Difference between revisions of "Barrier Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
Barrier is the ability to create walls and circles of protection. A barrier is normally a wall up to your twice your tier meters in height and width or a globe with a diameter equal to your tier. Yes, that means that at tier zero, you cannot create a barrier. If you only know this power, the barriers you make are transparent and vaguely luminous. If you use another power together with barrier, you can imbue your barrier with that power at no additional cost, which can give additional effects, often damage to creatures that try to break through your barrier.
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Barrier is the ability to create walls and globes of protection.  
A barrier can be one-way, hindering effects only one way.
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It differs greatly from the standard setup of a Form, taking barrier as a second increases your options more than most other powers would.
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[[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]] because barriers are transparent.  
  
 
When used to attack, barrier takes the form of darts or blades that cut or pierce.
 
When used to attack, barrier takes the form of darts or blades that cut or pierce.
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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.
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|valign="top"| '''Perceive''' <br> Feel the presence of barriers. Identify what power a creature is linked to.
|valign="top"| '''Ward''' <br> Barriers you create can repel any summoned creature and stop any power. When you create the barrier, you can make it ignore some powers of your choice.  
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|valign="top"| '''Ward'''     <br> Your barrier is selective about powers. Counter powers as they are used.
|valign="top"| '''Sanctuary'''     <br> A barrier you create can selectively bar mundane creatures and effects.
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|valign="top"| '''Sanctuary''' <br> Your barrier is selective about powers mundane things.
|valign="top"| '''Arena'''   <br> You can create a large extradimensional barrier covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put. People you bring can in turn bring allies.
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|valign="top"| '''Arena'''     <br> Create a large extradimensional barrier covering an entire scene.  
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Message Ward'''   <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.  
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|valign="top"| '''Message Ward'''     <br> Barriers as signs or impart a message.  
|valign="top"| '''Translation Wall''' <br> You can create a barrier that translates speech from one side to the other. You need to know these languages, or at least have a dictionary.
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|valign="top"| '''Barrier Broadcast''' <br> Send messages to faraway barriers.  
|valign="top"| '''Mental Well'''     <br> You can make a barrier that commands all or certain creatures not to cross. This can be in addition to other effects of the barrier.  
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|valign="top"| '''Mental Wall'''       <br> Carrier commands creatures stay away.  
|valign="top"| '''Honey Well'''     <br> You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
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|valign="top"| '''Mental Well'''       <br> Barrier commands creatures to close.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Magic Mask''' <br> You can create clothes and accessories from barrier. These can take any form but look supernatural. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''Magic Mask'''     <br> Create clothes and accessories from barriers.  
|valign="top"| '''Body Mask''' <br> You can cover yourself in an obviously supernatural barrier that envelops you, disguises your appearance and can even change your sounds and scents.  
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|valign="top"| '''Body Mask'''       <br> Barrier hides your appearance, changes your sounds and scents.  
|valign="top"| '''Give Mask''' <br> You can use Body Mask on willing or helpless creatures. In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like.  
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|valign="top"| '''Give Mask'''       <br> Barriers can change those who pass through them.  
|valign="top"| '''Wild Hunt''' <br> You can body mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
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|valign="top"| '''Conversion Cage''' <br> Change creatures inside a barrier you create.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ride'''           <br> You can control existing devices based on barriers. Barrier devices are rare and barrier vehicles rarely even exist.
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|valign="top"| '''Barrier Buggy''' <br> Create a windshield.
|valign="top"| '''Barrier Blade'''   <br> You can create barrier splinters that work as a fine and potent close-range attack, similar in effect to a fine potent dueling sword
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|valign="top"| '''Barrier Blade''' <br> Fine and potent close-range attack.
|valign="top"| '''Labyrinth'''       <br> You can create very temporary barriers that are persistent enough to split a battlefield and negate an advantage in numbers.
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|valign="top"| '''Barrier Barge''' <br> Create a vehicle from barriers.
|valign="top"| '''Storm of Blades''' <br> Your barriers can form a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Barrier Brim''' <br> Encase a vehicle or mount.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Track Barriers''' <br> You can sense and track barriers powers.  
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|valign="top"| '''Barrier Bloodhound''' <br> Track Barrier powers.  
|valign="top"| '''Cage'''           <br> You can cage a target to isolate it for a limited time.
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|valign="top"| '''Barrier Brig'''       <br> Trap a target in a Barrier.
|valign="top"| '''Prison'''         <br> You can cage everyone in a small area. This cages many creatures very effectively, but allies in the area will end up in the same cage.
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|valign="top"| '''Barrier Banner'''     <br> Control barrier appearance.
|valign="top"| '''Fort'''           <br> You can create a great barrier bubble that spans a small city.
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|valign="top"| '''Barrier Bulwark'''   <br> Trap everyone in a small area.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Dark Barrier''' <br> Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
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|valign="top"| '''Dark Barrier''' <br> Barrier prowling.
|valign="top"| '''Barrier Walk'''   <br> You can move on and through barriers.  
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|valign="top"| '''Walk Barrier''' <br> You can move on and through Barriers.  
|valign="top"| '''Barrier Team''' <br> You can use Dark Barrier and Barrier Walk on you and allies simultaneously.
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|valign="top"| '''Barrier Team''' <br> Dark Barrier and Walk Barrier for your crew.
|valign="top"| '''Bubble Walk''' <br> You and allies can teleport from inside one globular barrier and into another. This is regional travel, you stay within the same city or region.
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|valign="top"| '''Bubble Burst''' <br> Teleport your crew from inside one barrier into another.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Barrier Blade'''      <br> You can use barriers as close-range attacks, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Barrier Block'''      <br> Block physical harm.  
|valign="top"| '''Fine Barrier Blade''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Fine Barrier Blade''' <br> Skirmish Attack, except the weapon is fine and potent.
|valign="top"| '''Maze'''              <br> You cage all opponents who try to attack you except the one you are fighting. You can do this as a part of an attack.
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|valign="top"| '''Maze'''              <br> Barrier negate scale.
|valign="top"| '''Barrier Shards'''    <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Barrier Shards'''    <br> Attack all enemies in the area.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze'''     <br> You can identify and get a basic analysis of a barrier.  
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|valign="top"| '''Barrier Blueprint'''   <br> Identify and basic analysis of a Barrier.  
|valign="top"| '''Research'''   <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Barricade Breakdown''' <br> Full analysis of any Barrier.
|valign="top"| '''Hindsight'''   <br> You can read the past events of something you analyze. This allows you to see the creator as they create the barrier.
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|valign="top"| '''Barricade Backstory''' <br> Read the past events near a Barrier.  
|valign="top"| '''Omniscience''' <br> You research every barrier in a large area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
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|valign="top"| '''Enclosure Echoes'''   <br> Barricade Breakdown a large area, Barricade Backstory some targets.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect Barriers''' <br> You can sense barriers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Detect Barriers'''   <br> Sense barriers and understand their general nature.
|valign="top"| '''Barrier Eye'''     <br> Choose a power barrier that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
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|valign="top"| '''Barrier Eye'''       <br> Sense from a barrier.  
|valign="top"| '''Barrier Scry'''   <br> Choose a location or creature. You gain a sensor at the nearest power barrier, which is often close enough to perceive the target.
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|valign="top"| '''Barrier Scry'''     <br> Choose a location or creaturegain a sensor at the nearest barrier.
|valign="top"| '''Omnibarrier'''     <br> You perceive from all power barriers at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Barrier Broadcast''' <br> Perceive from all power barriers at once over a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Signpost'''  <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby
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|valign="top"| '''Signpost'''  <br> Signs carry simple message across language barrier
|valign="top"| '''Echo Wall''' <br> You can create a barrier that translates emotions and expressions from one side to the other. This is not language-dependent.
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|valign="top"| '''Echo Wall''' <br> Barrier translates from one side to the other.  
|valign="top"| '''Insinuate''' <br> You can imbue a barrier with the ability to insinuate an action in the mind of a nearby creature. Common insinuation are to steal something, attack someone, or ignore some event.  
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|valign="top"| '''Insinuate''' <br> Barrier implants suggestions.  
|valign="top"| '''Instill'''  <br> You change the personality and motivations of creatures that move through a barrier. The target remember their past, but regard it as unimportant compared to their new motivations.
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|valign="top"| '''Instill'''  <br> Change personality and motivations of creatures that move through a barrier.  
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Barrier Beginner''' <br> You can manipulate existing power barriers as if they were made of stout wood.
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|valign="top"| '''Barrier Bump'''   <br> Move barriers around.
|valign="top"| '''Barrier Novice''' <br> You can barriers to block passage and attacks.  
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|valign="top"| '''Barrier Breach''' <br> Open holes in barriers.  
|valign="top"| '''Barrier Master'''     <br> You can create  complex barriers.   
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|valign="top"| '''Barrier Blitz''' <br> Shape Barriers.   
|valign="top"| '''Barrier Factor'''     <br> This is similar to Barrier Master, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Barrier Blade''' <br> Barriers as Tools.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy Barrier''' <br> You can noisily jimmy barriers, but not to a great degree.
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|valign="top"| '''Shield Slam'''     <br> Crush or cushion a car or house.
|valign="top"| '''Smash Barriers''' <br> Similar to jimmy. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Shield Stomp'''     <br> Crush or cushion an explosion, truck, or building.
|valign="top"| '''Aegisbreaker'''   <br> Similar to smash, but destroyed barriers silently disappear or are reduced to a fine dust.
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|valign="top"| '''Shield Sigh'''     <br> A silent Shield Stomp.
|valign="top"| '''Aegisquake'''     <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
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|valign="top"| '''Shield Shockwave''' <br> Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.
 
|}
 
|}
  
 
== Expanded Barrier Powers ==
 
== Expanded Barrier Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
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Barrier powers differ a lot from a typical power set.
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The basic effect of Barrier is to create walls.
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The basic wall is strong and impermeable, stopping anything from passing.
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These walls are then modified by the actions you use to create them.
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The size and strength of a barrier depends on the highest effect you use in it.
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The basic shape of a barrier is always round, either a ball or a slightly concave surface.
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A wall and a globe has different kinds of radius.
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The size of a wall is measured from the center of the area and forms a slightly concave surface.
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The size of a globe is measured from the center point and forms a globular shell around that point.
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* A '''Basic''' barrier is a sphere or convex wall up to 1 meter in radius. It can be broken with a standard effect from a weapon or wrecking tool or a limited effect with potence.
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* An '''Advanced''' barrier is a sphere or convex wall up to 2 meters in radius. It can be broken by great effect from a weapon or tool or a standard effect with potence
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* A '''Master''' barrier is a sphere or convex wall up to 3 meters in radius. It can be broken by standard effect from a potent weapon or tool.
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* An '''Apex''' barrier is a sphere or convex wall up to 6 meters in radius. It can be broken by great effect from a potent weapon or tool.
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As you advance in tier the maximum size of your barriers increase, add your tier to the maximum radius of a barrier.
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You can always make a barrier smaller, so a globe can be turned into a half-sphere and any wall can have a smaller radius. You cannot otherwise play around with the shape of your barrier.
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It does not matter if your barrier intersects other things; such a barrier will extend slightly into the material, damaging neither the barrier nor the material.
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Modifying the location and shape of a barrier is done using [[#Tinker|Tinker Barrier]] powers.
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Barriers are visible unless you use power to conceal them.
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The basic barrier is transparent with a blueish glow.
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If you know powers other than Barrier, you can use those powers to set the look of your barrier.
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Fire powers create glowing barriers edged in fire, Darkness barriers are sinister and shadowy, and so on.
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In addition any barrier may have sigils, text, series of numbers, geometrical patterns (hexagons are popular), or other details fitting your style and power playbook.
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A creatures that suffers consequences from trying to break down a barrier might harm the tools they are using or even take damage from the collision.
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If you used other powers to give flavor to your barrier, this colors the possible consequences for both you and the opposition, a fiery barrier can burn, an electric barrier can electrocute, and so on.
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The position of barrier powers depend on what is happening around you.
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In your base or a quiet back alley the situation is usually controlled.
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In most street scenes the position is risky.
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In a melee or with a bomb timer, the position is desperate.
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[[#Wreck|Wreck Barrier]] can be used to improve the position of many types of actions, see below.
  
 
=== Attune ===
 
=== Attune ===
 
Barrier powers are not linked to any kind of supernatural creature or plane.  
 
Barrier powers are not linked to any kind of supernatural creature or plane.  
Instead, you learn how to create barriers that specifically protect against summoned creatures and alter against supernatural creatures.  
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Instead, you learn how to create barriers that specifically protect against creatures with powers and later specifically against mundane creatures.  
  
'''Perceive:'''
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'''Perceive'''
''You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.  
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Feel the presence of barriers. Identify what power a creature is linked to.
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It can also spot immaterial Spirits.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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This can also identify any creature's connection to powers, which helps you to decide what kind of barrier to use against it.  
The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
 
A risky consequence could make your scrying noticeable to onlookers or give you faulty information.
 
A desperate consequence could allow targets enough information to set up an ambush, or misidentify who the target is possibly leading you to attack the wrong creature.
 
  
 
Scanning a specific creature you can see only requires a limited effect.
 
Scanning a specific creature you can see only requires a limited effect.
Scanning an area you can see, even maintaining a scan as you move around to inspect several areas, requires standard effect.
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Scanning an area you can see or maintaining a scan as you move around to inspect several areas requires standard effect.
 
Scanning an area you cannot see requires great effect.
 
Scanning an area you cannot see requires great effect.
  
'''Ward:'''
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The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
''Barriers you create can repel any summoned creature and stop any power. When you create the barrier, you can make it ignore some powers of your choice.
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A risky consequence could make your scrying noticeable to onlookers or give you faulty information.
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A desperate consequence could allow targets enough information to set up an ambush, or misidentify who the target is possibly leading you to Ward against the wrong creature.
  
Barrier cannot dismiss creatures.
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'''Ward'''
However, you can create selective barriers that only hinder certain types of creatures, enhancing the utility of your defenses.  
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Your barrier is selective about powers. Counter powers as they are used
This increases the utility of the barrier as it can potentially be made to block enemies and not allies.
 
You can make a barrier that only hinders fire creatures, or a barrier that hinders all but mind and air creatures.
 
At this level, you cannot selectively bar creatures that lack powers, if you use Ward, your barrier can be ignored by mundane creatures and effects.
 
If you don't use Ward, your barrier will block everything.
 
This is an added feature to whatever Barrier effect you are using, it uses the position and effect of that ability.
 
  
Dispelling any power effect is more versatile than the common effect.
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You can make a barrier that only hinders Fire creatures and powers, or a barrier that hinders all but Mind and Air creatures and powers.  
Most powers only dispel effects of their own power, but barrier can dispel the effect of any power.
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You can selectively include or exclude mundane creatures and effects, counting all mundanes as if they were a single power. 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
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You don't need to know a power to select it this way.
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This increases the utility of the barrier as it can potentially be made to block enemies and not allies.  
  
Dispelling is usually used as a setup action to help another character in a situation when the opposition is using powers.  
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You either make the barrier block '''only''' that power or block '''everything except''' that power.
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This includes all effects of that power, as well as creatures linked to that power.
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Creatures of Powers that are not affected still see the barrier, but can otherwise act as if it was not there.
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If a barrier blocks something that is only a minor part of something crossing a barrier, it has no effect.
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For example, a barrier that blocks Air won't block the air inside a creature, container, or vehicle that crosses the barrier.
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You can counter any power as it is being activated, but you cannot negate a power that is already in operation.
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 +
This is often used as a setup action to help another character in a situation when the opposition is using powers.  
 
The position is controlled, possibly risky if there are a lot of other dangers around.
 
The position is controlled, possibly risky if there are a lot of other dangers around.
Limited effect creates an opening that makes the supported action potent.  
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* Limited effect improves position unless the opposing power is potent.  
Normal effect improves the position of the supported action.
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* Normal effect always improves position.
Great effect improves both position and effect of the supported power.
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* Great effect improves position makes the incoming effect lose any potency it might have.  
 
 
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
 
Against an opponent that uses power to fly or even breathe you can have a better effect.
 
 
 
When it is dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
 
  
'''Sanctuary:'''
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'''Sanctuary'''
''A barrier you create can selectively bar mundane creatures and effects.
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Your barrier is selective about mundane things.
  
This is the same as Barrier, above, except it is not restricted to affecting creatures with powers.  
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This is the same as Ward, above, except it is not restricted to just powers.  
People are governed by the Mind power and most other mundane creatures by the Animal power.  
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You can select anything as long as it is reasonably objective.
You also block mundane attacks used by the selected types of creatures.
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Examples include blocking males, tigers, swords, bullets, lead, the color red, and so on.
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Different settings and power books may allow differents set of things to block corresponding to the definitions they consider important. An astrologer can exclude based on star signs, a sorcerer based on bloodlines.
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You can also make a one-way barrier, that allows travel in only one direction.
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If the type of something is in doubt this usually works against you.
  
'''Arena
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'''Arena'''
''You can create a large extradimensional space covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put. People you bring can in turn bring allies.
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Create a large extradimensional barrier covering an entire scene.
  
This essentially creates an arena without bystanders where you can interact with others without risking collateral damage. It moves you and selected creatures into an extradimensional space that is identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there.
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This creates an arena without bystanders where you can interact with others without risking collateral damage. It moves you and selected creatures into an extradimensional space that is identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there.  
Creatures you select as the primary targets can in turn make Attune tests to select other allied creatures in the area and bring them along as well, but such secondary targets have the option to refuse to come and can't invite more creatures.
 
  
The area is rather large, a city block or terrain like a grove, field, or lake.
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The area is rather large, a city block or terrain feature like a grove, field, or lake.
Large enough to have an interesting encounter in, small enough that its not very useful for travel.  
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Large enough to hold an interesting encounter, small enough that its not very useful for travel.  
 
It lasts until all conscious creatures in the area agree to end the effect, or for a maximum of one day.
 
It lasts until all conscious creatures in the area agree to end the effect, or for a maximum of one day.
  
 
Anything picked up while in this extradimensional space works normally as long as they remain there, but disappears when creatures try to bring them out of the extradimensional space. This means that any doors, barriers, traps, fortifications, and similar features of the area are still present. Any changes in the extradimensional space do not carry over to physical reality when Arena ends.
 
Anything picked up while in this extradimensional space works normally as long as they remain there, but disappears when creatures try to bring them out of the extradimensional space. This means that any doors, barriers, traps, fortifications, and similar features of the area are still present. Any changes in the extradimensional space do not carry over to physical reality when Arena ends.
  
Using this ability is pretty easy, if costly. It is used to set up a situation to avoid collateral damage rather than to win a confrontation, so the only effect on targets is to bring them along and possibly to separate them from their allies.
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Using this ability is pretty easy, if costly in stress. It is used to set up a situation to avoid collateral damage rather than to win a confrontation, so the only effect on targets is to bring them along and possibly to separate them from their allies.
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A limited effect brings you and one other person. A standard effect brings you and a small group of allies (usually your crew) and a similar group of outsiders. Great effect can bring a large group of both allies and enemies, and might sometimes be required to bring a particularly tough opponent, such as a legendary creature.
  
Bringing people along that you can see is a controlled situation, bringing people you know well or if you have a body part or recently used item is a risky situation, and bringing creatures based on a description is a desperate position. Your primary targets that use Attune to bring allies along are always in a controlled situation.
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All creatures to be included must be in the area.
A common consequence is that there might be faults in the extradimensional space where it differs from physical reality, usually to your opponent's advantage.
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Bringing people along that you can see is a controlled situation, bringing people you know well or if you have a body part or recently used item is a risky situation, and bringing creatures based on a description is a desperate position.
 +
Creatures you select as the primary targets can in turn make Attune tests to select other allied creatures in the area and bring them along as well, such secondary targets have the option to refuse to come but can't invite more creatures.
  
A limited effect brings you and one other person. A standard effect brings you and a small group of allies (usually the other player characters) and a similar group of outsiders. Great effect can bring a large gang of both allies and enemies, and might sometimes be required to bring a particularly tough opponent, such as a legendary creature.
+
A common consequence for you is that there might be faults in the extradimensional space where it differs from physical reality, usually to your detriment.
 +
The usual consequence for others bringing allies along is that they cannot try again.
  
 
=== Command ===
 
=== Command ===
 
There are no Barrier creatures for you to Command.
 
There are no Barrier creatures for you to Command.
 
Instead you can turn barriers into signposts that transmit or even translate messages.
 
Instead you can turn barriers into signposts that transmit or even translate messages.
At the highest levels, you can mentally call or repel creatures from a barrier.
+
At the highest levels, you can mentally call or repel creatures from a barrier.  
  
'''Message Ward:'''
+
'''Message Ward'''
''You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
+
Barriers as signs or impart a message.
  
 
This is basically a mental signpost.
 
This is basically a mental signpost.
 
Creatures approaching the barrier hear your message as if it was spoken in their native language.
 
Creatures approaching the barrier hear your message as if it was spoken in their native language.
They are not compelled to do anything.  
+
They are not compelled to do anything.
This is a modification to some other barrier you are setting up, it does nto have a position or effect of its own.
 
  
'''Translation Wall:'''
+
'''Barrier Broadcast'''
''You can create a barrier that translates speech from one side to the other. You need to know these languages, or at least have a dictionary.
+
Send messages to faraway barriers.
  
When you set up this barrier, pick two languages you know or have dictionary for and decide which side of the barrier will use which language.
+
You can have a message delivered to a barrier over any distance.
Any words of the chosen language will be translated into the other language and be spoken on the other side of the barrier.
+
If you send to a creature, they will realize a Barrier Broadcast is incoming and if they can activate a barrier they can receive it.  
So if you pick French and German, anything said in French on one side will be translated into German on the other side, and vice-verso.
+
The barrier makes the speakers appear to each other and hear each other speak.  
The quality of the translation depends on your fluency in the language.
+
It does not translate unless other effects are added.
  
This is usually used as a setup action. The position is usually controlled unless hostiles are trying to stop you.
+
Devices that create a barrier specifically to receive Barrier Broadcasts are common in some settings.
Consequences complicate communication or waste time.
 
Effect determines the volume of speech and the authority words are spoken with.
 
  
'''Mental Well:'''
+
'''Mental Wall'''
''You can make a barrier that commands all or certain creatures not to cross. This can be in addition to other effects of the barrier.
+
Carrier commands creatures stay away.
  
You can make your barrier to repel certain types of creatures. Type is defined by the powers they are related to, so people are Mind, animals are Animal, and monsters are whatever power they use.  
+
You can make your barrier mentally repel certain types of creatures. Type is defined by the powers they are related to, so people are Mind, animals are Animal, and monsters are whatever power they use.  
You don't need to know a power to affect creatures of that type, but if you do you increase your effect.
+
You don't need to know a power to affect creatures of that type.
  
 
This is a mental compulsion that is not dependent on language or even sound.  
 
This is a mental compulsion that is not dependent on language or even sound.  
This is a command to stay away from the barrier, out of sight or further away than a typical ranged attack using Hunt has range at your tier.
+
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 hundred meters or so, but the effect requires line of sight to work.
 +
Targets have to move away to stay at this distance and cannot directly attack the barrier.
 +
A player character can move closer or try to break the barrier by pushing.
 +
Exceptional NPCs may be able to do something similar.
 +
 
 +
'''Mental Well'''
 +
Barrier commands creatures to close.
 +
 
 +
This is the same as Mental Wall, but it attracts instead of repels, making creatures move towards your barrier and stay there.
 +
The rules are the same as Mental Wall, but the effect is more absolute, instead of dispersing targets you concentrate them at one spot, clearing the area more effectively, making them vulnerable to area attacks, and potentially trapping them physically.
 +
Using Attune Barrier: Sanctuary you can make the barrier such that they can enter but not leave, trapping them physically as well as mentally.
 +
 
 +
=== Consort ===
 +
Use barriers to change your appearance, and later create barriers that change those who pass through.
  
These things are mainly used as defenses.
+
'''Magic Mask'''
Creating permanent Mental Wells, such as defenses for your base, is a long-term project.
+
Create clothes and accessories from barriers.
Simple fortune rolls can be made for opponents to see if they escape the effect, with relative tier modifying the effect
 
  
Used during a score, this is a kind of diversion to mislead an encounter.
+
This can just be glowing accessories or hide your appearance entirely, but always maintains your basic shape and is obviously extraordinary.
A large number of creatures can be creature caught in the effect, and they will ignore anything but immediate threats while wrestling with the lure of the Mental Well.
+
You do not physically change, you change your accessorize and outfits.
You can select a small group of allies that are immune to the effect.
+
These barriers offer no protection.
Limited effect provides a brief distraction.
 
Standard effect lasts for the entirety of the score.
 
Great effect means targets will ignore even direct threats, allowing you to lure them away in the middle of combat.
 
Position depends on how dangerous the situation is, controlled if the opposition is unaware of you, desperate in the middle of a fight (where you will also need great effect).
 
  
'''Honey Well:'''
+
'''Body Mask'''
''You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
+
Barrier hides your appearance, changes your sounds and scents.
  
This is the same as Mental Well, but it attracts instead of repels, making creatures move towards your barrier and stay there.  
+
You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add or remove body parts.
You can make the barrier such that they can enter but not leave, trapping them physically as well as mentally.
+
This is obviously a barrier, but can be covered with clothing, concealment, or further powers.
The rules are the same as Mental Well, but the effect is more absolute, instead of dispersing targets you concentrate them at one spot, clearing the area more effectively, making them vulnerable to area attacks, and potentially trapping them physically as well.
+
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.
 +
Still offers no protection.
 +
 
 +
'''Give Mask'''
 +
Barriers can change those who pass through them.
 +
 
 +
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 use of this ability is realized. 
 +
 
 +
The transformation lasts as long as the barrier, or until they move through the barrier in the opposite direction.
 +
 
 +
'''Conversion Cage'''
 +
Change creatures inside a barrier you create.
 +
 
 +
This is a normal solid barrier globe, that transforms anyone inside the bubble when it forms as Give Mask.
 +
Unless you change the barrier, they are also captured within.
 +
You can also change the environment inside the globe to match the power used, creating aviaries, aquariums, and other environments suited to your captives' new form.
 +
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.
 +
You can make a barrier has no other effect than protecting from from wind, dust, and spray, this allows it to be four times larger than normal, to cover even 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 and long as the outside is not too extreme enough to inflict actual Harm.
 +
 
 +
'''Barrier Blade'''
 +
Fine and potent close-range attack.
 +
 
 +
Create a rapier or smallsword from barriers. This weapon is fine and potent. Barrier attacks take the form of darts or blades that cut or pierce.
 +
 
 +
'''Barrier Barge'''
 +
Create a vehicle from barriers.
 +
 
 +
You created a barrier as a flattened sphere and can then run this as if it was a personal vehicle. It hovers but cannot fly.
 +
Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.
 +
 
 +
'''Barrier Brim'''
 +
Encase a vehicle or mount.
 +
 
 +
Create a set of barriers to protect you and your crew as you travel, providing both physical and environmental protection.
 +
These barriers will move with your rides and do not inconvenience your travel.
  
 
=== Hunt ===
 
=== Hunt ===
Track barriers, and use barriers at range to temporarily cage creatures.
+
'''Barrier Bloodhound'''
 
+
Track Barrier powers.
'''Track:'''
 
''You can sense and track barriers powers.
 
  
 +
A barrier leaves a trail that you can follow using Barrier Bloodhound.
 +
Situationally useful depending on how common barriers are in the setting.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
 
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
  
'''Cage:'''
+
'''Barrier Brig'''
''You can cage a target to isolate it for a limited time.
+
Cage a target in a Barrier.
  
 
Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
 
Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
 
This is mainly used to neutralize a foe, but can be used to protect allies and mcguffins.
 
This is mainly used to neutralize a foe, but can be used to protect allies and mcguffins.
 
This works like a normal ranged attack, except the result is imprisonment rather than harm.  
 
This works like a normal ranged attack, except the result is imprisonment rather than harm.  
Consequences are the same as any fight.
+
Consequences are those of a fight.
Limited effect lasts for a few minutes, standard effect takes out the target for the rest of the score and great effect lasts for some time, but it protects those caught from lack of air and water.  
+
Limited effect outcome for a few minutes, standard effect takes out the target for the rest of the score and great effect lasts for some time, but it protects those caught from lack of air and water.
 +
Additional outcome can be used to catch larger creatures, with each extra level of effect doubling the maximum length of creature you can catch.
  
'''Prison'''
+
'''Barrier Banner'''
''You can cage everyone in a small area. This cages many creatures very effectively, but allies in the area will end up in the same cage.
+
Control barrier appearance.
  
This is the same as cage, except the cage is much larger, and can capture a number of foes - and friend if used in a mixed melee.
+
You change the appearance of a barrier.
 +
You can make it invisible or create more complex images and patterns than you normally could.
 +
You can even use a barrier as a screen to display a scene, which can be a convincing illusion from a creature facing it head-on.  
  
'''Fort:'''
+
'''Barrier Bulwark'''
''You can create a great barrier bubble that spans a small city.
+
Cage everyone in a small area.
  
This is the same as cage, except it can cage a huge area, a small city or section of a large city.
+
Barrier Brig, except the cage is much larger, and can capture a number of foes in a big barrier - and possibly friends too if used in a mixed melee.
This can be a prison for those inside, or a temporary protection form a hostile world.
 
  
 
=== Prowl ===
 
=== Prowl ===
 
Barrier is not the most versatile Prowl ability, it mainly gives you the ability to pass barriers used by others.
 
Barrier is not the most versatile Prowl ability, it mainly gives you the ability to pass barriers used by others.
Important when it happens, but it happens rarely.
+
Unlikely but important when it happens.
  
 
'''Dark Barrier'''
 
'''Dark Barrier'''
''Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
+
Barrier prowling.
  
You are no better at sneaking than anyone else, but you do so protected by a shield barrier that reduces the effect of attacks and your own failed maneuvers, improving position by one step.
+
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.
  
'''Barrier Walk'''
+
'''Walk Barrier'''
''You can move on and through barriers.
+
You can move on and through Barriers.
  
 
Barriers are normally either slick or indistinct, offering poor support for climbing.  
 
Barriers are normally either slick or indistinct, offering poor support for climbing.  
Line 260: Line 360:
 
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:'''
+
'''Barrier Team'''
''You can use Dark Barrier and Barrier Walk on you and allies simultaneously.
+
Dark Barrier and Walk Barrier for your crew.
  
 
All your allies can move as you do using these abilities.
 
All your allies can move as you do using these abilities.
They still use their own Prowl action.
+
They use their own Prowl.
  
'''Bubble Walk'''
+
'''Bubble Burst'''
''You and allies can teleport from inside one globular barrier and into another. This is regional travel, you stay within the same city or region.
+
Teleport your crew from inside one barrier into another.
  
The globular barriers can be ones you just created for the purpose.
+
These need to be globular barriers, this can can be ones you just created for the purpose.
 +
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are unlikely to be familiar with.
  
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
=== Skirmish ===
 +
'''Barrier Block:'''
 +
''Resist physical Harm.
  
=== Tinker ===
+
Absorb Harm from kinetic damage, firearms and physical projectiles.
This is what you use to create actual physical walls and barriers.
+
Roll Skirmish when subject to harm from such energies.
 +
This is your inherent resistance, it does not require any activity on your part.
 +
Reduce the level of harm inflicted based on the level of success.
 +
1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
 +
 
 +
'''Fine Barrier Blade'''
 +
Skirmish Attack, except the weapon is fine and potent.
 +
 
 +
Barrier attacks take the form of darts or blades that cut or pierce.
 +
 
 +
'''Maze'''
 +
Barrier negate scale.
 +
 
 +
You create a maze of barriers to separate and confuse opponents.
 +
This negates scale.
 +
 
 +
'''Barrier Shards'''
 +
Attack all enemies in the area.
 +
 
 +
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.
 +
 
 +
=== Study ===
 +
'''Barrier Blueprint'''
 +
Identify and basic analysis of a Barrier.
 +
 
 +
You identify the grade of a barrier (basic, advanced, master, apex) and what Actions have been used on it.
 +
 
 +
'''Barricade Breakdown'''
 +
Full analysis of any Barrier.
 +
 
 +
Learn the exact powers and effects of a barrier, and when any by whom it was created.
 +
 
 +
'''Barricade Backstory'''
 +
Read the past events near a Barrier.
 +
 
 +
You can read the past events near a Barrier. This allows you to see the creator as they create the barrier and important events in its later history.
 +
The power zooms in on events of interest to you.
 +
 
 +
'''Enclosure Echoes'''
 +
Barricade Breakdown a large area, Barricade Backstory some targets.
 +
 
 +
Provides a detailed view of events involving barriers as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Barricade Backstory to learn the history of up to three such locations.
 +
 
 +
=== Survey ===
 +
Perceive and locate barriers. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.
 +
 
 +
'''Detect Barriers'''
 +
Sense barriers and understand their general nature.
 +
 
 +
This is a basic spotting power, selectively sensing barriers.
 +
You can exclude barriers you know of.
 +
 
 +
'''Barrier Eye'''
 +
Sense from a barrier.
 +
 
 +
Choose a power barrier that you know of; perceive as if you were at that spot.
 +
You still sense things at your actual location, but only dimly.
 +
 
 +
'''Barrier Scry'''
 +
Choose a location or creature, gain a sensor at the nearest barrier.
 +
 
 +
Similar to Barrier Eye but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable barrier, hopefully close enough to observe the target.
 +
This can be a barrier the target is using or created.
 +
Fails if no suitable barrier is available.
 +
 
 +
'''Barrier Broadcast'''
 +
Perceive from all power barriers at once over a wide area.
 +
 
 +
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves.
 +
Somewhat situational, depending on setting barriers may be rare.
 +
 
 +
=== Sway ===
 +
Barriers have no creatures to sway.
 +
Instead you imbue your barriers with messages or even suggestions.
 +
 
 +
'''Signpost'''
 +
Signs carry simple message across language barrier.
 +
 
 +
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
 +
 
 +
'''Echo Wall'''
 +
Barrier translates from one side to the other.
 +
 
 +
You can create a barrier that translates what is said from one side to the other.
 +
This will translate any language, even those you don't know.
 +
 
 +
'''Insinuate'''
 +
Barrier implants suggestions.
 +
 
 +
You can imbue a barrier with the ability to insinuate an action in the mind of a creatures very near the barrier.
  
Barriers normally come in two varieties, permanent barriers and temporary barriers.  
+
Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. Suggestions cannot be absurd to the target.
Creating a permanent barrier is a long-term project.
 
A temporary barrier has a rather limited duration, it never lasts beyond the scope of a score.
 
Either type of barrier is very hard to break down.  
 
Unless the setting includes a
 
  
'''Barrier Beginner'''
+
The action needs to be obvious and fairly direct. "Attack the next human you see" works, "seek out and attack the king" is too complex.
''You can manipulate existing power barriers as if they were made of stout wood.
 
  
This requires there to be a barrier for you to work with.
+
'''Instill'''
Super-conditional, but when it is needed, it may be the only way.
+
Change personality and motivations of creatures that move through a barrier.
You can work barriers as if they were of thin wood (about 2 cm or one inch thick) and you had a knife, a saw, and glue.
 
Changes take time, especially if you want to do something complex.
 
  
'''Barrier Novice'''
+
This power is permanent but blatant. The barrier vibrates with power, and those coming close get a vague sense of the personality it confers.
''You can create barriers to block passage and attacks.
+
You can opt to make this barrier so that anything can cross it.
 +
It changes all who pass through the barrier on a pattern you decide when creating the barrier.
 +
This change is on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations.
 +
There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.
  
You create barriers that serve as walls.  
+
=== Tinker ===
This can be a flat circular wall or a globe.
+
You can modify the shape of barriers.  
Either can be partially inside objects without interfering with that object.  
+
Altering a barrier you made yourself needs only Limited effect.
 +
Altering a barrier made by an ally or that the owner gave you permission to use requires standard effect.  
 +
Controlling another's barrier requires great effect.
  
Its usually best to handwave any complexities with large barriers, but here are som tips how to handle things if you decide you have to.
+
'''Barrier Bump'''
It does not matter if there is enough room for your barrier to form, it will just continue through whatever was in the way.
+
Move barriers around.
It is not possible to circumvent a globular barrier by going through solid objects.
 
When the barrier disappears, the material is still intact.
 
Strangely, any cables or pipes will continue to function, so air, water, and electricity can pass through the barrier if in such conduits.
 
The barrier may or may not extend into other floors or rooms as required by the story.  
 
  
Size depends on the effects, limited effect can create a wall with a radius in meters equal to your tier.
+
You can move a barrier around but not into other things.
Standard effect adds five to your tier, great effect can create huge fields to cover entire large buildings or city blocks.
+
This means a moving barrier cannot seal a passage, there always has to be space between the barrier and the things around it.
Position depends on the complexity of the situation.
+
To move a barrier, you have to keep it away from everything else, meaning that in a close-fitting space you can only move at a crawl.  
If you can see the location of the wall and the situation is generally calm, its a controlled position.
+
In the open you can move the barrier much faster, up to running speed in air or walking speed in water.
If the area is very busy, such as an ongoing skirmish, the situation is desperate.
 
Otherwise it is risky.
 
Consequences include having someone caught on the wrong side, the barrier having holes in it, structural damage to the scene, or the barrier not functioning as it is supposed to.
 
  
'''Barrier Master'''      
+
'''Barrier Breach'''
''You can create complex barriers.
+
Open holes in barriers.
  
This can do what Barrier novice does, except that you can make barriers that are not just simple convex shapes.
+
You modify an existing barrier or a barrier you are creating to create circular holes in it.  
Consequences limit the duration of the effect, makes a created item somehow warped or extra conspicuous, or leaves other unexpected openings in either form or function.
+
This can be large enough to move through or small enough to just allow weapons to fire out of the barrier, turning your barrier into a fortification.  
  
You can make simple tools and weapons out of barriers.
+
'''Barrier Blitz'''
You can hand these out for others to use.
+
Shape Barriers.
This works like fine and potent melee weapons or as armor that absorbs the first physical harm taken by the wearer.
 
You can make barriers that can be passed in one direction, but not the other.
 
You can make barriers that only stop fast-moving projectiles but allow slower-moving creatures to pass through.
 
  
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
You modify an existing barrier or a barrier you are creating to change its shape.
 +
This allows you to make barriers that are not circles or globes.
 +
You can also move the barrier, and this precise control of shape makes it easier to move at walking speed even in a constricted space or at the speed of a vehicle of your setting in open air or water.
  
'''Barrier Factor:'''
+
'''Barrier Blade'''
''This is similar to Barrier Master, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Barriers as Tools.
  
Pretty self-explanatory, this is Barrier Master on a larger scale.
+
You can shape barriers with precision enough to make devices.
Rather than having to repeatedly use Barrier Master you can use Barrier Factor once to create a large amount of items.
+
You can create weapons, tools, and devices, even machines with moving parts.  
This is useful for equipping a large band or building something large out of nothing.
+
They can flex to make bows and clocks.
 +
Making things from barriers makes them very tough and imbued with energy that makes them fine and potent.
 +
You cannot make anything that relies on chemical properties such as medicines, explosives, and such.
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate animal matter.  
+
Barriers wreck by creating rams of force to push things over.
 +
The area of impact is large, this is not a good power for piercing armor.
 +
Things that resist strongly but are brittle are easy to demolish.
 +
Things that flex or that can move are hard to damage, its more likely that they will simply bend or be pushed.
 +
Limited effect can crack brick walls or tinny construction and move low-density objects such as boxes and cars.
 +
Standard effect can crack wooden walls, raze precast concrete and push solid things like stone blocks and armored vehicles.
 +
Great effect can crack stone walls and push even heavy, solid things like blocks of concrete or metal.
 +
Bedrock, heavy steel or concrete cast in place are to strong for Barrier to affect.
 +
 
 +
Perhaps the greatest effect of this is that Wreck Barriers can be used to shield from the same kinds of things that it can raze.
 +
Falling rocks, buildings about to fall over, cars skidding off the road, all can be pushed away using Wreck barriers, protecting both the thing that is moving and what it was about to crash into.
  
'''Mangle'''
+
'''Shield Slam'''
''You can jimmy organic materials either made of animal products, or that animals could reasonably destroy. Noisy and leaves a twisted object in place. Can be used to attack in melee like a sledgehammer.
+
Crush or cushion a car or house.
  
Just as crude as it sounds.  
+
This can do things up to the scale of flipping or cushioning a car or overturning or cushioning a small building.
You destroy animal matter and strike with the force of a sledgehammer in combat.
+
You can strike with the force of a sledgehammer in combat.  
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
+
This is slow, noisy, and imprecise, but the movement is slow and gentle.
  
'''Decompose'''
+
'''Shield Stomp'''
''You can apply the effect of reducers like bacteria and insects like woodworms. Still slow but powerful. You can also create a bone club that works as a fine potent sledgehammer in combat.
+
Crush or cushion an explosion, truck, or building.
  
You can slowly rot any organic matter by attacking it with bacteria and worms. This is slow, so more of a long-term project.
+
You can smash or cushion things up to the size of a building, bus, or yacht.  
It is also subtle, so if you do make a long-term project of it, you can create a back opening in a wooden wall to exploit in a score, giving you +2d on the engagement roll.
+
You can encapsule explosions, greatly reducing the effect of bombs and explosives.
 +
Strikes like a fine, potent sledgehammer in combat.
 +
Barrier attacks take the form of giant blades that cut or smash.
  
'''Wildwarp
+
'''Shield Sigh'''
''Similar to Mangle, but destroyed targets silently disappear or are reduced to a fine dust.
+
Silent Shield Stomp.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
Like Shield Stomp, but the effect is more gentle and mostly silent.
You also leave less traces, as what you wreck disappears.
+
Stuff that break is reduced to blowing dust.
This can also be used to get rid of animal evidence.
 
  
'''Obliterate:'''
+
'''Shield Shockwave'''
''Similar to Mangle, but over a large area. This can level a tent camp, disarm a host of troops armed with organic weapons, and similar massive destruction.
+
Shield Stomp over a large area.
  
Rather straightforward, this just scales things up.
+
Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.
 +
Redirect huge explosions, even a fission bomb.

Latest revision as of 11:58, 15 November 2024

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Powers (FiD)Fox in the Dark logo

Barrier is the ability to create walls and globes of protection. It differs greatly from the standard setup of a Form, taking barrier as a second increases your options more than most other powers would.

Barriers are vulnerable to Light because barriers are transparent.

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 Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Perceive
Feel the presence of barriers. Identify what power a creature is linked to.
Ward
Your barrier is selective about powers. Counter powers as they are used.
Sanctuary
Your barrier is selective about powers mundane things.
Arena
Create a large extradimensional barrier covering an entire scene.
Command Message Ward
Barriers as signs or impart a message.
Barrier Broadcast
Send messages to faraway barriers.
Mental Wall
Carrier commands creatures stay away.
Mental Well
Barrier commands creatures to close.
Consort Magic Mask
Create clothes and accessories from barriers.
Body Mask
Barrier hides your appearance, changes your sounds and scents.
Give Mask
Barriers can change those who pass through them.
Conversion Cage
Change creatures inside a barrier you create.
Finesse Barrier Buggy
Create a windshield.
Barrier Blade
Fine and potent close-range attack.
Barrier Barge
Create a vehicle from barriers.
Barrier Brim
Encase a vehicle or mount.
Hunt Barrier Bloodhound
Track Barrier powers.
Barrier Brig
Trap a target in a Barrier.
Barrier Banner
Control barrier appearance.
Barrier Bulwark
Trap everyone in a small area.
Prowl Dark Barrier
Barrier prowling.
Walk Barrier
You can move on and through Barriers.
Barrier Team
Dark Barrier and Walk Barrier for your crew.
Bubble Burst
Teleport your crew from inside one barrier into another.
Skirmish Barrier Block
Block physical harm.
Fine Barrier Blade
Skirmish Attack, except the weapon is fine and potent.
Maze
Barrier negate scale.
Barrier Shards
Attack all enemies in the area.
Study Barrier Blueprint
Identify and basic analysis of a Barrier.
Barricade Breakdown
Full analysis of any Barrier.
Barricade Backstory
Read the past events near a Barrier.
Enclosure Echoes
Barricade Breakdown a large area, Barricade Backstory some targets.
Survey Detect Barriers
Sense barriers and understand their general nature.
Barrier Eye
Sense from a barrier.
Barrier Scry
Choose a location or creature, gain a sensor at the nearest barrier.
Barrier Broadcast
Perceive from all power barriers at once over a wide area.
Sway Signpost
Signs carry simple message across language barrier
Echo Wall
Barrier translates from one side to the other.
Insinuate
Barrier implants suggestions.
Instill
Change personality and motivations of creatures that move through a barrier.
Tinker Barrier Bump
Move barriers around.
Barrier Breach
Open holes in barriers.
Barrier Blitz
Shape Barriers.
Barrier Blade
Barriers as Tools.
Wreck Shield Slam
Crush or cushion a car or house.
Shield Stomp
Crush or cushion an explosion, truck, or building.
Shield Sigh
A silent Shield Stomp.
Shield Shockwave
Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.

Expanded Barrier Powers

Barrier powers differ a lot from a typical power set.

The basic effect of Barrier is to create walls. The basic wall is strong and impermeable, stopping anything from passing. These walls are then modified by the actions you use to create them.

The size and strength of a barrier depends on the highest effect you use in it. The basic shape of a barrier is always round, either a ball or a slightly concave surface. A wall and a globe has different kinds of radius. The size of a wall is measured from the center of the area and forms a slightly concave surface. The size of a globe is measured from the center point and forms a globular shell around that point.

  • A Basic barrier is a sphere or convex wall up to 1 meter in radius. It can be broken with a standard effect from a weapon or wrecking tool or a limited effect with potence.
  • An Advanced barrier is a sphere or convex wall up to 2 meters in radius. It can be broken by great effect from a weapon or tool or a standard effect with potence
  • A Master barrier is a sphere or convex wall up to 3 meters in radius. It can be broken by standard effect from a potent weapon or tool.
  • An Apex barrier is a sphere or convex wall up to 6 meters in radius. It can be broken by great effect from a potent weapon or tool.

As you advance in tier the maximum size of your barriers increase, add your tier to the maximum radius of a barrier. You can always make a barrier smaller, so a globe can be turned into a half-sphere and any wall can have a smaller radius. You cannot otherwise play around with the shape of your barrier. It does not matter if your barrier intersects other things; such a barrier will extend slightly into the material, damaging neither the barrier nor the material. Modifying the location and shape of a barrier is done using Tinker Barrier powers.

Barriers are visible unless you use power to conceal them. The basic barrier is transparent with a blueish glow. If you know powers other than Barrier, you can use those powers to set the look of your barrier. Fire powers create glowing barriers edged in fire, Darkness barriers are sinister and shadowy, and so on. In addition any barrier may have sigils, text, series of numbers, geometrical patterns (hexagons are popular), or other details fitting your style and power playbook.

A creatures that suffers consequences from trying to break down a barrier might harm the tools they are using or even take damage from the collision. If you used other powers to give flavor to your barrier, this colors the possible consequences for both you and the opposition, a fiery barrier can burn, an electric barrier can electrocute, and so on.

The position of barrier powers depend on what is happening around you. In your base or a quiet back alley the situation is usually controlled. In most street scenes the position is risky. In a melee or with a bomb timer, the position is desperate. Wreck Barrier can be used to improve the position of many types of actions, see below.

Attune

Barrier powers are not linked to any kind of supernatural creature or plane. Instead, you learn how to create barriers that specifically protect against creatures with powers and later specifically against mundane creatures.

Perceive Feel the presence of barriers. Identify what power a creature is linked to. It can also spot immaterial Spirits.

This can also identify any creature's connection to powers, which helps you to decide what kind of barrier to use against it.

Scanning a specific creature you can see only requires a limited effect. Scanning an area you can see or maintaining a scan as you move around to inspect several areas requires standard effect. Scanning an area you cannot see requires great effect.

The position usually starts controlled, with the usual consequence that you cannot try again in the same situation. A risky consequence could make your scrying noticeable to onlookers or give you faulty information. A desperate consequence could allow targets enough information to set up an ambush, or misidentify who the target is possibly leading you to Ward against the wrong creature.

Ward Your barrier is selective about powers. Counter powers as they are used

You can make a barrier that only hinders Fire creatures and powers, or a barrier that hinders all but Mind and Air creatures and powers. You can selectively include or exclude mundane creatures and effects, counting all mundanes as if they were a single power. You don't need to know a power to select it this way. This increases the utility of the barrier as it can potentially be made to block enemies and not allies.

You either make the barrier block only that power or block everything except that power. This includes all effects of that power, as well as creatures linked to that power. Creatures of Powers that are not affected still see the barrier, but can otherwise act as if it was not there. If a barrier blocks something that is only a minor part of something crossing a barrier, it has no effect. For example, a barrier that blocks Air won't block the air inside a creature, container, or vehicle that crosses the barrier. You can counter any power as it is being activated, but you cannot negate a power that is already in operation.

This is often used as a setup action to help another character in a situation when the opposition is using powers. The position is controlled, possibly risky if there are a lot of other dangers around.

  • Limited effect 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.

Sanctuary Your barrier is selective about mundane things.

This is the same as Ward, above, except it is not restricted to just powers. You can select anything as long as it is reasonably objective. Examples include blocking males, tigers, swords, bullets, lead, the color red, and so on. Different settings and power books may allow differents set of things to block corresponding to the definitions they consider important. An astrologer can exclude based on star signs, a sorcerer based on bloodlines. You can also make a one-way barrier, that allows travel in only one direction. If the type of something is in doubt this usually works against you.

Arena Create a large extradimensional barrier covering an entire scene.

This creates an arena without bystanders where you can interact with others without risking collateral damage. It moves you and selected creatures into an extradimensional space that is identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there.

The area is rather large, a city block or terrain feature like a grove, field, or lake. Large enough to hold an interesting encounter, small enough that its not very useful for travel. It lasts until all conscious creatures in the area agree to end the effect, or for a maximum of one day.

Anything picked up while in this extradimensional space works normally as long as they remain there, but disappears when creatures try to bring them out of the extradimensional space. This means that any doors, barriers, traps, fortifications, and similar features of the area are still present. Any changes in the extradimensional space do not carry over to physical reality when Arena ends.

Using this ability is pretty easy, if costly in stress. It is used to set up a situation to avoid collateral damage rather than to win a confrontation, so the only effect on targets is to bring them along and possibly to separate them from their allies.

A limited effect brings you and one other person. A standard effect brings you and a small group of allies (usually your crew) and a similar group of outsiders. Great effect can bring a large group of both allies and enemies, and might sometimes be required to bring a particularly tough opponent, such as a legendary creature.

All creatures to be included must be in the area. Bringing people along that you can see is a controlled situation, bringing people you know well or if you have a body part or recently used item is a risky situation, and bringing creatures based on a description is a desperate position. Creatures you select as the primary targets can in turn make Attune tests to select other allied creatures in the area and bring them along as well, such secondary targets have the option to refuse to come but can't invite more creatures.

A common consequence for you is that there might be faults in the extradimensional space where it differs from physical reality, usually to your detriment. The usual consequence for others bringing allies along is that they cannot try again.

Command

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

Message Ward Barriers as signs or impart a message.

This is basically a mental signpost. Creatures approaching the barrier hear your message as if it was spoken in their native language. They are not compelled to do anything.

Barrier Broadcast Send messages to faraway barriers.

You can have a message delivered to a barrier over any distance. If you send to a creature, they will realize a Barrier Broadcast is incoming and if they can activate a barrier they can receive it. The barrier makes the speakers appear to each other and hear each other speak. It does not translate unless other effects are added.

Devices that create a barrier specifically to receive Barrier Broadcasts are common in some settings.

Mental Wall Carrier commands creatures stay away.

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

This is a mental compulsion that is not dependent on language or even sound. 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 hundred meters or so, but the effect requires line of sight to work. Targets have to move away to stay at this distance and cannot directly attack the barrier. A player character can move closer or try to break the barrier by pushing. Exceptional NPCs may be able to do something similar.

Mental Well Barrier commands creatures to close.

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

Consort

Use barriers to change your appearance, and later create barriers that change those who pass through.

Magic Mask Create clothes and accessories from barriers.

This can just be glowing accessories or hide your appearance entirely, but always maintains your basic shape and is obviously extraordinary. You do not physically change, you change your accessorize and outfits. These barriers offer no protection.

Body Mask Barrier hides your appearance, changes your sounds and scents.

You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add or remove body parts. 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. Still offers no protection.

Give Mask Barriers can change those who pass through them.

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 use of this ability is realized.

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

Conversion Cage Change creatures inside a barrier you create.

This is a normal solid barrier globe, that transforms anyone inside the bubble when it forms as Give Mask. Unless you change the barrier, they are also captured within. You can also change the environment inside the globe to match the power used, creating aviaries, aquariums, and other environments suited to your captives' new form. 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. You can make a barrier has no other effect than protecting from from wind, dust, and spray, this allows it to be four times larger than normal, to cover even 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 and long as the outside is not too extreme enough to inflict actual Harm.

Barrier Blade Fine and potent close-range attack.

Create a rapier or smallsword from barriers. This weapon is fine and potent. Barrier attacks take the form of darts or blades that cut or pierce.

Barrier Barge Create a vehicle from barriers.

You created a barrier as a flattened sphere and can then run this as if it was a personal vehicle. It hovers but cannot fly. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.

Barrier Brim Encase a vehicle or mount.

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

Hunt

Barrier Bloodhound Track Barrier powers.

A barrier leaves a trail that you can follow using Barrier Bloodhound. Situationally useful depending on how common barriers are in the setting. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Barrier Brig Cage a target in a Barrier.

Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage. This is mainly used to neutralize a foe, but can be used to protect allies and mcguffins. This works like a normal ranged attack, except the result is imprisonment rather than harm. Consequences are those of a fight. Limited effect outcome for a few minutes, standard effect takes out the target for the rest of the score and great effect lasts for some time, but it protects those caught from lack of air and water. Additional outcome can be used to catch larger creatures, with each extra level of effect doubling the maximum length of creature you can catch.

Barrier Banner Control barrier appearance.

You change the appearance of a barrier. You can make it invisible or create more complex images and patterns than you normally could. You can even use a barrier as a screen to display a scene, which can be a convincing illusion from a creature facing it head-on.

Barrier Bulwark Cage everyone in a small area.

Barrier Brig, except the cage is much larger, and can capture a number of foes in a big barrier - and possibly friends too if used in a mixed melee.

Prowl

Barrier is not the most versatile Prowl ability, it mainly gives you the ability to pass barriers used by others. Unlikely but important when it happens.

Dark Barrier Barrier prowling.

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.

Walk Barrier You can move on and through Barriers.

Barriers are normally either 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, not very 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.

Barrier Team Dark Barrier and Walk Barrier for your crew.

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

Bubble Burst Teleport your crew from inside one barrier into another.

These need to be globular barriers, this can can be ones you just created for the purpose. This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are unlikely to be familiar with.

Skirmish

Barrier Block: Resist physical Harm.

Absorb Harm from kinetic damage, firearms and physical projectiles. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Fine Barrier Blade Skirmish Attack, except the weapon is fine and potent.

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

Maze Barrier negate scale.

You create a maze of barriers to separate and confuse opponents. This negates scale.

Barrier Shards Attack all enemies in the area.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.

Study

Barrier Blueprint Identify and basic analysis of a Barrier.

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

Barricade Breakdown Full analysis of any Barrier.

Learn the exact powers and effects of a barrier, and when any by whom it was created.

Barricade Backstory Read the past events near a Barrier.

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

Enclosure Echoes Barricade Breakdown a large area, Barricade Backstory some targets.

Provides a detailed view of events involving barriers as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Barricade Backstory to learn the history of up to three such locations.

Survey

Perceive and locate barriers. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.

Detect Barriers Sense barriers and understand their general nature.

This is a basic spotting power, selectively sensing barriers. You can exclude barriers you know of.

Barrier Eye Sense from a barrier.

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

Barrier Scry Choose a location or creature, gain a sensor at the nearest barrier.

Similar to Barrier Eye but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable barrier, hopefully close enough to observe the target. This can be a barrier the target is using or created. Fails if no suitable barrier is available.

Barrier Broadcast Perceive from all power barriers at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves. Somewhat situational, depending on setting barriers may be rare.

Sway

Barriers have no creatures to sway. Instead you imbue your barriers with messages or even suggestions.

Signpost Signs carry simple message across language barrier.

You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.

Echo Wall Barrier translates from one side to the other.

You can create a barrier that translates what is said from one side to the other. This will translate any language, even those you don't know.

Insinuate Barrier implants suggestions.

You can imbue a barrier with the ability to insinuate an action in the mind of a creatures very near the barrier.

Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. Suggestions cannot be absurd to the target.

The action needs to be obvious and fairly direct. "Attack the next human you see" works, "seek out and attack the king" is too complex.

Instill Change personality and motivations of creatures that move through a barrier.

This power is permanent but blatant. The barrier vibrates with power, and those coming close get a vague sense of the personality it confers. You can opt to make this barrier so that anything can cross it. It changes all who pass through the barrier on a pattern you decide when creating the barrier. This change is on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.

Tinker

You can modify the shape of barriers. Altering a barrier you made yourself needs only Limited effect. Altering a barrier made by an ally or that the owner gave you permission to use requires standard effect. Controlling another's barrier requires great effect.

Barrier Bump Move barriers around.

You can move a barrier around but not into other things. This means a moving barrier cannot seal a passage, there always has to be space between the barrier and the things around it. To move a barrier, you have to keep it away from everything else, meaning that in a close-fitting space you can only move at a crawl. In the open you can move the barrier much faster, up to running speed in air or walking speed in water.

Barrier Breach Open holes in barriers.

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

Barrier Blitz Shape Barriers.

You modify an existing barrier or a barrier you are creating to change its shape. This allows you to make barriers that are not circles or globes. You can also move the barrier, and this precise control of shape makes it easier to move at walking speed even in a constricted space or at the speed of a vehicle of your setting in open air or water.

Barrier Blade Barriers as Tools.

You can shape barriers with precision enough to make devices. You can create weapons, tools, and devices, even machines with moving parts. They can flex to make bows and clocks. Making things from barriers makes them very tough and imbued with energy that makes them fine and potent. You cannot make anything that relies on chemical properties such as medicines, explosives, and such.

Wreck

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 that can move are hard to damage, its more likely that they will simply bend or be pushed. Limited effect can crack brick walls or tinny construction and move low-density objects such as boxes and cars. Standard effect can crack wooden walls, raze precast concrete and push solid things like stone blocks and armored vehicles. Great effect can crack stone walls and push even heavy, solid things like blocks of concrete or metal. Bedrock, heavy steel or concrete cast in place are to strong for Barrier to affect.

Perhaps the greatest effect of this is that Wreck Barriers can be used to shield from the same kinds of things that it can raze. Falling rocks, buildings about to fall over, cars skidding off the road, all can be pushed away using Wreck barriers, protecting both the thing that is moving and what it was about to crash into.

Shield Slam Crush or cushion a car or house.

This can do things up to the scale of flipping or cushioning a car or overturning or cushioning a small building. You can strike with the force of a sledgehammer in combat. This is slow, noisy, and imprecise, but the movement is slow and gentle.

Shield Stomp Crush or cushion an explosion, truck, or building.

You can smash or cushion things up to the size of a building, bus, or yacht. You can encapsule explosions, greatly reducing the effect of bombs and explosives. Strikes like a fine, potent sledgehammer in combat. Barrier attacks take the form of giant blades that cut or smash.

Shield Sigh Silent Shield Stomp.

Like Shield Stomp, but the effect is more gentle and mostly silent. Stuff that break is reduced to blowing dust.

Shield Shockwave Shield Stomp over a large area.

Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper. Redirect huge explosions, even a fission bomb.