Description
as they closed in, Sara put her hand on her friend, as gas started to spew from her mask, eventually enveloping both Sar, and her friends. the specialists bust down the door and rushed in. they felt a very humid atmosphere in the room their target was just in. the door locked behind them, with a single canister rolling from the door, leaking a gas that smelled of mustard
System
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from sight for 1 Hour. You cannot re-cast this Power until 1 Day has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via sight 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
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Additional Sense
(You are concealed from an additional sense)
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Concentration
(You may sustain stealth through injury)
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Invisibility
(You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.)
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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.)
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Sharable Stealth
(You may extend this power to other Animate targets. One additional target per application.)
Drawbacks
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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.)
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Activation Ritual - Chanting, and inserting a canister
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Focus
(Using this Effect requires a specific kind of item.)
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Traumatic
(You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.)
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Sacrifice
(Instead of Exerting your Mind or expending Source, activating this Effect gives a Severity-1 Injury that worsens by 1 Severity each time you use an Effect with Sacrifice. This Injury cannot be prevented by any means or healed before 1 day has passed.)
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Supernatural
(This Power causes a mutation (passive) or an effect (active) that marks it or its owner as a supernatural being.)
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Effect - a increase of humidity in the area
Parameters
Duration:
2 ( 1 Hour )
Cooldown:
0 ( 1 Day )
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