|valign="top"| '''[[#Sign Shun|Sign Shun]]'''   <br> Barrier repells.
|valign="top"| '''Honey Wall'''     <br> You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
+
|valign="top"| '''[[#Sign Summon|Sign Summon]]''' <br> Barrier attracts.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Magic Mask''' <br> You can create clothes and accessories from barrier. These can take any form but look supernatural. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''[[#Magic Mask|Magic Mask]]''' <br> Counter detection.
|valign="top"| '''Body Mask'''  <br> You can cover yourself in an obviously supernatural barrier that envelops you, disguises your appearance and can even change your sounds and scents. It acts as tier 2 prowess armor.
+
|valign="top"| '''[[#Mien Mask|Mien Mask]]'''  <br> Hides appearance.
|valign="top"| '''Give Mask''' <br> You can use Body Mask on willing or helpless creatures. In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like.  
+
|valign="top"| '''[[#Morph Mask|Morph Mask]]''' <br> Change those who pass.
|valign="top"| '''Wild Hunt'''  <br> You can body mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
+
|valign="top"| '''[[#Mews Mask|Mews Mask]]'''  <br> Change and cage.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ride'''           <br> You can control existing devices based on barriers. Barrier devices are rare and barrier vehicles rarely even exist.
+
|valign="top"| '''[[#Barrier Buggy|Barrier Buggy]]''' <br> Create a windshield.
|valign="top"| '''Barrier Blade'''   <br> You can create barrier splinters that work as a fine and potent close-range attack, similar in effect to a fine potent dueling sword
+
|valign="top"| '''[[#Barrier Blade|Barrier Blade]]''' <br> Fine and Potent attack.
|valign="top"| '''Labyrinth'''       <br> You can create very temporary barriers that are persistent enough to split a battlefield and negate an advantage in numbers.
+
|valign="top"| '''[[#Barrier Bend|Barrier Bend]]'''   <br> Precise block. .
|valign="top"| '''Storm of Blades''' <br> Your barriers can form a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
+
|valign="top"| '''[[#Barrier Brim|Barrier Brim]]'''   <br> Protect a ride.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Track Barriers''' <br> You can sense and track barriers powers.  
+
|valign="top"| '''[[#Barrier Bloodhound|Barrier Bloodhound]]''' <br> Track Barriers.
|valign="top"| '''Cage'''           <br> You can cage a target to isolate it for an hour or so.
+
|valign="top"| '''[[#Barrier Brig|Barrier Brig]]'''       <br> Cage a target.
|valign="top"| '''Prison'''         <br> You can cage all creatures in a small area. This allows you to fight many creatures in the same area very effectively, but there is a risk of caging allies.
+
|valign="top"| '''[[#Barrier Banner|Barrier Banner]]'''     <br> Change appearance.
|valign="top"| '''Fort'''           <br> You can create a great barrier bubble that spans a small city, allowing you to control who can pass.
+
|valign="top"| '''[[#Barrier Bulwark|Barrier Bulwark]]'''   <br> Cage an area.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Dark Barrier''' <br> Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
+
|valign="top"| '''[[#Wall Wrap|Wall Wrap]]'''   <br> Hide with Barriers.
|valign="top"| '''Wall Walk'''    <br> You can move on and through barriers.  
+
|valign="top"| '''[[#Wall Walk|Wall Walk]]'''    <br> Move through Barriers.
|valign="top"| '''Team Barrier''' <br> You can use Dark Barrier and Wall Walk on you and allies simultaneously.
+
|valign="top"| '''[[#Wall Warpath|Wall Warpath]]''' <br> Crew Prowling.
|valign="top"| '''Bubble Walk''' <br> You and allies can teleport from inside one global barrier and into another. This is regional travel, you stay within the same city or region.
+
|valign="top"| '''[[#Wall Wisp|Wall Wisp]]'''   <br> Teleport between Barriers.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Barrier Blade'''     <br> You can use barriers as close-range attacks, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''[[#Shelter Shards|Shelter Shards]]''' <br> Resist physical Harm.
|valign="top"| '''Fine Barrier Blade''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''[[#Sharp Shards|Sharp Shards]]'''   <br> Fine and Potent attack.
|valign="top"| '''Maze'''               <br> You cage all opponents who try to attack you except the one you are fighting. You can do this as a part of an attack.
+
|valign="top"| '''[[#Shuffle Shards|Shuffle Shards]]''' <br> Gain Scale.
|valign="top"| '''Barrier Shards'''     <br> Your power strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''[[#Signal Shards|Signal Shards]]''' <br> Group action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze'''     <br> You can identify and get a basic analysis of a barrier.  
+
|valign="top"| '''[[#Barrier Blueprint|Barrier Blueprint]]'''   <br> Barrier identification.
|valign="top"| '''Research'''   <br> You know the powers and abilities of something you analyze.
+
|valign="top"| '''[[#Barricade Breakdown|Barricade Breakdown]]''' <br> Barrier analysis.
|valign="top"| '''Hindsight'''   <br> You can read the past events of something you analyze. This allows you to see the creator as they create the barrier.
+
|valign="top"| '''[[#Barricade Backstory|Barricade Backstory]]''' <br> Barrier history.
|valign="top"| '''Omniscience''' <br> You research every barrier in a large area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
|valign="top"| '''[[#Barricade Boundary|Barricade Boundary]]''' <br> Area indentification.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect Barriers''' <br> You can sense barriers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''[[#Mirror Measure|Mirror Measure]]'''   <br> Sense Barriers.
|valign="top"| '''Barrier Eye'''    <br> Choose a power barrier that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''[[#Mirror Motif|Mirror Motif]]'''    <br> Sense from a Barrier.
|valign="top"| '''Barrier Scry'''   <br> Choose a location or creature. You gain a sensor at the nearest power barrier, which is often close enough to perceive the target.
+
|valign="top"| '''[[#Mirror Monitor|Mirror Monitor]]'''   <br> Spy from a Barrier.
|valign="top"| '''Omnibarrier'''     <br> You perceive from all power barriers at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''[[#Mirror Mindscape|Mirror Mindscape]]''' <br> Perceive from all Barriers.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Signpost'''  <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby
+
|valign="top"| '''[[#Echo Entreaty|Echo Entreaty]]'''  <br> Barrier message.
|valign="top"| '''Echo Wall''' <br> You can create a barrier that translates emotions and expressions from one side to the other. This is not language-dependent.
+
|valign="top"| '''[[#Echo Engage|Echo Engage]]'''   <br> Barrier translates.
|valign="top"| '''Insinuate''' <br> You can imbue a barrier with the ability to insinuate an action in the mind of a nearby creature. Common insinuation are to steal something, attack someone, or ignore some event.  
+
|valign="top"| '''[[#Echo Encourage|Echo Encourage]]''' <br> Barrier suggestions.
|valign="top"| '''Instill'''  <br> You change the personality and motivations of creatures that move through a barrier. The target remember their past, but regard it as unimportant compared to their new motivations.  
+
|valign="top"| '''[[#Echo Enchant|Echo Enchant]]'''  <br> Enchant those who pass.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Barrier Apprentice''' <br> You can manipulate existing power barriers as if they were made of stout wood.
+
|valign="top"| '''[[#Barrier Bump|Barrier Bump]]'''   <br> Move Barriers around.
|valign="top"| '''Barrier Journeyman''' <br> You can create temporary objects obviously made out of barriers.  
+
|valign="top"| '''[[#Barrier Breach|Barrier Breach]]''' <br> Open holes in Barriers.
|valign="top"| '''Barrier Master'''     <br> You can create temporary but complex objects out of barriers. This can create objects that are fine and potent. You can also create an environment inside a shield globe, if you have the appropriate power.
+
|valign="top"| '''[[#Barrier Builder|Barrier Builder]]''' <br> Barrier tools.
|valign="top"| '''Barrier Factor'''     <br> This is similar to Barrier Master, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''[[#Barrier Blitz|Barrier Blitz]]'''   <br> Shape Barriers.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy Barrier''' <br> You can noisily jimmy barriers, but not to a great degree.
+
|valign="top"| '''[[#Shield Slam|Shield Slam]]'''     <br> Crumple a car or house.
|valign="top"| '''Smash Barriers''' <br> Similar to jimmy. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''[[#Shield Stomp|Shield Stomp]]'''     <br> Crumble a building.
|valign="top"| '''Aegisbreaker'''   <br> Similar to smash, but destroyed barriers silently disappear or are reduced to a fine dust.
+
|valign="top"| '''[[#Shield Sigh|Shield Sigh]]'''     <br> Silent Shield Stomp.
|valign="top"| '''Aegisquake'''     <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
|valign="top"| '''[[#Shield Shockwave|Shield Shockwave]]''' <br> Area Shield Stomp.
 
|}
 
|}
  
== Expanded Animal Powers ==
+
== On Barriers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
Barrier powers differ significantly from most other power sets.
 +
 
 +
The basic effect of the Barrier Form is to create walls.
 +
A basic Barrier is strong and impermeable, stopping anything from passing.
 +
These walls are then modified by the Actions you use to create them — primarily Attune, Command, Sway, and Tinker but also certain effects of Consort, Hunt, and Prowl.
 +
 
 +
Actions affect Barriers in one of three distinct ways: they shape the Barrier itself, change what the Barrier does, or make the Barrier selective.
 +
 
 +
Barriers substitute for extensive preparation, advantageous positioning, or environmental leverage; they do not stack with such advantage that already exist.
 +
If the fiction already provides superior protection, creating a Barrier offers no additional benefit.
 +
 
 +
When you create a Barrier, you must define it from scratch, incorporating all Actions you intend to use.
 +
Except for Tinker effects that move or reshape a Barrier, its properties remain fixed for as long as it exists.
 +
To change a Barrier’s function, you must dismantle it and create a new one.
 +
 
 +
Two Barriers cannot occupy the same space.
 +
They may touch but remain distinct.
 +
Only [[#Tinker|Tinker]] can shape Barriers so they connect, and even then their effects do not combine.
 +
 
 +
=== Barrier Shape ===
 +
A Barrier is always either a globe or a circular hourglass shape.
 +
The maximum area a Barrier can cover depends on your tier (p 220).
 +
You can always make a Barrier smaller — a globe may become a half-sphere, and any wall may have a reduced radius — but you cannot otherwise alter its shape.
 +
If a Barrier intersects with solid matter, it extends slightly into the material without damaging either the Barrier or the object.
 +
Changing a Barrier’s location or shape requires [[#Tinker|Tinker Barrier]] powers.
 +
 
 +
=== Barrier Appearance ===
 +
Barriers are visible unless concealed by another Power.
 +
A basic Barrier is transparent with a bluish glow.
 +
If you know other Powers, you may use them to determine a Barrier’s appearance.
 +
Fire Barriers burn at the edges, Darkness Barriers writhe with shadow, and so on.
 +
Any Barrier may also display sigils, text, numbers, or geometric patterns appropriate to your style and playbook.
 +
 
 +
=== Resilience and Harm ===
 +
Violently destroying a Barrier requires a Potent damage Effect greater than the Barrier’s own Outcome.
 +
Without Potency, one additional degree of Effect is required.
 +
 
 +
Barriers can cause Harm through consequences.
 +
A creature that suffers consequences while trying to break a Barrier may damage its tools or suffer Harm from the collision.
 +
This is usually cutting or bludgeoning damage, but may involve mana burn, radiation, or similar effects depending on how the Barrier is framed.
 +
If other Powers shape the Barrier’s [[#Barrier Appearance |appearance]], they allow additional consequences.
 +
So a barrier appearing as a wall of fire can give Fire-themed Consequences.
 +
 
 +
=== Direct Effects ===
 +
Some Barrier effects do not involve protective walls at all; instead, they apply the principles of the Barrier Form to achieve other results.
 +
This mainly applies to attacks and the Finesse, Hunt, Skirmish and Wreck Actions.
 +
The rules and restrictions for static Barriers do not apply to such effects.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
== Expanded Barrier Abilities ==
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
Attune can create selective Barriers of great utility.
  
'''Perceive:'''
+
Attune is usually concerned with interacting with a limited domain of beings or forces; Barrier Attune instead defines abstract rules governing what interactions may occur across a Barrier you create.
''You can detect creatures and power use tied to your power.  
+
This allows Barriers that recognize powers or natures, allowing some effects to pass while blocking others.
 +
By selecting what to block, you can potentially stop hostile forces while permitting your to affect what's on the other side of the Barrier.
  
This is usually done to spot a disguised summoned creature, but can also detect supernatural creatures behind walls or otherwise hidden, as well as traces of their passing and use of powers.
+
==== Ward Watch ====
Naturally, this gets more difficult as the creature is more heavily obscured.
+
Detect Barriers & Powers.
This reduces effect.
 
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
+
This does not create or alter any Barrier.
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
+
Instead you can sense any kind of Barrier and identify any creature's connection to any [[Powers_(FiD)#Forms|Form]], which helps you to decide what kind of Barrier to use.  
 +
{{ : Include Attune Basic Detect Powers (FiD) }}
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
+
==== Ward Wattle ====
The consequences of this depends entirely on what happens around you when you do it.
+
Selectively block powers.
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
+
Your Barrier is selective about [[Powers_(FiD)#Forms|Forms]].  
Most powers only dispel effects of their own power.
+
This lets you make either make the Barrier block '''only''' that [[Powers_(FiD)#Forms|Form]] or block '''every [[Powers_(FiD)#Forms|Form]] except''' that [[Powers_(FiD)#Forms|Form]].
Read this generously.
+
This includes all effects of that [[Powers_(FiD)#Forms|Form]], as well as creatures linked to that [[Powers_(FiD)#Forms|Form]].
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
+
Creatures of [[Powers_(FiD)#Forms|Form]] that are not affected still see the Barrier, but can otherwise act as if it was not there.
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
 
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
 
  
'''Summon:'''
+
If a Barrier blocks something that is only a minor part of something crossing a Barrier, it has no effect.
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
+
For example, a Barrier that blocks Air won't block the air inside a creature, container, or vehicle that crosses that Barrier. A barrier that blocks Metal will block a metal weapon or armor, but not metal buttons on a coat.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.  
+
Alternatively, rather than creating a Barrier, you can do what other Advanced Attune effects do: counter any [[Powers_(FiD)|Power]] as it is being activated, but you cannot negate a [[Powers_(FiD)|Power]] that is already in operation.  
This is usually a parallel world or plane of existence, dominated by your power.
+
This is often used as a Set Up action to help another character in a situation when the opposition is using [[Powers_(FiD)|Powers]].  
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
+
The position is controlled, possibly risky if there are a lot of other dangers around.
These places can be unique to each power, or one big place where different places are dominated by different powers.
+
* Limited effect improves position unless the opposing [[Powers_(FiD)|Power]] is potent.  
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.  
+
* Normal effect always improves position.
This is the usual explanation in the cosmic horror genre.
+
* Great effect improves position makes the incoming effect lose any potency it might have.  
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
+
==== Ward Window ==== 
They can also give advice and information related to their power.
+
Selectively block anything.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
You impose a defining metaphysical rule on a Barrier, allowing it to block mundane forces as long as they fall under a '''single, clearly stated principle'''.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
Examples include males, tigers, swords, bullets, lead, the color red, or similar concrete distinctions. What categories are meaningful depends on the setting and power traditions involved: an astrologer may distinguish by star signs, a sorcerer by bloodlines, a cleric by devotion, and so on — as long as each is a single concept.
 +
Like Ward Wattle, you can either stop that which meats your stated principle, or stop everything '''but''' that which matches your principle.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
Alternatively, you may create a one-way Barrier that allows creatures and effects to pass in only one direction.
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
==== Ward Weald ====
An elemental is a simple creature totally dominated by its power.
+
Extradimensional Arena.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
+
Arena uses the principles of the Barrier Form but is not a Barrier for the purposes of interaction, detection, or modification.
They can use sophisticated power effects and usually have an agenda of their own.
+
Instead, you move yourself and selected creatures into an extradimensional arena without bystanders, allowing you to act without risking collateral damage. The arena is either empty or a close reflection of the original location, but only the selected creatures are present.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
+
The Arena (p 221) is usually large enough for an interesting encounter (such as a city block, grove, or field), but too small to be useful for travel. It lasts until all conscious participants agree to end it, to a maximum of 12 hours.
A fire dragon is impossibly large, flies, and breathes fire.
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
Things function normally while inside the arena, but nothing created or altered there persists outside it. When the effect ends, the arena dissipates without affecting physical reality. Everyone inside the arena is deposited on the corresponding position in physical space.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat.
+
This ability is used to change the situation, not to win a fight. Its only direct effect is relocating the participants and possibly separating them from allies.  
 +
The main use is to avoid collateral damage, anything destroyed in the arena is not affected in reality.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
* Limited effect: you and one other creature.
 +
* Standard effect: you, your crew, and a similar number of outsiders.
 +
* Great effect: a large group, or a particularly powerful opponent.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
+
All creatures must be within the Area. Bringing visible creatures is Controlled; bringing known creatures or those linked by tokens is Risky; bringing creatures by description alone is Desperate. Primary targets may each select allied creatures in the area to accompany them; those allies may refuse, but cannot bring others.
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
A common consequence is that the arena is imperfect, with flaws or distortions that differs from physical reality which may work against you.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
 
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
 
  
'''Gate:'''
+
=== Command ===
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
There are no Barrier creatures for you to Command.
 +
Instead you can turn Barriers into signposts that transmit messages.
 +
At the highest levels, you can mentally call or repel creatures from a Barrier.  
  
This is rarely useful, but can be under exceptional circumstances.
+
==== Sign Signal ====
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Barriers as signs.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
This is basically a mental signpost.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Creatures approaching the Barrier hear a message of your choice spoken in their own language.
 +
They are not compelled to do anything, but you can use your Command action through this recording.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
==== Sign Sending ====
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Barrier signalling.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
You can send a message to a Barrier over any distance. At the receiving Barrier, the message manifests as a visible and audible projection of you, clearly artificial and recognizably supernatural.
Command creatures based on your power with communication and authority.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
If you address a specific creature, they become aware that a Barrier Beam is incoming. If they can establish or activate a Barrier of their own, they may answer, allowing projections to appear at both Barriers so the participants can see and hear one another.
''You can make creatures understand you, but you do not understand them.
 
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
The projection carries sight and sound only. It does not translate languages unless other effects are added, and it cannot interact physically with its surroundings.
Combined with the basic power of Sway allows two-way communication.
 
  
'''Translate:'''
+
In some settings, Barriers are deliberately maintained as points of communication, allowing messages to be exchanged across great distances.
You and allies can communicate with creatures based on your power.
 
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
==== Sign Shun ====
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Barrier repells.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
You can make your Barrier mentally repel certain types of creatures. Type is defined by the powers they are related to — people are Mind, animals are Animal, and monsters are whatever power they use.  
Creatures of the relevant type will understand your orders.
+
You don't need to know a power to affect creatures of that type.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.  
+
This is a mental compulsion that is not dependent on physical senses.  
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
The command is to stay away from the Barrier and not try to break the Barrier down.  
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
+
You can set the distance they have to stay at, up to a distance dependent on your tier (p 220).
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
+
The effect requires an open path to the Barrier.
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
+
Targets have to move away to stay at this distance and cannot directly attack the Barrier.
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
+
A player character can move closer or try to break the Barrier by using Insight to resist.
 +
Exceptional NPCs may be able to do something similar.
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
==== Sign Summon ====
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
Barrier attracts.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat,
 
  
'''Enslave:'''
+
As Mental Wall, but it attracts instead of repels, making creatures move towards your Barrier and stay there.  
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
The rules are the same as Mental Wall, but the effect is more absolute; instead of dispersing targets you concentrate them at one spot, clearing the area more effectively and making them vulnerable.
 +
Using [[Barrier_Powers_(FiD)#Mundane_Ward|Mundane Ward]]  you can make the Barrier such that they can enter but not leave, trapping them physically as well as mentally.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Use Barriers to change your appearance, and later create Barriers that change those who pass through.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
+
These Barriers are not solid and offer no protection.
  
'''Mask:'''
+
==== Magic Mask ====
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
Counter detection.
  
You do not physically change yourself, you accessorize and change your outfit.
+
You cloak yourself in an invisible, intangible Barrier that interferes with powers used to detect, analyze, or identify you. Powers such as Attune, Survey, or similar effects return misleading, incomplete, or overly generic information about you.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
 
  
'''Shapechange:'''
+
This reduces the Effect of scry, detect, and analysis abilities by two steps. Great effect is reduced to Limited; Standard and Limited effect produce no useful information.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
If a detection power is used while directly observing you, it registers you as a common person and any details appear mundane and unremarkable.
  
This is a true physical transmutation.
+
This effect only interferes with supernatural or power-based detection. Mundane observation is unaffected.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
 
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
You can apply this to your crew as an Advanced effect.
You rating in the improved action increases by one.
 
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
==== Mien Mask ====
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
Hides appearance.
  
'''Transform:'''
+
You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add body parts.  
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
This is obviously a Barrier, but can be covered with clothing, concealment, or further powers.
 +
If you cover your face, you can also change your voice.
 +
If you cover most of your body, you can prevent any scent from getting through.
  
This is the shapechange power applied to another creature.
+
==== Morph Mask ====
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
Change those who pass.
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
A Barrier set up for this purpose is flat and lets anything through unless altered by other actions.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
Anyone who moves through the Barrier changes into a form you decide when you make the Barrier.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
This is a true physical transmutation.
 +
Creatures feel this transformation coming on, and can back off to avoid the effect.
 +
Transformed creatures become themselves molded into this new form, they remain recognizable.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.  
+
The form you transform creatures into is that given by Body Mask, but if you know others powers besides Barriers, you can transform them into creatures governed by any power you know. This is how the true power of Give Mask is realized. 
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
 
Essentially you turn them into single-minded minions.
+
The transformation lasts as long as the Barrier, or until they move through the Barrier in the opposite direction.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
+
 
This is usually used to create a host of goons that will fight and chase for you.  
+
==== Mews Mask ====
Such goons are more interested in chasing and cornering targets than in actual combat.
+
Change and cage.
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
+
 
 +
This is a normal solid Barrier globe, that transforms anyone inside the bubble when it forms as Give Mask.
 +
Unless you change the Barrier, they are also captured within.
 +
You can also change the environment inside the globe to match the power used, creating aviaries, aquariums, and other environments suited to your captives' new form.
 +
In addition to the duration of Give Mask, this transformation lasts at least until the end of the score.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
=== Finesse ===
 +
==== Barrier Buggy ====
 +
Create a windshield.
 +
 
 +
Creates a Barrier that protects from travel hazards.
 +
You can make this a personal shield, but more commonly it is used to protect a mount or vehicle.
 +
Barrier Buggy has no other effect than protecting from wind, dust, and spray; this allows it to be four times larger than normal, to cover a large vehicle.
 +
It can be an airtight Barrier for travel underwater, in space, and other hostile environments.
 +
It controls the environment inside the shield, making it comfortable as long as the outside is not extreme enough to inflict direct Harm.
 +
 
 +
==== Barrier Blade ====
 +
Fine and Potent attack.
 +
 
 +
Wield a rapier or smallsword from Barriers. This weapon is Fine and Potent.
 +
 
 +
==== Barrier Bend ====
 +
Precise block.
 +
 
 +
You create a momentary Barrier that blocks the movement or impact of something specific for a very short time. {{ Include Finesse Master }}
 +
 
 +
==== Barrier Brim ====
 +
Protect a ride.
 +
 
 +
Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection.
 +
These Barriers move with your rides and protect like static barriers, but do not inconvenience travel.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
=== Hunt ===
 +
==== Barrier Bloodhound ====
 +
Track Barriers.
 +
 
 +
A Barrier leaves a trail that you can follow using Barrier Bloodhound.
 +
This is situationally useful depending on how common Barriers are in the setting.
 +
Consequences usually involve losing the trail, but depending on circumstances may lead you into hazards, traps, or ambushes.
 +
 
 +
==== Barrier Brig ====
 +
Cage a target.
 +
 
 +
Create a Barrier that cages a creature or object of up to human size, imprisoning it and protecting it from all damage, including yours.
 +
This is mainly used to neutralize a foe, but can also be used to protect allies or valuable objects.
 +
This works like a normal ranged attack, except the outcome is imprisonment rather than harm.
 +
Consequences are those of a fight.
 +
 
 +
Limited effect cages the target for a few minutes.
 +
Standard effect removes the target for the rest of the score.
 +
Great effect lasts longer and protects those caught from lack of air and water.
 +
 
 +
Additional outcome can be used to capture larger creatures, with each extra level of effect doubling the maximum length of creature that can be contained.
 +
 
 +
==== Barrier Banner ====
 +
Change appearance.
 +
 
 +
You change the appearance of a Barrier.
 +
You can make it invisible or create more complex images and patterns than normal.
 +
You can also use a Barrier as a screen to display a scene, which may function as a convincing illusion when viewed head-on.
 +
 
 +
==== Barrier Bulwark ====
 +
Cage an area.
 +
 
 +
As Barrier Brig, except the cage is larger, up to an Area (p. 221) and can capture multiple creatures at once.
 +
This may include allies if used in a mixed melee.
 +
 
 +
''“None of you seem to understand. I’m not locked in here with you. You’re locked in here with me!”
 +
<div> ''— Rorschach from Watchmen by Alan Moore''  </div>
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Barrier is not the most versatile Prowl ability; it mainly gives you the ability to pass Barriers.
 +
Situational, but useful when it happens.
 +
 
 +
==== Wall Wrap ====
 +
Hide with Barriers.
 +
 
 +
Suppresses the light of your Barriers, allowing you to sneak even when you have Barrier effects on you.
 +
This does not otherwise improve your stealth.
 +
 
 +
==== Wall Walk ====
 +
Move through Barriers.
 +
 
 +
Barriers are normally slick or indistinct, offering poor support for climbing.
 +
They are possible to climb, but progress is slow and precarious.
 +
You can climb Barriers as if they were regular walls, and you can even wriggle through Barriers.
 +
This is a slow process and not useful in combat unless someone is buying time for you.
 +
 
 +
Play this as regular climbing and contortions maneuvers; squeezing through a Barrier is comparable to squeezing through a tight window.
 +
 
 +
==== Wall Warpath ====
 +
Crew Prowling.
 +
 
 +
All your allies can move as you do using these abilities.
 +
They use their own Prowl.
 +
 
 +
==== Wall Wisp ====
 +
Teleport between Barriers.
 +
 
 +
These must be globular Barriers; they can be ones you create specifically for this purpose.
 +
This takes you to places you are familiar with.
 +
Both position and effect are worse if you do not know where you are going, making this ideal for escapes but unreliable for intrusion into unfamiliar territory.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
=== Skirmish ===
 +
==== Shelter Shards ====
 +
Resist physical Harm.
 +
 
 +
Absorb Harm from physical melee weapons, firearms, and projectiles.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 
 +
==== Sharp Shards ====
 +
Fine and Potent attack.
 +
 
 +
Barrier attacks take the form of darts or blades that cut or pierce.
 +
 
 +
==== Shuffle Shards ====
 +
Gain Scale.
 +
 
 +
You create a maze of Barriers to fight and confuse opponents, giving you Scale (p. 221) even when alone.
 +
 
 +
==== Signal Shards ====
 +
Group Action.
 +
 
 +
This allows you and allies to initiate a Group Action when shielding from or redirecting effects or driving any vehicle. {{ : Apex Skirmish Include (FiD) }}
  
'''Camouflage'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''You assume the camouflage pattern of an animal, effective concealment in environments where any animal could hide.
 
  
You get your pick of mammal whose coloration you borrow.
+
=== Study ===
 +
==== Barrier Blueprint ====
 +
Barrier identification.
  
'''Beast Stride'''
+
You identify the grade of a Barrier (basic, advanced, master, apex) and which Actions have been used on it.
''You can use the movement capabilities of animals, to climb like an animal, and move through herds or packs of animals.
 
  
Again, you get to pick which mammal you imitate.  
+
==== Barricade Breakdown ====
 +
Barrier analysis.
  
'''Pack Prowl:'''
+
Learn the exact Power effects of a Barrier, and when and by whom it was created.
''You can bring allies along when you use Reconnaissance and Maneuver.
 
  
All your allies get the same mammal coloration or movement.
+
==== Barricade Backstory ====
They still use their own Prowl action.
+
Barrier history.
  
'''Roaming'''
+
You can read the past events near a Barrier.
''You and allies can teleport from one animal den to another. This is regional travel, you stay within the same city or region.
+
This allows you to see the creator as they create the Barrier and important events in the history of the Barrier and its surroundings.
 +
The power zooms in on events of interest to you.
  
The animal den you start and end in need not be of the same type of animal, but if it is the same, it improves your position.
+
==== Barricade Boundary ====
 +
Area indentification.
  
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
Provides a detailed view of events involving Barriers within an Area (p. 221), pinpointing locations of interest such as bases and power nodes.
 +
You can then use Barricade Backstory to learn the history of up to three such locations.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
=== Survey ===
 +
Perceive and locate Barriers.
 +
 
 +
The outcome you need depends on the target's concealment.
 +
Limited outcome finds those hiding behind cover and in far places you can only barely see.
 +
Standard outcome can look behind walls and into hard cover.
 +
Great outcome can look into far-away places and spots you had no idea existed.
 +
 
 +
==== Mirror Measure ====
 +
Sense Barriers.
 +
 
 +
Sense Barriers and understand their general nature.
 +
This is a basic spotting power, selectively sensing Barriers.
 +
You can exclude Barriers you already know of.
 +
 
 +
==== Mirror Motif ====
 +
Sense from a Barrier.
 +
 
 +
Choose a Barrier that you know of; perceive as if you were at that spot.
 +
You still sense things at your actual location, but only dimly.
 +
 
 +
==== Mirror Monitor ====
 +
Spy from a Barrier.
 +
 
 +
Similar to Mirror Motif, but allows you to focus on a specific creature or position.
 +
Your perception is automatically directed to the best vantage point provided by a suitable Barrier that is plausibly close to the target.
 +
This can be a Barrier the target is using or has created.
 +
Fails if no suitable Barrier is available.
 +
 
 +
==== Mirror Mindscape ====
 +
Perceive from all Barriers.
 +
 
 +
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
 +
Creates a comprehensive mental image seen from all Barriers within Range (p. 221), revealing numerous details simultaneously.
 +
It is difficult for targets to hide unless they know to conceal themselves from Barriers.
 +
This is situational; in some settings Barriers may be rare.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
=== Sway ===
 +
Barriers have no associated type of creatures to sway.
 +
Instead, you imbue your Barriers with messages or suggestions.
 +
 
 +
==== Echo Entreaty ====
 +
Barrier message.
 +
 
 +
You can impart a simple visual message into a Barrier, visible to those viewing the Barrier.
 +
This can be a short repetitive and obviously artificial animation to show more complex messages.
 +
 
 +
==== Echo Engage ====
 +
Barrier translates.
 +
 
 +
You can create a Barrier that translates what is said from one side to the other.
 +
This will translate any language, even those you do not know.
 +
 
 +
==== Echo Encourage ====
 +
Barrier suggestions.
 +
 
 +
You can imbue a Barrier with the ability to insinuate an action in the mind of a creature within reach of the Barrier.
 +
The suggested action must be obvious and fairly direct.
 +
"Attack the next human you see" works; "seek out and attack the king" is too complex.
 +
 
 +
==== Echo Enchant ====
 +
Enchant those who pass.
 +
 
 +
Change the personality and motivations of creatures that move through a Barrier.
 +
This power is permanent but blatant.
 +
The Barrier vibrates with power, and those approaching it sense the personality it confers.
 +
You can choose to make the Barrier allow anything to cross it.
 +
 
 +
It changes all who pass through the Barrier according to a pattern you decide when creating it.
 +
This change operates on a deep level, altering priorities and loyalties.
 +
Targets remember their past, but consider it unimportant compared to their new motivations.
 +
 
 +
The barrier only works once, then you have to make a new one.
 +
Any other functions the barrier has continues to work.
 +
If you are present, you can decide when the Barrier is to inculcate when someone passes.
 +
 
 +
There are limits to this power, especially for creatures strongly linked to a Form.
 +
You cannot make a fire creature love the sea or an angel perform deeds of darkness.
 +
Exceptional creatures and circumstances can break this change.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
You can modify the shape of Barriers. The effect normally lasts through the immediate situation.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
* Altering a Barrier you made yourself requires only Limited Outcome.
 +
* Altering a Barrier made by an ally, or one you have permission to use, requires Standard Outcome.
 +
* Altering another creature’s Barrier requires Great Outcome.
 +
* Making a Barrier last for an entire score requires higher Outcome.
  
'''Animal Crafts'''
+
==== Barrier Bump ====
''You work with animal products like leather, bone, teeth, sinew, and horn as if you had the appropriate tools and protective devices. Items you work with can have small parts made of other materials, such as metal eyelets or synthetic thread.
+
Move Barriers around.
  
This mainly substitutes for tools, up to a small workshop.  
+
You can move a Barrier, but not into other things.
You can cure leather and make it hard as if boiled in oil.  
+
A moving Barrier cannot seal a passage completely; there must always be at least a tiny gap between the Barrier and surrounding objects.
You are also protected from the effects of working with the often caustic and toxic chemicals involved in these crafts.
+
To move a Barrier, you must keep it clear of everything else, meaning that in tight spaces it can only move at a crawl.
 +
In open areas, you can move the Barrier much faster, up to running speed in air or walking speed in water.
  
'''Animal Shaping'''
+
==== Barrier Breach ====
''You can shape materials that manifest your power as if they were of clay.
+
Open holes in Barriers.
  
You can now do more than normal craft could do.
+
You modify an existing Barrier, or one you are creating, to create circular holes in it.
This speeds things up and allows more extensive modification.
+
These can be large enough to move through or small enough to allow weapons to fire out, turning the Barrier into a fortification.
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Barrier Builder ====
The effect determines the effectiveness of your construction, but also how long it will last.
+
Barrier tools.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Beastcraft'''     
+
You can shape Barriers with enough precision to create devices.
''You can create objects made from animal parts out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items.
+
This includes weapons, tools, and machines with moving parts.
 +
They can flex to form bows or clocks.
 +
Objects made from Barriers are extremely durable and imbued with energy, making them Fine and Potent.
  
This is two distinct effects. The first allows you to create animal matter out of nothing. This is raw matter and needs to be shaped and refined to be of much use.
+
==== Barrier Blitz ====
You can create meat for consumption.
+
Shape Barriers.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into animal matter.  
+
You modify a Barrier to change its shape.
The result will maintain its form as if affected by the Shape ability.
+
This allows you to create Barriers that are not circles or globes.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
+
You can also move the Barrier, and this precise control of shape allows movement at walking speed even in constricted spaces, or at vehicle speed in open air or water.
This can transform something like a sword from metal to bone, and it would still be a functional sword.
+
You can either concentrate to move the Barrier or fix it to a living creature and the barrier will move along with them.
A door could be changed from wood to wool, which can be easily broken down.
 
  
'''Wild Fabrication:'''
+
This also allows you to use long-term projects to create permanent Barriers.
''This is similar to Beastcraft, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or a huge tent.
+
For each effect you want to incorporate into a permanent Barrier, complete a long-term project with a number of ticks based on the power level involved: Basic: 2, Advanced: 4, Master: 8, Apex: 16.
 +
You can continue to improve an existing permanent Barrier, which may include key-codes or other controls required to manipulate it.
  
Pretty self-explanatory, this is Create on a larger scale.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate animal matter.  
+
Barriers wreck by creating rams of force to push things over.
 +
The area of impact is large; this is not a good power for piercing armor.
 +
Things that resist strongly but are brittle are easy to demolish.
 +
Things that flex or can move are hard to damage and are more likely to be bent or pushed aside.
 +
 
 +
Limited effect can crack brick walls or thin construction and move low-density objects such as boxes and cars.
 +
Standard effect can crack wooden walls, raze precast concrete, and push solid objects like stone blocks and armored vehicles.
 +
Great effect can crack stone walls and push even heavy, solid things like blocks of concrete or metal.
 +
Bedrock, heavy steel, or concrete cast in place are too strong for Barrier to affect.
 +
 
 +
Perhaps the greatest effect of this power is that Wreck Barriers can be used defensively against the same kinds of forces they can demolish.
 +
Falling rocks, collapsing buildings, or vehicles skidding out of control can all be pushed aside, protecting both the moving object and whatever it was about to collide with.
 +
 
 +
==== Shield Slam ====
 +
Crumple a car or house.
  
'''Mangle'''
+
You can affect objects up to the scale of flipping or cushioning a car, or overturning or cushioning a small building.
''You can jimmy organic materials either made of animal products, or that animals could reasonably destroy. Noisy and leaves a twisted object in place. Can be used to attack in melee like a sledgehammer.
+
In combat, you can strike with the force of a sledgehammer.
 +
This is slow, noisy, and imprecise, but the applied movement is broad and forceful rather than sharp.
  
Just as crude as it sounds.
+
==== Shield Stomp ====
You destroy animal matter and strike with the force of a sledgehammer in combat.
+
Crumble a building.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Decompose'''
+
You can smash or cushion forces that would affect something up to the size of a building, bus, or yacht.
''You can apply the effect of reducers like bacteria and insects like woodworms. Still slow but powerful. You can also create a bone club that works as a fine potent sledgehammer in combat.
+
You can encapsulate explosions, greatly reducing the effect of bombs and explosives.
 +
In combat, this strikes like a fine, potent sledgehammer.
 +
Barrier attacks take the form of massive blades or slabs that cut or smash.
  
You can slowly rot any organic matter by attacking it with bacteria and worms. This is slow, so more of a long-term project.
+
==== Shield Sigh ====
It is also subtle, so if you do make a long-term project of it, you can create a back opening in a wooden wall to exploit in a score, giving you +2d on the engagement roll.
+
Silent Shield Stomp.
  
'''Wildwarp
+
As Shield Stomp, but the effect is gentler and mostly silent.
''Similar to Mangle, but destroyed targets silently disappear or are reduced to a fine dust.
+
Things that break are reduced to blowing dust rather than debris.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
==== Shield Shockwave ====
You also leave less traces, as what you wreck disappears.
+
Area Shield Stomp.
This can also be used to get rid of animal evidence.
 
  
'''Obliterate:'''
+
As Shield Stomp, but affecting a much larger Area (p. 221).
''Similar to Mangle, but over a large area. This can level a tent camp, disarm a host of troops armed with organic weapons, and similar massive destruction.
+
You can crush or cushion a block of buildings or a skyscraper.
 +
You can cushion massive explosions, even on the scale of a fission bomb.
  
Rather straightforward, this just scales things up.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:54, 13 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

Barrier is the ability to create walls and globes of protection.

Barriers are transparent, which makes the vulnerable to Light. Adding additional Forms to a Barrier can make it opaque.

When used to attack, Barrier takes the form of darts or blades that cut or pierce.

No creatures are associated with the Barrier power.

Barrier Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Ward Watch
Detect Barriers & Powers.
Ward Wattle
Selectively block powers.
Ward Window
Selectively block anything.
Ward Weald
Extradimensional Arena.
Command Sign Signal
Barriers as signs.
Sign Sending
Barrier signalling.
Sign Shun
Barrier repells.
Sign Summon
Barrier attracts.
Consort Magic Mask
Counter detection.
Mien Mask
Hides appearance.
Morph Mask
Change those who pass.
Mews Mask
Change and cage.
Finesse Barrier Buggy
Create a windshield.
Barrier Blade
Fine and Potent attack.
Barrier Bend
Precise block. .
Barrier Brim
Protect a ride.
Hunt Barrier Bloodhound
Track Barriers.
Barrier Brig
Cage a target.
Barrier Banner
Change appearance.
Barrier Bulwark
Cage an area.
Prowl Wall Wrap
Hide with Barriers.
Wall Walk
Move through Barriers.
Wall Warpath
Crew Prowling.
Wall Wisp
Teleport between Barriers.
Skirmish Shelter Shards
Resist physical Harm.
Sharp Shards
Fine and Potent attack.
Shuffle Shards
Gain Scale.
Signal Shards
Group action.
Study Barrier Blueprint
Barrier identification.
Barricade Breakdown
Barrier analysis.
Barricade Backstory
Barrier history.
Barricade Boundary
Area indentification.
Survey Mirror Measure
Sense Barriers.
Mirror Motif
Sense from a Barrier.
Mirror Monitor
Spy from a Barrier.
Mirror Mindscape
Perceive from all Barriers.
Sway Echo Entreaty
Barrier message.
Echo Engage
Barrier translates.
Echo Encourage
Barrier suggestions.
Echo Enchant
Enchant those who pass.
Tinker Barrier Bump
Move Barriers around.
Barrier Breach
Open holes in Barriers.
Barrier Builder
Barrier tools.
Barrier Blitz
Shape Barriers.
Wreck Shield Slam
Crumple a car or house.
Shield Stomp
Crumble a building.
Shield Sigh
Silent Shield Stomp.
Shield Shockwave
Area Shield Stomp.

On Barriers

Barrier powers differ significantly from most other power sets.

The basic effect of the Barrier Form is to create walls. A basic Barrier is strong and impermeable, stopping anything from passing. These walls are then modified by the Actions you use to create them — primarily Attune, Command, Sway, and Tinker but also certain effects of Consort, Hunt, and Prowl.

Actions affect Barriers in one of three distinct ways: they shape the Barrier itself, change what the Barrier does, or make the Barrier selective.

Barriers substitute for extensive preparation, advantageous positioning, or environmental leverage; they do not stack with such advantage that already exist. If the fiction already provides superior protection, creating a Barrier offers no additional benefit.

When you create a Barrier, you must define it from scratch, incorporating all Actions you intend to use. Except for Tinker effects that move or reshape a Barrier, its properties remain fixed for as long as it exists. To change a Barrier’s function, you must dismantle it and create a new one.

Two Barriers cannot occupy the same space. They may touch but remain distinct. Only Tinker can shape Barriers so they connect, and even then their effects do not combine.

Barrier Shape

A Barrier is always either a globe or a circular hourglass shape. The maximum area a Barrier can cover depends on your tier (p 220). You can always make a Barrier smaller — a globe may become a half-sphere, and any wall may have a reduced radius — but you cannot otherwise alter its shape. If a Barrier intersects with solid matter, it extends slightly into the material without damaging either the Barrier or the object. Changing a Barrier’s location or shape requires Tinker Barrier powers.

Barrier Appearance

Barriers are visible unless concealed by another Power. A basic Barrier is transparent with a bluish glow. If you know other Powers, you may use them to determine a Barrier’s appearance. Fire Barriers burn at the edges, Darkness Barriers writhe with shadow, and so on. Any Barrier may also display sigils, text, numbers, or geometric patterns appropriate to your style and playbook.

Resilience and Harm

Violently destroying a Barrier requires a Potent damage Effect greater than the Barrier’s own Outcome. Without Potency, one additional degree of Effect is required.

Barriers can cause Harm through consequences. A creature that suffers consequences while trying to break a Barrier may damage its tools or suffer Harm from the collision. This is usually cutting or bludgeoning damage, but may involve mana burn, radiation, or similar effects depending on how the Barrier is framed. If other Powers shape the Barrier’s appearance, they allow additional consequences. So a barrier appearing as a wall of fire can give Fire-themed Consequences.

Direct Effects

Some Barrier effects do not involve protective walls at all; instead, they apply the principles of the Barrier Form to achieve other results. This mainly applies to attacks and the Finesse, Hunt, Skirmish and Wreck Actions. The rules and restrictions for static Barriers do not apply to such effects.

Back to top

Expanded Barrier Abilities

Attune

Attune can create selective Barriers of great utility.

Attune is usually concerned with interacting with a limited domain of beings or forces; Barrier Attune instead defines abstract rules governing what interactions may occur across a Barrier you create. This allows Barriers that recognize powers or natures, allowing some effects to pass while blocking others. By selecting what to block, you can potentially stop hostile forces while permitting your to affect what's on the other side of the Barrier.

Ward Watch

Detect Barriers & Powers.

This does not create or alter any Barrier. Instead you can sense any kind of Barrier and identify any creature's connection to any Form, which helps you to decide what kind of Barrier to use. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Ward Wattle

Selectively block powers.

Your Barrier is selective about Forms. This lets you make either make the Barrier block only that Form or block every Form except that Form. This includes all effects of that Form, as well as creatures linked to that Form. Creatures of Form that are not affected still see the Barrier, but can otherwise act as if it was not there.

If a Barrier blocks something that is only a minor part of something crossing a Barrier, it has no effect. For example, a Barrier that blocks Air won't block the air inside a creature, container, or vehicle that crosses that Barrier. A barrier that blocks Metal will block a metal weapon or armor, but not metal buttons on a coat.

Alternatively, rather than creating a Barrier, you can do what other Advanced Attune effects do: counter any Power as it is being activated, but you cannot negate a Power that is already in operation. This is often used as a Set Up action to help another character in a situation when the opposition is using Powers. The position is controlled, possibly risky if there are a lot of other dangers around.

  • Limited effect improves position unless the opposing Power is potent.
  • Normal effect always improves position.
  • Great effect improves position makes the incoming effect lose any potency it might have.

Ward Window

Selectively block anything.

You impose a defining metaphysical rule on a Barrier, allowing it to block mundane forces as long as they fall under a single, clearly stated principle.

Examples include males, tigers, swords, bullets, lead, the color red, or similar concrete distinctions. What categories are meaningful depends on the setting and power traditions involved: an astrologer may distinguish by star signs, a sorcerer by bloodlines, a cleric by devotion, and so on — as long as each is a single concept. Like Ward Wattle, you can either stop that which meats your stated principle, or stop everything but that which matches your principle.

Alternatively, you may create a one-way Barrier that allows creatures and effects to pass in only one direction.

Ward Weald

Extradimensional Arena.

Arena uses the principles of the Barrier Form but is not a Barrier for the purposes of interaction, detection, or modification. Instead, you move yourself and selected creatures into an extradimensional arena without bystanders, allowing you to act without risking collateral damage. The arena is either empty or a close reflection of the original location, but only the selected creatures are present.

The Arena (p 221) is usually large enough for an interesting encounter (such as a city block, grove, or field), but too small to be useful for travel. It lasts until all conscious participants agree to end it, to a maximum of 12 hours.

Things function normally while inside the arena, but nothing created or altered there persists outside it. When the effect ends, the arena dissipates without affecting physical reality. Everyone inside the arena is deposited on the corresponding position in physical space.

This ability is used to change the situation, not to win a fight. Its only direct effect is relocating the participants and possibly separating them from allies. The main use is to avoid collateral damage, anything destroyed in the arena is not affected in reality.

  • Limited effect: you and one other creature.
  • Standard effect: you, your crew, and a similar number of outsiders.
  • Great effect: a large group, or a particularly powerful opponent.

All creatures must be within the Area. Bringing visible creatures is Controlled; bringing known creatures or those linked by tokens is Risky; bringing creatures by description alone is Desperate. Primary targets may each select allied creatures in the area to accompany them; those allies may refuse, but cannot bring others.

A common consequence is that the arena is imperfect, with flaws or distortions that differs from physical reality which may work against you.

Back to top

Command

There are no Barrier creatures for you to Command. Instead you can turn Barriers into signposts that transmit messages. At the highest levels, you can mentally call or repel creatures from a Barrier.

Sign Signal

Barriers as signs.

This is basically a mental signpost. Creatures approaching the Barrier hear a message of your choice spoken in their own language. They are not compelled to do anything, but you can use your Command action through this recording.

Sign Sending

Barrier signalling.

You can send a message to a Barrier over any distance. At the receiving Barrier, the message manifests as a visible and audible projection of you, clearly artificial and recognizably supernatural.

If you address a specific creature, they become aware that a Barrier Beam is incoming. If they can establish or activate a Barrier of their own, they may answer, allowing projections to appear at both Barriers so the participants can see and hear one another.

The projection carries sight and sound only. It does not translate languages unless other effects are added, and it cannot interact physically with its surroundings.

In some settings, Barriers are deliberately maintained as points of communication, allowing messages to be exchanged across great distances.

Sign Shun

Barrier repells.

You can make your Barrier mentally repel certain types of creatures. Type is defined by the powers they are related to — people are Mind, animals are Animal, and monsters are whatever power they use. You don't need to know a power to affect creatures of that type.

This is a mental compulsion that is not dependent on physical senses. The command is to stay away from the Barrier and not try to break the Barrier down. You can set the distance they have to stay at, up to a distance dependent on your tier (p 220). The effect requires an open path to the Barrier. Targets have to move away to stay at this distance and cannot directly attack the Barrier. A player character can move closer or try to break the Barrier by using Insight to resist. Exceptional NPCs may be able to do something similar.

Sign Summon

Barrier attracts.

As Mental Wall, but it attracts instead of repels, making creatures move towards your Barrier and stay there. The rules are the same as Mental Wall, but the effect is more absolute; instead of dispersing targets you concentrate them at one spot, clearing the area more effectively and making them vulnerable. Using Mundane Ward you can make the Barrier such that they can enter but not leave, trapping them physically as well as mentally.

Back to top

Consort

Use Barriers to change your appearance, and later create Barriers that change those who pass through. These Barriers are not solid and offer no protection.

Magic Mask

Counter detection.

You cloak yourself in an invisible, intangible Barrier that interferes with powers used to detect, analyze, or identify you. Powers such as Attune, Survey, or similar effects return misleading, incomplete, or overly generic information about you.

This reduces the Effect of scry, detect, and analysis abilities by two steps. Great effect is reduced to Limited; Standard and Limited effect produce no useful information. If a detection power is used while directly observing you, it registers you as a common person and any details appear mundane and unremarkable.

This effect only interferes with supernatural or power-based detection. Mundane observation is unaffected.

You can apply this to your crew as an Advanced effect.

Mien Mask

Hides appearance.

You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add body parts. This is obviously a Barrier, but can be covered with clothing, concealment, or further powers. If you cover your face, you can also change your voice. If you cover most of your body, you can prevent any scent from getting through.

Morph Mask

Change those who pass.

A Barrier set up for this purpose is flat and lets anything through unless altered by other actions.

Anyone who moves through the Barrier changes into a form you decide when you make the Barrier. This is a true physical transmutation. Creatures feel this transformation coming on, and can back off to avoid the effect. Transformed creatures become themselves molded into this new form, they remain recognizable.

The form you transform creatures into is that given by Body Mask, but if you know others powers besides Barriers, you can transform them into creatures governed by any power you know. This is how the true power of Give Mask is realized.

The transformation lasts as long as the Barrier, or until they move through the Barrier in the opposite direction.

Mews Mask

Change and cage.

This is a normal solid Barrier globe, that transforms anyone inside the bubble when it forms as Give Mask. Unless you change the Barrier, they are also captured within. You can also change the environment inside the globe to match the power used, creating aviaries, aquariums, and other environments suited to your captives' new form. In addition to the duration of Give Mask, this transformation lasts at least until the end of the score.

Back to top

Finesse

Barrier Buggy

Create a windshield.

Creates a Barrier that protects from travel hazards. You can make this a personal shield, but more commonly it is used to protect a mount or vehicle. Barrier Buggy has no other effect than protecting from wind, dust, and spray; this allows it to be four times larger than normal, to cover a large vehicle. It can be an airtight Barrier for travel underwater, in space, and other hostile environments. It controls the environment inside the shield, making it comfortable as long as the outside is not extreme enough to inflict direct Harm.

Barrier Blade

Fine and Potent attack.

Wield a rapier or smallsword from Barriers. This weapon is Fine and Potent.

Barrier Bend

Precise block.

You create a momentary Barrier that blocks the movement or impact of something specific for a very short time. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Barrier Brim

Protect a ride.

Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection. These Barriers move with your rides and protect like static barriers, but do not inconvenience travel.

Back to top

Hunt

Barrier Bloodhound

Track Barriers.

A Barrier leaves a trail that you can follow using Barrier Bloodhound. This is situationally useful depending on how common Barriers are in the setting. Consequences usually involve losing the trail, but depending on circumstances may lead you into hazards, traps, or ambushes.

Barrier Brig

Cage a target.

Create a Barrier that cages a creature or object of up to human size, imprisoning it and protecting it from all damage, including yours. This is mainly used to neutralize a foe, but can also be used to protect allies or valuable objects. This works like a normal ranged attack, except the outcome is imprisonment rather than harm. Consequences are those of a fight.

Limited effect cages the target for a few minutes. Standard effect removes the target for the rest of the score. Great effect lasts longer and protects those caught from lack of air and water.

Additional outcome can be used to capture larger creatures, with each extra level of effect doubling the maximum length of creature that can be contained.

Barrier Banner

Change appearance.

You change the appearance of a Barrier. You can make it invisible or create more complex images and patterns than normal. You can also use a Barrier as a screen to display a scene, which may function as a convincing illusion when viewed head-on.

Barrier Bulwark

Cage an area.

As Barrier Brig, except the cage is larger, up to an Area (p. 221) and can capture multiple creatures at once. This may include allies if used in a mixed melee.

“None of you seem to understand. I’m not locked in here with you. You’re locked in here with me!”

— Rorschach from Watchmen by Alan Moore
Back to top

Prowl

Barrier is not the most versatile Prowl ability; it mainly gives you the ability to pass Barriers. Situational, but useful when it happens.

Wall Wrap

Hide with Barriers.

Suppresses the light of your Barriers, allowing you to sneak even when you have Barrier effects on you. This does not otherwise improve your stealth.

Wall Walk

Move through Barriers.

Barriers are normally slick or indistinct, offering poor support for climbing. They are possible to climb, but progress is slow and precarious. You can climb Barriers as if they were regular walls, and you can even wriggle through Barriers. This is a slow process and not useful in combat unless someone is buying time for you.

Play this as regular climbing and contortions maneuvers; squeezing through a Barrier is comparable to squeezing through a tight window.

Wall Warpath

Crew Prowling.

All your allies can move as you do using these abilities. They use their own Prowl.

Wall Wisp

Teleport between Barriers.

These must be globular Barriers; they can be ones you create specifically for this purpose. This takes you to places you are familiar with. Both position and effect are worse if you do not know where you are going, making this ideal for escapes but unreliable for intrusion into unfamiliar territory.

Back to top

Skirmish

Shelter Shards

Resist physical Harm.

Absorb Harm from physical melee weapons, firearms, and projectiles. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Sharp Shards

Fine and Potent attack.

Barrier attacks take the form of darts or blades that cut or pierce.

Shuffle Shards

Gain Scale.

You create a maze of Barriers to fight and confuse opponents, giving you Scale (p. 221) even when alone.

Signal Shards

Group Action.

This allows you and allies to initiate a Group Action when shielding from or redirecting effects or driving any vehicle. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

Back to top

Study

Barrier Blueprint

Barrier identification.

You identify the grade of a Barrier (basic, advanced, master, apex) and which Actions have been used on it.

Barricade Breakdown

Barrier analysis.

Learn the exact Power effects of a Barrier, and when and by whom it was created.

Barricade Backstory

Barrier history.

You can read the past events near a Barrier. This allows you to see the creator as they create the Barrier and important events in the history of the Barrier and its surroundings. The power zooms in on events of interest to you.

Barricade Boundary

Area indentification.

Provides a detailed view of events involving Barriers within an Area (p. 221), pinpointing locations of interest such as bases and power nodes. You can then use Barricade Backstory to learn the history of up to three such locations.

Back to top

Survey

Perceive and locate Barriers.

The outcome you need depends on the target's concealment. Limited outcome finds those hiding behind cover and in far places you can only barely see. Standard outcome can look behind walls and into hard cover. Great outcome can look into far-away places and spots you had no idea existed.

Mirror Measure

Sense Barriers.

Sense Barriers and understand their general nature. This is a basic spotting power, selectively sensing Barriers. You can exclude Barriers you already know of.

Mirror Motif

Sense from a Barrier.

Choose a Barrier that you know of; perceive as if you were at that spot. You still sense things at your actual location, but only dimly.

Mirror Monitor

Spy from a Barrier.

Similar to Mirror Motif, but allows you to focus on a specific creature or position. Your perception is automatically directed to the best vantage point provided by a suitable Barrier that is plausibly close to the target. This can be a Barrier the target is using or has created. Fails if no suitable Barrier is available.

Mirror Mindscape

Perceive from all Barriers.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image seen from all Barriers within Range (p. 221), revealing numerous details simultaneously. It is difficult for targets to hide unless they know to conceal themselves from Barriers. This is situational; in some settings Barriers may be rare.

Back to top

Sway

Barriers have no associated type of creatures to sway. Instead, you imbue your Barriers with messages or suggestions.

Echo Entreaty

Barrier message.

You can impart a simple visual message into a Barrier, visible to those viewing the Barrier. This can be a short repetitive and obviously artificial animation to show more complex messages.

Echo Engage

Barrier translates.

You can create a Barrier that translates what is said from one side to the other. This will translate any language, even those you do not know.

Echo Encourage

Barrier suggestions.

You can imbue a Barrier with the ability to insinuate an action in the mind of a creature within reach of the Barrier. The suggested action must be obvious and fairly direct. "Attack the next human you see" works; "seek out and attack the king" is too complex.

Echo Enchant

Enchant those who pass.

Change the personality and motivations of creatures that move through a Barrier. This power is permanent but blatant. The Barrier vibrates with power, and those approaching it sense the personality it confers. You can choose to make the Barrier allow anything to cross it.

It changes all who pass through the Barrier according to a pattern you decide when creating it. This change operates on a deep level, altering priorities and loyalties. Targets remember their past, but consider it unimportant compared to their new motivations.

The barrier only works once, then you have to make a new one. Any other functions the barrier has continues to work. If you are present, you can decide when the Barrier is to inculcate when someone passes.

There are limits to this power, especially for creatures strongly linked to a Form. You cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.

Back to top

Tinker

You can modify the shape of Barriers. The effect normally lasts through the immediate situation.

  • Altering a Barrier you made yourself requires only Limited Outcome.
  • Altering a Barrier made by an ally, or one you have permission to use, requires Standard Outcome.
  • Altering another creature’s Barrier requires Great Outcome.
  • Making a Barrier last for an entire score requires higher Outcome.

Barrier Bump

Move Barriers around.

You can move a Barrier, but not into other things. A moving Barrier cannot seal a passage completely; there must always be at least a tiny gap between the Barrier and surrounding objects. To move a Barrier, you must keep it clear of everything else, meaning that in tight spaces it can only move at a crawl. In open areas, you can move the Barrier much faster, up to running speed in air or walking speed in water.

Barrier Breach

Open holes in Barriers.

You modify an existing Barrier, or one you are creating, to create circular holes in it. These can be large enough to move through or small enough to allow weapons to fire out, turning the Barrier into a fortification.

Barrier Builder

Barrier tools.

You can shape Barriers with enough precision to create devices. This includes weapons, tools, and machines with moving parts. They can flex to form bows or clocks. Objects made from Barriers are extremely durable and imbued with energy, making them Fine and Potent.

Barrier Blitz

Shape Barriers.

You modify a Barrier to change its shape. This allows you to create Barriers that are not circles or globes. You can also move the Barrier, and this precise control of shape allows movement at walking speed even in constricted spaces, or at vehicle speed in open air or water. You can either concentrate to move the Barrier or fix it to a living creature and the barrier will move along with them.

This also allows you to use long-term projects to create permanent Barriers. For each effect you want to incorporate into a permanent Barrier, complete a long-term project with a number of ticks based on the power level involved: Basic: 2, Advanced: 4, Master: 8, Apex: 16. You can continue to improve an existing permanent Barrier, which may include key-codes or other controls required to manipulate it.

Back to top

Wreck

Barriers wreck by creating rams of force to push things over. The area of impact is large; this is not a good power for piercing armor. Things that resist strongly but are brittle are easy to demolish. Things that flex or can move are hard to damage and are more likely to be bent or pushed aside.

Limited effect can crack brick walls or thin construction and move low-density objects such as boxes and cars. Standard effect can crack wooden walls, raze precast concrete, and push solid objects like stone blocks and armored vehicles. Great effect can crack stone walls and push even heavy, solid things like blocks of concrete or metal. Bedrock, heavy steel, or concrete cast in place are too strong for Barrier to affect.

Perhaps the greatest effect of this power is that Wreck Barriers can be used defensively against the same kinds of forces they can demolish. Falling rocks, collapsing buildings, or vehicles skidding out of control can all be pushed aside, protecting both the moving object and whatever it was about to collide with.

Shield Slam

Crumple a car or house.

You can affect objects up to the scale of flipping or cushioning a car, or overturning or cushioning a small building. In combat, you can strike with the force of a sledgehammer. This is slow, noisy, and imprecise, but the applied movement is broad and forceful rather than sharp.

Shield Stomp

Crumble a building.

You can smash or cushion forces that would affect something up to the size of a building, bus, or yacht. You can encapsulate explosions, greatly reducing the effect of bombs and explosives. In combat, this strikes like a fine, potent sledgehammer. Barrier attacks take the form of massive blades or slabs that cut or smash.

Shield Sigh

Silent Shield Stomp.

As Shield Stomp, but the effect is gentler and mostly silent. Things that break are reduced to blowing dust rather than debris.

Shield Shockwave

Area Shield Stomp.

As Shield Stomp, but affecting a much larger Area (p. 221). You can crush or cushion a block of buildings or a skyscraper. You can cushion massive explosions, even on the scale of a fission bomb.

Back to top