Difference between revisions of "Barrier Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{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.
+
Barrier is the ability to create walls and globes of protection.  
A barrier can be one-way, hindering effects only one way.
+
It differs greatly from the standard setup of a Form, taking barrier as a second increases your options more than most other powers would.
  
[[Barrier Powers (FiD)|Barriers]] are vulnerable to [[Light Powers (FiD)|Light]] because they are made to be transparent. It is possible to create a barrier impervious to light, but that would be a black shell impenetrable to light, thus making those inside blind.
+
[[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
+
|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
+
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
+
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive'''  <br> Feel the presence of barriers of all kinds. Identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.
+
|valign="top"| '''Perceive'''  <br> Feel the presence of barriers. Identify what power a creature is linked to.
|valign="top"| '''Ward'''      <br> Your barriers can selectively repel summoned creatures and stop power. When you create the barrier, you can make it ignore some powers of your choice.  
+
|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.
+
|valign="top"| '''Sanctuary''' <br> Your barrier is selective about powers mundane things.
|valign="top"| '''Arena'''    <br> 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.
+
|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> Barriers as signs or impart a message.  
+
|valign="top"| '''Message Ward'''     <br> Barriers as signs or impart a message.  
|valign="top"| '''Translation Wall''' <br> Know if the barrier is touched and can communicate through it.  
+
|valign="top"| '''Barrier Broadcast''' <br> Send messages to faraway barriers.  
|valign="top"| '''Mental Well'''     <br> Carrier commands certain creatures not to cross.  
+
|valign="top"| '''Mental Wall'''       <br> Carrier commands creatures stay away.  
|valign="top"| '''Honey Well'''      <br> Barrier commands certain creatures to cross.
+
|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> Create clothes and accessories from barriers. These can take any form but look supernatural.
+
|valign="top"| '''Magic Mask'''     <br> Create clothes and accessories from barriers.  
|valign="top"| '''Body Mask''' <br> Cover yourself in a barrier that disguises your appearance and can change your sounds and scents.  
+
|valign="top"| '''Body Mask'''       <br> Barrier hides your appearance, changes your sounds and scents.  
|valign="top"| '''Give Mask''' <br> Body Mask a willing or helpless creature. Create barriers that change those who pass through them.  
+
|valign="top"| '''Give Mask'''       <br> Barriers can change those who pass through them.  
|valign="top"| '''Wild Hunt''' <br> Body Mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
+
|valign="top"| '''Conversion Cage''' <br> Change creatures inside a barrier you create.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Barrier Boss'''   <br> Control existing devices based on barriers.   
+
|valign="top"| '''Barrier Buggy''' <br> Create a windshield.   
|valign="top"| '''Barrier Blade'''   <br> Fine and potent close-range attack.
+
|valign="top"| '''Barrier Blade''' <br> Fine and potent close-range attack.
|valign="top"| '''Barrier Bind'''   <br> Cage yourself and select opponents.
+
|valign="top"| '''Barrier Boss''' <br> Control existing barriers.
|valign="top"| '''Storm of Blades''' <br> Storm of barrier blades to fight many opponents.  
+
|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 Barrier powers.  
+
|valign="top"| '''Barrier Bloodhound''' <br> Track Barrier powers.  
|valign="top"| '''Cage'''           <br> You can cage a target in a Barrier.
+
|valign="top"| '''Barrier Brig'''       <br> Trap a target in a Barrier.
|valign="top"| '''Screen'''         <br> Create a barrier screen to show images.
+
|valign="top"| '''Barrier Banner'''     <br> Control barrier appearance.
|valign="top"| '''Prison'''         <br> Cage everyone in a small area.
+
|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> Barrier makes prowling safer.
+
|valign="top"| '''Dark Barrier''' <br> Barrier prowling.
|valign="top"| '''Barrier Walk''' <br> You can move on and through Barriers.  
+
|valign="top"| '''Walk Barrier''' <br> You can move on and through Barriers.  
|valign="top"| '''Barrier Team''' <br> Dark Barrier and Barrier Walk for your crew.
+
|valign="top"| '''Barrier Team''' <br> Dark Barrier and Walk Barrier for your crew.
|valign="top"| '''Bubble Walk''' <br> Teleport your crew from inside one barrier into another.
+
|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> A close-range attack, similar to a melee weapon or pistol.  
+
|valign="top"| '''Barrier Block'''      <br> Block physical harm.  
 
|valign="top"| '''Fine Barrier Blade''' <br> Skirmish Attack, except the weapon is fine and potent.
 
|valign="top"| '''Fine Barrier Blade''' <br> Skirmish Attack, except the weapon is fine and potent.
|valign="top"| '''Maze'''              <br> Negate scale.
+
|valign="top"| '''Maze'''              <br> Barrier negate scale.
 
|valign="top"| '''Barrier Shards'''    <br> Attack all enemies in the area.
 
|valign="top"| '''Barrier Shards'''    <br> Attack all enemies in the area.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
 
|valign="top"| '''Barrier Blueprint'''  <br> Identify and basic analysis of a Barrier.  
 
|valign="top"| '''Barrier Blueprint'''  <br> Identify and basic analysis of a Barrier.  
|valign="top"| '''Barricade Breakdown''' <br> Fyll analysis of any Barrier.
+
|valign="top"| '''Barricade Breakdown''' <br> Full analysis of any Barrier.
 
|valign="top"| '''Barricade Backstory''' <br> Read the past events near a Barrier.  
 
|valign="top"| '''Barricade Backstory''' <br> Read the past events near a Barrier.  
 
|valign="top"| '''Enclosure Echoes'''    <br> Barricade Breakdown a large area, Barricade Backstory some targets.
 
|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.
+
|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.  
+
|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.
+
|valign="top"| '''Barrier Scry'''     <br> Choose a location or creaturegain a sensor at the nearest barrier.
|valign="top"| '''Barrier Broadcast'''     <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.
+
|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
+
|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.
+
|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.  
+
|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.
+
|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> Open existing barriers.
+
|valign="top"| '''Barrier Bump'''   <br> Move barriers around.
|valign="top"| '''Barrier Novice'''   <br> Manipulate existing Barriers.  
+
|valign="top"| '''Barrier Breach''' <br> Open holes in barriers.  
|valign="top"| '''Barrier Master'''   <br> Permanent Barriers.   
+
|valign="top"| '''Barrier Blitz''' <br> Shape Barriers.   
|valign="top"| '''Barrier Factor'''   <br> Barrier Master on a huge scale.
+
|valign="top"| '''Barrier Blade''' <br> Barriers as Tools.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy Barrier''' <br> Noisily Jimmy a Barrier or smash using a Barrier.
+
|valign="top"| '''Shield Slam'''     <br> Crush or cushion a car or house.
|valign="top"| '''Smash Barrier''' <br> Smash Barriers as if they were wood.
+
|valign="top"| '''Shield Stomp'''     <br> Crush or cushion an explosion, truck, or building.
|valign="top"| '''Aegisbreaker''' <br> Smash Barrier, destroyed barriers silently disappear.
+
|valign="top"| '''Shield Sigh'''     <br> A silent Shield Stomp.
|valign="top"| '''Aegisquake'''   <br> Smash Barrier over a large area.
+
|valign="top"| '''Shield Shockwave''' <br> Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.
 
|}
 
|}
  
'''Perceive'''  <br> Feel the presence of barriers of all kinds. Identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.
+
== Expanded Barrier Powers ==
 +
Barrier powers differ a lot from a typical power set.
  
'''Arena'''    <br> 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.
+
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.
  
'''Give Mask'''  <br> Body Mask a willing or helpless creature. 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.  
+
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.
  
'''Ride'''           <br> Control existing devices based on barriers. Barrier devices are rare and barrier vehicles rarely even exist.
+
* 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.
  
'''Screen'''        <br> Create a barrier screen to show images on. The images appears lifelike from one direction or conceal the barrier.
+
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|Tinker Barrier]] powers.
  
'''Prison'''        <br> You can cage everyone in a small area. This cages many creatures, but allies in the area will end up in the same cage.
+
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.
  
'''Bubble Walk'''  <br> Teleport your crew from inside one globular barrier and into another. This is regional travel, you stay within the same city or region.
+
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.
  
'''Barricade Backstory'''  <br> You can read the past events near a Barrier. This allows you to see the creator as they create the barrier.
+
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|Wreck Barrier]] can be used to improve the position of many types of actions, see below.
  
== Expanded Barrier Powers ==
 
 
=== Attune ===
 
=== Attune ===
Connect with the natural world and harness the power of plants for various purposes.
+
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.  
  
'''Sense Sprout'''
+
'''Perceive'''
You can detect plants and plant powers.
+
Feel the presence of barriers. Identify what power a creature is linked to.
 +
It can also spot immaterial Spirits.
  
'''Banish Bud'''
+
This can also identify any creature's connection to powers, which helps you to decide what kind of barrier to use against it.  
You can force a plant creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the plant power.
 
  
'''Fecundity'''
+
Scanning a specific creature you can see only requires a limited effect.
You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning creatures from nothing gives a worse position.
+
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.
  
'''Gateway of Growth'''
+
The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
You can create a portal that allows travel to and from the plane of plants for a limited time.
+
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.
  
=== Command ===
+
'''Ward'''
'''Beast Command'''
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Your barrier is selective about powers. Counter powers as they are used
Command animals. They understand you but you don't understand them.
 
  
'''Beast Master'''
+
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.
Crew can communicate with animals. Command animals to act as if trained.
+
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.  
  
'''Animal Authority'''
+
You either make the barrier block '''only''' that power or block '''everything except''' that power.
Commands to animals as if you were their alpha.
+
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.  
  
'''Enslave Animals'''
+
'''Sanctuary'''
Permanently bind creatures to service.
+
Your barrier is selective about mundane things.
  
=== Consort ===
+
This is the same as Ward, above, except it is not restricted to just powers.
'''Magic Mask'''
+
You can select anything as long as it is reasonably objective.
Create clothes and accessories from barriers. These can take any form but look supernatural.
+
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.
  
'''Body Mask'''
+
'''Arena'''
Cover yourself in a barrier that disguises your appearance and can change your sounds and scents.
+
Create a large extradimensional barrier covering an entire scene.
  
'''Give Mask'''
+
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.  
Body Mask a willing or helpless creature. Create barriers that change those who pass through them.
 
  
'''Wild Hunt'''
+
The area is rather large, a city block or terrain feature like a grove, field, or lake.
Body Mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
+
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.
  
=== Finesse ===
+
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.
'''Barrier Boss'''
 
Control existing devices based on barriers.
 
  
'''Barrier Blade'''
+
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.
Fine and potent close-range attack.
 
  
'''Barrier Bind'''
+
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.
Cage yourself and select opponents.
 
  
'''Storm of Blades'''
+
All creatures to be included must be in the area.
Storm of barrier blades to fight many opponents.
+
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.
  
=== Hunt ===
+
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.
'''Track Barriers'''
+
The usual consequence for others bringing allies along is that they cannot try again.
You can sense and track Barrier powers.
 
  
'''Cage'''
+
=== Command ===
You can cage a target in a Barrier.
+
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.  
  
'''Screen'''
+
'''Message Ward'''
Create a barrier screen to show images.
+
Barriers as signs or impart a message.
  
'''Prison'''
+
This is basically a mental signpost.
Cage everyone in a small area.
+
Creatures approaching the barrier hear your message as if it was spoken in their native language.
 +
They are not compelled to do anything.
  
=== Prowl ===
+
'''Barrier Broadcast'''
'''Dark Barrier'''
+
Send messages to faraway barriers.
Barrier makes prowling safer.
 
  
'''Barrier Walk'''
+
You can have a message delivered to a barrier over any distance.
You can move on and through Barriers.
+
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.
  
'''Barrier Team'''
+
Devices that create a barrier specifically to receive Barrier Broadcasts are common in some settings.
Dark Barrier and Barrier Walk for your crew.
 
  
'''Bubble Walk'''
+
'''Mental Wall'''
Teleport your crew from inside one barrier into another.
+
Carrier commands creatures stay away.
  
=== Skirmish ===
+
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.
'''Barrier Blade'''
+
You don't need to know a power to affect creatures of that type.
A close-range attack, similar to a melee weapon or pistol.
 
  
'''Fine Barrier Blade'''
+
This is a mental compulsion that is not dependent on language or even sound.
Skirmish Attack, except the weapon is fine and potent.
+
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.
  
'''Maze'''
+
'''Mental Well'''
Negate scale.
+
Barrier commands creatures to close.
  
'''Barrier Shards'''
+
This is the same as Mental Wall, but it attracts instead of repels, making creatures move towards your barrier and stay there.
Attack all enemies in the area.
+
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.
  
=== Study ===
+
=== Consort ===
'''Barrier Blueprint'''
+
Use barriers to change your appearance, and later create barriers that change those who pass through.
Identify and basic analysis of a Barrier.
 
  
'''Barricade Breakdown'''
+
'''Magic Mask'''
Full analysis of any Barrier.
+
Create clothes and accessories from barriers.
  
'''Barricade Backstory'''
+
This can just be glowing accessories or hide your appearance entirely, but always maintains your basic shape and is obviously extraordinary.
Read the past events near a Barrier.
+
You do not physically change, you change your accessorize and outfits.
 +
These barriers offer no protection.
  
'''Enclosure Echoes'''
+
'''Body Mask'''
Barricade Breakdown a large area, Barricade Backstory some targets.
+
Barrier hides your appearance, changes your sounds and scents.
  
=== Survey ===
+
You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add or remove body parts.  
'''Detect Barriers'''
+
This is obviously a barrier, but can be covered with clothing, concealment, or further powers.
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 suffer.
+
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.
  
'''Barrier Eye'''
+
'''Give Mask'''
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.
+
Barriers can change those who pass through them.
  
'''Barrier Scry'''
+
A barrier set up for this purpose is flat and lets anything through unless altered by other actions.
Choose a location or creature. You gain a sensor at the nearest power barrier, which is often close enough to perceive the target.
 
  
'''Barrier Broadcast'''
+
Anyone who moves through the barrier changes into a form you decide when you make the barrier.
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.
+
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.
  
=== Sway ===
+
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.
'''Signpost'''
 
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
 
  
'''Echo Wall'''
+
The transformation lasts as long as the barrier, or until they move through the barrier in the opposite direction.
You can create a barrier that translates emotions and expressions from one side to the other. This is not language-dependent.
 
  
'''Insinuate'''
+
'''Conversion Cage'''
You can imbue a barrier with the ability to insinuate an action in the mind of a nearby creature. Common insinuations are to steal something, attack someone, or ignore some event.
+
Change creatures inside a barrier you create.
  
'''Instill'''
+
This is a normal solid barrier globe, that transforms anyone inside the bubble when it forms as Give Mask.
You change the personality and motivations of creatures that move through a barrier. The target remembers their past, but regard it as unimportant compared to their new motivations.
+
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.
  
=== Tinker ===
+
=== Finesse ===
'''Barrier Beginner'''
+
'''Barrier Buggy'''
Open existing barriers.
+
Create a windshield.
  
'''Barrier Novice'''
+
Creates a barrier that protects from travel hazards.
Manipulate existing Barriers.
+
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 Master'''
+
'''Barrier Blade'''
Permanent Barriers.
+
Fine and potent close-range attack.
  
'''Barrier Factor'''
+
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 Master on a huge scale.
 
  
=== Wreck ===
+
'''Barrier Boss'''
'''Jimmy Barrier'''
+
Control existing barriers.
Noisily Jimmy a Barrier or smash using a Barrier.
 
  
'''Smash Barrier'''
+
You can control barriers.
Smash Barriers as if they were wood.
+
This allows you to move barriers, open them or turn their effects off for a short while.
 +
This creates all kinds of tactical opportunities, but is also useful to carry great weights or capture prisoners inside a barrier.
  
'''Aegisbreaker'''
+
Controlling a barrier you made yourself needs only Limited effect.
Smash Barrier, destroyed barriers silently disappear.
+
Controlling 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.  
  
'''Aegisquake'''
+
'''Barrier Brim'''
Smash Barrier over a large area.
+
Encase a vehicle or mount.
  
== Old Expansion ==
+
Create a set of barriers to protect you and your crew as you travel, providing both physical and environmental protection.
=== Attune ===
+
These barriers will move with your rides and do not inconvenience your travel.
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.  
 
  
'''Perceive:'''
+
=== Hunt ===
''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.  
+
'''Barrier Bloodhound'''
 +
Track Barrier powers.
  
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.  
+
A barrier leaves a trail that you can follow using Barrier Bloodhound.
The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
+
Situationally useful depending on how common barriers are in the setting.
A risky consequence could make your scrying noticeable to onlookers or give you faulty information.
+
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.
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.
+
'''Barrier Brig'''
Scanning an area you can see, even maintaining a scan as you move around to inspect several areas, requires standard effect.
+
Cage a target in a Barrier.
Scanning an area you cannot see requires great effect.
 
  
'''Ward:'''
+
Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
''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.
+
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 cannot dismiss creatures.
+
'''Barrier Banner'''
However, you can create selective barriers that only hinder certain types of creatures, enhancing the utility of your defenses.
+
Control barrier appearance.
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.  
+
You change the appearance of a barrier.
Most powers only dispel effects of their own power, but barrier can dispel the effect of any power.
+
You can make it invisible or create more complex images and patterns than you normally could.
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
+
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.  
  
Dispelling is usually used as a setup action to help another character in a situation when the opposition is using powers.
+
'''Barrier Bulwark'''
The position is controlled, possibly risky if there are a lot of other dangers around.
+
Cage everyone in a small area.
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
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.
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.
+
=== 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.
  
'''Sanctuary:'''
+
'''Dark Barrier'''
''A barrier you create can selectively bar mundane creatures and effects.
+
Barrier prowling.
  
This is the same as Barrier, above, except it is not restricted to affecting creatures with powers.  
+
Suppresses the light of your barriers, allowing you to sneak even when you have barrier effects on you.
People are governed by the Mind power and most other mundane creatures by the Animal power.
+
This does not otherwise improve your stealth.
You also block mundane attacks used by the selected types of creatures.
 
  
'''Arena
+
'''Walk Barrier'''
''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.
+
You can move on and through Barriers.
  
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.  
+
Barriers are normally either slick or indistinct, offering poor support for climbing.  
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.
+
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.
  
The area is rather large, a city block or terrain like a grove, field, or lake.
+
Play this as regular climbing and contortions maneuvers, squeezing through a barrier is comparable to squeezing through a tight window.
Large enough to have an interesting encounter in, 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.
+
'''Barrier Team'''
 +
Dark Barrier and Walk Barrier for your crew.
  
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.
+
All your allies can move as you do using these abilities.
 +
They use their own Prowl.
  
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.
+
'''Bubble Burst'''
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.
+
Teleport your crew from inside one barrier into another.
  
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.
+
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.
  
=== Command ===
+
=== Skirmish ===
There are no Barrier creatures for you to Command.
+
'''Barrier Block:'''
Instead you can turn barriers into signposts that transmit or even translate messages.
+
''Resist physical Harm.
At the highest levels, you can mentally call or repel creatures from a barrier.
 
  
'''Message Ward:'''
+
Absorb Harm from kinetic damage, firearms and physical projectiles.
''You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
+
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.
  
This is basically a mental signpost.
+
'''Fine Barrier Blade'''
Creatures approaching the barrier hear your message as if it was spoken in their native language.
+
Skirmish Attack, except the weapon is fine and potent.
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 attacks take the form of darts or blades that cut or pierce.
''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.
 
  
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.
+
'''Maze'''
Any words of the chosen language will be translated into the other language and be spoken on the other side of the barrier.
+
Barrier negate scale.
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 quality of the translation depends on your fluency in the language.
 
  
This is usually used as a setup action. The position is usually controlled unless hostiles are trying to stop you.
+
You create a maze of barriers to separate and confuse opponents.  
Consequences complicate communication or waste time.
+
This negates scale.
Effect determines the volume of speech and the authority words are spoken with.
 
  
'''Mental Well:'''
+
'''Barrier Shards'''
''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.
+
Attack all enemies in the area.
  
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.
+
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.
You don't need to know a power to affect creatures of that type, but if you do you increase your effect.
 
  
This is a mental compulsion that is not dependent on language or even sound.
+
=== Study ===
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.
+
'''Barrier Blueprint'''
 +
Identify and basic analysis of a Barrier.
  
These things are mainly used as defenses.
+
You identify the grade of a barrier (basic, advanced, master, apex) and what Actions have been used on it.
Creating permanent Mental Wells, such as defenses for your base, is a long-term project.
 
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.
+
'''Barricade Breakdown'''
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.
+
Full analysis of any Barrier.
You can select a small group of allies that are immune to the effect.
 
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:'''
+
Learn the exact powers and effects of a barrier, and when any by whom it was created.
''You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
 
  
This is the same as Mental Well, but it attracts instead of repels, making creatures move towards your barrier and stay there.
+
'''Barricade Backstory'''
You can make the barrier such that they can enter but not leave, trapping them physically as well as mentally.
+
Read the past events near a Barrier.
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.
 
  
=== Hunt ===
+
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.
Track barriers, and use barriers at range to temporarily cage creatures.
+
The power zooms in on events of interest to you.
  
'''Track:'''
+
'''Enclosure Echoes'''
''You can sense and track barriers powers.
+
Barricade Breakdown a large area, Barricade Backstory some targets.
  
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.
+
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.
  
'''Cage:'''
+
=== Survey ===
''You can cage a target to isolate it for a limited time.
+
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.
  
Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
+
'''Detect Barriers'''
This is mainly used to neutralize a foe, but can be used to protect allies and mcguffins.
+
Sense barriers and understand their general nature.
This works like a normal ranged attack, except the result is imprisonment rather than harm.
 
Consequences are the same as any fight.
 
Limited effect lasts for a few minutes, standard effect takes out the target for the rest of the score and great effect lasts for some time, but it protects those caught from lack of air and water.  
 
  
'''Prison'''
+
This is a basic spotting power, selectively sensing barriers.
''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.
+
You can exclude barriers you know of.
  
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.
+
'''Barrier Eye'''
 +
Sense from a barrier.
  
'''Fort:'''
+
Choose a power barrier that you know of; perceive as if you were at that spot.
''You can create a great barrier bubble that spans a small city.
+
You still sense things at your actual location, but only dimly.
  
This is the same as cage, except it can cage a huge area, a small city or section of a large city.
+
'''Barrier Scry'''
This can be a prison for those inside, or a temporary protection from a hostile world.
+
Choose a location or creature, gain a sensor at the nearest barrier.
  
=== Prowl ===
+
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.
Barrier is not the most versatile Prowl ability, it mainly gives you the ability to pass barriers used by others.
+
This can be a barrier the target is using or created.
Important when it happens, but it happens rarely.
+
Fails if no suitable barrier is available.
  
'''Dark Barrier'''
+
'''Barrier Broadcast'''
''Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
+
Perceive from all power barriers at once over a wide area.
  
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.
+
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.
  
'''Barrier Walk'''
+
=== Sway ===
''You can move on and through barriers.
+
Barriers have no creatures to sway.
 +
Instead you imbue your barriers with messages or even suggestions.
  
Barriers are normally either slick or indistinct, offering poor support for climbing.
+
'''Signpost'''
They are possible to climb, but progress is slow and precarious.
+
Signs carry simple message across language barrier.
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.
+
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
  
'''Barrier Team:'''
+
'''Echo Wall'''
''You can use Dark Barrier and Barrier Walk on you and allies simultaneously.
+
Barrier translates from one side to the other.
  
All your allies can move as you do using these abilities.
+
You can create a barrier that translates what is said from one side to the other.  
They still use their own Prowl action.
+
This will translate any language, even those you don't know.
  
'''Bubble Walk'''
+
'''Insinuate'''
''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.
+
Barrier implants suggestions.
  
The globular barriers can be ones you just created for the purpose.
+
You can imbue a barrier with the ability to insinuate an action in the mind of a creatures very near the barrier.
  
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.
+
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.
  
=== Tinker ===
+
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.
This is what you use to create actual physical walls and barriers.
 
  
Barriers normally come in two varieties, permanent barriers and temporary barriers.
+
'''Instill'''
Creating a permanent barrier is a long-term project.
+
Change personality and motivations of creatures that move through a barrier.
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'''
+
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 manipulate existing power barriers as if they were made of stout wood.
+
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.
  
This requires there to be a barrier for you to work with.
+
=== Tinker ===
Super-conditional, but when it is needed, it may be the only way.
+
You can modify the shape of barriers.
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.  
+
Altering a barrier you made yourself needs only Limited effect.  
Changes take time, especially if you want to do something complex.
+
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 Novice'''
+
'''Barrier Bump'''
''You can create barriers to block passage and attacks.
+
Move barriers around.
  
You create barriers that serve as walls.  
+
You can move a barrier around but not into other things.
This can be a flat circular wall or a globe.
+
This means a moving barrier cannot seal a passage, there always has to be space between the barrier and the things around it.
Either can be partially inside objects without interfering with that object.  
+
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.
  
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 Breach'''
It does not matter if there is enough room for your barrier to form, it will just continue through whatever was in the way.
+
Open holes in barriers.
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 modify an existing barrier or a barrier you are creating to create circular holes in it.  
Standard effect adds five to your tier, great effect can create huge fields to cover entire large buildings or city blocks.
+
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.  
Position depends on the complexity of the situation.
 
If you can see the location of the wall and the situation is generally calm, its a controlled position.
 
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 Blitz'''
''You can create complex barriers.
+
Shape 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 change its shape.
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 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.
  
You can make simple tools and weapons out of barriers.
+
'''Barrier Blade'''
You can hand these out for others to use.
+
Barriers as Tools.
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 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.
  
'''Barrier Factor:'''
+
=== Wreck ===
''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 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.
Pretty self-explanatory, this is Barrier Master on a larger scale.
+
Things that resist strongly but are brittle are easy to demolish.
Rather than having to repeatedly use Barrier Master you can use Barrier Factor once to create a large amount of items.
+
Things that flex or that can move are hard to damage, its more likely that they will simply bend or be pushed.
This is useful for equipping a large band or building something large out of nothing.
+
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.
  
=== Wreck ===
+
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.
Destroy, dismantle, and obliterate animal matter.  
+
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.
  
'''Jimmy Barrier'''
+
'''Shield Slam'''
''You can noisily Jimmy a Barrier, but not to a great degree.
+
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 barriers as if they were made of hard wood and strike with the force of a sledgehammer in combat.  
+
You can strike with the force of a sledgehammer in combat.
 +
This is slow, noisy, and imprecise, but the movement is slow and gentle.
  
'''Smash Barrier'''
+
'''Shield Stomp'''
''Similar to Jimmy Barrier. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
Crush or cushion an explosion, truck, or building.
  
A step up from Jimmy Barrier, it does the same things, only better.
+
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.
  
'''Aegisbreaker
+
'''Shield Sigh'''
''Similar to Smash Barrier, but destroyed barriers silently disappear or are reduced to a fine dust.
+
Silent Shield Stomp.
  
The real difference here is that wrecking barriers is now silent.  
+
Like Shield Stomp, but the effect is more gentle and mostly silent.
Hides the traces of barriers you break, making it hard to see they were ever there.
+
Stuff that break is reduced to blowing dust.
  
'''Aegisquake:'''
+
'''Shield Shockwave'''
''Similar to smash, but over a large area. This can level a city block, block up a river, raze a city wall, or break barriers all over a city.
+
Shield Stomp over a large area.
  
Rather straightforward, this scales things up even further.
+
Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.
It is not silent.
+
Redirect huge explosions, even a fission bomb.

Latest revision as of 10:34, 30 October 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 Boss
Control existing 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 Boss Control existing barriers.

You can control barriers. This allows you to move barriers, open them or turn their effects off for a short while. This creates all kinds of tactical opportunities, but is also useful to carry great weights or capture prisoners inside a barrier.

Controlling a barrier you made yourself needs only Limited effect. Controlling 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 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.