Description
Duke Hazard's signature move, the Living Tailwind is an entity he creates through special exhaust pipes that come out of his back. This living mass of black smoke absorbs attacks that hurt Duke and his friends, so Duke and his crew can just go to town on whatever dumbass decided to mess with there turf
System
Exert your Mind, choose an Animate target within Arm's Reach, and roll Dexterity + Drive ( dice) Difficulty 6 as a Committed Action. If you succeed, the next Outcome + 2 Damage to that target is absorbed by the barrier. The Damage reduction from the Barrier applies before Armor, and is treated like Armor by any effects such as Armor Penetration.
You must maintain concentration while using this Power. That means you can only move at a slow walk, and cannot split your Action between using the Power and other Actions. 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 power again for a minimum of 6 - Intellect rounds.
Enhancements
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Tying Off
(Any barriers you create last two hours, and you no longer need to maintain Concentration in order to maintain them.)
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Bubble Shield
(Your barrier’s strength is doubled, and it protects everyone within a 15 foot radius of your primary target. However, any attacks that originate from inside the radius will not be absorbed.)
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Too Slow!
(You may activate this Effect as a Reaction.)
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Persistent Shielding
(The barrier regenerates back to full strength at the end of each round of combat. It will still fall if the full amount of damage is dealt within a single round, or if you are interrupted.)
Drawbacks
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Monstrous
(Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
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Mutation - When used, this causes exhaust pipes to come out of his back
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Focus
(Using this Effect requires a specific kind of item.)
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Selfish
(You may only target yourself.)
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Draining
(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.)
Parameters
Barrier Strength:
2 ( Outcome + 2 )
Range:
0 ( Arm's Reach )
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