Viewing Effect - Stash
Store items in a hidden location

Create a Stash Power

Description

You are able to store things in a way such that they are always accessible to you but no one else. Items are generally not visible while stashed away.

Eratta

The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

System

You may hold up to [[number-of-stored-items]] items in your stash, each no larger than something which [[maximum-object-size]].

Storing or withdrawing items from your Stash costs an Action but has no Exertion cost.

Enhancements

Terrarium (You may store living things in your Stash. Requires Max Size 4)
Requires a contested roll when used on people

Temporal Bubble (Time is effectively frozen in your Stash.)

Legerdemain (You can store and withdraw items as a Free Action.)

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.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
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.)
Specialized (Only affects a certain type of item.)
bullets, vehicles, etc
Withdrawal Fee (Opening your container requires you to Exert your Mind.)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
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.
Painful (Your Penalty is increased by 2. This lasts for either one hour, or the length of the Duration parameter if applicable. Is always on for Passive abilities.)
This Drawback stacks with itself; if you cast multiple abilities with Painful, or one ability multiple times within the duration of the effect, your effective Penalty will go up by 2 for each use of a Painful ability.
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.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
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. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Number of Stored Items

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1
  2. 5
  3. 20
  4. 50
  5. 100

Parameter - Maximum Object Size

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 6

Eratta: Objects that are bizarre shapes (such as rifles), should generally qualify for the container that fits them if they were chopped into pieces (within reason). A human being generally requires level four of this parameter.

  1. Fits Inside A Playing Card Box
  2. Fits Inside A Laptop Bag
  3. Fits Inside A Messenger Bag
  4. Fits Inside A Regular Backpack
  5. Fits Inside A Large Luggage Bag
  6. Fits Inside An SUV
  7. Fits Inside A Cargo Container

Example Powers