Flexing "Go ahead, hit me."

2
The power to create a protective barrier.
Used by Emily Miller, Created by Polymorph.
(Activating this Effect is not obvious. The only sign you are using an Effect is muscles clenching under fur.)

Emily's muscles bulge and clench, rippling even under her fur.


Spend an Action. Select a Animate target within arm's reach. Roll Brawn + Brawl at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome + 4 Damage up to a maximum of half the total damage from a given attack, the rest of which penetrates through to it’s target. 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 muscles clenching under fur. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift's Cost is capped at 2 and cannot be increased further.

Possession of this Power grants the following Trauma at all times: A Woman Scorned - You must roll self-control to exit combat without killing or incapicating a target that has injured you.

  • 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.

Community Barrier Gifts

Exert your Mind and spend an Action. Select a Animate target within arm's reach. Roll Brawn + Alertness at Difficulty 6.

If you succeed, you create a barrier around your target, 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 a whisper a lfocker in his eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • 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.

Eden works hard on finding a way to turn light into solid matter that can disperse damage and other harmful effects. This is his first attempt at it.

Spend an Action. Select a Animate target within 20 feet. Roll Intellect + Science 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.

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 Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • 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.

Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. Roll Intellect + Technology at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. 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.

  • Effects which circumvent Armor completely also circumvent your barrier.

Spend two Actions performing the following ritual: focusing energy through the electrum and incantations to cast the spell. Select a Animate target within arm's reach. You must use up asdf in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a barrier around your target, 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. This Artifact may have up to 3 barriers active 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 Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: asdf. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

  • 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.

Exert your Mind and Spend an Action to activate. Roll Brawn + Brawl at Difficulty 6.

If you succeed, you create a Barrier around yourself, which absorbs the next Outcome Damage. 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.

The Barrier will fall after an hour, 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.

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.