Barrier Powers (FiD)
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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. A barrier can be one-way, hindering effects only one way.
Barriers are vulnerable to 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.
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 3 Stress |
Advanced Minimum 2 Dice 5 Stress |
Master Minimum 4 Dice 7 Stress |
Apex Minimum 6 Dice 13 Stress |
Attune | Perceive Feel the presence of barriers. Identify what power a creature is linked to. |
Ward Your barriers can selectively repel summoned creatures and stop powers. |
Sanctuary A barrier you create can selectively bar mundane creatures and effects. |
Arena Create a large extradimensional barrier covering an entire scene. |
Command | Message Ward Barriers as signs or impart a message. |
Translation Wall Know if the barrier is touched and can communicate through it. |
Mental Well Carrier commands certain creatures not to cross. |
Honey Well Barrier commands certain creatures to cross. |
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. |
Wild Hunt Change creatures inside a barrier you create. |
Finesse | Barrier Boss Control existing devices based on barriers. |
Barrier Blade Fine and potent close-range attack. |
Barrier Bind Cage yourself and select opponents. |
Storm of Blades Storm of barrier blades to fight many opponents. |
Hunt | Track Barriers Sense and track Barrier powers. |
Cage Cage a target in a Barrier. |
Screen Barrier shows images. |
Prison Cage everyone in a small area. |
Prowl | Dark Barrier Barrier makes prowling safer. |
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 Blade A close-range attack, similar to a melee weapon or pistol. |
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 Fyll 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 Beginner Open existing barriers. |
Barrier Novice Manipulate existing Barriers. |
Barrier Master Permanent Barriers. |
Barrier Factor Barrier Master on a huge scale. |
Wreck | Jimmy Barrier Noisily Jimmy a Barrier or smash using a Barrier. |
Smash Barrier Smash Barriers as if they were wood. |
Aegisbreaker Smash Barrier, destroyed barriers silently disappear. |
Aegisquake Smash Barrier 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.
The basic shape of a barrier is always round, either a ball or a round slightly concave surface. The size and strength of a barrier depends on the highest tier of effect you use in it.
- A basic barrier is a sphere 1 meter in radius or a circular wall 4 meters in radius. It can be broken with a standard effect from a weapon or wrecking tool.
- An advanced barrier is a sphere 2 meters in radius or a circular wall 8 meters in radius. It can be broken by great effect from a weapon or tool.
- A master barrier is a sphere 3 meters in radius or a flat circle 12 meters in radius. It can be broken by great effect from a potent weapon or tool.
- An apex barrier is a sphere 6 meters in radius or a flat circle with a 24 meter radius. An apex barrier cannot be broken except by wreck Barrier powers. It can be dispelled.
You can always make a barrier smaller, so a globe can be turned into a half-sphere and a sphere or wall can have a smaller radius. You cannot otherwise play around with the shape of your barrier without using the actions below.
Barriers are visible unless you use other powers 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.
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 against mundane creatures.
Perceive Feel the presence of barriers. Identify what power a creature is linked to.
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, even 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 attack the wrong creature.
Ward Your barriers can selectively repel summoned creatures and stop powers.
Barrier cannot dismiss creatures. However, you can create selective barriers that only hinder certain types of creatures, enhancing the utility of your defenses. 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. Most powers only dispel effects of their own power, but barrier can dispel the effect of any power. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
Dispelling is usually 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 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. Against an opponent that uses power to fly or even breathe you can have a better effect.
When it is dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will simply not work, but will instead give you a clue to what you need to do to resolve the situation.
Sanctuary A barrier you create can selectively bar mundane creatures and effects.
This is the same as Barrier, above, except it is not restricted to affecting creatures with powers. People are governed by the Mind power and most other mundane creatures by the Animal power. You also block mundane attacks used by the selected types of creatures.
Arena Create a large extradimensional barrier covering an entire scene.
This essentially creates an arena without bystanders where you can interact with others without risking collateral damage. It moves you and selected creatures into an extradimensional space that is identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there. Creatures you select as the primary targets can in turn make Attune tests to select other allied creatures in the area and bring them along as well, but such secondary targets have the option to refuse to come and can't invite more creatures.
The area is rather large, a city block or terrain like a grove, field, or lake. 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.
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.
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. 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.
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.
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. 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 Know if the barrier is touched and can communicate through it.
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. Any words of the chosen language will be translated into the other language and be spoken on the other side of the barrier. 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. Consequences complicate communication or waste time. Effect determines the volume of speech and the authority words are spoken with.
Mental Well Carrier commands certain creatures not to cross.
You can make your barrier to repel certain types of creatures. Type is defined by the powers they are related to, so people are Mind, animals are Animal, and monsters are whatever power they use. You 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. 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.
These things are mainly used as defenses. 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. A large number of creatures can be creature caught in the effect, and they will ignore anything but immediate threats while wrestling with the lure of the Mental Well. You 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 Barrier commands certain creatures to cross.
This is the same as Mental Well, but it attracts instead of repels, making creatures move towards your barrier and stay there. You can make the barrier such that they can enter but not leave, trapping them physically as well as mentally. 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.
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.
Wild Hunt Change creatures inside a barrier you create.
Finesse
Barrier Boss Control existing devices based on barriers.
Barrier Blade Fine and potent close-range attack.
Barrier Bind Cage yourself and select opponents.
Storm of Blades Storm of barrier blades to fight many opponents.
Hunt
Track Barriers Sense and track Barrier powers.
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
Cage 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 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.
Screen Barrier shows images.
Create a barrier screen to show images on. The images appears lifelike from one direction or conceal the barrier.
Prison Cage everyone in a small area.
This is the same as cage, except the cage is much larger, and can capture a number of foes - and possibly friends 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. Important when it happens, but it happens rarely.
Dark Barrier Barrier makes prowling safer.
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.
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 still use their own Prowl action.
Bubble Burst Teleport your crew from inside one barrier into another.
The globular barriers 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 likely to be much less familiar with.
Skirmish
Barrier Blade A close-range attack, similar to a melee weapon or pistol.
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.
You can read the past events near a Barrier. This allows you to see the creator as they create the barrier.
Enclosure Echoes Barricade Breakdown a large area, Barricade Backstory some targets.
Survey
Detect Barriers Sense barriers and understand their general nature.
You can sense barriers at a distance and understand their general nature.
Barrier Eye Sense from a barrier.
Choose a power barrier that you have detected; you can perceive as if you were at that spot.
Barrier Scry Choose a location or creature, gain a sensor at the nearest barrier.
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 Perceive from all power barriers at once over a wide area.
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.
Sway
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 emotions and expressions from one side to the other. This is not language-dependent.
Insinuate Barrier implants suggestions.
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.
Instill Change 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.
Tinker
This is what you use to create actual physical walls and barriers.
Barriers normally come in two varieties, permanent barriers and temporary barriers. Creating a permanent barrier is a long-term project. A temporary barrier has a rather limited duration, it never lasts beyond the scope of a score. Either type of barrier is very hard to break down. Unless the setting includes a
Barrier Beginner Open existing barriers.
This requires there to be a barrier for you to work with. Super-conditional, but when it is needed, it may be the only way. You can work barriers as if they were of thin wood (about 2 cm or one inch thick) and you had a knife, a saw, and glue. Changes take time, especially if you want to do something complex.
Barrier Novice Manipulate existing Barriers.
You create barriers that serve as walls. This can be a flat circular wall or a globe. Either can be partially inside objects without interfering with that object.
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. It does not matter if there is enough room for your barrier to form, it will just continue through whatever was in the way. 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. Standard effect adds five to your tier, great effect can create huge fields to cover entire large buildings or city blocks. 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 Permanent Barriers.
This can do what Barrier novice does, except that you can make barriers that are not just simple convex shapes. 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.
You can make simple tools and weapons out of barriers. You can hand these out for others to use. 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.
Barrier Factor Barrier Master on a huge scale.
Pretty self-explanatory, this is Barrier Master on a larger scale. Rather than having to repeatedly use Barrier Master you can use Barrier Factor once to create a large amount of items. This is useful for equipping a large band or building something large out of nothing.
Wreck
Jimmy Barrier Noisily Jimmy a Barrier or smash using a Barrier.
Just as crude as it sounds. You destroy barriers as if they were made of hard wood and strike with the force of a sledgehammer in combat.
Smash Barrier Smash Barriers as if they were wood.
A step up from Jimmy Barrier, it does the same things, only better.
Aegisbreaker Smash Barrier, destroyed barriers silently disappear.
The real difference here is that wrecking barriers is now silent. Hides the traces of barriers you break, making it hard to see they were ever there.
Aegisquake Smash Barrier over a large area.
Smash Barrier over a large area, this scales things up even further, destroying the barriers of a huge installation or a mass of small ones. It is not silent.