Difference between revisions of "Barrier Powers (FiD)"
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| − | + | {{FiD-Powers}}Barrier is the ability to create walls and globes of protection. | |
| − | {{FiD-Powers}} | ||
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| − | 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 | + | == Barrier Abilities == |
| − | |||
{| 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"| ''' | + | |valign="top"| '''[[#Ward Watch|Ward Watch]]''' <br> Detect Barriers & Powers. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Ward Wattle|Ward Wattle]]''' <br> Selectively block powers. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Ward Window|Ward Window]]''' <br> Selectively block anything. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Ward Weald|Ward Weald]]''' <br> Extradimensional Arena. |
|- | |- | ||
|align="left" valign="top" | '''Command''' | |align="left" valign="top" | '''Command''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Sign Signal|Sign Signal]]''' <br> Barriers as signs. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Sign Sending|Sign Sending]]''' <br> Barrier signalling. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Sign Shun|Sign Shun]]''' <br> Barrier repells. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Sign Summon|Sign Summon]]''' <br> Barrier attracts. |
|- | |- | ||
|align="left" valign="top" | '''Consort''' | |align="left" valign="top" | '''Consort''' | ||
| − | |valign="top"| '''Magic Mask''' | + | |valign="top"| '''[[#Magic Mask|Magic Mask]]''' <br> Counter detection. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Mien Mask|Mien Mask]]''' <br> Hides appearance. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Morph Mask|Morph Mask]]''' <br> Change those who pass. |
| − | |valign="top"| ''' | + | |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 | + | |valign="top"| '''[[#Barrier Blade|Barrier Blade]]''' <br> Fine and Potent attack. |
| − | |valign="top"| '''Barrier | + | |valign="top"| '''[[#Barrier Bend|Barrier Bend]]''' <br> Precise block. . |
| − | |valign="top"| '''Barrier Brim''' | + | |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 | + | |valign="top"| '''[[#Barrier Bloodhound|Barrier Bloodhound]]''' <br> Track Barriers. |
| − | |valign="top"| '''Barrier Brig''' <br> | + | |valign="top"| '''[[#Barrier Brig|Barrier Brig]]''' <br> Cage a target. |
| − | |valign="top"| '''Barrier Banner''' <br> | + | |valign="top"| '''[[#Barrier Banner|Barrier Banner]]''' <br> Change appearance. |
| − | |valign="top"| '''Barrier Bulwark''' <br> | + | |valign="top"| '''[[#Barrier Bulwark|Barrier Bulwark]]''' <br> Cage an area. |
|- | |- | ||
|align="left" valign="top" | '''Prowl''' | |align="left" valign="top" | '''Prowl''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Wall Wrap|Wall Wrap]]''' <br> Hide with Barriers. |
| − | |valign="top"| '''Walk | + | |valign="top"| '''[[#Wall Walk|Wall Walk]]''' <br> Move through Barriers. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Wall Warpath|Wall Warpath]]''' <br> Crew Prowling. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Wall Wisp|Wall Wisp]]''' <br> Teleport between Barriers. |
|- | |- | ||
|align="left" valign="top" | '''Skirmish''' | |align="left" valign="top" | '''Skirmish''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Shelter Shards|Shelter Shards]]''' <br> Resist physical Harm. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Sharp Shards|Sharp Shards]]''' <br> Fine and Potent attack. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Shuffle Shards|Shuffle Shards]]''' <br> Gain Scale. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Signal Shards|Signal Shards]]''' <br> Group action. |
|- | |- | ||
|align="left" valign="top" | '''Study''' | |align="left" valign="top" | '''Study''' | ||
| − | |valign="top"| '''Barrier Blueprint''' <br> | + | |valign="top"| '''[[#Barrier Blueprint|Barrier Blueprint]]''' <br> Barrier identification. |
| − | |valign="top"| '''Barricade Breakdown''' <br> | + | |valign="top"| '''[[#Barricade Breakdown|Barricade Breakdown]]''' <br> Barrier analysis. |
| − | |valign="top"| '''Barricade Backstory''' <br> | + | |valign="top"| '''[[#Barricade Backstory|Barricade Backstory]]''' <br> Barrier history. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Barricade Boundary|Barricade Boundary]]''' <br> Area indentification. |
|- | |- | ||
|align="left" valign="top" | '''Survey''' | |align="left" valign="top" | '''Survey''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Mirror Measure|Mirror Measure]]''' <br> Sense Barriers. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Mirror Motif|Mirror Motif]]''' <br> Sense from a Barrier. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Mirror Monitor|Mirror Monitor]]''' <br> Spy from a Barrier. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Mirror Mindscape|Mirror Mindscape]]''' <br> Perceive from all Barriers. |
|- | |- | ||
|align="left" valign="top" | '''Sway''' | |align="left" valign="top" | '''Sway''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Echo Entreaty|Echo Entreaty]]''' <br> Barrier message. |
| − | |valign="top"| '''Echo | + | |valign="top"| '''[[#Echo Engage|Echo Engage]]''' <br> Barrier translates. |
| − | |valign="top"| ''' | + | |valign="top"| '''[[#Echo Encourage|Echo Encourage]]''' <br> Barrier suggestions. |
| − | |valign="top"| ''' | + | |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 Builder''' <br> Barrier tools. | + | |valign="top"| '''[[#Barrier Builder|Barrier Builder]]''' <br> Barrier tools. |
| − | |valign="top"| '''Barrier Blitz''' <br> Shape Barriers. | + | |valign="top"| '''[[#Barrier Blitz|Barrier Blitz]]''' <br> Shape Barriers. |
|- | |- | ||
|align="left" valign="top" | '''Wreck''' | |align="left" valign="top" | '''Wreck''' | ||
| − | |valign="top"| '''Shield Slam''' <br> | + | |valign="top"| '''[[#Shield Slam|Shield Slam]]''' <br> Crumple a car or house. |
| − | |valign="top"| '''Shield Stomp''' <br> | + | |valign="top"| '''[[#Shield Stomp|Shield Stomp]]''' <br> Crumble a building. |
| − | |valign="top"| '''Shield Sigh''' <br> | + | |valign="top"| '''[[#Shield Sigh|Shield Sigh]]''' <br> Silent Shield Stomp. |
| − | |valign="top"| '''Shield Shockwave''' <br> Shield Stomp | + | |valign="top"| '''[[#Shield Shockwave|Shield Shockwave]]''' <br> Area Shield Stomp. |
|} | |} | ||
| − | == | + | == 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. |
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| − | + | Barriers substitute for extensive preparation, advantageous positioning, or environmental leverage; they do not stack with such advantage that already exist. | |
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| − | Barriers substitute for extensive preparation, advantageous positioning, or environmental leverage; they do not stack with | ||
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. | ||
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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 | + | === Resilience and Harm === |
| − | Without Potency, one additional degree of | + | 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. | + | If other Powers shape the Barrier’s [[#Barrier Appearance |appearance]], they allow additional consequences. |
| + | So a barrier appearing as a wall of fire can give Fire-themed Consequences. | ||
| − | + | === Direct Effects === | |
| − | + | Some Barrier effects do not involve protective walls at all; instead, they apply the principles of the Barrier Form to achieve other results. | |
| − | + | This mainly applies to attacks and the Finesse, Hunt, Skirmish and Wreck Actions. | |
| − | + | The rules and restrictions for static Barriers do not apply to such effects. | |
| + | <div style="text-align:center;"> — [[#top|Back to top]] — </div> | ||
| + | == Expanded Barrier Abilities == | ||
=== Attune === | === Attune === | ||
| + | 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. | ||
| − | + | ==== Ward Watch ==== | |
| − | + | Detect Barriers & Powers. | |
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| − | ==== | ||
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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) }} | ||
| − | ==== | + | ==== 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]]. | |
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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. | ||
| − | ==== | + | ==== 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'''. | + | 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. | ||
| − | ==== | + | ==== Ward Weald ==== |
| − | Extradimensional | + | 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 | + | 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 | + | 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 | + | 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. | ||
| − | ==== | + | ==== Sign Signal ==== |
| − | Barriers as signs | + | 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. | ||
| − | ==== | + | ==== 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. | 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. | ||
| − | ==== | + | ==== Sign Shun ==== |
| − | Barrier | + | 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 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. | ||
| − | ==== | + | ==== Sign Summon ==== |
| − | Barrier | + | 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. | ||
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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 ==== | ||
| − | + | 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. | ||
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You can apply this to your crew as an Advanced effect. | 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. | ||
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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. | ||
| − | ==== | + | ==== Morph Mask ==== |
| − | + | 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. | ||
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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. | ||
| − | ==== | + | ==== Mews Mask ==== |
| − | Change | + | 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. | ||
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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. | ||
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==== Barrier Blade ==== | ==== Barrier Blade ==== | ||
| − | Fine and | + | Fine and Potent attack. |
| − | Wield a rapier or smallsword from Barriers. This weapon is | + | |
| + | Wield a rapier or smallsword from Barriers. This weapon is Fine and Potent. | ||
| + | |||
| + | ==== Barrier Bend ==== | ||
| + | Precise block. | ||
| − | + | You create a momentary Barrier that blocks the movement or impact of something specific for a very short time. {{ Include Finesse Master }} | |
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| − | You create a Barrier | ||
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==== Barrier Brim ==== | ==== 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. | 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 | + | 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 | + | 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 346: | Line 348: | ||
==== Barrier Brig ==== | ==== Barrier Brig ==== | ||
| − | Cage a target | + | 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 ==== | ||
| − | + | 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. | ||
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==== Barrier Bulwark ==== | ==== Barrier Bulwark ==== | ||
| − | Cage | + | Cage an area. |
| − | As Barrier Brig, except the cage is | + | |
| + | 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 === | ||
| Line 374: | Line 383: | ||
Situational, but useful when it happens. | 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. | 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 | + | ==== Wall Walk ==== |
| − | + | 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 | + | 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. | ||
| − | ==== | + | ==== Wall Warpath ==== |
| − | + | 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. | ||
| − | ==== | + | ==== Wall Wisp ==== |
| − | Teleport | + | 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 === | ||
| − | ==== | + | ==== Shelter Shards ==== |
Resist physical Harm. | Resist physical Harm. | ||
| Line 411: | Line 421: | ||
{{ : Damage Resistance Template (FiD)}} | {{ : Damage Resistance Template (FiD)}} | ||
| − | ==== | + | ==== Sharp Shards ==== |
| − | Fine and | + | 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. | ||
| − | ==== | + | ==== Shuffle Shards ==== |
| − | + | Gain Scale. | |
| − | You create a maze of Barriers to | + | You create a maze of Barriers to fight and confuse opponents, giving you Scale (p. 221) even when alone. |
| − | |||
| − | ==== | + | ==== Signal Shards ==== |
| − | + | Group Action. | |
| − | + | This allows you and allies to initiate a Group Action when shielding from or redirecting effects or driving any vehicle. {{ : Apex Skirmish Include (FiD) }} | |
| − | + | ||
| + | <div style="text-align:center;"> — [[#top|Back to top]] — </div> | ||
=== Study === | === Study === | ||
==== Barrier Blueprint ==== | ==== Barrier Blueprint ==== | ||
| − | + | 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 ==== | ||
| − | + | 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 ==== | ||
| − | + | Barrier history. | |
You can read the past events near a Barrier. | You can read the past events near a Barrier. | ||
| Line 446: | Line 456: | ||
The power zooms in on events of interest to you. | The power zooms in on events of interest to you. | ||
| − | ==== | + | ==== Barricade Boundary ==== |
| − | + | Area indentification. | |
| − | Provides a detailed view of events involving Barriers | + | 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 === | ||
| Line 461: | Line 472: | ||
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. | ||
| − | ==== | + | ==== 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. | ||
| − | ==== | + | ==== Mirror Motif ==== |
Sense from a Barrier. | Sense from a Barrier. | ||
| Line 473: | Line 485: | ||
You still sense things at your actual location, but only dimly. | You still sense things at your actual location, but only dimly. | ||
| − | ==== | + | ==== Mirror Monitor ==== |
| − | + | Spy from a Barrier. | |
| − | Similar to | + | 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. | ||
| − | ==== | + | ==== Mirror Mindscape ==== |
| − | Perceive from all Barriers | + | 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 | + | 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 | + | 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. | ||
| − | ==== | + | ==== Echo Entreaty ==== |
| − | + | 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 | + | ==== Echo Engage ==== |
| − | Barrier translates | + | 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. | ||
| − | ==== | + | ==== Echo Encourage ==== |
| − | Barrier | + | 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. | 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. | ||
| − | ==== | + | ==== 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 530: | 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 535: | 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 | + | Objects made from Barriers are extremely durable and imbued with energy, making them Fine and Potent. |
==== Barrier Blitz ==== | ==== Barrier Blitz ==== | ||
| Line 571: | Line 583: | ||
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. | ||
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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 ==== | ||
| − | + | 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 ==== | ||
| − | + | 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 | + | Area Shield Stomp. |
| − | As Shield Stomp, but affecting a much larger | + | 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
| 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.
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.
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.
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.
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.
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!”
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.
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.
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.
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.
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.
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.
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.