Viewing Effect - Barrier
Block attacks and protect your allies

Create a Barrier Power

Description

You are able to intercept and prevent damage to both yourself and others.

System

Exert your Mind, choose a target within [[range]], and roll [[activation-roll]]. If you succeed, the next [[barrier-strength]] 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 - Wits rounds.

Enhancements

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Too Slow! (You may use this Power as a Reaction.)

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Multiple Shields (You may have a number of active barriers equal to your Wits.)

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.)

Reflect (Half the damage that was absorbed by the barrier is reflected back at the attacker. They may attempt to dodge if they have dice available, and any armor that they are wearing still applies.)

Tying Off (You no longer need to remain focused in order to maintain the barrier. May only have one barrier active at a time. Lasts one hour after activation.)
You cannot take this alongside the Reflect, Too Slow, or Persistent Shielding enhancements.

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. Cannot be taken with the "Tying Off" Enhancement.)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Selfless (You cannot target yourself.)
Selfish (You may only target yourself.)
Traumatic (Make a Trauma roll when you use this power)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Martyr (When your barrier blocks damage, half of it (rounded down), is dealt to you.)
Partial Shield (The barrier only prevents half of the Damage from a given attack, the rest will penetrate through to the target.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Range

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Barrier Strength

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. Outcome
  2. Outcome + 1
  3. Outcome + 2
  4. Outcome + 3
  5. Outcome + 5

Example Powers

No Example Powers Yet