Viewing Effect - Obscure
Make yourself difficult to perceive

Create a Obscure Power

Description

You have the ability to temporarily conceal yourself from a single sense, chosen at Power creation. While active, you are completely concealed from the chosen sense, unless it is vision. In that case, you are camouflaged, not invisible, so a keen eye may still spot you.

This Power is not obviously supernatural.

Eratta

Cannot be taken with powers that make you difficult to hear, suppress other senses, etc. If you use the Switch enhancement, and enter combat or are injured while the power is temporarily deactivated, it will end the effect entirely and you will need to reapply it (unless you have Combat Stealth).

System

Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from [[affected-sense]] for [[duration]]. You cannot re-cast this Power until [[cooldown]] has elapsed. Entering Combat or being injured ends the effect early.

All mundane attempts to detect you via [[affected-sense]] fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.

GMs should use their discretion when determining the exact effects of this Power. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Enhancements

Concentration (You may sustain stealth through injury)

Invisibility (You are completely concealed from the affected sense for the duration.)
Some circumstances (such as in snow, rain, etc) may still allow others to detect you via the affected sense at an increased Difficulty at the GMs discretion.

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.

Sharable Stealth (You may extend this power to other Animate targets. One additional target per application.)
One additional target per application of this Enhancement.

Additional Sense (You are concealed from an additional sense)

Ordinary (Any supernatural attempt to detect you must be rolled and is rolled at +2 Difficulty.)

Mind Tricks (Instead of sight, you are concealed from any senses that normal humans do not possess. This does not include enhanced versions of common senses, such as a bloodhound's nose.)

Combat Stealth (Combat does not cause the effect to end. Anyone you attack will immediately notice you. Everyone else may re-roll each time you take an obvious action at -1 Difficulty per Action during the combat.)

Conditionally Costless (This Effect does not require Exertion in certain circumstances. The condition should be balanced such that it has an activation cost the majority of the time you are able to use it.)
If you take this Enhancement, you must be able to use the Effect 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 Effect is costless any time you can cast it.

Triggered (You cannot manually activate this Effect. Instead, choose a triggering event, always outside your control, that activates this Effect without requiring an Action or Exertion cost from you.)
The triggering event must be outside of your control, and balance must be strictly enforced by World 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.

Switch (You may turn this Effect on and off during its duration.)
You may switch this Effect on or off once per Round on your initiative as a Free Action.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Tunnel Vision (While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.)
This means you cannot perform any actions which require your full attention, such as Committed Actions, as well as a number of Powers.
Traumatic (You must make a Trauma roll when you use this Effect.)
Long Cast (This Effect takes one minute to activate.)
Camo (Obscurity is only effective when you are standing still.)
Chameleon Skin (This Power does not affect your clothes or equipment.)
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.)
Sacrifice (Activating this Effect 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.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Mage (Activating this Effect requires two consecutive Actions of Concentration. It involves intricate use of the body and voice. If interrupted during activation, the Effect fails. It is obvious you are preparing to activate an Effect during casting.)
Just about any attempt to interrupt the ritual should be successful.
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.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.

Parameter - Duration

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 3 Rounds
  2. 1 Minute
  3. 1 Hour
  4. 1 Day
  5. Indefinite

Parameter - Cooldown

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 Day
  2. 1 Hour
  3. 1 Minute
  4. 3 Rounds
  5. 1 Round

Parameter - Cooldown

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 Week
  2. 3 Days
  3. 1 Day
  4. 1 Hour
  5. 5 Minutes
  6. 2 Rounds
  7. None

Parameter - Duration

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 1 round
  2. 3 rounds
  3. 3 minutes
  4. 30 minutes
  5. 3 hours
  6. 1 day
  7. 1 month

Example Powers

As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.


You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and any clothes or equipment you are wearing are partially obscured from hearing. All attempts to detect you using hearing are rolled at a -3 dice penalty, and all attempts to detect you where hearing would assist are rolled at -1 penalty.

Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.


You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.

Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.