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 transparent, which makes the vulnerable to [[Light Powers (FiD)|Light]]. Adding additional Forms to a Barrier can make it opaque.
 
[[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.
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No creatures are associated with the Barrier power.
 
No creatures are associated with the Barrier power.
  
== Barrier Power Effects Table ==
+
== Barrier Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''
 
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
|align="center" valign=bottom | '''Basic'''    <br> Avoid fumble (2+).
+
|align="center" valign=bottom | '''Basic'''     
|align="center" valign=bottom | '''Advanced''' <br> Succeed (4+).
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" valign=bottom | '''Master'''  <br> Full success (6).
+
|align="center" valign=bottom | '''Master'''   
|align="center" valign=bottom | '''Apex'''    <br> Critical (2 sixes).
+
|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"| '''Barrier Lens''' <br> See Barriers, powers, and supernatural creatures.
+
|valign="top"| '''[[#Ward Watch|Ward Watch]]'''   <br> Detect Barriers & Powers.
|valign="top"| '''Power Ward'''   <br> Selectively block powers.
+
|valign="top"| '''[[#Ward Wattle|Ward Wattle]]''' <br> Selectively block powers.
|valign="top"| '''Mundane Ward''' <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.  
+
|valign="top"| '''[[#Sign Shun|Sign Shun]]'''   <br> Barrier repells.
|valign="top"| '''Mental Well'''       <br> Barrier commands creatures to close.
+
|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.  
+
|valign="top"| '''[[#Magic Mask|Magic Mask]]''' <br> Counter detection.
|valign="top"| '''Body Mask'''       <br> Barrier hides your appearance, changes your sounds and scents.  
+
|valign="top"| '''[[#Mien Mask|Mien Mask]]''' <br> Hides appearance.
|valign="top"| '''Give Mask'''       <br> Barriers can change those who pass through them.  
+
|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.
+
|valign="top"| '''[[#Barrier Buggy|Barrier Buggy]]''' <br> Create a windshield.
|valign="top"| '''Barrier Blade''' <br> Fine and potent close-range attack.
+
|valign="top"| '''[[#Barrier Blade|Barrier Blade]]''' <br> Fine and Potent attack.
|valign="top"| '''Barrier Barge''' <br> Create a vehicle from Barriers.
+
|valign="top"| '''[[#Barrier Bend|Barrier Bend]]'''   <br> Precise block. .
|valign="top"| '''Barrier Brim''' <br> Encase a vehicle or mount.
+
|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.
+
|valign="top"| '''[[#Barrier Banner|Barrier Banner]]'''    <br> Change appearance.
|valign="top"| '''Barrier Bulwark'''    <br> Trap everyone in a small area.
+
|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.
+
|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.  
+
|valign="top"| '''[[#Barrier Blueprint|Barrier Blueprint]]'''  <br> Barrier identification.
|valign="top"| '''Barricade Breakdown''' <br> Full analysis of any Barrier.
+
|valign="top"| '''[[#Barricade Breakdown|Barricade Breakdown]]''' <br> Barrier analysis.
|valign="top"| '''Barricade Backstory''' <br> Read the past events near a Barrier.  
+
|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.
+
|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> A Barrier carries a visual message  
+
|valign="top"| '''[[#Echo Entreaty|Echo Entreaty]]'''  <br> Barrier message.
|valign="top"| '''Echo Wall''' <br> Barrier translates from one side to the other.  
+
|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.
+
|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.
+
|valign="top"| '''[[#Barrier Builder|Barrier Builder]]''' <br> Barrier tools.
|valign="top"| '''Barrier Blade''' <br> Barrier 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.
+
|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.
+
|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 ==
+
== On Barriers ==
Barrier powers differ a lot from a typical power set.
+
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.
  
A barrier is always either a globe or a circular hourglass shape.
+
=== Barrier Appearance ===
The maximum area a barrier can cover depends on your tier (p 220).
+
Barriers are visible unless concealed by another Power.
You can always make a Barrier smaller, so a globe can be turned into a half-sphere and any wall can have a smaller radius. You cannot otherwise play around with the shape of your Barrier.
+
A basic Barrier is transparent with a bluish glow.
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.
+
If you know other Powers, you may use them to determine a Barrier’s appearance.
Modifying the location and shape of a Barrier is done using [[#Tinker|Tinker Barrier]] powers.
+
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.
  
Destroying a barrier requires a Potent effect greater that the barrier's.  
+
=== Resilience and Harm ===
Lacking Potency you need even greater effect.
+
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 are visible unless you use a Power to conceal them.  
+
Barriers can cause Harm through consequences.
The basic Barrier is transparent with a blueish glow.  
+
A creature that suffers consequences while trying to break a Barrier may damage its tools or suffer Harm from the collision.
If you know powers other than Barrier, you can use those powers to set the look of your Barrier.
+
This is usually cutting or bludgeoning damage, but may involve mana burn, radiation, or similar effects depending on how the Barrier is framed.
Fire powers create glowing Barriers edged in fire, Darkness Barriers are sinister and shadowy, and so on.
+
If other Powers shape the Barrier’s [[#Barrier Appearance |appearance]], they allow additional consequences.
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.
+
So a barrier appearing as a wall of fire can give Fire-themed Consequences.
  
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.  
+
=== Direct Effects ===
If you used other powers to give flavor to your Barrier, this colors the possible consequences for both you and the opposition, a fiery Barrier can burn, an electric Barrier can electrocute, and so on.
+
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.
  
The position of Barrier powers depend on what is happening around you.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
In your base or a quiet back alley the situation is usually controlled.
+
== Expanded Barrier Abilities ==
In most street scenes the position is risky.
 
In a melee or with a bomb timer, the position is desperate.
 
[[#Wreck|Wreck Barrier]] can be used to improve the position of many types of actions, see below.
 
  
 
=== 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 specifically against mundane creatures.  
 
  
'''Barrier Lens'''
+
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.
See Barriers, powers, and supernatural creatures.
+
This allows Barriers that recognize powers or natures, allowing some effects to pass while blocking others.
 +
By selecting what to block, you can potentially stop hostile forces while permitting your to affect what's on the other side of the Barrier.
  
This can sense any kind of Barrier and identify any creature's connection to Powers, which helps you to decide what kind of Barrier to use.  
+
==== Ward Watch ====
 +
Detect Barriers & Powers.
  
Scanning a specific creature you can see only requires a limited effect.
+
This does not create or alter any Barrier.
Scanning an area you can see or maintaining a scan as you move around to inspect several areas requires standard effect.
+
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.  
Scanning an area you cannot see requires great effect.
+
{{ : Include Attune Basic Detect Powers (FiD) }}
  
The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
+
==== Ward Wattle ====
A risky consequence could make your scrying noticeable to onlookers or give you faulty information.
 
A desperate consequence could allow targets enough information to set up an ambush, or misidentify who the target is possibly leading you to Ward against the wrong creature.
 
 
 
'''Power Ward'''
 
 
Selectively block powers.
 
Selectively block powers.
  
Your Barrier is selective about powers. Counter powers as they are used
+
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.
  
You can make a Barrier that only hinders some powers, such as one only hinders Fire creatures and powers, or a Barrier that hinders all but Mind and Air creatures and powers.
 
You can selectively include or exclude mundane creatures and effects, counting all mundanes as if they were a single 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.
 
 
You either make the Barrier block '''only''' that power or block '''everything except''' that power.
 
This includes all effects of that power, as well as creatures linked to that power.
 
Creatures of 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.  
 
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 the Barrier.
+
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.
  
You can counter any power as it is being activated, but you cannot negate a power that is already in operation.  
+
Alternatively, rather than creating a Barrier, you can do what other Advanced Attune effects do: counter any [[Powers_(FiD)|Power]] as it is being activated, but you cannot negate a [[Powers_(FiD)|Power]] that is already in operation.  
This is often used as a setup action to help another character in a situation when the opposition is using powers.  
+
This is often used as a Set Up action to help another character in a situation when the opposition is using [[Powers_(FiD)|Powers]].  
 
The position is controlled, possibly risky if there are a lot of other dangers around.
 
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.  
+
* Limited effect improves position unless the opposing [[Powers_(FiD)|Power]] is potent.  
 
* Normal effect always improves position.
 
* Normal effect always improves position.
 
* Great effect improves position makes the incoming effect lose any potency it might have.  
 
* Great effect improves position makes the incoming effect lose any potency it might have.  
  
'''Mundane Ward'''
+
==== Ward Window ==== 
Your Barrier is selective about mundane things.
+
Selectively block anything.
  
This is the same as Power Ward, above, except it is not restricted to just 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'''.
You can block anything as long as you can define it.
 
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 corresponding to the definitions they consider important. An astrologer can exclude based on star signs, a sorcerer based on bloodlines, a cleric based on devotion, and so on.
 
You can also make a one-way Barrier, that allows travel in only one direction.
 
If a definition is in doubt it usually works against you.
 
  
'''Arena'''
+
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.
Create a large extradimensional Barrier covering an entire scene.
+
Like Ward Wattle, you can either stop that which meats your stated principle, or stop everything '''but''' that which matches your principle.
  
This 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 either largely empty or identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there.  
+
Alternatively, you may create a one-way Barrier that allows creatures and effects to pass in only one direction.
  
The area is rather large, a city block or terrain feature like a grove or field.
+
==== Ward Weald ====
Large enough to hold an interesting encounter, small enough that its not useful for travel.
+
Extradimensional Arena.
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 in a space identical to our world, any doors, Barriers, traps, fortifications, and similar features of the area are still present as well as any equipment such as weapons, scrolls, potions, and gadgets. Any changes in the extradimensional space do not carry over to physical reality when Arena ends.
+
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.
  
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.
+
The Arena (p 221) is usually large enough for an interesting encounter (such as a city block, grove, or field), but too small to be useful for travel. It lasts until all conscious participants agree to end it, to a maximum of 12 hours.
  
A 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.
+
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.
  
All creatures to be included must be in the area.
+
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.  
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.
+
The main use is to avoid collateral damage, anything destroyed in the arena is not affected in reality.
Creatures you select as the primary targets can in turn make Attune rolls to select other allied creatures in the area and bring them along as well, such secondary targets have the option to refuse to come but can't invite more creatures.
 
  
A common consequence for you is that there might be faults in the extradimensional space where it differs from physical reality, usually to your detriment.
+
* 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.
 +
 
 +
<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.
Line 205: Line 229:
 
They are not compelled to do anything, but you can use your Command action through this recording.
 
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 incoming and if they can activate a Barrier they can use that to receive the message.
 
The Barrier makes the speakers appear to each other and hear each other speak.
 
It does not translate unless other effects are added.
 
  
Devices 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 mentally 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.
 +
 
 +
==== 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.
 
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.  
 
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.  
 
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), but the effect requires line of sight to work.
+
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.
 
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 pushing.
+
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.  
 
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, making them vulnerable.
+
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 Attune Barrier: Mundane Ward you can make the Barrier such that they can enter but not leave, trapping them physically as well as mentally.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== 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 offer no protection.
+
These Barriers are not solid and offer no protection.
  
'''Magic Mask'''
+
==== Magic Mask ====
Create clothes and accessories from Barriers.
+
Counter detection.
  
This can just be glowing accessories or hide your appearance entirely, but always maintains your basic shape and is obviously extraordinary.
+
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.
You do not physically change, you change your accessorize and outfits.
 
  
'''Body Mask'''
+
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.
Barrier hides your appearance, changes your sounds and scents.
+
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.  
 
You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add body parts.  
Line 253: Line 287:
 
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.
  
'''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.
Line 267: Line 301:
 
The transformation lasts as long as the Barrier, or until they move through the Barrier in the opposite direction.
 
The transformation lasts as long as the Barrier, or until they move through the Barrier in the opposite direction.
  
'''Conversion Cage'''
+
==== Mews Mask ====
Change creatures inside a Barrier you create.
+
Change and cage.
  
 
This is a normal solid Barrier globe, that transforms anyone inside the bubble when it forms as Give Mask.  
 
This is a normal solid Barrier globe, that transforms anyone inside the bubble when it forms as Give Mask.  
Line 274: Line 308:
 
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.
 
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.
 
In addition to the duration of Give Mask, this transformation lasts at least until the end of the score.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== 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.  
Barrier Buggy has no other effect than protecting from from wind, dust, and spray, this allows it to be four times larger than normal, to cover 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.  
 
It can be an airtight Barrier for travel underwater, in space, and other hostile environments.
 
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 and long as the outside is not extreme enough to inflict direct Harm.
+
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'''
+
==== Barrier Blade ====
Fine and potent close-range attack.
+
Fine and Potent attack.
  
Wield a rapier or smallsword from Barriers. This weapon is fine and potent.
+
Wield a rapier or smallsword from Barriers. This weapon is Fine and Potent.
  
'''Barrier Barge'''
+
==== Barrier Bend ====
Create a vehicle from Barriers.
+
Precise block.
  
You created a Barrier as a flattened sphere and can then run this as if it was a personal vehicle. It hovers but cannot fly.
+
You create a momentary Barrier that blocks the movement or impact of something specific for a very short time. {{ Include Finesse Master }}
Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.  
 
  
'''Barrier Brim'''
+
==== Barrier Brim ====
Encase a vehicle or mount.
+
Protect a ride.
  
 
Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection.
 
Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection.
These Barriers will move with your rides and do not inconvenience your travel.
+
These Barriers move with your rides and protect like static barriers, but do not inconvenience travel.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
'''Barrier Bloodhound'''
+
==== Barrier Bloodhound ====
Track Barrier powers.
+
Track Barriers.
  
 
A Barrier leaves a trail that you can follow using Barrier Bloodhound.
 
A Barrier leaves a trail that you can follow using Barrier Bloodhound.
Situationally useful depending on how common Barriers are in the setting.
+
This is 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.
+
Consequences usually involve losing the trail, but depending on circumstances may lead you into hazards, traps, or ambushes.
  
'''Barrier Brig'''
+
==== Barrier Brig ====
Cage a target in a Barrier.
+
Cage a target.
  
Create a Barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
+
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 be used to protect allies and mcguffins.
+
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 result is imprisonment rather than harm.  
+
This works like a normal ranged attack, except the outcome is imprisonment rather than harm.
 
Consequences are those of a fight.
 
Consequences are those of a fight.
Limited effect outcome 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.
 
Additional outcome can be used to catch larger creatures, with each extra level of effect doubling the maximum length of creature you can catch.
 
  
'''Barrier Banner'''
+
Limited effect cages the target for a few minutes.
Control Barrier appearance.
+
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 change the appearance of a Barrier.
You can make it invisible or create more complex images and patterns than you normally could.
+
You can make it invisible or create more complex images and patterns than normal.
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.  
+
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'''
+
==== Barrier Bulwark ====
Cage everyone in a small area.
+
Cage an area.
  
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.
+
As Barrier Brig, except the cage is larger, up to an Area (p. 221) and can capture multiple creatures at once.
 +
This may include allies if used in a mixed melee.
 +
 
 +
''“None of you seem to understand. I’m not locked in here with you. You’re locked in here with me!”
 +
<div> ''— Rorschach from Watchmen by Alan Moore''  </div>
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
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.
Situational but useful when it happens.
+
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.
 
This does not otherwise improve your stealth.
 
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 use their own Prowl.
 
They use their own Prowl.
  
'''Bubble Burst'''
+
==== Wall Wisp ====
Teleport your crew from inside one Barrier into another.
+
Teleport between Barriers.
  
These need to be globular Barriers, this can can be ones you just created for the purpose.
+
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 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 unlikely to be familiar with.
+
This takes you to places you are familiar with.
 +
Both position and effect are worse if you do not know where you are going, making this ideal for escapes but unreliable for intrusion into unfamiliar territory.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== 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.
 
{{ : Damage Resistance Template (FiD)}}
 
{{ : Damage Resistance Template (FiD)}}
  
'''Fine Barrier Blade'''
+
==== Sharp Shards ====
Skirmish Attack, except the weapon is fine and potent.
+
Fine and Potent attack.
  
 
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 affect 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 Power effects of a Barrier, 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 the history of the Barrier and its surroundings.
+
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 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.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate Barriers.  
+
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.  
+
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.
 
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.
 
Great outcome can look into far-away places and spots you had no idea existed.
  
'''Detect Barriers'''
+
==== Mirror Measure ====
 +
Sense Barriers.
 +
 
 
Sense Barriers and understand their general nature.
 
Sense Barriers and understand their general nature.
 +
This is a basic spotting power, selectively sensing Barriers.
 +
You can exclude Barriers you already know of.
  
This is a basic spotting power, selectively sensing Barriers.
+
==== Mirror Motif ====
You can exclude Barriers you know of.
 
 
 
'''Barrier Eye'''
 
 
Sense from a Barrier.
 
Sense from a Barrier.
  
Line 428: Line 485:
 
You still sense things at your actual location, but only dimly.
 
You still sense things at your actual location, but only dimly.
  
'''Barrier Scry'''
+
==== Mirror Monitor ====
Choose a location or creature, gain a sensor at the nearest Barrier.
+
Spy from a Barrier.
  
Similar to Barrier Eye but allows you to focus on a specific creature or position. Automatically directs your perception to the best vantage point provided by a suitable Barrier, hopefully close enough to observe the target.  
+
Similar to Mirror Motif, but allows you to focus on a specific creature or position.
This can be a Barrier the target is using or created.
+
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.
 
Fails if no suitable Barrier is available.
  
'''Barrier Broadcast'''
+
==== Mirror Mindscape ====
Perceive from all power Barriers at once over a wide area.
+
Perceive from all Barriers.
  
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.  
+
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
Creates a comprehensive mental image all Barriers in the area, revealing numerous details simultaneously.  
+
Creates a comprehensive mental image seen from all Barriers within Range (p. 221), revealing numerous details simultaneously.
It's challenging for targets to hide unless they are aware of how to conceal themselves.
+
It is difficult for targets to hide unless they know to conceal themselves from Barriers.
Somewhat situational, depending on setting Barriers may be rare.
+
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 impart a simple visual message into a Barrier, visible to those viewing the Barrier.
 
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.
  
The action needs to be obvious and fairly direct. "Attack the next human you see" works, "seek out and attack the king" is too complex.
+
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.
  
'''Instill'''
+
It changes all who pass through the Barrier according to a pattern you decide when creating it.
Change personality and motivations of creatures that move through a Barrier.
+
This change operates on a deep level, altering priorities and loyalties.
 +
Targets remember their past, but consider it unimportant compared to their new motivations.
  
This power is permanent but blatant. The Barrier vibrates with power, and those coming close get a vague sense of the personality it confers.
+
The barrier only works once, then you have to make a new one.  
You can opt to make this Barrier so that anything can cross it.
+
Any other functions the barrier has continues to work.
It changes all who pass through the Barrier on a pattern you decide when creating the Barrier.
+
If you are present, you can decide when the Barrier is to inculcate when someone passes.  
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.
+
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.
* Altering 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 Barrier around but not into other things.
+
You can move a Barrier, but not into other things.
This means a moving Barrier cannot seal a passage completely, there always has to be at least a tiny space between the Barrier and the things around it.
+
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 have to keep it away from everything else, meaning that in a close-fitting space you can only move at a crawl.  
+
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 the open you can move the Barrier much faster, up to running speed in air or walking speed in water.
+
In open areas, 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 a Barrier 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.
This also allows you to use lon-term projects to create permanent Barriers.
 
For each effect you want to incorporate in a permanent Barrier, a long-term project with a number of ticks equal to depending on the level of the power: Basic: 2, Advanced: 4, Master: 8, Apex: 16.
 
You can continue to improve an existing Barrier, but permanent Barriers can have a key-codes required to manipulate them.
 
  
'''Barrier Blade'''
+
This also allows you to use long-term projects to create permanent Barriers.
Barrier 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.
+
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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.
 
  
 
=== 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.
+
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.
Bedrock, 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 giant blades that cut or smash.
+
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.
Stuff that break is reduced to blowing dust.
+
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.
+
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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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