Description
Magical Marksman can go Invisible can hide in Unexpected Places
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 Minute 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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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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Combat Stealth
(This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.)
Drawbacks
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Focus
(Using this Effect requires a specific kind of item.)
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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.)
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Fuel
(Using this Effect consumes some material good in addition to its other costs.)
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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.)
Parameters
Cooldown:
2 ( 1 Minute )
Duration:
2 ( 1 Hour )
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