Difference between revisions of "Barrier Powers (FiD)"

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|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
 
|valign="top"| '''Perceive''' <br> You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.
 
|valign="top"| '''Perceive''' <br> You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.
|valign="top"| '''Barrier'''  <br> Barriers you create can repel any summoned creature and stop any power. When you create the barrier, you can make it ignore some powers of your choice.  
+
|valign="top"| '''Ward'''  <br> Barriers you create can repel any summoned creature and stop any power. When you create the barrier, you can make it ignore some powers of your choice.  
|valign="top"| '''Wall'''    <br> A barrier you create can also bar mundane creatures or effects.
+
|valign="top"| '''Sanctuary'''    <br> A barrier you create can selectively bar mundane creatures and effects.
|valign="top"| '''Arena'''    <br> You can create a large extradimensional barrier covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put.  
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|valign="top"| '''Arena'''    <br> You can create a large extradimensional barrier covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put. People you bring can in turn bring allies.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
 
|valign="top"| '''Message Ward'''    <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.  
 
|valign="top"| '''Message Ward'''    <br> You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.  
 
|valign="top"| '''Translation Wall''' <br> You can create a barrier that translates speech from one side to the other. You need to know these languages, or at least have a dictionary.
 
|valign="top"| '''Translation Wall''' <br> You can create a barrier that translates speech from one side to the other. You need to know these languages, or at least have a dictionary.
|valign="top"| '''Mental Wall'''    <br> You can make a barrier that commands all or certain creatures not to cross. This can be in addition to other effects of the barrier.  
+
|valign="top"| '''Mental Well'''    <br> You can make a barrier that commands all or certain creatures not to cross. This can be in addition to other effects of the barrier.  
|valign="top"| '''Honey Wall'''      <br> You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
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|valign="top"| '''Honey Well'''      <br> You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
 
|valign="top"| '''Magic Mask''' <br> You can create clothes and accessories from barrier. These can take any form but look supernatural. This can mask your identity or create fabulous outfits.  
 
|valign="top"| '''Magic Mask''' <br> You can create clothes and accessories from barrier. These can take any form but look supernatural. This can mask your identity or create fabulous outfits.  
|valign="top"| '''Body Mask'''  <br> You can cover yourself in an obviously supernatural barrier that envelops you, disguises your appearance and can even change your sounds and scents. It acts as tier 2 prowess armor.
+
|valign="top"| '''Body Mask'''  <br> You can cover yourself in an obviously supernatural barrier that envelops you, disguises your appearance and can even change your sounds and scents.  
 
|valign="top"| '''Give Mask'''  <br> You can use Body Mask on willing or helpless creatures. In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like.  
 
|valign="top"| '''Give Mask'''  <br> You can use Body Mask on willing or helpless creatures. In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like.  
 
|valign="top"| '''Wild Hunt'''  <br> You can body mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
 
|valign="top"| '''Wild Hunt'''  <br> You can body mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
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|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
 
|valign="top"| '''Track Barriers''' <br> You can sense and track barriers powers.  
 
|valign="top"| '''Track Barriers''' <br> You can sense and track barriers powers.  
|valign="top"| '''Cage'''          <br> You can cage a target to isolate it for an hour or so.
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|valign="top"| '''Cage'''          <br> You can cage a target to isolate it for a limited time.
|valign="top"| '''Prison'''        <br> You can cage all creatures in a small area. This allows you to fight many creatures in the same area very effectively, but there is a risk of caging allies.
+
|valign="top"| '''Prison'''        <br> You can cage everyone in a small area. This cages many creatures very effectively, but allies in the area will end up in the same cage.
|valign="top"| '''Fort'''          <br> You can create a great barrier bubble that spans a small city, allowing you to control who can pass.
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|valign="top"| '''Fort'''          <br> You can create a great barrier bubble that spans a small city.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
 
|valign="top"| '''Dark Barrier''' <br> Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
 
|valign="top"| '''Dark Barrier''' <br> Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
|valign="top"| '''Wall Walk'''    <br> You can move on and through barriers.  
+
|valign="top"| '''Barrier Walk'''    <br> You can move on and through barriers.  
|valign="top"| '''Team Barrier''' <br> You can use Dark Barrier and Wall Walk on you and allies simultaneously.
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|valign="top"| '''Barrier Team''' <br> You can use Dark Barrier and Barrier Walk on you and allies simultaneously.
|valign="top"| '''Bubble Walk'''  <br> You and allies can teleport from inside one global barrier and into another. This is regional travel, you stay within the same city or region.
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|valign="top"| '''Bubble Walk'''  <br> You and allies can teleport from inside one globular barrier and into another. This is regional travel, you stay within the same city or region.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
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|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Barrier Apprentice''' <br> You can manipulate existing power barriers as if they were made of stout wood.
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|valign="top"| '''Barrier Beginner''' <br> You can manipulate existing power barriers as if they were made of stout wood.
|valign="top"| '''Barrier Journeyman''' <br> You can create temporary objects obviously made out of barriers.  
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|valign="top"| '''Barrier Novice''' <br> You can barriers to block passage and attacks.  
|valign="top"| '''Barrier Master'''    <br> You can create temporary but complex objects out of barriers. This can create objects that are fine and potent. You can also create an environment inside a shield globe, if you have the appropriate power.
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|valign="top"| '''Barrier Master'''    <br> You can create complex barriers.
 
|valign="top"| '''Barrier Factor'''    <br> This is similar to Barrier Master, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
|valign="top"| '''Barrier Factor'''    <br> This is similar to Barrier Master, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy Barrier'''  <br> You can noisily jimmy barriers, but not to a great degree.
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|valign="top"| '''Jimmy Barrier'''  <br> You can noisily Jimmy a Barrier, but not to a great degree.
|valign="top"| '''Smash Barriers''' <br> Similar to jimmy. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Smash Barrier''' <br> Similar to Jimmy Barrier. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
|valign="top"| '''Aegisbreaker'''  <br> Similar to smash, but destroyed barriers silently disappear or are reduced to a fine dust.
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|valign="top"| '''Aegisbreaker'''  <br> Similar to Smash Barrier, but destroyed barriers silently disappear or are reduced to a fine dust.
|valign="top"| '''Aegisquake'''    <br> Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
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|valign="top"| '''Aegisquake'''    <br> 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.
 
|}
 
|}
  
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'''Perceive:'''
 
'''Perceive:'''
''You can detect creatures and power use tied to your power.  
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''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.  
  
This is usually done to spot a disguised summoned creature, but can also detect supernatural creatures behind walls or otherwise hidden, as well as traces of their passing and use of 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.  
Naturally, this gets more difficult as the creature is more heavily obscured.
+
The position usually starts controlled, with the usual consequence that you cannot try again in the same situation.
This reduces effect.  
+
A risky consequence could make your scrying noticeable to onlookers or give you faulty information.
The position usually starts controlled, with the usual consequence that you cannot try again.
+
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.
  
'''Dismiss:'''
+
Scanning a specific creature you can see only requires a limited effect.
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
+
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.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
+
'''Ward:'''
The consequences of this depends entirely on what happens around you when you do it.
+
''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.
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
+
Barrier cannot dismiss creatures.
Most powers only dispel effects of their own power.
+
However, you can create selective barriers that only hinder certain types of creatures, enhancing the utility of your defenses.
Read this generously.
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This increases the utility of the barrier as it can potentially be made to block enemies and not allies.
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
+
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.  
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
When 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.
 
 
'''Summon:'''
 
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
 
 
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
 
This is usually a parallel world or plane of existence, dominated by your power.
 
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
 
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
 
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
 
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
 
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
 
 
Spirits generally come in three types, elementals, spirits, and creatures with powers.
 
 
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
 
An elemental is a simple creature totally dominated by its power.
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
+
Dispelling is usually used as a setup action to help another character in a situation when the opposition is using powers.
They can use sophisticated power effects and usually have an agenda of their own.
+
The position is controlled, possibly risky if there are a lot of other dangers around.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
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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.
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
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When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
A fire dragon is impossibly large, flies, and breathes fire.
+
Against an opponent that uses power to fly or even breathe you can have a better effect.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
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.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat.
+
'''Sanctuary:'''
 +
''A barrier you create can selectively bar mundane creatures and effects.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
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.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
'''Arena
Typical consequences are:
+
''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.
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
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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.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
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The area is rather large, a city block or terrain like a grove, field, or lake.
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
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Large enough to have an interesting encounter in, small enough that its not very useful for travel.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
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It lasts until all conscious creatures in the area agree to end the effect, or for a maximum of one day.
  
'''Gate:'''
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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.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
 
  
This is rarely useful, but can be under exceptional circumstances.  
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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.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
 
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
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Bringing people along that you can see is a controlled situation, bringing people you know well or if you have a body part or recently used item is a risky situation, and bringing creatures based on a description is a desperate position. Your primary targets that use Attune to bring allies along are always in a controlled situation.  
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
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.
  
Using a gate is usually played out as a score, which means there is an engagement roll.  
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A limited effect brings you and one other person. A standard effect brings you and a small group of allies (usually 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.
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
 
=== Command ===
 
=== Command ===
Command creatures based on your power with communication and authority.
+
There are no Barrier creatures for you to Command.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
Instead you can turn barriers into signposts that transmit or even translate messages.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
+
At the highest levels, you can mentally call or repel creatures from a barrier.   
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all.   
 
This still has the normal stress cost.
 
  
'''Communicate:'''
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'''Message Ward:'''
''You can make creatures understand you, but you do not understand them.
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''You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
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This is basically a mental signpost.
Combined with the basic power of Sway allows two-way communication.
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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.
  
'''Translate:'''
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'''Translation Wall:'''
You and allies can communicate with creatures based on your power.
+
''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.
This allows full conversation with creatures of the power.  
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
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When you set up this barrier, pick two languages you know or have dictionary for and decide which side of the barrier will use which language.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
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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 more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
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This is usually used as a setup action. The position is usually controlled unless hostiles are trying to stop you.
Creatures of the relevant type will understand your orders.
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Consequences complicate communication or waste time.
 +
Effect determines the volume of speech and the authority words are spoken with.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
'''Mental Well:'''
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
''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.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
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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.  
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
You don't need to know a power to affect creatures of that type, but if you do you increase your effect.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat,
 
  
'''Enslave:'''
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This is a mental compulsion that is not dependent on language or even sound.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
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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.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
These things are mainly used as defenses.  
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
Creating permanent Mental Wells, such as defenses for your base, is a long-term project.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
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Simple fortune rolls can be made for opponents to see if they escape the effect, with relative tier modifying the effect
  
=== Consort ===
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Used during a score, this is a kind of diversion to mislead an encounter.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
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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 not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
+
You can select a small group of allies that are immune to the effect.
 +
Limited effect provides a brief distraction.
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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).
  
'''Mask:'''
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'''Honey Well:'''
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
''You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
  
You do not physically change yourself, you accessorize and change your outfit.
+
This is the same as Mental Well, but it attracts instead of repels, making creatures move towards your barrier and stay there.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
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.
  
'''Shapechange:'''
+
=== Hunt ===
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
Track barriers, and use barriers at range to temporarily cage creatures.
  
This is a true physical transmutation.
+
'''Track:'''
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
''You can sense and track barriers powers.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
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.
You rating in the improved action increases by one.
 
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
'''Cage:'''
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
''You can cage a target to isolate it for a limited time.
  
'''Transform:'''
+
Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
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.  
  
This is the shapechange power applied to another creature.
+
'''Prison'''
The duration depends of the effect, limited effect is very temporary, more of a warning.  
+
''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.
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
This is the same as cage, except the cage is much larger, and can capture a number of foes - and friend if used in a mixed melee.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
'''Fort:'''
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
''You can create a great barrier bubble that spans a small city.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
This is the same as cage, except it can cage a huge area, a small city or section of a large city.  
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
This can be a prison for those inside, or a temporary protection from a hostile world.
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by 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'''
 +
''Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
  
'''Camouflage'''
+
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.
''You assume the camouflage pattern of an animal, effective concealment in environments where any animal could hide.
 
  
You get your pick of mammal whose coloration you borrow.
+
'''Barrier Walk'''
 +
''You can move on and through barriers.
  
'''Beast Stride'''
+
Barriers are normally either slick or indistinct, offering poor support for climbing.
''You can use the movement capabilities of animals, to climb like an animal, and move through herds or packs of animals.
+
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.
  
Again, you get to pick which mammal you imitate.  
+
Play this as regular climbing and contortions maneuvers, squeezing through a barrier is comparable to squeezing through a tight window.
  
'''Pack Prowl:'''
+
'''Barrier Team:'''
''You can bring allies along when you use Reconnaissance and Maneuver.
+
''You can use Dark Barrier and Barrier Walk on you and allies simultaneously.
  
All your allies get the same mammal coloration or movement.
+
All your allies can move as you do using these abilities.
 
They still use their own Prowl action.
 
They still use their own Prowl action.
  
'''Roaming'''
+
'''Bubble Walk'''
''You and allies can teleport from one animal den to another. This is regional travel, you stay within the same city or region.
+
''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.
  
The animal den you start and end in need not be of the same type of animal, but if it is the same, it improves your position.
+
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.
 
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.
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
This is what you use to create actual physical walls and barriers.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
 
 +
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
  
'''Animal Crafts'''
+
'''Barrier Beginner'''
''You work with animal products like leather, bone, teeth, sinew, and horn as if you had the appropriate tools and protective devices. Items you work with can have small parts made of other materials, such as metal eyelets or synthetic thread.
+
''You can manipulate existing power barriers as if they were made of stout wood.
  
This mainly substitutes for tools, up to a small workshop.  
+
This requires there to be a barrier for you to work with.
You can cure leather and make it hard as if boiled in oil.  
+
Super-conditional, but when it is needed, it may be the only way.
You are also protected from the effects of working with the often caustic and toxic chemicals involved in these crafts.
+
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.
  
'''Animal Shaping'''
+
'''Barrier Novice'''
''You can shape materials that manifest your power as if they were of clay.
+
''You can create barriers to block passage and attacks.
  
You can now do more than normal craft could do.
+
You create barriers that serve as walls.
This speeds things up and allows more extensive modification.
+
This can be a flat circular wall or a globe.
 +
Either can be partially inside objects without interfering with that object.  
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
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.
The effect determines the effectiveness of your construction, but also how long it will last.
+
It does not matter if there is enough room for your barrier to form, it will just continue through whatever was in the way.  
Devices that are more powerful are harder to contain, and thus wont last as long.  
+
It is not possible to circumvent a globular barrier by going through solid objects.
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
+
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.  
  
'''Beastcraft'''     
+
Size depends on the effects, limited effect can create a wall with a radius in meters equal to your tier.
''You can create objects made from animal parts out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items.
+
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.
  
This is two distinct effects. The first allows you to create animal matter out of nothing. This is raw matter and needs to be shaped and refined to be of much use.
+
'''Barrier Master'''     
You can create meat for consumption.
+
''You can create complex barriers.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into animal matter.  
+
This can do what Barrier novice does, except that you can make barriers that are not just simple convex shapes.
The result will maintain its form as if affected by the Shape ability.
+
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.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to bone, and it would still be a functional sword.
 
A door could be changed from wood to wool, which can be easily broken down.
 
  
'''Wild Fabrication:'''
+
You can make simple tools and weapons out of barriers.
''This is similar to Beastcraft, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or a huge tent.
+
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.
  
Pretty self-explanatory, this is Create on a larger scale.
+
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:'''
 +
''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.
 +
 
 +
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.
 
This is useful for equipping a large band or building something large out of nothing.
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.
 
  
 
=== Wreck ===
 
=== Wreck ===
 
Destroy, dismantle, and obliterate animal matter.  
 
Destroy, dismantle, and obliterate animal matter.  
  
'''Mangle'''
+
'''Jimmy Barrier'''
''You can jimmy organic materials either made of animal products, or that animals could reasonably destroy. Noisy and leaves a twisted object in place. Can be used to attack in melee like a sledgehammer.
+
''You can noisily Jimmy a Barrier, but not to a great degree.
  
 
Just as crude as it sounds.  
 
Just as crude as it sounds.  
You destroy animal matter and strike with the force of a sledgehammer in combat.
+
You destroy barriers as if they were made of hard wood and strike with the force of a sledgehammer in combat.  
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Decompose'''
+
'''Smash Barrier'''
''You can apply the effect of reducers like bacteria and insects like woodworms. Still slow but powerful. You can also create a bone club that works as a fine potent sledgehammer in combat.
+
''Similar to Jimmy Barrier. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
  
You can slowly rot any organic matter by attacking it with bacteria and worms. This is slow, so more of a long-term project.
+
A step up from Jimmy Barrier, it does the same things, only better.
It is also subtle, so if you do make a long-term project of it, you can create a back opening in a wooden wall to exploit in a score, giving you +2d on the engagement roll.
 
  
'''Wildwarp
+
'''Aegisbreaker
''Similar to Mangle, but destroyed targets silently disappear or are reduced to a fine dust.
+
''Similar to Smash Barrier, but destroyed barriers silently disappear or are reduced to a fine dust.
  
The real difference here is that wrecking things is now silent when you have the right power.  
+
The real difference here is that wrecking barriers is now silent.  
You also leave less traces, as what you wreck disappears.
+
Hides the traces of barriers you break, making it hard to see they were ever there.
This can also be used to get rid of animal evidence.
 
  
'''Obliterate:'''
+
'''Aegisquake:'''
''Similar to Mangle, but over a large area. This can level a tent camp, disarm a host of troops armed with organic weapons, and similar massive destruction.
+
''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.
  
Rather straightforward, this just scales things up.
+
Rather straightforward, this scales things up even further.
 +
It is not silent.

Latest revision as of 16:50, 27 April 2024

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Starfox's Blades in the Dark fan page

Main Page is 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. A barrier can be one-way, hindering effects only one way.

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
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.
Ward
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.
Sanctuary
A barrier you create can selectively bar mundane creatures and effects.
Arena
You can create a large extradimensional barrier covering an entire scene. You can pick who you bring into this extradimensional space, and who stays put. People you bring can in turn bring allies.
Command Message Ward
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
Translation Wall
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.
Mental Well
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.
Honey Well
You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
Consort Magic Mask
You can create clothes and accessories from barrier. These can take any form but look supernatural. This can mask your identity or create fabulous outfits.
Body Mask
You can cover yourself in an obviously supernatural barrier that envelops you, disguises your appearance and can even change your sounds and scents.
Give Mask
You can use Body Mask on willing or helpless creatures. In combination with other powers you can create barriers that change those who pass through them, making such as an underwater club where every guest gets a mermaid tail and the like.
Wild Hunt
You can body mask a large number of creatures over a wide area, making them anonymous and unidentifiable.
Finesse Ride
You can control existing devices based on barriers. Barrier devices are rare and barrier vehicles rarely even exist.
Barrier Blade
You can create barrier splinters that work as a fine and potent close-range attack, similar in effect to a fine potent dueling sword
Labyrinth
You can create very temporary barriers that are persistent enough to split a battlefield and negate an advantage in numbers.
Storm of Blades
Your barriers can form a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Track Barriers
You can sense and track barriers powers.
Cage
You can cage a target to isolate it for a limited time.
Prison
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.
Fort
You can create a great barrier bubble that spans a small city.
Prowl Dark Barrier
Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
Barrier Walk
You can move on and through barriers.
Barrier Team
You can use Dark Barrier and Barrier Walk on you and allies simultaneously.
Bubble Walk
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.
Skirmish Barrier Blade
You can use barriers as close-range attacks, similar in effect to a melee weapon or pistol.
Fine Barrier Blade
Same as Skirmish Attack, except the weapon is fine and potent.
Maze
You cage all opponents who try to attack you except the one you are fighting. You can do this as a part of an attack.
Barrier Shards
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify and get a basic analysis of a barrier.
Research
You know the powers and abilities of something you analyze.
Hindsight
You can read the past events of something you analyze. This allows you to see the creator as they create the barrier.
Omniscience
You research every barrier in a large area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Detect Barriers
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.
Barrier Eye
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.
Barrier Scry
Choose a location or creature. You gain a sensor at the nearest power barrier, which is often close enough to perceive the target.
Omnibarrier
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
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby
Echo Wall
You can create a barrier that translates emotions and expressions from one side to the other. This is not language-dependent.
Insinuate
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.
Instill
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.
Tinker Barrier Beginner
You can manipulate existing power barriers as if they were made of stout wood.
Barrier Novice
You can barriers to block passage and attacks.
Barrier Master
You can create complex barriers.
Barrier Factor
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.
Wreck Jimmy Barrier
You can noisily Jimmy a Barrier, but not to a great degree.
Smash Barrier
Similar to Jimmy Barrier. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
Aegisbreaker
Similar to Smash Barrier, but destroyed barriers silently disappear or are reduced to a fine dust.
Aegisquake
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.

Expanded Barrier Powers

Expanded descriptions of effects that differ significantly from Typical Powers.

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 summoned creatures and alter against supernatural creatures.

Perceive: You can feel the presence of barriers of all kinds. You can identify what power a creature is linked to, which helps you to decide what kind of barrier to use against it.

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

Scanning a specific creature you can see only requires a limited effect. Scanning 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.

Ward: 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.

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 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.

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

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: 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. 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: 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.

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: 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. 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.

Hunt

Track barriers, and use barriers at range to temporarily cage creatures.

Track: You can sense and track barriers 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: You can cage a target to isolate it for a limited time.

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.

Prison 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.

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.

Fort: You can create a great barrier bubble that spans a small city.

This is the same as cage, except it can cage a huge area, a small city or section of a large city. This can be a prison for those inside, or a temporary protection from a hostile world.

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 Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.

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.

Barrier Walk 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: You can use Dark Barrier and Barrier Walk on you and allies simultaneously.

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

Bubble Walk 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.

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.

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 You can manipulate existing power barriers as if they were made of stout wood.

This requires there to be a barrier for you to work with. 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 You can create barriers to block passage and attacks.

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 You can create complex 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: 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.

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

Destroy, dismantle, and obliterate animal matter.

Jimmy Barrier You can noisily Jimmy a Barrier, but not to a great degree.

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 Similar to Jimmy Barrier. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.

A step up from Jimmy Barrier, it does the same things, only better.

Aegisbreaker Similar to Smash Barrier, but destroyed barriers silently disappear or are reduced to a fine dust.

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: 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.

Rather straightforward, this scales things up even further. It is not silent.