Chill Dude (Inner Circle) "Breathe. Establish your inner stillness."

1
The power to create a protective barrier.
Used by Joseph "Joe" von Barish IV, Created by dae_kianna.
On Legendary Artifact Surfer Soul Bracelet.
(The target and source of this Effect are obvious to bystanders.)

Joe takes a meditative pose and goes "ohm" for 6 seconds, during which he establishes his inner peace and then wills it to supernaturally manifest. A nearly invisible spherical barrier of large hexagon panels slowly appears all around him and his friends. The barrier ripples with soft light (like under sunshine and water) when touched by anything, and it sparkles and cracks when damaged. A single bright panel also appears on the ground below Joe.

While dangers, chaos, and bad weather are all a part of life, Joe's inner peace is available to all who are (literally) within his inner circle.


Exert your Mind and spend at least two Actions performing the following ritual: make a meditative pose and go "ohm" to activate. This Effect cannot be used unless you take no Quick Actions, Free Actions, nor minimal Movements. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Intellect + Influence at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Nothing can pass into the bubble until the barrier is broken. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.


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Community Barrier Gifts

Red string being worn around the wrist has been commonly done for luck and providence of the body, the color seen as auspicious.

Spend an Action. Select a Animate target within arm's reach. This Effect cannot be used unless the target is Marked by you. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is Nathan drawing a circle with his finger. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Effects which circumvent Armor completely also circumvent your barrier.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Focusing that hard is hard on her, though. Stressful.

Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Melee at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 6. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

This Effect is not obvious, and the only sign you are using an Effect is twitching fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

Possession of this Power grants the following Trauma at all times: Formal Duelist - You must roll self-control to turn down an offered fair fight. You may exert your mind and suffer a limit check failure to ignore the offer if you fail.

  • Effects which circumvent Armor completely also circumvent your barrier.

Spend an Action. Select a target within 50 feet. You must use up Quartz Crystals in order to activate this Effect. Roll Dexterity + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

If the target receives an Injury, they are knocked back 5 * Severity feet.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Expend a point of Battery and spend an Action or Reaction. Select a Animate target within 20 feet. Roll Brawn + Alertness at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

When one announces her presence and makes herself known to the enemy they naturally become a target even when compared to more dangerous individuals if they are less obvious. As such it is only natural that one who wishes to truly inhabit the role of a Font of Hope must be able to stand tall and be hit. This is the embodiment of the phrase "If you are going to shoot someone, shoot me."

The way Vivian has utilised her powers recently has resulted in harm coming to many. This is not what she wants to do, despite how easy it may seem. No, she must remember why she is here on this earth. So she will stand tall, and shout to the world that "I am here". A second chance to be what she wants to be, a hope for the hopeless.

Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is Golden Eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Effects which circumvent Armor completely also circumvent your barrier.

Stock Barrier Gifts

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Effects which circumvent Armor completely also circumvent your barrier.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.