Oh, you're serious. Even bullets respect an impeccable mustache.

1
The power to create a protective barrier.
Used by Rick Campbell, Created by Redchigh.
(Activating this Effect is not obvious. The only sign you are using an Effect is An intense, almost pitying stare..)

Rick looks sternly towards the incoming attack.
Shifts his jaw forward slightly, standing up straight and tilting his head just the slightest bit to full project the full aura of manliness towards this violence-begetting weakling.

The air ripples around him like vapor, and his mustache catches the ambient light, rustling majestically like a serene wheat field at dawn.

The rage and desire to do harm, just drops away- their attacks pull back, almost like last-second mercy-
but they're really just impressed/intimidated


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

If you succeed, you create a barrier around yourself, 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 An intense, almost pitying stare.. 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.

Community Barrier Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Possession of this Power grants the following Trauma at all times: Compulsion (Search and Rescue).

A gift gained from inari perhaps.

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

Possession of this Power grants the following Battle Scar: Fox ears(yes you can hear with them) sprout from your head and a fox tail sprouts from your tail, Fox teeth fill your mouth replacing your human teeth, -1 to social rolls -1 to perception.

Exert your Mind (unless you win a coin flip) and spend an Action. Roll Charisma + Performance at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. 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.

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.

Telekinetic barriers work by using psychic waves that naturally occur in living beings, and condenses those into a psychical construct. This can potentially be done with other kinds of constructs, but barriers are the simplest of forms to create due to their simplistic design within the mind.

Spend an Action or Reaction and use up this Psychic Rose. Select a Animate target within 20 feet. Roll 7 dice Difficulty 6, dice penalties do not apply.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. 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.

  • This consumable is destroyed when used and cannot be used again.
  • 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.

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.