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}}
 
{{tocright}}
 
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 ==
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== Barrier Abilities ==
{| class="wikitable"
 
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
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|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Barrier Lens''' <br> See Barriers, powers, and supernatural creatures.
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|valign="top"| '''[[#Ward Watch|Ward Watch]]'''   <br> Detect Barriers & Powers.
|valign="top"| '''Power Ward'''   <br> Selectively block powers.
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|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> Extradimensional Space 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 Beam'''     <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> Barrier obscures supernatural detection.  
+
|valign="top"| '''[[#Magic Mask|Magic Mask]]''' <br> Counter detection.
|valign="top"| '''Body Mask'''       <br> Barrier hides your appearance.  
+
|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.
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|valign="top"| '''[[#Barrier Buggy|Barrier Buggy]]''' <br> Create a windshield.
|valign="top"| '''Barrier Blade''' <br> Fine and potent close-range attack.
+
|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.
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|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> 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 from one Barrier to another.
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|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> Fine and Potent melee attack.
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|valign="top"| '''[[#Sharp Shards|Sharp Shards]]'''   <br> Fine and Potent attack.
|valign="top"| '''Maze'''               <br> Barrier negate scale.
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|valign="top"| '''[[#Shuffle Shards|Shuffle Shards]]''' <br> Gain Scale.
|valign="top"| '''Barrier Shards'''     <br> Attack all enemies in the area.
+
|valign="top"| '''[[#Signal Shards|Signal Shards]]''' <br> Group action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Barrier Blueprint'''  <br> Identify and basic analysis of a Barrier.  
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|valign="top"| '''[[#Barrier Blueprint|Barrier Blueprint]]'''  <br> Barrier identification.
|valign="top"| '''Barricade Breakdown''' <br> Full analysis of any Barrier.
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|valign="top"| '''[[#Barricade Breakdown|Barricade Breakdown]]''' <br> Barrier analysis.
|valign="top"| '''Barricade Backstory''' <br> Read the past events near a Barrier.  
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|valign="top"| '''[[#Barricade Backstory|Barricade Backstory]]''' <br> Barrier history.
|valign="top"| '''Enclosure Echoes'''   <br> Scan barriers over a large area.
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|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.
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|valign="top"| '''[[#Mirror Measure|Mirror Measure]]'''  <br> Sense Barriers.
|valign="top"| '''Barrier Eye'''       <br> Sense from a Barrier.  
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|valign="top"| '''[[#Mirror Motif|Mirror Motif]]'''     <br> Sense from a Barrier.
|valign="top"| '''Barrier Scry'''     <br> See target from the nearest Barrier.
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|valign="top"| '''[[#Mirror Monitor|Mirror Monitor]]'''   <br> Spy from a Barrier.
|valign="top"| '''Barrier Broadcast''' <br> Perceive from all power Barriers at once over a wide area.
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|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  
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|valign="top"| '''[[#Echo Entreaty|Echo Entreaty]]'''  <br> Barrier message.
|valign="top"| '''Echo Wall''' <br> Barrier translates from one side to the other.  
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|valign="top"| '''[[#Echo Engage|Echo Engage]]'''   <br> Barrier translates.
|valign="top"| '''Insinuate''' <br> Barrier implants suggestions.  
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|valign="top"| '''[[#Echo Encourage|Echo Encourage]]''' <br> Barrier suggestions.
|valign="top"| '''Instill'''  <br> Change personality and motivations of creatures that move through a Barrier.  
+
|valign="top"| '''[[#Echo Enchant|Echo Enchant]]'''  <br> Enchant those who pass.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Barrier Bump'''    <br> Move Barriers around.
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|valign="top"| '''[[#Barrier Bump|Barrier Bump]]'''    <br> Move Barriers around.
|valign="top"| '''Barrier Breach'''  <br> Open holes in Barriers.  
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|valign="top"| '''[[#Barrier Breach|Barrier Breach]]'''  <br> Open holes in Barriers.
|valign="top"| '''Barrier Builder''' <br> Barrier tools.
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|valign="top"| '''[[#Barrier Builder|Barrier Builder]]''' <br> Barrier tools.
|valign="top"| '''Barrier Blitz'''  <br> Shape Barriers.
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|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.
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|valign="top"| '''[[#Shield Stomp|Shield Stomp]]'''    <br> Crumble a building.
|valign="top"| '''Shield Sigh'''      <br> A silent Shield Stomp.
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|valign="top"| '''[[#Shield Sigh|Shield Sigh]]'''      <br> Silent Shield Stomp.
|valign="top"| '''Shield Shockwave''' <br> Shield Stomp over a large area.
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|valign="top"| '''[[#Shield Shockwave|Shield Shockwave]]''' <br> Area Shield Stomp.
 
|}
 
|}
  
== Expanded Barrier Powers ==
+
== On Barriers ==
 
Barrier powers differ significantly from most other power sets.
 
Barrier powers differ significantly from most other power sets.
  
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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.
 
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 three distinct ways: they shape the Barrier itself, change what the Barrier does, or make the Barrier selective.
+
Actions affect Barriers in one of three distinct ways: they shape the Barrier itself, change what the Barrier does, or make the Barrier selective.
Some Barrier effects do not involve protective walls at all; instead, they apply the principles of the Barrier Form to achieve other results.
 
The rules and restrictions for static Barriers do not apply to these effects.
 
  
; Barriers
+
Barriers substitute for extensive preparation, advantageous positioning, or environmental leverage; they do not stack with such advantage that already exist.
A Barrier is always either a globe or a circular hourglass shape.
 
The maximum area a Barrier can cover depends on your tier (p 220).
 
You can always make a Barrier smaller — a globe may become a half-sphere, and any wall may have a reduced radius — but you cannot otherwise alter its shape.
 
If a Barrier intersects with solid matter, it extends slightly into the material without damaging either the Barrier or the object.
 
Changing a Barrier’s location or shape requires [[#Tinker|Tinker Barrier]] powers.
 
 
 
Barriers substitute for extensive preparation, advantageous positioning, or environmental leverage; they do not stack with them.
 
 
If the fiction already provides superior protection, creating a Barrier offers no additional benefit.
 
If the fiction already provides superior protection, creating a Barrier offers no additional benefit.
  
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Except for Tinker effects that move or reshape a Barrier, its properties remain fixed for as long as it exists.
 
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.
 
To change a Barrier’s function, you must dismantle it and create a new one.
 
Attune can create selective Barriers of great utility.
 
They allow you to block hostile forces while permitting your to affect the other side of the Barrier.
 
  
 
Two Barriers cannot occupy the same space.
 
Two Barriers cannot occupy the same space.
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Only [[#Tinker|Tinker]] can shape Barriers so they connect, and even then their effects do not combine.
 
Only [[#Tinker|Tinker]] can shape Barriers so they connect, and even then their effects do not combine.
  
 +
=== Barrier Shape ===
 +
A Barrier is always either a globe or a circular hourglass shape.
 +
The maximum area a Barrier can cover depends on your tier (p 220).
 +
You can always make a Barrier smaller — a globe may become a half-sphere, and any wall may have a reduced radius — but you cannot otherwise alter its shape.
 +
If a Barrier intersects with solid matter, it extends slightly into the material without damaging either the Barrier or the object.
 +
Changing a Barrier’s location or shape requires [[#Tinker|Tinker Barrier]] powers.
 +
 +
=== Barrier Appearance ===
 
Barriers are visible unless concealed by another Power.
 
Barriers are visible unless concealed by another Power.
 
A basic Barrier is transparent with a bluish glow.
 
A basic Barrier is transparent with a bluish glow.
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Any Barrier may also display sigils, text, numbers, or geometric patterns appropriate to your style and playbook.
 
Any Barrier may also display sigils, text, numbers, or geometric patterns appropriate to your style and playbook.
  
Violently destroying a Barrier requires a Potent damage effect greater than the Barrier’s own.
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=== Resilience and Harm ===
Without Potency, one additional degree of effect is required.
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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.
 
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.
 
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.
 
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.
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If other Powers shape the Barrier’s [[#Barrier Appearance |appearance]], they allow additional consequences.
 +
So a barrier appearing as a wall of fire can give Fire-themed Consequences.
  
The Position of Barrier actions depends on the surrounding situation.
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=== Direct Effects ===
In a secure base or quiet back alley, the position is often controlled or may not require a roll.
+
Some Barrier effects do not involve protective walls at all; instead, they apply the principles of the Barrier Form to achieve other results.
In busy street scenes, the position is risky.
+
This mainly applies to attacks and the Finesse, Hunt, Skirmish and Wreck Actions.
In a melee or under time pressure, the position is desperate.
+
The rules and restrictions for static Barriers do not apply to such effects.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
== Expanded Barrier Abilities ==
  
 
=== Attune ===
 
=== Attune ===
 +
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.
 
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.
  
You create Barriers that recognize powers or natures, allowing some effects to pass while excluding others. This recognition is fixed when the Barrier is created and does not adapt to new circumstances. To change it, you must dismantle the Barrier and create a new one to replace it.
+
==== Ward Watch ====
 
+
Detect Barriers & Powers.
Selective barriers are central to Attune, allowing you to shut out hostile influences without isolating yourself or your allies.
 
 
 
==== Barrier Lens ====
 
 
 
See Barriers, powers, and supernatural creatures.
 
  
 
This does not create or alter any Barrier.
 
This does not create or alter any Barrier.
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{{ : Include Attune Basic Detect Powers (FiD) }}
 
{{ : Include Attune Basic Detect Powers (FiD) }}
  
==== Power Ward ====
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==== Ward Wattle ====
 
 
 
Selectively block powers.
 
Selectively block powers.
  
 
Your Barrier is selective about [[Powers_(FiD)#Forms|Forms]].  
 
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]].  
You can make a Barrier that only hinders some [[Powers_(FiD)#Forms|Forms]], such as one that blocks [[Fire_Powers_(FiD)|Fire]] Powers and creatures associated with [[Fire_Powers_(FiD)|Fire]], or a Barrier that blocks all but [[Air_Powers_(FiD)|Air]] and [[Mind_Powers_(FiD)|Mind]] Powers and their associated creatures. 
 
You don't need to know a [[Powers_(FiD)#Forms|Form]] to select it this way.
 
 
 
You 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]].
 
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.
 
Creatures of [[Powers_(FiD)#Forms|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.  
 
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.
+
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 [[Powers_(FiD)|Power]] as it is being activated, but you cannot negate a [[Powers_(FiD)|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.  
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* 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.
  
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'''. This may be used together with '''Power Ward''' as part of the same Barrier.
+
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.
 
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.
 
Alternatively, you may create a one-way Barrier that allows creatures and effects to pass in only one direction.
  
==== Arena ====
+
==== Ward Weald ====
Extradimensional Space covering an entire scene.
+
Extradimensional Arena.
  
 
Arena uses the principles of the Barrier Form but is not a Barrier for the purposes of interaction, detection, or modification.
 
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.
 
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 is 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, or for up to one day.
+
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 disappears without affecting physical reality.
+
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.
+
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.
 
* Limited effect: you and one other creature.
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* Great effect: a large group, or a particularly powerful opponent.
 
* 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.
+
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 work against you.
+
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 ===
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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.
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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 Beam ====
+
==== Sign Sending ====
Send messages to faraway Barriers.
+
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.
 
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.
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In some settings, Barriers are deliberately maintained as points of communication, allowing messages to be exchanged across great distances.
 
In some settings, Barriers are deliberately maintained as points of communication, allowing messages to be exchanged across great distances.
  
==== Mental Wall ====
+
==== Sign Shun ====
 
+
Barrier repells.
Barrier 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 — people are Mind, animals are Animal, and monsters are whatever power they use.  
 
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.  
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Exceptional NPCs may be able to do something similar.
 
Exceptional NPCs may be able to do something similar.
  
==== Mental Well ====
+
==== Sign Summon ====
 
+
Barrier attracts.
Barrier commands creatures to close.
 
  
 
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.  
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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.
 
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 ===
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==== Magic Mask ====
 
==== Magic Mask ====
Barrier obscures supernatural detection.
+
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.
 
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.
Line 288: Line 279:
 
You can apply this to your crew as an Advanced effect.
 
You can apply this to your crew as an Advanced effect.
  
==== Body Mask ====
+
==== Mien Mask ====
Barrier hides your appearance.
+
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 296: 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 310: 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 318: Line 309:
 
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.  
Line 329: Line 322:
  
 
==== 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.
 
  
==== Barrier Barge ====
+
Wield a rapier or smallsword from Barriers. This weapon is Fine and Potent.
Create a vehicle from Barriers.
+
 
You create a Barrier as a flattened sphere and maneuver it directly as if it were a personal vehicle. It hovers but cannot fly.
+
==== Barrier Bend ====
It functions much like other vehicles in the setting and can be varied accordingly; smaller versions are faster and more agile.
+
Precise block.
 +
 
 +
You create a momentary Barrier that blocks the movement or impact of something specific for a very short time. {{ Include Finesse Master }}
  
 
==== Barrier Brim ====
 
==== 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 move with your ride and do not inconvenience 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.
 
This is situationally useful depending on how common Barriers are in the setting.
 
This is situationally useful depending on how common Barriers are in the setting.
Line 351: Line 348:
  
 
==== 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 human size, imprisoning it and protecting it from all damage, including yours.
 
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 is mainly used to neutralize a foe, but can also be used to protect allies or valuable objects.
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==== Barrier Banner ====
 
==== Barrier Banner ====
Control Barrier appearance.
+
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 normal.
 
You can make it invisible or create more complex images and patterns than normal.
Line 370: Line 369:
  
 
==== Barrier Bulwark ====
 
==== Barrier Bulwark ====
Cage everyone in a small area.
+
Cage an area.
As Barrier Brig, except the cage is much larger and can capture multiple creatures at once.
+
 
 +
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.
 
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 ===
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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 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 and 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 from one Barrier to another.
+
Teleport between Barriers.
  
 
These must be globular Barriers; they can be ones you create specifically for this purpose.
 
These must be globular Barriers; they can be ones you create specifically for this purpose.
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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.
 
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.
  
Line 416: Line 421:
 
{{ : Damage Resistance Template (FiD)}}
 
{{ : Damage Resistance Template (FiD)}}
  
==== Fine Barrier Blade ====
+
==== Sharp Shards ====
Fine and potent melee attack.
+
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 ====
Negate enemy scale.
+
Gain Scale.
  
You create a maze of Barriers to separate and confuse opponents, preventing them from bringing their numbers to bear.
+
You create a maze of Barriers to fight and confuse opponents, giving you Scale (p. 221) even when alone.
This negates scale by breaking up the fight, not by overpowering the enemy.
 
  
==== Barrier Shards ====
+
==== Signal Shards ====
Attack all enemies in the skirmish.
+
Group Action.
  
You project shards or blades of force from your Barriers, striking all enemies currently engaged 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) }}
This negates the advantage of numbers and allows you to affect multiple foes at once, inflicting normal Skirmish damage on cohort gangs.
 
  
 +
<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 which 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 a Barrier.
+
Barrier analysis.
  
 
Learn the exact Power effects of a Barrier, and when and 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 past events near a Barrier.
+
Barrier history.
  
 
You can read the past events near a Barrier.
 
You can read the past events near a Barrier.
Line 452: Line 456:
 
The power zooms in on events of interest to you.
 
The power zooms in on events of interest to you.
  
==== Enclosure Echoes ====
+
==== Barricade Boundary ====
Scan Barriers over a large area.
+
Area indentification.
  
Provides a detailed view of events involving Barriers as far as you can see, pinpointing locations of interest such as bases and power nodes.
+
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.
 
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 ===
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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.
 
This is a basic spotting power, selectively sensing Barriers.
 
You can exclude Barriers you already know of.
 
You can exclude Barriers you already know of.
  
==== Barrier Eye ====
+
==== Mirror Motif ====
 
Sense from a Barrier.
 
Sense from a Barrier.
  
Line 479: 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 ====
See a target from the nearest Barrier.
+
Spy from a Barrier.
  
Similar to Barrier Eye, but allows you to focus on a specific creature or position.
+
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.
 
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.
 
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 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 of 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 is difficult for targets to hide unless they know how to conceal themselves from such perception.
+
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.
 
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 suggestions.
 
Instead, you imbue your Barriers with messages or suggestions.
  
==== Signpost ====
+
==== Echo Entreaty ====
Signs carry a simple message across language barriers.
+
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.
 
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 do not 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 creature very near the Barrier.
 
This is often combined with Echo Wall to lure targets into the short range.
 
 
 
Limited effect works if the suggestion follows the target's existing impulses, merely overcoming fragile self-restraint.
 
Standard effect can convince a target with no particular stake in the matter.
 
Great effect can convince a reluctant target, but not a passionate one.
 
Suggestions cannot be absurd to the target.
 
  
 +
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.
 
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.
 
"Attack the next human you see" works; "seek out and attack the king" is too complex.
  
==== Instill ====
+
==== Echo Enchant ====
 +
Enchant those who pass.
 +
 
 
Change the personality and motivations of creatures that move through a Barrier.
 
Change the personality and motivations of creatures that move through a Barrier.
 
 
This power is permanent but blatant.
 
This power is permanent but blatant.
 
The Barrier vibrates with power, and those approaching it sense the personality it confers.
 
The Barrier vibrates with power, and those approaching it sense the personality it confers.
Line 536: Line 537:
 
This change operates on a deep level, altering priorities and loyalties.
 
This change operates on a deep level, altering priorities and loyalties.
 
Targets remember their past, but consider it unimportant compared to their new motivations.
 
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.
 
There are limits to this power, especially for creatures strongly linked to a Form.
Line 541: Line 546:
 
Exceptional creatures and circumstances can break this change.
 
Exceptional creatures and circumstances can break this change.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
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This includes weapons, tools, and machines with moving parts.
 
This includes weapons, tools, and machines with moving parts.
 
They can flex to form bows or clocks.
 
They can flex to form bows or clocks.
Objects made from Barriers are extremely durable and imbued with energy, making them fine and potent.
+
Objects made from Barriers are extremely durable and imbued with energy, making them Fine and Potent.
  
 
==== Barrier Blitz ====
 
==== Barrier Blitz ====
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This allows you to create 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 allows movement at walking speed even in constricted spaces, or at vehicle speed 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 long-term projects to create permanent Barriers.
 
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.
 
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 continue to improve an existing permanent Barrier, which may include key-codes or other controls required to manipulate it.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
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==== Shield Slam ====
 
==== Shield Slam ====
Crush or cushion a car or house.
+
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.
 
You can affect objects up to the scale of flipping or cushioning a car, or overturning or cushioning a small building.
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==== Shield Stomp ====
 
==== Shield Stomp ====
Crush or cushion an explosion, truck, or building.
+
Crumble a building.
  
You can smash or cushion forces 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 encapsulate explosions, greatly reducing the effect of bombs and explosives.
 
You can encapsulate explosions, greatly reducing the effect of bombs and explosives.
 
In combat, this strikes like a fine, potent sledgehammer.
 
In combat, this strikes like a fine, potent sledgehammer.
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==== Shield Shockwave ====
 
==== Shield Shockwave ====
Shield Stomp over a large area.
+
Area Shield Stomp.
  
As Shield Stomp, but affecting a much larger area.
+
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 crush or cushion a block of buildings or a skyscraper.
 
You can cushion massive explosions, even on the scale of a fission bomb.
 
You can cushion massive explosions, even on the scale of a fission bomb.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:54, 13 February 2026

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

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

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

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

No creatures are associated with the Barrier power.

Barrier Abilities

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

On Barriers

Barrier powers differ significantly from most other power sets.

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

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

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

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

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

Barrier Shape

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

Barrier Appearance

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

Resilience and Harm

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

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

Direct Effects

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

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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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