Viewing Effect - Warding
Monitor an area

Create a Warding Power


You are able to place a Ward that allows you to hear and see things in an area. The Ward is tied to a specific location and cannot be moved. Monitoring your Ward requires your full attention. The Ward can be discovered and destroyed through mundane means.


Spend an Action and Exert your Mind to place a Ward. You may have at most [[maximum-active]] wards running concurrently, and they are fixed to their initial locations. You can hear and see through the Ward as though you were standing at its location.

The Ward requires your full attention to monitor, and it can be detected and destroyed through mundane means.


Place of Power (You may use a single Power through your ward, after which it is destroyed)

Switch (You may turn this Power on and off at will during its duration)

Telecommunication (You may communicate through your Wards.)
This will make the Ward's presence known

Monitoring (Instead of actively monitoring your Ward, you may declare that you are watching for a particular condition. If this condition occurs in your Ward, you may roll Perception + Alertness to notice it, even if you ware not actively monitoring at the time.)

Stealthy (Your Ward is inconspicuous and is unlikely to be discovered unless the person searching knows specifically what they are looking for.)

Additional Sense (You can access your Ward with an additional sense.)
Can be any mundane or supernatural sense that you have access to.

Movable (Your Ward takes the form of a mobile object.)
Examples: See through the eyes of a bird, a drone, etc. does not give you ability to control the object.

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

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

Perimeter Alarm (Whenever an entity crosses into the observational range of the Ward, everyone in the vicinity is alerted, through an audible alarm sound or some other mechanism.)

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.

Record (Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later, similar to a video.)
This recording is maintained even if your Ward is destroyed.

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.


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.)
Obvious (The presence of the ward is obvious to anyone being watched.)
Short Range Recon (Your Ward becomes inoperable if you are over 1000 feet away.)
Dull Senses (You have access to one fewer sense through your Ward.)
By default, you may see and hear through your ward. You cannot use this power to take away a sense added via the additional sense enhancement.
Traumatic (Make a Trauma roll when you use this power)
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.
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 - Maximum Active

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 1
  2. 3
  3. 8
  4. 20

Example Powers