Concealment

CONCEALMENT (SENSORY)

Name Type Action Range Duration Resistance Base Cost
Concealment Sensory Quick Personal Sustained - 2 per rank

When this effect is active, you gain Full Concealment from a particular sense, although you remain detectable to other senses.

Each additional rank gives you Concealment from another sense. You can have concealment against tactile senses, preventing others from perceiving you using them, but they still notice a physical presence by their inability to move through it. This is primarily beneficial for ranged touch senses. So with Concealment 5, you can have Full Concealment from all senses as well as mental.

To conceal an area, see the Obscure effect.

CONCEALMENT EFFECTS
Full Concealment from all of an attacker’s accurate senses applies -5 Disadvantage against any attacks against you, and attackers need a Perception or Investigation check against your Stealth check result to guess your current position. If they fail, any direct attacks they make against you automatically miss. You cannot be targeted by sense-dependent effects using a sense from which you are totally concealed. If you attack a target unaware of your presence, you gain +5 advantage on the attack check, but the target knows the location the attack came from.

EXTRAS
Affects Others: You can grant Concealment to others while you are touching them, or at range, if you also apply the Ranged extra. For +0 points per rank your Concealment affects others only. +0 or +1 cost per rank

Area: Concealment with Affects Others (previously) or attack (following) may have this extra, affecting everything in the area. To only affect some targets in the area, apply the Selective modifier as well. +1 cost per rank

Attack: Use this extra for a Concealment effect you can impose on others, whether they want to be concealed or not. For +0 points per rank your Concealment is attack only. +0 or +1 cost per rank

Precise: You can vary your Concealment at will as a Quick action, going from total to partial to no concealment, concealing some parts of yourself and not others, or anywhere in-between. If your Concealment affects multiple senses, you can also choose to affect some of those senses and not others. Concealment is normally all-or-nothing: either you are concealed the full amount of the effect, or you’re not. Flat +1 point

FLAWS
Blending: You blend into the background. Your Concealment effect only functions so long as you move no faster than your ground speed rank -1, since the effect can’t adapt faster than that. -1 cost per rank

Blurring: You blur into the background. Your Concealment effect only functions so long as you move faster than your ground speed rank -1, since the effect can’t function slower than that. -1 cost per rank

Limited: Your Concealment only works under certain conditions, such as in fog, shadows, or in urban areas. One example is Limited to Machines, where Concealment only fools senses with a technological descriptor. You can also limit your Concealment to normal senses only. For example you could have visual Concealment from normal sight, but not Infra-Vision or some other visual Senses effect benefits. -1 cost per rank

Partial: Your effect provides only partial concealment rather than total concealment. -1 cost per rank

Passive: Your Concealment only lasts until you take an action requiring an attack or effect check on your part, at which point it stops working until you reactivate it, which you can do on your next turn. -1 cost per rank

Resistible: Anyone aware of your presence or actively looking for you can make a Resistance check against your effect DC to overcome your Concealment. Choose the resistance used for the check when you configure this flaw. Concealment resistible by Will may represent some type of mental illusion or compulsion. -1 cost per rank

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