Related Stat: Intellect
Related Powers: Body Armor, Kinetic Control
Your character can create Force Fields to ward off damage. In its basic form, the Power allows the character to surround hir or her body with a rudimentary energy shield. This requires a few seconds to set up, but the field will protect against attacks in that time. The personal Force Field adds its intensity to defense, subtracting damage from all physical attacks. Personal Force Fields require concentration, though many character use equipment that keeps the fields running without concentration. Any stunt of Force Field also requires a few seconds to use.
When the field suffers more damage in an attack than its intensity, it collapses. The excess damage from the attack goes through to the character, though natural defense still subtracts from that damage. A collapsed field takes its intensity in seconds to recharge.
Limit--Visible Fields: Your character's fields are visible to all viewers and cannot be easily used for surprise attacks. On the plus side, such fields protect the character from Blinding.
Stunt--Energy Bottle: If the character successfully defends against an energy attack, he or she can hold the energy in a force bottle. The character can then dispense it in the direction it was going before.
Stunt--Entrapment: This Stunt allows the character with intensity 8+ to surround others in a field. Once entrapped, the victim gains the field's protection, but cannot break free unless he or she can break the field through damage. The character can also use this Power to grab objects at firing distance.
Stunt--Expanded Field: Your character can project the Force Field out to firing distance. Anyone within the field also gains the added effect of the field, but neither the character nor those protected can dodge attacks from outside it. The failure of a projected Force Field results in the field coming down, but those inside are unharmed by that attack. When it goes down, the character drops to 0 Health unless his or her Willpower is 12+.
Stunt--Forceflight: Your character gains Flight 1 by forming a column of force and allowing it to topple and elongate.
Stunt--Force Bolt: Your character can create kinetic force missiles of the Power's intensity, shooting them to firing distance.
Stunt--Force Bubble: If the character takes a moment to aim, he or she can create a bubble of force inside a small opening and expand it to inflict up to the Power's intensity in damage. This attack can ignore mechanical Body Armor, if the suit has an opening for the attack to exploit. This stunt cannot be used to harm the bodies of living targets.
Stunt--Force Cushion: Your character can form force shapes to prop others aloft, and cushions of force resilient enough to absorb up to the Power's intensity in damage from a fall or crash for all involved.
Stunt--Remote Field: Your character can project the Force Field out around anyone or anything within firing distance, even if the character isn't inside the field. Anyone within the field also gains its added effect, but neither the character nor those protected can dodge attacks from outside the field. The failure of a projected Force Field results in the field coming down, but those inside are unharmed by that attack. When it goes down, the character drops to 0 Health unless his or her Willpower is 12+.
Stunt--Shield From Energy: Your character's field provides defense against almost all energy attacks, not just physical attacks. Exceptions include Sonic Energy and Blinding, though solid or semisolid manifestations of these Powers can't penetrate the field unless the originate inside (i.e., a laser beam bounces off, but a sonic hammer created inside the field can pound the character).
Stunt--Shield From Magic: Your character's field provides defense against all magical attacks and magical control, even those Powers that attack Willpower.
Stunt--Shield From Psionics: Your character's field gives defense against psychically derived Powers.
Stunt--Suffocation: Your character can suffocate a foe by cutting off air. This requires aiming. If the attack isn't dodged, the victim loses 5 Health every few seconds. The field can be broken normally, but not by the victim.