Nathan focuses on a reflective object, particularly its reflective nature, and pushes it out, molding it around him. The object temporarily loses its capability to reflect while Nathan's reflection absorbs this and becomes more geometric.
Any attacks that enter into this space are refracted back through many geometric shapes that comprise Nathan's reflection and instead aim for the attacker.
Exert your Mind and spend an Action. Select a Animate target within arm's reach. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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 Nathan's reflection becoming slightly more geometric. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
When active, the artifact seems to darken from the inside, even in the brightest daylight. When attacked, those shadows lash out and interrupt whatever was attempting to hurt the user.
Exert your Mind and spend an Action. Roll Intellect + Occult 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. 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.
A magic word is spoken from an ancient Atlantian Grimoire in a forgotten dialect, and a magical, shimmering barrier of force surrounds the caster. When the barrier is struck, a bolt of lighting reaches out from the barrier and strikes the attacker.
Exert your Mind and spend an Action or Reaction. You must actively and obviously use An Ancient Atlantian Grimoire held in one hand and used as a spell book to activate this Effect. Roll Intellect + Occult 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.
When focusing, Tam can respond instinctively to incoming attacks, using her abilities to dampen the force. And to riposte, really - throwing a spike of force back at her attacker.
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. 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 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. 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.
Urza pulls out the Star-Core, and a bubble appears around the target
Exert your Mind and spend an Action to activate. You must actively and obviously use the Star-Core to activate this Effect. 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 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
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.
A counterfeit of the oncoming attack is made having a dull metallic shimmer and off color to the original attack but exact structure to counter the oncoming attack. Scale, shape, density, and placement determine effectiveness where in a poor counterfeit may shatter or appear in the wrong spot while a great counterfeit may be unique having qualities to make it stand on its own like a bullet being smaller and narrower to pierce through a larger one or a sword swinging at the right angle to block the original.
"This gift doesn't feel real and probably never feel like my own, but I'll just fake it till i make it."
This gift just as it copies to defend is in itself a copy to barriers of similar traits and is bound to express issues in that vein unless the user can make a true copy or replica that can last long enough.
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction to activate. Roll Intellect + Alertness at Difficulty 6.
If you succeed, you create a Barrier around yourself, which absorbs the next Outcome Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
You may only use this Effect once per day.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
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.