ENTROPIC CLOAKING
This cybernetic augmentation blurs your form by producing quantum emissions that degenerate incoming visible wavelengths of the electromagnetic spectrum. The recipient’s outline appears blurred, shifting and wavering. This distortion grants the recipient concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the augmentation’s effect (though fighting an unseen opponent carries penalties of its own). This is accomplished by implanting a series of quantum emitters in the recipient’s spine. Activating entropic cloaking is a move action. The advanced model increases the concealment to 50%.
Both models allow the recipient to remain blurred for up to 10 rounds. Once entropic cloaking has been activated, you must meet the conditions normally required to regain Stamina Points before you can activate it again.

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