Barrier Powers (FiD)

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Main Page is Powers Barriers 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.

Barriers Power Effects

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. No creatures are associated with the barrier power.
Dismiss
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.
Summon
A barrier you create can also bar mundane creatures or effects.
Gate
You can create permanent barriers, or a set of barriers in several spots an a locale.
Command Communicate
You can create signs or imbue barriers that impart a simple non-verbal message across language barriers to creatures nearby.
Translate
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.
Authority
You can make a barrier that commands all or certain creatures not to cross. This can be in addition t other effects of the barrier.
Enslave
You can make a barrier that commands all or certain creatures to cross. Making the barrier one-way thus creates a prison.
Consort Mask
You can create clothes and accessories from barrier. This can mask your identity or create fabulous outfits.
Body Mask
You can cover yourself in a barrier that envelops you, disguises your appearance and can even change your sounds and scents. It acts as tier 2 prowess armor.
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.
Fine Local Control
You can create barrier splinters that work as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol
Manipulate
You can create very temporary barriers that are persistent enough to split a battlefield and negate an advantage in numbers.
Surge
Your barriers can form a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Track
You can sense and track barriers powers.
Fine Ranged Attack
You can use your power to attack, similar in effect to a fine and potent rifle.
Area attack
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
Prowl Reconnaissance
Gives you the protection of a barrier when you prowl, reducing position by one step to a minimum of controlled.
Maneuver
You can move on and through environments composed of your environment. This allows you to move through barriers.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
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.
Skirmish Skirmish Attack
You can use barriers as close-range attacks, similar in effect to a melee weapon or pistol.
Fine Skirmish Attack
Same as Skirmish Attack, except the weapon is fine and potent.
Obstruction
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
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 includes previous owners and how the object has been moved around as well as significant scenes.
Omniscience
You research everything in a wide 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
You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
Sensor
Choose an object manifesting your power 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.
Scry
Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
Omnipresence
You perceive from all objects manifesting your power 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 Handle
You can manipulate existing power barriers.
Shape
You can create temporary objects obviously made out of barriers.
Create
You can create complex objects. This can create objects that are fine and potent. You can also create an environment inside a global shield, if you have the appropriate power.
Fabricate
This is similar to create, above, 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
You can noisily jimmy barriers, but not to a great degree.
Smash
Similar to jimmy. When smashing barriers you affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
Disintegrate
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Obliterate
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.