Concealment

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CONCEALMENT
Type: SensoryAction: Free (active)
Range: PersonalDuration: Sustained
Resistance: NoneCost: 2 points per rank

Using this effect, you gain total concealment from a particular sense—usually sight or hearing—although you are still detectable to other senses (even other senses of the same sense type). Each additional rank gives you concealment from another sense; two ranks give you concealment for an entire sense type.

Concealment from visual senses costs double (2 ranks for one visual sense, 4 ranks for all visual senses). You cannot have concealment from tactile senses, since that requires being incorporeal. So at rank 5, you can have total concealment from all visual senses (4 ranks) and normal hearing (1 rank), for example. At rank 10 Concealment you have total concealment from all sense types other than tactile.

While concealed, you gain Combat Advantage over targets unaware of your presence. Attackers take a -5 penalty to attack rolls made against you, assuming they know where to attack at all! Attackers able to perceive you with an accurate sense suffer no penalties, and combat is resolved normally.

Someone can sense the presence of a concealed character within three Perception range increments with an acute sense (see Enhanced Senses for details) and a DC 20 Perception check, such as using hearing to detect a character concealed from sight. The observer gains a hunch that "something’s there" but can’t accurately perceive it (suffering the normal miss chance, for example). A concealed character holding still is harder to notice (DC 30). A concealed inanimate object or completely immobile creature is very hard to notice at close range (DC 40). It’s practically impossible (+20 DC) to accurately pinpoint a concealed character’s location using an acute sense.

FX Feats

  • Close Range: The "close range" where someone can sense your presence with an acute sense is adjacent (5 feet) rather than three perception range increments.
  • Innate: This FX feat is appropriate for subjects with innate or natural concealment qualities that cannot be nullified.
  • Selective: You can vary your Concealment at will (a free action): going from total to partial to no concealment, concealing some parts of you and not others, or anywhere in-between. If your Concealment affects multiple senses, you can choose to affect some and not others with this feat as well. Concealment is normally all-or-nothing: either you are concealed or you’re not.
  • Subtle: Concealment is Subtle by nature and does not require this power feat, since going unnoticed is part of its effect. It may also conceal the display of your personal range effects (see Noticing FX).

Extras

  • Affects Others: The +1 level of this modifier allows others to benefit from your Concealment effect while you are touching them.
  • Area: Concealment with Affects Others (previously) or Attack (immediately following) may have this extra, affecting all subjects in the area. To conceal an entire area, see the Obscure FX.
  • Attack: Use this extra for a Concealment effect you can impose on others (whether they want to be concealed or not). An invisibility ray, for example, is a Visual Concealment Attack. A Concealment Attack calls for a saving throw, usually Will.

Flaws

  • Blending (–1): You "blend" into the background. Your Concealment only functions as long as you move no faster than your normal pace, since your blending can’t adapt faster than that.
  • Limited: Your Concealment only works under certain conditions, such as in fog, shadows, or in urban locales.
  • Limited to Machines (–1): Your Concealment is Limited only to senses with a technological descriptor. This includes ordinary things like cameras and microphones as well as intelligent robots (if such things exist in the setting).
  • Partial (–1): Your effect provides partial rather than total concealment. Characters attacking you suffer a -2 penalty to attack rolls made against you.
  • Passive (–1): Your Concealment only lasts until you make an attack—defined as any action requiring a saving throw—at which point it stops working until you reactivate it, which you may do on the round after you attack.
  • Phantasm (–1): Your Concealment is Limited to creatures with Intelligence 1 or greater; unintelligent creatures and machines (cameras, microphones, etc.) perceive you as if you were not concealed at all. This usually indicates Concealment that is some sort of mental or hallucinatory effect. This flaw does not apply to Mental Concealment (which is already so limited by definition).
  • Sense Dependent: Concealment is already sense-dependent and cannot have this flaw.
  • Resistance (–1): Your Concealment must penetrate a target's Resistance (Fortitude or Will, chosen when the flaw is applied) for anyone aware of your presence and actively looking for you. You must make a new FX check for each interval on the Time Table that passes. This flaw is often combined with Phantasm.
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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