Barrier Powers (FiD)

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Barrier is the ability to create walls and globes of protection. It differs greatly from the standard setup of a Form, taking barrier as a second increases your options more than most other powers would.

Barriers are vulnerable to Light because barriers are transparent.

When used to attack, barrier takes the form of darts or blades that cut or pierce.

No creatures are associated with the barrier power.

Barrier Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Perceive
Feel the presence of barriers. Identify what power a creature is linked to.
Ward
Your barrier is selective about powers. Counter powers as they are used.
Sanctuary
Your barrier is selective about powers mundane things.
Arena
Create a large extradimensional barrier covering an entire scene.
Command Message Ward
Barriers as signs or impart a message.
Barrier Broadcast
Send messages to faraway barriers.
Mental Wall
Carrier commands creatures stay away.
Mental Well
Barrier commands creatures to close.
Consort Magic Mask
Create clothes and accessories from barriers.
Body Mask
Barrier hides your appearance, changes your sounds and scents.
Give Mask
Barriers can change those who pass through them.
Conversion Cage
Change creatures inside a barrier you create.
Finesse Barrier Buggy
Create a windshield.
Barrier Blade
Fine and potent close-range attack.
Barrier Barge
Create a vehicle from barriers.
Barrier Brim
Encase a vehicle or mount.
Hunt Barrier Bloodhound
Track Barrier powers.
Barrier Brig
Trap a target in a Barrier.
Barrier Banner
Control barrier appearance.
Barrier Bulwark
Trap everyone in a small area.
Prowl Dark Barrier
Barrier prowling.
Walk Barrier
You can move on and through Barriers.
Barrier Team
Dark Barrier and Walk Barrier for your crew.
Bubble Burst
Teleport your crew from inside one barrier into another.
Skirmish Barrier Block
Block physical harm.
Fine Barrier Blade
Skirmish Attack, except the weapon is fine and potent.
Maze
Barrier negate scale.
Barrier Shards
Attack all enemies in the area.
Study Barrier Blueprint
Identify and basic analysis of a Barrier.
Barricade Breakdown
Full analysis of any Barrier.
Barricade Backstory
Read the past events near a Barrier.
Enclosure Echoes
Barricade Breakdown a large area, Barricade Backstory some targets.
Survey Detect Barriers
Sense barriers and understand their general nature.
Barrier Eye
Sense from a barrier.
Barrier Scry
Choose a location or creature, gain a sensor at the nearest barrier.
Barrier Broadcast
Perceive from all power barriers at once over a wide area.
Sway Signpost
Signs carry simple message across language barrier
Echo Wall
Barrier translates from one side to the other.
Insinuate
Barrier implants suggestions.
Instill
Change personality and motivations of creatures that move through a barrier.
Tinker Barrier Bump
Move barriers around.
Barrier Breach
Open holes in barriers.
Barrier Blitz
Shape Barriers.
Barrier Blade
Barriers as Tools.
Wreck Shield Slam
Crush or cushion a car or house.
Shield Stomp
Crush or cushion an explosion, truck, or building.
Shield Sigh
A silent Shield Stomp.
Shield Shockwave
Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper.

Expanded Barrier Powers

Barrier powers differ a lot from a typical power set.

The basic effect of Barrier is to create walls. The basic wall is strong and impermeable, stopping anything from passing. These walls are then modified by the actions you use to create them.

The size and strength of a barrier depends on the highest effect you use in it. The basic shape of a barrier is always round, either a ball or a slightly concave surface. A wall and a globe has different kinds of radius. The size of a wall is measured from the center of the area and forms a slightly concave surface. The size of a globe is measured from the center point and forms a globular shell around that point.

  • A Basic barrier is a sphere or convex wall up to 1 meter in radius. It can be broken with a standard effect from a weapon or wrecking tool or a limited effect with potence.
  • An Advanced barrier is a sphere or convex wall up to 2 meters in radius. It can be broken by great effect from a weapon or tool or a standard effect with potence
  • A Master barrier is a sphere or convex wall up to 3 meters in radius. It can be broken by standard effect from a potent weapon or tool.
  • An Apex barrier is a sphere or convex wall up to 6 meters in radius. It can be broken by great effect from a potent weapon or tool.

As you advance in tier the maximum size of your barriers increase, add your tier to the maximum radius of a barrier. You can always make a barrier smaller, so a globe can be turned into a half-sphere and any wall can have a smaller radius. You cannot otherwise play around with the shape of your barrier. It does not matter if your barrier intersects other things; such a barrier will extend slightly into the material, damaging neither the barrier nor the material. Modifying the location and shape of a barrier is done using Tinker Barrier powers.

Barriers are visible unless you use power to conceal them. The basic barrier is transparent with a blueish glow. If you know powers other than Barrier, you can use those powers to set the look of your barrier. Fire powers create glowing barriers edged in fire, Darkness barriers are sinister and shadowy, and so on. In addition any barrier may have sigils, text, series of numbers, geometrical patterns (hexagons are popular), or other details fitting your style and power playbook.

A creatures that suffers consequences from trying to break down a barrier might harm the tools they are using or even take damage from the collision. If you used other powers to give flavor to your barrier, this colors the possible consequences for both you and the opposition, a fiery barrier can burn, an electric barrier can electrocute, and so on.

The position of barrier powers depend on what is happening around you. In your base or a quiet back alley the situation is usually controlled. In most street scenes the position is risky. In a melee or with a bomb timer, the position is desperate. Wreck Barrier can be used to improve the position of many types of actions, see below.

Attune

Barrier powers are not linked to any kind of supernatural creature or plane. Instead, you learn how to create barriers that specifically protect against creatures with powers and later specifically against mundane creatures.

Perceive Feel the presence of barriers. Identify what power a creature is linked to. It can also spot immaterial Spirits.

This can also identify any creature's connection to powers, which helps you to decide what kind of barrier to use against it.

Scanning a specific creature you can see only requires a limited effect. Scanning an area you can see or maintaining a scan as you move around to inspect several areas requires standard effect. Scanning an area you cannot see requires great effect.

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

Ward Your barrier is selective about powers. Counter powers as they are used

You can make a barrier that only hinders Fire creatures and powers, or a barrier that hinders all but Mind and Air creatures and powers. You can selectively include or exclude mundane creatures and effects, counting all mundanes as if they were a single power. You don't need to know a power to select it this way. This increases the utility of the barrier as it can potentially be made to block enemies and not allies.

You either make the barrier block only that power or block everything except that power. This includes all effects of that power, as well as creatures linked to that power. Creatures of Powers that are not affected still see the barrier, but can otherwise act as if it was not there. If a barrier blocks something that is only a minor part of something crossing a barrier, it has no effect. For example, a barrier that blocks Air won't block the air inside a creature, container, or vehicle that crosses the barrier. You can counter any power as it is being activated, but you cannot negate a power that is already in operation.

This is often used as a setup action to help another character in a situation when the opposition is using powers. The position is controlled, possibly risky if there are a lot of other dangers around.

  • Limited effect improves position unless the opposing power is potent.
  • Normal effect always improves position.
  • Great effect improves position makes the incoming effect lose any potency it might have.

Sanctuary Your barrier is selective about mundane things.

This is the same as Ward, above, except it is not restricted to just powers. You can select anything as long as it is reasonably objective. Examples include blocking males, tigers, swords, bullets, lead, the color red, and so on. Different settings and power books may allow differents set of things to block corresponding to the definitions they consider important. An astrologer can exclude based on star signs, a sorcerer based on bloodlines. You can also make a one-way barrier, that allows travel in only one direction. If the type of something is in doubt this usually works against you.

Arena Create a large extradimensional barrier covering an entire scene.

This creates an arena without bystanders where you can interact with others without risking collateral damage. It moves you and selected creatures into an extradimensional space that is identical to the physical reality of the place where you used this ability, but only you and the selected creatures are there.

The area is rather large, a city block or terrain feature like a grove, field, or lake. Large enough to hold an interesting encounter, small enough that its not very useful for travel. It lasts until all conscious creatures in the area agree to end the effect, or for a maximum of one day.

Anything picked up while in this extradimensional space works normally as long as they remain there, but disappears when creatures try to bring them out of the extradimensional space. This means that any doors, barriers, traps, fortifications, and similar features of the area are still present. Any changes in the extradimensional space do not carry over to physical reality when Arena ends.

Using this ability is pretty easy, if costly in stress. It is used to set up a situation to avoid collateral damage rather than to win a confrontation, so the only effect on targets is to bring them along and possibly to separate them from their allies.

A limited effect brings you and one other person. A standard effect brings you and a small group of allies (usually your crew) and a similar group of outsiders. Great effect can bring a large group of both allies and enemies, and might sometimes be required to bring a particularly tough opponent, such as a legendary creature.

All creatures to be included must be in the area. Bringing people along that you can see is a controlled situation, bringing people you know well or if you have a body part or recently used item is a risky situation, and bringing creatures based on a description is a desperate position. Creatures you select as the primary targets can in turn make Attune tests to select other allied creatures in the area and bring them along as well, such secondary targets have the option to refuse to come but can't invite more creatures.

A common consequence for you is that there might be faults in the extradimensional space where it differs from physical reality, usually to your detriment. The usual consequence for others bringing allies along is that they cannot try again.

Command

There are no Barrier creatures for you to Command. Instead you can turn barriers into signposts that transmit or even translate messages. At the highest levels, you can mentally call or repel creatures from a barrier.

Message Ward Barriers as signs or impart a message.

This is basically a mental signpost. Creatures approaching the barrier hear your message as if it was spoken in their native language. They are not compelled to do anything.

Barrier Broadcast Send messages to faraway barriers.

You can have a message delivered to a barrier over any distance. If you send to a creature, they will realize a Barrier Broadcast is incoming and if they can activate a barrier they can receive it. The barrier makes the speakers appear to each other and hear each other speak. It does not translate unless other effects are added.

Devices that create a barrier specifically to receive Barrier Broadcasts are common in some settings.

Mental Wall Carrier commands creatures stay away.

You can make your barrier mentally repel certain types of creatures. Type is defined by the powers they are related to, so people are Mind, animals are Animal, and monsters are whatever power they use. You don't need to know a power to affect creatures of that type.

This is a mental compulsion that is not dependent on language or even sound. The command is to stay away from the barrier and not try to break the barrier down. You can set the distance they have to stay at, up to a hundred meters or so, but the effect requires line of sight to work. Targets have to move away to stay at this distance and cannot directly attack the barrier. A player character can move closer or try to break the barrier by pushing. Exceptional NPCs may be able to do something similar.

Mental Well Barrier commands creatures to close.

This is the same as Mental Wall, but it attracts instead of repels, making creatures move towards your barrier and stay there. The rules are the same as Mental Wall, but the effect is more absolute, instead of dispersing targets you concentrate them at one spot, clearing the area more effectively, making them vulnerable to area attacks, and potentially trapping them physically. Using Attune Barrier: Sanctuary you can make the barrier such that they can enter but not leave, trapping them physically as well as mentally.

Consort

Use barriers to change your appearance, and later create barriers that change those who pass through.

Magic Mask Create clothes and accessories from barriers.

This can just be glowing accessories or hide your appearance entirely, but always maintains your basic shape and is obviously extraordinary. You do not physically change, you change your accessorize and outfits. These barriers offer no protection.

Body Mask Barrier hides your appearance, changes your sounds and scents.

You can change your apparent body shape and size, making yourself appear somewhat smaller, much larger, and add or remove body parts. This is obviously a barrier, but can be covered with clothing, concealment, or further powers. If you cover your face, you can also change your voice. If you cover most of your body, you can prevent any scent from getting through. Still offers no protection.

Give Mask Barriers can change those who pass through them.

A barrier set up for this purpose is flat and lets anything through unless altered by other actions.

Anyone who moves through the barrier changes into a form you decide when you make the barrier. This is a true physical transmutation. Creatures feel this transformation coming on, and can back off to avoid the effect. Transformed creatures become themselves molded into this new form, they remain recognizable.

The form you transform creatures into is that given by Body Mask, but if you know others powers besides Barriers, you can transform them into creatures governed by any power you know. This is how the true use of this ability is realized.

The transformation lasts as long as the barrier, or until they move through the barrier in the opposite direction.

Conversion Cage Change creatures inside a barrier you create.

This is a normal solid barrier globe, that transforms anyone inside the bubble when it forms as Give Mask. Unless you change the barrier, they are also captured within. You can also change the environment inside the globe to match the power used, creating aviaries, aquariums, and other environments suited to your captives' new form. In addition to the duration of Give Mask, this transformation lasts at least until the end of the score.

Finesse

Barrier Buggy Create a windshield.

Creates a barrier that protects from travel hazards. You can make this a personal shield, but more commonly it is used to protect a mount or vehicle. You can make a barrier has no other effect than protecting from from wind, dust, and spray, this allows it to be four times larger than normal, to cover even a large vehicle. It can be an airtight barrier for travel underwater, in space, and other hostile environments. It controls the environment inside the shield, making it comfortable and long as the outside is not too extreme enough to inflict actual Harm.

Barrier Blade Fine and potent close-range attack.

Create a rapier or smallsword from barriers. This weapon is fine and potent. Barrier attacks take the form of darts or blades that cut or pierce.

Barrier Barge Create a vehicle from barriers.

You created a barrier as a flattened sphere and can then run this as if it was a personal vehicle. It hovers but cannot fly. Functions much as any other vehicle from the setting and it can be varied correspondingly; a smaller vehicle is faster and more agile.

Barrier Brim Encase a vehicle or mount.

Create a set of barriers to protect you and your crew as you travel, providing both physical and environmental protection. These barriers will move with your rides and do not inconvenience your travel.

Hunt

Barrier Bloodhound Track Barrier powers.

A barrier leaves a trail that you can follow using Barrier Bloodhound. Situationally useful depending on how common barriers are in the setting. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Barrier Brig Cage a target in a Barrier.

Create a barrier that cages a creature or object of up to man size, imprisoning it and protecting it form all damage. This is mainly used to neutralize a foe, but can be used to protect allies and mcguffins. This works like a normal ranged attack, except the result is imprisonment rather than harm. Consequences are those of a fight. Limited effect outcome for a few minutes, standard effect takes out the target for the rest of the score and great effect lasts for some time, but it protects those caught from lack of air and water. Additional outcome can be used to catch larger creatures, with each extra level of effect doubling the maximum length of creature you can catch.

Barrier Banner Control barrier appearance.

You change the appearance of a barrier. You can make it invisible or create more complex images and patterns than you normally could. You can even use a barrier as a screen to display a scene, which can be a convincing illusion from a creature facing it head-on.

Barrier Bulwark Cage everyone in a small area.

Barrier Brig, except the cage is much larger, and can capture a number of foes in a big barrier - and possibly friends too if used in a mixed melee.

Prowl

Barrier is not the most versatile Prowl ability, it mainly gives you the ability to pass barriers used by others. Unlikely but important when it happens.

Dark Barrier Barrier prowling.

Suppresses the light of your barriers, allowing you to sneak even when you have barrier effects on you. This does not otherwise improve your stealth.

Walk Barrier You can move on and through Barriers.

Barriers are normally either slick or indistinct, offering poor support for climbing. They are possible to climb, but progress is slow and precarious. You can climb barriers as if they were regular walls, and you can even wriggle through barriers. This is a slow process, not very useful in combat unless someone is buying time for you.

Play this as regular climbing and contortions maneuvers, squeezing through a barrier is comparable to squeezing through a tight window.

Barrier Team Dark Barrier and Walk Barrier for your crew.

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

Bubble Burst Teleport your crew from inside one barrier into another.

These need to be globular barriers, this can can be ones you just created for the purpose. This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are unlikely to be familiar with.

Skirmish

Barrier Block: Resist physical Harm.

Absorb Harm from kinetic damage, firearms and physical projectiles. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Fine Barrier Blade Skirmish Attack, except the weapon is fine and potent.

Barrier attacks take the form of darts or blades that cut or pierce.

Maze Barrier negate scale.

You create a maze of barriers to separate and confuse opponents. This negates scale.

Barrier Shards Attack all enemies in the area.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.

Study

Barrier Blueprint Identify and basic analysis of a Barrier.

You identify the grade of a barrier (basic, advanced, master, apex) and what Actions have been used on it.

Barricade Breakdown Full analysis of any Barrier.

Learn the exact powers and effects of a barrier, and when any by whom it was created.

Barricade Backstory Read the past events near a Barrier.

You can read the past events near a Barrier. This allows you to see the creator as they create the barrier and important events in its later history. The power zooms in on events of interest to you.

Enclosure Echoes Barricade Breakdown a large area, Barricade Backstory some targets.

Provides a detailed view of events involving barriers as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Barricade Backstory to learn the history of up to three such locations.

Survey

Perceive and locate barriers. The effect you need depends on the target's concealment. Limited effect finds targets in concealment. Standard effect finds those hiding behind cover and in far places you can only barely see. Great effect can look behind walls and into hard cover.

Detect Barriers Sense barriers and understand their general nature.

This is a basic spotting power, selectively sensing barriers. You can exclude barriers you know of.

Barrier Eye Sense from a barrier.

Choose a power barrier that you know of; perceive as if you were at that spot. You still sense things at your actual location, but only dimly.

Barrier Scry Choose a location or creature, gain a sensor at the nearest barrier.

Similar to Barrier Eye but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable barrier, hopefully close enough to observe the target. This can be a barrier the target is using or created. Fails if no suitable barrier is available.

Barrier Broadcast Perceive from all power barriers at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of the need to conceal themselves. Somewhat situational, depending on setting barriers may be rare.

Sway

Barriers have no creatures to sway. Instead you imbue your barriers with messages or even suggestions.

Signpost Signs carry simple message across language barrier.

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

Echo Wall Barrier translates from one side to the other.

You can create a barrier that translates what is said from one side to the other. This will translate any language, even those you don't know.

Insinuate Barrier implants suggestions.

You can imbue a barrier with the ability to insinuate an action in the mind of a creatures very near the barrier.

Limited effect works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard effect can convince a target with no particular stake in the matter. Great effect will convince a reluctant target, but not a passionate one. Suggestions cannot be absurd to the target.

The action needs to be obvious and fairly direct. "Attack the next human you see" works, "seek out and attack the king" is too complex.

Instill Change personality and motivations of creatures that move through a barrier.

This power is permanent but blatant. The barrier vibrates with power, and those coming close get a vague sense of the personality it confers. You can opt to make this barrier so that anything can cross it. It changes all who pass through the barrier on a pattern you decide when creating the barrier. This change is on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.

Tinker

You can modify the shape of barriers. Altering a barrier you made yourself needs only Limited effect. Altering a barrier made by an ally or that the owner gave you permission to use requires standard effect. Controlling another's barrier requires great effect.

Barrier Bump Move barriers around.

You can move a barrier around but not into other things. This means a moving barrier cannot seal a passage, there always has to be space between the barrier and the things around it. To move a barrier, you have to keep it away from everything else, meaning that in a close-fitting space you can only move at a crawl. In the open you can move the barrier much faster, up to running speed in air or walking speed in water.

Barrier Breach Open holes in barriers.

You modify an existing barrier or a barrier you are creating to create circular holes in it. This can be large enough to move through or small enough to just allow weapons to fire out of the barrier, turning your barrier into a fortification.

Barrier Blitz Shape Barriers.

You modify an existing barrier or a barrier you are creating to change its shape. This allows you to make barriers that are not circles or globes. You can also move the barrier, and this precise control of shape makes it easier to move at walking speed even in a constricted space or at the speed of a vehicle of your setting in open air or water.

Barrier Blade Barriers as Tools.

You can shape barriers with precision enough to make devices. You can create weapons, tools, and devices, even machines with moving parts. They can flex to make bows and clocks. Making things from barriers makes them very tough and imbued with energy that makes them fine and potent. You cannot make anything that relies on chemical properties such as medicines, explosives, and such.

Wreck

Barriers wreck by creating rams of force to push things over. The area of impact is large, this is not a good power for piercing armor. Things that resist strongly but are brittle are easy to demolish. Things that flex or that can move are hard to damage, its more likely that they will simply bend or be pushed. Limited effect can crack brick walls or tinny construction and move low-density objects such as boxes and cars. Standard effect can crack wooden walls, raze precast concrete and push solid things like stone blocks and armored vehicles. Great effect can crack stone walls and push even heavy, solid things like blocks of concrete or metal. Bedrock, heavy steel or concrete cast in place are to strong for Barrier to affect.

Perhaps the greatest effect of this is that Wreck Barriers can be used to shield from the same kinds of things that it can raze. Falling rocks, buildings about to fall over, cars skidding off the road, all can be pushed away using Wreck barriers, protecting both the thing that is moving and what it was about to crash into.

Shield Slam Crush or cushion a car or house.

This can do things up to the scale of flipping or cushioning a car or overturning or cushioning a small building. You can strike with the force of a sledgehammer in combat. This is slow, noisy, and imprecise, but the movement is slow and gentle.

Shield Stomp Crush or cushion an explosion, truck, or building.

You can smash or cushion things up to the size of a building, bus, or yacht. You can encapsule explosions, greatly reducing the effect of bombs and explosives. Strikes like a fine, potent sledgehammer in combat. Barrier attacks take the form of giant blades that cut or smash.

Shield Sigh Silent Shield Stomp.

Like Shield Stomp, but the effect is more gentle and mostly silent. Stuff that break is reduced to blowing dust.

Shield Shockwave Shield Stomp over a large area.

Smash Barrier over a large area, crushing or cushioning a block of buildings or a skyscraper. Redirect huge explosions, even a fission bomb.