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Defense Effects

Defense Effects

AX.C.08.05.02

A power defense effect protects the practitioner or allies from incoming harm.

Individual Defense

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold determined by duration and the type of protection

Target: Self or one ally within the tradition's base range. Extending range beyond Touch/Close increases the Threshold by 1.

Options choose one per application:

Save Bonus: The protected target gains +1D on their next Save against one declared type of effect (physical damage, a specific condition, power effects, etc.). Each additional +1D increases the Threshold by 1. The bonus lasts until the Save is made or the scene ends.

Damage Absorption: The protected target reduces the next incoming damage instance by a number equal to the practitioner's successes (minimum 0 after reduction). This is a reaction to the damage, the practitioner must not have already used their Reaction this Turn. Absorbed damage is lost; it does not carry over to subsequent hits.

Resistance: The protected target gains Resistance to a single declared damage type for the scene, damage of that type is reduced by 2 before applying to Health (minimum 0). Threshold 3. Cannot apply multiple Resistance effects on the same target.

Ward: The protected target cannot be affected by a single category of power effect (Force, Resonance, or Form tradition-specific) until the ward is broken or the scene ends. Threshold 4. The ward is broken when it absorbs an effect of the warded type, it functions once. Wards against physical attacks are not available through this mechanism; they require the Resistance option.

Area Defense

Roll: Governing Attribute + Odd Talent (+ Focus) vs a Threshold (3 minimum; see Scaling table for scope)

Area: Centered on the practitioner. Default radius: Near area (Threshold 3) or Far area (Threshold 4). The practitioner need not be inside the protected area if the Tradition supports projection.

Options choose one per application:

Protective Zone: All allies within the zone gain +1D on Saves against a declared effect type (physical, power, environmental, etc.) while they remain inside. Enemies who enter the zone or begin their Turn inside must make a Save (type: tradition-appropriate) vs Threshold 2 or suffer Disadvantage on their next action. The zone is anchored to the practitioner's position and moves with them.

Ward Field: All targets within the zone gain Resistance to one declared damage type (damage reduced by 2). Threshold 4. Unlike individual Resistance, the Ward Field applies only while the target is inside the zone. It does not follow them out.

Barrier: A physical or energetic obstruction at the zone's boundary. Crossing the barrier requires a contested Save (Body or Speed, tradition-appropriate) vs Threshold 3 or the crossing fails. The barrier blocks line of effect for ranged power attacks through it, attacks originating outside the barrier that target characters inside (or vice versa) are made at Disadvantage. The barrier has no Health pool and cannot be "destroyed" by damage, only by effects that explicitly counter it or when it expires.