Difference between revisions of "Barrier Powers (FiD)"
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=== Finesse === | === Finesse === | ||
==== Barrier Buggy ==== | ==== Barrier Buggy ==== | ||
| − | |||
Create a windshield. | Create a windshield. | ||
| − | |||
Creates a Barrier that protects from travel hazards. | Creates a Barrier that protects from travel hazards. | ||
You can make this a personal shield, but more commonly it is used to protect a mount or vehicle. | You can make this a personal shield, but more commonly it is used to protect a mount or vehicle. | ||
| − | Barrier Buggy has no other effect than protecting | + | Barrier Buggy has no other effect than protecting from wind, dust, and spray; this allows it to be four times larger than normal, to cover a large vehicle. |
It can be an airtight Barrier for travel underwater, in space, and other hostile environments. | It can be an airtight Barrier for travel underwater, in space, and other hostile environments. | ||
| − | It controls the environment inside the shield, making it comfortable | + | It controls the environment inside the shield, making it comfortable as long as the outside is not extreme enough to inflict direct Harm. |
==== Barrier Blade ==== | ==== Barrier Blade ==== | ||
| − | |||
Fine and potent close-range attack. | Fine and potent close-range attack. | ||
| − | + | Wield a rapier or smallsword from Barriers. This weapon is fine and potent. | |
| − | Wield a rapier or smallsword from Barriers. This weapon is fine and potent. | ||
==== Barrier Barge ==== | ==== Barrier Barge ==== | ||
| − | |||
Create a vehicle from Barriers. | Create a vehicle from Barriers. | ||
| − | + | You create a Barrier as a flattened sphere and maneuver it directly as if it were a personal vehicle. It hovers but cannot fly. | |
| − | You | + | It functions much like other vehicles in the setting and can be varied accordingly; smaller versions are faster and more agile. |
| − | |||
==== Barrier Brim ==== | ==== Barrier Brim ==== | ||
| − | |||
Encase a vehicle or mount. | 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. | Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection. | ||
| − | These Barriers | + | These Barriers move with your ride and do not inconvenience travel. |
=== Hunt === | === Hunt === | ||
Revision as of 22:29, 28 December 2025
| Starfox's Blades in the Dark fan page |
Barrier is the ability to create walls and globes of protection.
Barriers are transparent, which makes the vulnerable to Light. Adding additional Forms to a Barrier can make it opaque.
When used to attack, Barrier takes the form of darts or blades that cut or pierce.
No creatures are associated with the Barrier power.
Barrier Power Effects Table
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Barrier Lens See Barriers, powers, and supernatural creatures. |
Power Ward Selectively block powers. |
Mundane Ward 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 Barrier obscures supernatural detection. |
Body Mask Barrier hides your appearance. |
Give Mask Barriers can change those who pass through them. |
Conversion Cage Change creatures inside a Barrier you create. |
| Finesse | Barrier Buggy Create a windshield. |
Barrier Blade Fine and potent close-range attack. |
Barrier Barge Create a vehicle from Barriers. |
Barrier Brim Encase a vehicle or mount. |
| Hunt | Barrier Bloodhound Track Barrier powers. |
Barrier Brig Trap a target in a Barrier. |
Barrier Banner Control Barrier appearance. |
Barrier Bulwark Trap everyone in a small area. |
| Prowl | Dark Barrier Barrier prowling. |
Walk Barrier You can move on and through Barriers. |
Barrier Team Dark Barrier and Walk Barrier for your crew. |
Bubble Burst Teleport from one Barrier to another. |
| Skirmish | Barrier Block Block physical harm. |
Fine Barrier Blade Fine and Potent melee attack. |
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 Scan barriers over a large area. |
| Survey | Detect Barriers Sense Barriers and understand their general nature. |
Barrier Eye Sense from a Barrier. |
Barrier Scry See target from the nearest Barrier. |
Barrier Broadcast Perceive from all power Barriers at once over a wide area. |
| Sway | Signpost A Barrier carries a visual message |
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 Barrier 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 Shield Stomp over a large area. |
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.
A barrier is always either a globe or a circular hourglass shape. The maximum area a barrier can cover depends on your tier (p 220). You can always make a Barrier smaller, 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.
Destroying a barrier requires a Potent effect greater that the barrier's. Lacking Potency you need even greater effect.
Barriers are visible unless you use a 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
Attune is usually concerned with interacting with a limited domain of beings or forces; Barrier Attune instead defines abstract rules governing what interactions may occur across a Barrier you create.
You create Barriers that recognize powers, intentions, or natures, allowing some effects to pass while excluding others. This recognition is fixed when the Barrier is created and does not adapt to new circumstances. To change it, you must dismantle the Barrier and create a new one to replace it.
Selective barriers are central to Attune, allowing you to shut out hostile influences without isolating yourself or your allies.
Barrier Lens
See Barriers, powers, and supernatural creatures.
This does not create or alter any Barrier. Instead you can sense any kind of Barrier and identify any creature's connection to any Form, which helps you to decide what kind of Barrier to use. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Power Ward
Selectively block powers.
Your Barrier is selective about Forms.
You can make a Barrier that only hinders some Forms, such as one that blocks Fire Powers and creatures associated with Fire, or a Barrier that blocks all but Air and Mind Powers and their associated creatures. You don't need to know a Form to select it this way.
You either make the Barrier block only that Form or block every Form except that Form. This includes all effects of that Form, as well as creatures linked to that Form. Creatures of Form that are not affected still see the Barrier, but can otherwise act as if it was not there.
If a Barrier blocks something that is only a minor part of something crossing a Barrier, it has no effect. For example, a Barrier that blocks Air won't block the air inside a creature, container, or vehicle that crosses that Barrier.
Alternatively, rather than creating a Barrier, you can do what other Advanced Attune effects do: counter any Power as it is being activated, but you cannot negate a Power that is already in operation. This is often used as a Set Up action to help another character in a situation when the opposition is using Powers. The position is controlled, possibly risky if there are a lot of other dangers around.
- Limited effect improves position unless the opposing Power is potent.
- Normal effect always improves position.
- Great effect improves position makes the incoming effect lose any potency it might have.
Mundane Ward
Your Barrier is selective about mundane things.
You impose a defining metaphysical rule on a Barrier, allowing it to block mundane forces as long as they fall under a single, clearly stated principle. This may be used together with Power Ward as part of the same Barrier.
Examples include males, tigers, swords, bullets, lead, the color red, or similar concrete distinctions. What categories are meaningful depends on the setting and power traditions involved: an astrologer may distinguish by star signs, a sorcerer by bloodlines, a cleric by devotion, and so on — as long as each is a single concept.
Alternatively, you may create a one-way Barrier that allows creatures and effects to pass in only one direction.
Arena
Create a large extradimensional Barrier covering an entire scene.
This does not create a Barrier. Instead, you move yourself and selected creatures into an extradimensional arena without bystanders, allowing you to act without risking collateral damage. The arena is either empty or a close reflection of the original location, but only the selected creatures are present.
The arena is large enough for an interesting encounter (such as a city block, grove, or field), but too small to be useful for travel. It lasts until all conscious participants agree to end it, or for up to one day.
Things function normally while inside the arena, but nothing created or altered there persists outside it. When the effect ends, the arena disappears without affecting physical reality.
This ability is used to change the situation, not to win a fight. Its only direct effect is relocating the participants and possibly separating them from allies.
- Limited effect: you and one other creature.
- Standard effect: you, your crew, and a similar number of outsiders.
- Great effect: a large group, or a particularly powerful opponent.
All creatures must be within the area. Bringing visible creatures is controlled; bringing known creatures or those linked by tokens is risky; bringing creatures by description alone is desperate. Primary targets may each select allied creatures in the area to accompany them; those allies may refuse, but cannot bring others.
A common consequence is that the arena is imperfect, with flaws or distortions that work against you.
Command
There are no Barrier creatures for you to Command. Instead you can turn Barriers into signposts that transmit messages. At the highest levels, you can mentally call or repel creatures from a Barrier.
Message Ward
Barriers as signs or impart a message.
This is basically a mental signpost. Creatures approaching the Barrier hear a message of your choice spoken in their own language. They are not compelled to do anything, but you can use your Command action through this recording.
Barrier Broadcast
Send messages to faraway Barriers.
You can send a message to a Barrier over any distance. At the receiving Barrier, the message manifests as a visible and audible projection of you, clearly artificial and recognizably supernatural.
If you address a specific creature, they become aware that a Barrier Broadcast is incoming. If they can establish or activate a Barrier of their own, they may answer, allowing projections to appear at both Barriers so the participants can see and hear one another.
The projection carries sight and sound only. It does not translate languages unless other effects are added, and it cannot interact physically with its surroundings.
In some settings, Barriers are deliberately maintained as points of communication, allowing messages to be exchanged across great distances.
Mental Wall
Barrier commands creatures stay away.
You can make your Barrier mentally repel certain types of creatures. Type is defined by the powers they are related to — people are Mind, animals are Animal, and monsters are whatever power they use. You don't need to know a power to affect creatures of that type.
This is a mental compulsion that is not dependent on physical senses. The command is to stay away from the Barrier and not try to break the Barrier down. You can set the distance they have to stay at, up to a distance dependent on your tier (p 220). The effect requires an open path to the Barrier. Targets have to move away to stay at this distance and cannot directly attack the Barrier. A player character can move closer or try to break the Barrier by using Insight to resist. Exceptional NPCs may be able to do something similar.
Mental Well
Barrier commands creatures to close.
As Mental Wall, but it attracts instead of repels, making creatures move towards your Barrier and stay there. The rules are the same as Mental Wall, but the effect is more absolute; instead of dispersing targets you concentrate them at one spot, clearing the area more effectively and making them vulnerable. Using Mundane Ward you can make the Barrier such that they can enter but not leave, trapping them physically as well as mentally.
Consort
Use Barriers to change your appearance, and later create Barriers that change those who pass through. These Barriers are not solid and offer no protection.
Magic Mask
Barrier obscures supernatural detection.
You cloak yourself in an invisible, intangible Barrier that interferes with powers used to detect, analyze, or identify you. Powers such as Attune, Survey, or similar effects return misleading, incomplete, or overly generic information about you.
This reduces the Effect of scry, detect, and analysis abilities by two steps. Great effect is reduced to Limited; Standard and Limited effect produce no useful information. If a detection power is used while directly observing you, it registers you as a common person and any details appear mundane and unremarkable.
This effect only interferes with supernatural or power-based detection. Mundane observation is unaffected.
You can apply this to your crew as an Advanced effect.
Body Mask
Barrier hides your appearance.
You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add body parts. This is obviously a Barrier, but can be covered with clothing, concealment, or further powers. If you cover your face, you can also change your voice. If you cover most of your body, you can prevent any scent from getting through.
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 power of Give Mask is realized.
The transformation lasts as long as the Barrier, or until they move through the Barrier in the opposite direction.
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. Barrier Buggy has no other effect than protecting from wind, dust, and spray; this allows it to be four times larger than normal, to cover a large vehicle. It can be an airtight Barrier for travel underwater, in space, and other hostile environments. It controls the environment inside the shield, making it comfortable as long as the outside is not extreme enough to inflict direct Harm.
Barrier Blade
Fine and potent close-range attack. Wield a rapier or smallsword from Barriers. This weapon is fine and potent.
Barrier Barge
Create a vehicle from Barriers. You create a Barrier as a flattened sphere and maneuver it directly as if it were a personal vehicle. It hovers but cannot fly. It functions much like other vehicles in the setting and can be varied accordingly; smaller versions are faster and more agile.
Barrier Brim
Encase a vehicle or mount. Create a set of Barriers to protect you and your crew as you travel, providing both physical and environmental protection. These Barriers move with your ride and do not inconvenience 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. Situational but useful 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 from one Barrier to 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. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.
Fine Barrier Blade
Fine and Potent melee attack.
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 affect 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 Power 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 the history of the Barrier and its surroundings. The power zooms in on events of interest to you.
Enclosure Echoes
Scan barriers over a large area.
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 outcome you need depends on the target's concealment. Limited outcome finds those hiding behind cover and in far places you can only barely see. Standard outcome can look behind walls and into hard cover. Great outcome can look into far-away places and spots you had no idea existed.
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 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
See target from the nearest Barrier.
Similar to Barrier Eye but allows you to focus on a specific creature or position. Automatically directs your perception to the best vantage point provided by a suitable Barrier, hopefully close enough to observe the target. 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 all Barriers in the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how 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 impart a simple visual message into a Barrier, visible to those viewing the Barrier.
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. The effect normally lasts through the immediate situation.
- Altering a Barrier you made yourself needs only Limited Outcome.
- Altering a Barrier made by an ally or that the owner gave you permission to use requires Standard Outcome.
- Altering another's Barrier requires Great Outcome.
- A Barrier lasting for an entire score requires higher Outcome.
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 completely, there always has to be at least a tiny 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 a Barrier 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.
This also allows you to use lon-term projects to create permanent Barriers. For each effect you want to incorporate in a permanent Barrier, a long-term project with a number of ticks equal to depending on the level of the power: Basic: 2, Advanced: 4, Master: 8, Apex: 16. You can continue to improve an existing Barrier, but permanent Barriers can have a key-codes required to manipulate them.
Barrier Blade
Barrier 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.
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.
Shield Stomp over a large area, crushing or cushioning a block of buildings or a skyscraper. Redirect huge explosions, even a fission bomb.