Difference between revisions of "Barrier Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}Barrier is the ability to create walls and globes of protection.  
{{FiD-Powers}}
 
Barrier is the ability to create walls and globes of protection.  
 
  
[[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]] because they are transparent.  
+
[[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.
  
When used to attack, barrier takes the form of darts or blades that cut or pierce.
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When used to attack, Barrier takes the form of darts or blades that cut or pierce.
  
No creatures are associated with the barrier power.
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No creatures are associated with the Barrier power.
  
== Barrier Power Effects Table ==
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== Barrier Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|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> Feel the presence of barriers. Identify what power a creature is linked to.
+
|valign="top"| '''[[#Ward Watch|Ward Watch]]'''   <br> Detect Barriers & Powers.
|valign="top"| '''Ward'''     <br> Your barrier is selective about powers. Counter powers as they are used.
+
|valign="top"| '''[[#Ward Wattle|Ward Wattle]]''' <br> Selectively block powers.
|valign="top"| '''Sanctuary''' <br> Your barrier is selective about powers mundane things.
+
|valign="top"| '''[[#Ward Window|Ward Window]]''' <br> Selectively block anything.
|valign="top"| '''Arena'''     <br> Create a large extradimensional barrier covering an entire scene.  
+
|valign="top"| '''[[#Ward Weald|Ward Weald]]'''   <br> Extradimensional Arena.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Message Ward'''     <br> Barriers as signs or impart a message.  
+
|valign="top"| '''[[#Sign Signal|Sign Signal]]''' <br> Barriers as signs.
|valign="top"| '''Barrier Broadcast''' <br> Send messages to faraway barriers.  
+
|valign="top"| '''[[#Sign Sending|Sign Sending]]''' <br> Barrier signalling.
|valign="top"| '''Mental Wall'''       <br> Carrier commands creatures stay away.  
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|valign="top"| '''[[#Sign Shun|Sign Shun]]'''   <br> Barrier repells.
|valign="top"| '''Mental Well'''       <br> Barrier commands creatures to close.
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|valign="top"| '''[[#Sign Summon|Sign Summon]]''' <br> Barrier attracts.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Magic Mask'''     <br> Create clothes and accessories from barriers.  
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|valign="top"| '''[[#Magic Mask|Magic Mask]]''' <br> Counter detection.
|valign="top"| '''Body Mask'''       <br> Barrier hides your appearance, changes your sounds and scents.  
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|valign="top"| '''[[#Mien Mask|Mien Mask]]''' <br> Hides appearance.
|valign="top"| '''Give Mask'''       <br> Barriers can change those who pass through them.  
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|valign="top"| '''[[#Morph Mask|Morph Mask]]''' <br> Change those who pass.
|valign="top"| '''Conversion Cage''' <br> Change creatures inside a barrier you create.
+
|valign="top"| '''[[#Mews Mask|Mews Mask]]''' <br> Change and cage.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Barrier Buggy''' <br> Create a windshield.
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|valign="top"| '''[[#Barrier Buggy|Barrier Buggy]]''' <br> Create a windshield.
|valign="top"| '''Barrier Blade''' <br> Fine and potent close-range attack.
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|valign="top"| '''[[#Barrier Blade|Barrier Blade]]''' <br> Fine and Potent attack.
|valign="top"| '''Barrier Boss''' <br> Control existing barriers.
+
|valign="top"| '''[[#Barrier Bend|Barrier Bend]]'''   <br> Precise block. .
|valign="top"| '''Barrier Bout''' <br> Cage yourself and select opponents.
+
|valign="top"| '''[[#Barrier Brim|Barrier Brim]]'''   <br> Protect a ride.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Barrier Bloodhound''' <br> Track Barrier powers.  
+
|valign="top"| '''[[#Barrier Bloodhound|Barrier Bloodhound]]''' <br> Track Barriers.
|valign="top"| '''Barrier Brig'''      <br> Trap a target in a Barrier.
+
|valign="top"| '''[[#Barrier Brig|Barrier Brig]]'''      <br> Cage a target.
|valign="top"| '''Barrier Banner'''    <br> Control barrier appearance.
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|valign="top"| '''[[#Barrier Banner|Barrier Banner]]'''    <br> Change appearance.
|valign="top"| '''Barrier Bulwark'''    <br> Trap everyone in a small area.
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|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> Barrier prowling.
+
|valign="top"| '''[[#Wall Wrap|Wall Wrap]]'''   <br> Hide with Barriers.
|valign="top"| '''Walk Barrier''' <br> You can move on and through Barriers.  
+
|valign="top"| '''[[#Wall Walk|Wall Walk]]'''   <br> Move through Barriers.
|valign="top"| '''Barrier Team''' <br> Dark Barrier and Walk Barrier for your crew.
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|valign="top"| '''[[#Wall Warpath|Wall Warpath]]''' <br> Crew Prowling.
|valign="top"| '''Bubble Burst''' <br> Teleport your crew from inside one barrier into another.
+
|valign="top"| '''[[#Wall Wisp|Wall Wisp]]'''   <br> Teleport between Barriers.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Barrier Block'''     <br> Block physical harm.  
+
|valign="top"| '''[[#Shelter Shards|Shelter Shards]]''' <br> Resist physical Harm.
|valign="top"| '''Fine Barrier Blade''' <br> Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''[[#Sharp Shards|Sharp Shards]]'''   <br> Fine and Potent attack.
|valign="top"| '''Maze'''               <br> Barrier negate scale.
+
|valign="top"| '''[[#Shuffle Shards|Shuffle Shards]]''' <br> Gain Scale.
|valign="top"| '''Barrier Shards'''     <br> Attack all enemies in the area.
+
|valign="top"| '''[[#Signal Shards|Signal Shards]]''' <br> Group action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Barrier Blueprint'''  <br> Identify and basic analysis of a Barrier.  
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|valign="top"| '''[[#Barrier Blueprint|Barrier Blueprint]]'''  <br> Barrier identification.
|valign="top"| '''Barricade Breakdown''' <br> Full analysis of any Barrier.
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|valign="top"| '''[[#Barricade Breakdown|Barricade Breakdown]]''' <br> Barrier analysis.
|valign="top"| '''Barricade Backstory''' <br> Read the past events near a Barrier.  
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|valign="top"| '''[[#Barricade Backstory|Barricade Backstory]]''' <br> Barrier history.
|valign="top"| '''Enclosure Echoes'''   <br> Barricade Breakdown a large area, Barricade Backstory some 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> Sense barriers and understand their general nature.
+
|valign="top"| '''[[#Mirror Measure|Mirror Measure]]'''  <br> Sense Barriers.
|valign="top"| '''Barrier Eye'''       <br> Sense from a barrier.  
+
|valign="top"| '''[[#Mirror Motif|Mirror Motif]]'''     <br> Sense from a Barrier.
|valign="top"| '''Barrier Scry'''     <br> Choose a location or creature,  gain a sensor at the nearest barrier.
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|valign="top"| '''[[#Mirror Monitor|Mirror Monitor]]'''   <br> Spy from a Barrier.
|valign="top"| '''Barrier Broadcast''' <br> Perceive from all power barriers at once over a wide area.
+
|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> Signs carry simple message across language barrier
+
|valign="top"| '''[[#Echo Entreaty|Echo Entreaty]]'''  <br> Barrier message.
|valign="top"| '''Echo Wall''' <br> Barrier translates from one side to the other.  
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|valign="top"| '''[[#Echo Engage|Echo Engage]]'''   <br> Barrier translates.
|valign="top"| '''Insinuate''' <br> Barrier implants suggestions.  
+
|valign="top"| '''[[#Echo Encourage|Echo Encourage]]''' <br> Barrier suggestions.
|valign="top"| '''Instill'''  <br> Change personality and motivations of creatures that move through a barrier.  
+
|valign="top"| '''[[#Echo Enchant|Echo Enchant]]'''  <br> Enchant those who pass.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Barrier Bump'''   <br> Move barriers around.
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|valign="top"| '''[[#Barrier Bump|Barrier Bump]]'''   <br> Move Barriers around.
|valign="top"| '''Barrier Breach''' <br> Open holes in barriers.  
+
|valign="top"| '''[[#Barrier Breach|Barrier Breach]]''' <br> Open holes in Barriers.
|valign="top"| '''Barrier Blitz''' <br> Shape Barriers.
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|valign="top"| '''[[#Barrier Builder|Barrier Builder]]''' <br> Barrier tools.
|valign="top"| '''Barrier Blade''' <br> Barriers as Tools.
+
|valign="top"| '''[[#Barrier Blitz|Barrier Blitz]]'''   <br> Shape Barriers.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Shield Slam'''      <br> Crush or cushion a car or house.
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|valign="top"| '''[[#Shield Slam|Shield Slam]]'''      <br> Crumple a car or house.
|valign="top"| '''Shield Stomp'''    <br> Crush or cushion an explosion, truck, or building.
+
|valign="top"| '''[[#Shield Stomp|Shield Stomp]]'''    <br> Crumble a building.
|valign="top"| '''Shield Sigh'''      <br> A silent Shield Stomp.
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|valign="top"| '''[[#Shield Sigh|Shield Sigh]]'''      <br> Silent Shield Stomp.
|valign="top"| '''Shield Shockwave''' <br> Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.
+
|valign="top"| '''[[#Shield Shockwave|Shield Shockwave]]''' <br> Area Shield Stomp.
 
|}
 
|}
  
== Expanded Barrier Powers ==
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== On Barriers ==
Barrier powers differ a lot from a typical power set.
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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.
  
The basic effect of Barrier is to create walls.  
+
=== Barrier Shape ===
The basic wall is strong and impermeable, stopping anything from passing.  
+
A Barrier is always either a globe or a circular hourglass shape.
These walls are then modified by the actions you use to create them.
+
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.
  
The basic shape of a barrier is always round, either a ball or a round slightly concave surface.
+
=== Barrier Appearance ===
The size and strength of a barrier depends on the highest tier of effect you use in it.  
+
Barriers are visible unless concealed by another Power.
* A basic barrier is a sphere 1 meter in radius or a circular wall 4 meters in radius. It can be broken with a standard effect from a weapon or wrecking tool.
+
A basic Barrier is transparent with a bluish glow.
* An advanced barrier is a sphere 2 meters in radius or a circular wall 8 meters in radius. It can be broken by great effect from a weapon or tool.
+
If you know other Powers, you may use them to determine a Barrier’s appearance.
* A master barrier is a sphere 3 meters in radius or a flat circle 12 meters in radius. It can be broken by standard effect from a potent weapon or tool.
+
Fire Barriers burn at the edges, Darkness Barriers writhe with shadow, and so on.
* An apex barrier is a sphere 6 meters in radius or a flat circle with a 24 meter radius. It can be broken by great effect from a potent weapon or tool.
+
Any Barrier may also display sigils, text, numbers, or geometric patterns appropriate to your style and playbook.
As you advance in tier the maximum size of your barriers increase, add your tier to the maximum radius of a flat barrier or half of that to a sphere.
 
You can always make a barrier smaller, so a globe can be turned into a half-sphere and a sphere or wall can have a smaller radius. You cannot otherwise play around with the shape of your barrier without using Tinker, see below.
 
It does not matter if your barrier intersects other things; such a barrier will extend slightly into the material, damaging neither the barrier nor the material. However this does make the barrier immobile, see Tinker below.
 
  
Barriers are visible unless you use Hunt: Barrier Banner or other means to conceal them.
+
=== Resilience and Harm ===
The basic barrier is transparent with a blueish glow.
+
Violently destroying a Barrier requires a Potent damage Effect greater than the Barrier’s own Outcome.
If you know powers other than Barrier, you can use those powers to set the look of your barrier.
+
Without Potency, one additional degree of Effect is required.
Fire powers create glowing barriers edged in fire, Darkness barriers are sinister and shadowy, and so on.
 
In addition any barrier may have sigils, text, series of numbers, geometrical patterns (hexagons are popular), or other details fitting your style and power playbook.
 
  
A creatures that suffers consequences from trying to break down a barrier might harm the tools they are using or even take damage from the collision.  
+
Barriers can cause Harm through consequences.
If you used other powers to give flavor to your barrier, this colors the possible consequences, a fiery barrier can burn, an electric barrier can electrocute, and so on.
+
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.
  
The position of barrier powers depend on what is happening around you.
+
=== Direct Effects ===
In your base or a quiet back alley the situation is usually controlled.
+
Some Barrier effects do not involve protective walls at all; instead, they apply the principles of the Barrier Form to achieve other results.
In most street scenes the position is risky.
+
This mainly applies to attacks and the Finesse, Hunt, Skirmish and Wreck Actions.
In a melee or with a timer to death, the position is desperate.
+
The rules and restrictions for static Barriers do not apply to such effects.
Wreck Barrier can be used to improve the position of many types of actions, see below.
+
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
== Expanded Barrier Abilities ==
  
 
=== Attune ===
 
=== Attune ===
Barrier powers are not linked to any kind of supernatural creature or plane.  
+
Attune can create selective Barriers of great utility.
Instead, you learn how to create barriers that specifically protect against creatures with powers and later against mundane creatures.  
+
 
 +
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 [[Powers_(FiD)#Forms|Form]], which helps you to decide what kind of Barrier to use.  
 +
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Perceive'''
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==== Ward Wattle ====
Feel the presence of barriers. Identify what power a creature is linked to.
+
Selectively block powers.
  
This can also identify any creature's connection to powers, which helps you to decide what kind of barrier to use against it.  
+
Your Barrier is selective about [[Powers_(FiD)#Forms|Forms]].
 +
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]].
 +
This includes all effects of that [[Powers_(FiD)#Forms|Form]], as well as creatures linked to that [[Powers_(FiD)#Forms|Form]].
 +
Creatures of [[Powers_(FiD)#Forms|Form]] that are not affected still see the Barrier, but can otherwise act as if it was not there.
  
Scanning a specific creature you can see only requires a limited effect.
+
If a Barrier blocks something that is only a minor part of something crossing a Barrier, it has no effect.  
Scanning an area you can see, even maintaining a scan as you move around to inspect several areas, requires standard 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.
Scanning an area you cannot see requires great effect.
 
  
The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
+
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.
A risky consequence could make your scrying noticeable to onlookers or give you faulty information.
+
This is often used as a Set Up action to help another character in a situation when the opposition is using [[Powers_(FiD)|Powers]].  
A desperate consequence could allow targets enough information to set up an ambush, or misidentify who the target is possibly leading you to attack the wrong creature.
+
The position is controlled, possibly risky if there are a lot of other dangers around.
 +
* Limited effect improves position unless the opposing [[Powers_(FiD)|Power]] is potent.
 +
* Normal effect always improves position.
 +
* Great effect improves position makes the incoming effect lose any potency it might have.  
  
'''Ward'''
+
==== Ward Window ==== 
Your barrier is selective about powers. Counter powers as they are used
+
Selectively block anything.
  
You can make a barrier that only hinders Fire creatures and powers, or a barrier that hinders all but Mind and Air creatures and powers.
+
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'''.
People are governed by the Mind power and most other mundane creatures by the Animal power.
 
You don't need to know a power to select it this way.
 
This increases the utility of the barrier as it can potentially be made to block enemies and not allies.
 
At this level, you cannot selectively bar creatures or effects that lack powers.  
 
  
You can make a barrier that is special against a power; you can either make the barrier block '''only''' that power or block '''everything except''' that power.  
+
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.
This includes all effects of that power, as well as creatures linked to that power.
+
Like Ward Wattle, you can either stop that which meats your stated principle, or stop everything '''but''' that which matches your principle.
Powers 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 only blocks Air won't block the air inside a creature, container, or vehicle that crosses the barrier.
 
  
You can counter any power as it is being activated, but you cannot negate a power that is already in operation. 
+
Alternatively, you may create a one-way Barrier that allows creatures and effects to pass in only one direction.
This is usually used as a setup 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 creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.  
 
  
'''Sanctuary'''
+
==== Ward Weald ====
Your barrier is selective about powers mundane things.
+
Extradimensional Arena.
  
This is the same as Barrier, above, except it is not restricted to just powers.
+
Arena uses the principles of the Barrier Form but is not a Barrier for the purposes of interaction, detection, or modification.
You can select anything as long as it is reasonably objective.
+
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.
Examples include blocking males, tigers, swords, bullets, lead, the color red, and so on.
 
Different settings and power books may allow differents set of things to block.
 
You can also make a one-way barrier, that allows travel in only one direction.
 
If the type of something is in doubt this usually works against you.
 
  
'''Arena'''
+
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.
Create a large extradimensional barrier covering an entire scene.
 
  
This essentially creates an arena without bystanders where you can interact with others without risking collateral damage. It moves you and selected creatures into an extradimensional space that is identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there.
+
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.
Creatures you select as the primary targets can in turn make Attune tests to select other allied creatures in the area and bring them along as well, but such secondary targets have the option to refuse to come and can't invite more creatures.
 
  
The area is rather large, a city block or terrain feature like a grove, field, or lake.
+
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.  
Large enough to hold an interesting encounter, small enough that its not very useful for travel.
+
The main use is to avoid collateral damage, anything destroyed in the arena is not affected in reality.
It lasts until all conscious creatures in the area agree to end the effect, or for a maximum of one day.
 
  
Anything picked up while in this extradimensional space works normally as long as they remain there, but disappears when creatures try to bring them out of the extradimensional space. This means that any doors, barriers, traps, fortifications, and similar features of the area are still present. Any changes in the extradimensional space do not carry over to physical reality when Arena ends.
+
* 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.
  
Using this ability is pretty easy, if costly in stress. It is used to set up a situation to avoid collateral damage rather than to win a confrontation, so the only effect on targets is to bring them along and possibly to separate them from their allies.
+
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.
  
Bringing people along that you can see is a controlled situation, bringing people you know well or if you have a body part or recently used item is a risky situation, and bringing creatures based on a description is a desperate position. Your primary targets that use Attune to bring allies along can only use the controlled option.
+
A common consequence is that the arena is imperfect, with flaws or distortions that differs from physical reality which may work against you.
A common consequence for you is that there might be faults in the extradimensional space where it differs from physical reality, usually to your opponent's advantage.
 
The usual consequence for others bringing allies along is that they cannot try again.
 
  
A limited effect brings you and one other person. A standard effect brings you and a small group of allies (usually your crew) and a similar group of outsiders. Great effect can bring a large group of both allies and enemies, and might sometimes be required to bring a particularly tough opponent, such as a legendary creature.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
 
There are no Barrier creatures for you to Command.
 
There are no Barrier creatures for you to Command.
Instead you can turn barriers into signposts that transmit or even translate messages.
+
Instead you can turn Barriers into signposts that transmit messages.
At the highest levels, you can mentally call or repel creatures from a barrier.  
+
At the highest levels, you can mentally call or repel creatures from a Barrier.  
  
'''Message Ward'''
+
==== Sign Signal ====
Barriers as signs or impart a message.
+
Barriers as signs.
  
 
This is basically a mental signpost.
 
This is basically a mental signpost.
Creatures approaching the barrier hear your message as if it was spoken in their native language.
+
Creatures approaching the Barrier hear a message of your choice spoken in their own language.
They are not compelled to do anything.
+
They are not compelled to do anything, but you can use your Command action through this recording.
  
'''Barrier Broadcast'''
+
==== Sign Sending ====
Send messages to faraway barriers.
+
Barrier signalling.
  
You can have a message delivered to a barrier over any distance.
+
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 send to a creature, they will realize a Barrier Broadcast is coming and if they can activate a barrier they can receive it.
 
The barrier makes the speakers appear to each other and hear each other speak.
 
It does not translate unless other effects are added.
 
  
Machines that create a barrier specifically to receive Barrier Broadcasts are common in some settings.
+
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.
  
'''Mental Wall'''
+
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.
Carrier commands creatures stay away.
 
  
You can make your barrier to repel certain types of creatures. Type is defined by the powers they are related to, so people are Mind, animals are Animal, and monsters are whatever power they use.
+
In some settings, Barriers are deliberately maintained as points of communication, allowing messages to be exchanged across great distances.
You don't need to know a power to affect creatures of that type, but if you do you increase your effect.
 
  
This is a mental compulsion that is not dependent on language or even sound.  
+
==== Sign Shun ====
The command is to stay away from the barrier and not try to break the barrier down.  
+
Barrier repells.
You can set the distance they have to stay at, from a few meters to out of sight.
+
 
Targets have to move away to stay at this distance and cannot directly attack the barrier.
+
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.
A player character can move closer or try to break the barrier by pushing.
+
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.
 
Exceptional NPCs may be able to do something similar.
  
'''Mental Well'''
+
==== Sign Summon ====
Barrier commands creatures to close.
+
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 [[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.
  
This is the same as Mental Wall, but it attracts instead of repels, making creatures move towards your barrier and stay there.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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, making them vulnerable to area attacks, and potentially trapping them physically.
 
Using Attune Barrier: Sanctuary you can make the barrier such that they can enter but not leave, trapping them physically as well as mentally.
 
  
 
=== Consort ===
 
=== Consort ===
Use barriers to change your appearance, and later create barriers that change those who pass through.
+
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.
  
'''Magic Mask'''
+
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.
Create clothes and accessories from barriers.
 
  
You do not physically change yourself, you change your accessorize and outfit.
+
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.
This can just be glowing accessories or hide your appearance entirely, but always maintains your basic shape and is obviously extraordinary.
+
If a detection power is used while directly observing you, it registers you as a common person and any details appear mundane and unremarkable.
These barriers offer no protection.
 
  
'''Body Mask'''
+
This effect only interferes with supernatural or power-based detection. Mundane observation is unaffected.
Barrier hides your appearance, changes your sounds and scents.
 
  
You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add or remove body parts.  
+
You can apply this to your crew as an Advanced effect.
This is obviously a barrier, but can be covered with clothing, concealment, or further powers.
+
 
 +
==== 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 your face, you can also change your voice.
 
If you cover most of your body, you can prevent any scent from getting through.
 
If you cover most of your body, you can prevent any scent from getting through.
Still offers no protection.
 
  
'''Give Mask'''
+
==== Morph Mask ====
Barriers can change those who pass through them.
+
Change those who pass.
  
A barrier set up for this purpose is flat and lets anything through unless altered by other actions.
+
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.
+
Anyone who moves through the Barrier changes into a form you decide when you make the Barrier.
 
This is a true physical transmutation.  
 
This is a true physical transmutation.  
Creatures feel this transformation coming on, and can avoid moving through.
+
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.
 
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 use of this ability is realized.
+
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.
  
Give Mask can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
+
The transformation lasts as long as the Barrier, or until they move through the Barrier in the opposite direction.
  
Limited effect allows transformations to creatures that are mundane and similar in rough size and ability to the original.
+
==== Mews Mask ====
Standard effect allows a change in size and forms, and give some simple powers related to the prowl action.
+
Change and cage.
With great effect transformed creatures can use the basic and advanced powers of they power that relates to their form. Using Air to turn them into a bird allows them to fly, turning them into a fire elemental allows them to use the Tinker powers of flame, and so on.
 
  
The transformation lasts as long as the barrier, or until they move through the barrier in the opposite direction.
+
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.
  
'''Conversion Cage'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Change creatures inside a barrier you create.
 
 
 
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.
 
  
 
=== Finesse ===
 
=== Finesse ===
'''Barrier Buggy'''
+
==== Barrier Buggy ====
 
Create a windshield.
 
Create a windshield.
  
Creates a barrier that protects from travel hazards.
+
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.  
 
You can make this a personal shield, but more commonly it is used to protect a mount or vehicle.  
If the barrier has no other effect, it can be much larger than normal, to cover even a large 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.  
The barrier protects from wind, dust, and spray.
+
It can be an airtight Barrier for travel underwater, in space, and other hostile environments.
It can create 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.
It controls the environment inside the shield, making it comfortable and long as the outside is not too extreme.
 
  
'''Barrier Blade'''
+
==== Barrier Blade ====
Fine and potent close-range attack.
+
Fine and Potent attack.
  
Create a rapier or smallsword from barriers. This weapon is fine and potent. Barrier attacks take the form of darts or blades that cut or pierce.
+
Wield a rapier or smallsword from Barriers. This weapon is Fine and Potent.
  
'''Barrier Boss'''
+
==== Barrier Bend ====
Control existing barriers.
+
Precise block.
  
You can control barriers.
+
You create a momentary Barrier that blocks the movement or impact of something specific for a very short time. {{ Include Finesse Master }}
This allows you to move barriers, open them or turn their effects off for a short while.
 
This creates all kinds of tactical opportunities, but is also useful to carry great weights or prisoners inside a barrier.
 
  
Controlling a barrier you made yourself needs only Limited effect.
+
==== Barrier Brim ====
Controlling a barrier made by an ally or that the owner gave you permission to use requires standard effect.
+
Protect a ride.
Controlling another's barrier requires great effect.  
 
  
'''Barrier Bout'''
+
Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection.
Cage yourself and select opponents.
+
These Barriers move with your rides and protect like static barriers, but do not inconvenience travel.
  
Create a barrier around yourself and a single melee opponent, creating a small ring, usually for a duel but possibly for other reasons.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Since the bubble is normally transparent, this creates a kind of stage.
 
Negates any scale advantage.
 
You also gain a Barrier Blade and can fight as a part of using this power.
 
  
 
=== Hunt ===
 
=== Hunt ===
'''Barrier Bloodhound'''
+
==== Barrier Bloodhound ====
Track Barrier powers.
+
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.
  
A barrier leaves a trail that you can follow using Barrier Bloodhound.
+
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.
Situationally useful depending on how common barriers are in the setting.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
  
'''Barrier Brig'''
+
==== Barrier Banner ====
Cage a target in a Barrier.
+
Change appearance.
  
Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
+
You change the appearance of a Barrier.
This is mainly used to neutralize a foe, but can be used to protect allies and mcguffins.
+
You can make it invisible or create more complex images and patterns than normal.
This works like a normal ranged attack, except the result is imprisonment rather than harm.
+
You can also use a Barrier as a screen to display a scene, which may function as a convincing illusion when viewed head-on.
Consequences are the same as any fight.
 
Limited effect lasts for a few minutes, standard effect takes out the target for the rest of the score and great effect lasts for some time, but it protects those caught from lack of air and water.  
 
  
'''Barrier Banner'''
+
==== Barrier Bulwark ====
Control barrier appearance.
+
Cage an area.
  
You change the appearance of a barrier.
+
As Barrier Brig, except the cage is larger, up to an Area (p. 221) and can capture multiple creatures at once.
You can make it invisible or create more complex images and patterns than you normally could.
+
This may include allies if used in a mixed melee.
You can even use a barrier as a screen to display a scene, which can be a convincing illusion from a creature facing it head-on.
 
Create a barrier screen to show images on. The images appear lifelike from one direction.
 
  
'''Barrier Bulwark'''
+
''“None of you seem to understand. I’m not locked in here with you. You’re locked in here with me!”
Cage everyone in a small area.
+
<div> ''— Rorschach from Watchmen by Alan Moore'' </div>
  
Barrier Brig, except the cage is much larger, and can capture a number of foes in a big barrier - and possibly friends too if used in a mixed melee.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Barrier is not the most versatile Prowl ability, it mainly gives you the ability to pass barriers used by others.
+
Barrier is not the most versatile Prowl ability; it mainly gives you the ability to pass Barriers.
Important when it happens, but it happens rarely.
+
Situational, but useful when it happens.
  
'''Dark Barrier'''
+
==== Wall Wrap ====
Barrier prowling.
+
Hide with Barriers.
  
Suppresses the light of your barriers, allowing you to sneak even when you have barrier effects on you.
+
Suppresses the light of your Barriers, allowing you to sneak even when you have Barrier effects on you.
You are no better at sneaking than anyone else.
+
This does not otherwise improve your stealth.
  
'''Walk Barrier'''
+
==== Wall Walk ====
You can move on and through Barriers.
+
Move through Barriers.
  
Barriers are normally either slick or indistinct, offering poor support for climbing.  
+
Barriers are normally slick or indistinct, offering poor support for climbing.
 
They are possible to climb, but progress is slow and precarious.
 
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.
+
You can climb Barriers as if they were regular walls, and you can even wriggle through Barriers.
This is a slow process, not very useful in combat unless someone is buying time for you.
+
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.
+
Play this as regular climbing and contortions maneuvers; squeezing through a Barrier is comparable to squeezing through a tight window.
  
'''Barrier Team'''
+
==== Wall Warpath ====
Dark Barrier and Walk Barrier for your crew.
+
Crew Prowling.
  
 
All your allies can move as you do using these abilities.
 
All your allies can move as you do using these abilities.
They still use their own Prowl action.
+
They use their own Prowl.
 +
 
 +
==== Wall Wisp ====
 +
Teleport between Barriers.
  
'''Bubble Burst'''
+
These must be globular Barriers; they can be ones you create specifically for this purpose.
Teleport your crew from inside one barrier into another.
+
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.
  
These need to be globular barriers, and can can be ones you just created for the purpose.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Barrier Block:'''
+
==== Shelter Shards ====
''Resist physical Harm.
+
Resist physical Harm.
  
Absorb Harm from kinetic damage, firearms and physical projectiles.
+
Absorb Harm from physical melee weapons, firearms, and projectiles.
Roll Skirmish when subject to harm from such energies.
+
{{ : Damage Resistance Template (FiD)}}
This is your inherent resistance, it does not require any activity on your part.
+
 
Reduce the level of harm inflicted based on the level of success.
+
==== Sharp Shards ====
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
+
Fine and Potent attack.
  
'''Fine Barrier Blade'''
 
Skirmish Attack, except the weapon is fine and potent.
 
 
Barrier attacks take the form of darts or blades that cut or pierce.
 
Barrier attacks take the form of darts or blades that cut or pierce.
  
'''Maze'''
+
==== Shuffle Shards ====
Barrier negate scale.
+
Gain Scale.
  
You create a maze of barriers to separate and confuse opponents.  
+
You create a maze of Barriers to fight and confuse opponents, giving you Scale (p. 221) even when alone.
This negates scale.
 
  
'''Barrier Shards'''
+
==== Signal Shards ====
Attack all enemies in the area.
+
Group Action.
  
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.
+
This allows you and allies to initiate a Group Action when shielding from or redirecting effects or driving any vehicle. {{ : Apex Skirmish Include (FiD) }}
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
'''Barrier Blueprint'''
+
==== Barrier Blueprint ====
Identify and basic analysis of a Barrier.
+
Barrier identification.
  
You identify the grade of a barrier (basic, advanced, master, apex) and what actions have been used on it.
+
You identify the grade of a Barrier (basic, advanced, master, apex) and which Actions have been used on it.
  
'''Barricade Breakdown'''
+
==== Barricade Breakdown ====
Full analysis of any Barrier.
+
Barrier analysis.
  
Learn the exact powers and effects, and when any by whom it was created.
+
Learn the exact Power effects of a Barrier, and when and by whom it was created.
  
'''Barricade Backstory'''
+
==== Barricade Backstory ====
Read the past events near a Barrier.
+
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 its later 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.
 
The power zooms in on events of interest to you.
  
'''Enclosure Echoes'''
+
==== Barricade Boundary ====
Barricade Breakdown a large area, Barricade Backstory some targets.
+
Area indentification.
  
Provides a detailed view of events involving barriers as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Barricade Backstory to learn the history of up to three such locations.
+
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 ===
 
=== Survey ===
Perceive and locate barriers. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.
+
Perceive and locate Barriers.
  
'''Detect Barriers'''
+
The outcome you need depends on the target's concealment.
Sense barriers and understand their general nature.
+
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.
  
This is a basic spotting power, selectively sensing barriers.
+
==== Mirror Measure ====
You can exclude barriers you know of.
+
Sense Barriers.
  
'''Barrier Eye'''
+
Sense Barriers and understand their general nature.
Sense from a barrier.
+
This is a basic spotting power, selectively sensing Barriers.
 +
You can exclude Barriers you already know of.
  
Choose a power barrier that you know of; perceive as if you were at that spot.
+
==== Mirror Motif ====
You still sense things at your actual location, but only very dimly.
+
Sense from a Barrier.
  
'''Barrier Scry'''
+
Choose a Barrier that you know of; perceive as if you were at that spot.
Choose a location or creature, gain a sensor at the nearest barrier.
+
You still sense things at your actual location, but only dimly.
  
Similar to Barrier Eye but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable barrier, typically close enough to observe the target. Fails if no suitable barrier is available.
+
==== Mirror Monitor ====
 +
Spy from a Barrier.
  
'''Barrier Broadcast'''
+
Similar to Mirror Motif, but allows you to focus on a specific creature or position.
Perceive from all power barriers at once over a wide area.
+
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.
  
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.
+
==== Mirror Mindscape ====
Somewhat situational, depending on setting barriers may be rare.
+
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 ===
 
=== Sway ===
Barriers have no creatures to sway.  
+
Barriers have no associated type of creatures to sway.
Instead you imbue your barriers with messages or even suggestions.
+
Instead, you imbue your Barriers with messages or suggestions.
  
'''Signpost'''
+
==== Echo Entreaty ====
Signs carry simple message across language barrier.
+
Barrier message.
  
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
+
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 Wall'''
+
==== Echo Engage ====
Barrier translates from one side to the other.
+
Barrier translates.
  
You can create a barrier that translates what is said from one side to the other.  
+
You can create a Barrier that translates what is said from one side to the other.
This will translate any language, even those you don't know.
+
This will translate any language, even those you do not know.
  
'''Insinuate'''
+
==== Echo Encourage ====
Barrier implants suggestions.
+
Barrier suggestions.
  
You can imbue a barrier with the ability to insinuate an action in the mind of a creatures very near the barrier.
+
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.
  
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. Suggestions cannot be absurd to the target.
+
==== Echo Enchant ====
 +
Enchant those who pass.
  
'''Instill'''
+
Change the personality and motivations of creatures that move through a Barrier.
Change 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.
  
This power is permanent but blatant. The barrier vibrates with power, and those coming close get a vague sense of the personality it confers.
+
It changes all who pass through the Barrier according to a pattern you decide when creating it.
You can opt to make this barrier so that anything can cross it.
+
This change operates on a deep level, altering priorities and loyalties.
It changes all who pass through the barrier on a pattern you decide when creating the barrier.
+
Targets remember their past, but consider it unimportant compared to their new motivations.
This change is on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations.  
+
 
There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.
+
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 ===
You can modify the shape of barriers.  
+
You can modify the shape of Barriers. The effect normally lasts through the immediate situation.
Altering a barrier you made yourself needs only Limited effect.  
+
* Altering a Barrier you made yourself requires only Limited Outcome.
Altering a barrier made by an ally or that the owner gave you permission to use requires standard effect.  
+
* Altering a Barrier made by an ally, or one you have permission to use, requires Standard Outcome.
Controlling another's barrier requires great effect.
+
* Altering another creature’s Barrier requires Great Outcome.
 +
* Making a Barrier last for an entire score requires higher Outcome.
  
'''Barrier Bump'''
+
==== Barrier Bump ====
Move barriers around.
+
Move Barriers around.
  
You can move a free-standing barrier around as long as the barrier does not intersect with anything.  
+
You can move a Barrier, but not into other things.
As explained in the introduction to extended barrier powers, a barrier that intersects with any physical feature becomes immobile, so a barrier has to be freestanding in order to be moved. 
+
A moving Barrier cannot seal a passage completely; there must always be at least a tiny gap between the Barrier and surrounding objects.
This means a moving barrier cannot seal a passage, there always has to be space between the barrier and the things around it.
+
To move a Barrier, you must keep it clear of everything else, meaning that in tight spaces it can only move at a crawl.
To move a barrier, you have to keep it away from everything else, meaning that in a close-fitting space you 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.
In the open you can move the barrier much faster, up to running speed in air or walking speed in water.
 
  
'''Barrier Breach'''
+
==== Barrier Breach ====
Open holes in barriers.
+
Open holes in Barriers.
  
You modify an existing barrier or a barrier you are creating to create circular holes in it.  
+
You modify an existing Barrier, or one you are creating, to create circular holes in it.
This can be large enough to move through or small enough to just allow weapons to fire out of the barrier, turning your barrier into a fortification.  
+
These can be large enough to move through or small enough to allow weapons to fire out, turning the Barrier into a fortification.
  
'''Barrier Blitz'''
+
==== 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.
 
Shape Barriers.
  
You modify an existing barrier or a barrier you are creating to change its shape.  
+
You modify a Barrier to change its shape.
This allows you to make barriers that are not circles or globes.  
+
This allows you to create Barriers that are not circles or globes.
You can also move the barrier, and this precise control of shape makes it easier to move at walking speed even in a constricted space or at the speed of a vehicle of your setting in open air or water.
+
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.
  
'''Barrier Blade'''
+
This also allows you to use long-term projects to create permanent Barriers.
Barriers as Tools.
+
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.
  
You can shape barriers with precision enough to make devices.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can create weapons, tools, and devices, even machines with moving parts.
 
They can flex to make bows and clocks.
 
Making things from barriers makes them very tough and imbued with energy that makes them fine and potent.
 
You cannot make anything that relies on chemical properties such as medicines, explosives, and such.
 
  
 
=== Wreck ===
 
=== Wreck ===
Barriers wreck by creating rams of force to push things over.  
+
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 resist strongly but are brittle are easy to demolish.
Things that flex or that can move are hard to damage, its more likely that they will simply bend or be pushed.
+
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 tinny construction and move low-density objects such as boxes and cars.  
+
 
Standard effect can crack wooden walls, raze precast concrete and push solid things like stone blocks and armored vehicles.
+
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.
 
Great effect can crack stone walls and push even heavy, solid things like blocks of concrete or metal.
Heavy steel or concrete cast in place are to strong for Barrier to affect.
+
Bedrock, heavy steel, or concrete cast in place are too strong for Barrier to affect.
  
Perhaps the greatest effect of this is that Wreck Barriers can be used to shield from the same kinds of things that it can raze.  
+
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, buildings about to fall over, cars skidding off the road, all can be pushed away using Wreck barriers, protecting both the thing that is moving and what it was about to crash into.
+
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'''
+
==== Shield Slam ====
Crush or cushion a car or house.
+
Crumple a car or house.
  
This can do things up to the scale of flipping or cushioning a car or overturning or cushioning a small building.
+
You can affect objects up to the scale of flipping or cushioning a car, or overturning or cushioning a small building.
You can strike with the force of a sledgehammer in combat.  
+
In combat, you can strike with the force of a sledgehammer.
This is slow, noisy, and imprecise, but the movement is slow and gentle.
+
This is slow, noisy, and imprecise, but the applied movement is broad and forceful rather than sharp.
  
'''Shield Stomp'''
+
==== Shield Stomp ====
Crush or cushion an explosion, truck, or building.
+
Crumble a building.
  
You can smash or cushion things up to the size of a building, bus, or yacht.  
+
You can smash or cushion forces that would affect something up to the size of a building, bus, or yacht.
You can encapsule explosions, greatly reducing the effect of bombs and explosives.
+
You can encapsulate explosions, greatly reducing the effect of bombs and explosives.
Strikes like a fine, potent sledgehammer in combat.
+
In combat, this strikes like a fine, potent sledgehammer.
Barrier attacks take the form of darts or blades that cut or pierce.
+
Barrier attacks take the form of massive blades or slabs that cut or smash.
  
'''Shield Sigh'''
+
==== Shield Sigh ====
 
Silent Shield Stomp.
 
Silent Shield Stomp.
  
Like Shield Stomp, but the effect is more gentle and mostly silent.
+
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.
  
'''Shield Shockwave'''
+
As Shield Stomp, but affecting a much larger Area (p. 221).
Shield Stomp over a large area.
+
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.
  
Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Redirect huge explosions, even a fission bomb.
 

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.

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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.

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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.

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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.

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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.

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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
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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.

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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.

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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.

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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.

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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.

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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.

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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.

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