Viewing Effect - Phase Out
Stop existing for a brief period

Create a Phase Out Power

Description

You are able to separate both your mind and body fully from this plane of existence for a short time. During this period, you cannot take any actions, perceive the outside world, or move.

System

Spend an Action and Exert your Mind to phase yourself out for [[duration]]. You cannot perceive the outside world or take any actions during this time, but nothing can interact with you in any way.

Enhancements

Concealed (This Power is not obviously supernatural. If it requires an Action to use, you must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)

Additional Target (You may select an additional target for each application of this Enhancement.)

Personal Pocket Realm (You can take mental and self-targeting Actions while in stasis.)

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. 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.

Willful End (You may end this Power before its duration has elapsed. This occurs as a Free Action and must be done on your initiative.)
Why take this when Switch is available? It's because the goal is to create the most flavorful Powers, not the strongest ones. . . OR HAVE YOU FORGOTTEN? D:

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.

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

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
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.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
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.)
Marker (There is a visual indication that you are tied to the location for the duration, an after-image or similar.)
Duration must be at least 3 Rounds to take this Enhancement.
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 Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Monstrous (Possession of this Power causes a mutation that is ALWAYS present and marks you as inhuman and/or supernatural. At a minimum, the chosen mutation must be apparent if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
Unlike the standard "supernatural" appearance of Powers, 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. This drawback is not suitable for Cell Settings where the supernatural is commonplace. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Duration

Default Level: 1

Seasoned Threshold: 5

Veteran Threshold: 6

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

Example Powers