Tri-Stat dX Invisibility rules revision By Zegon Destructacon Cost: 3 CP/level or 5 CP/level Relevant Stat: Body Required PMVs: None Optional PMVs: Area, Targets Progression: Linear; invisibility to +1 sense or technique each level Reductions: Partial effectiveness Restrictions: Time limit; invisible to certain types of characters; naked form only At 3 CP/level, invisibility is basic invisibility. It renders a character completely invisible to one particular sense or type of detection per level, provided the character does not move at more than half their movement rate or directly attack anybody. If they break either of these, the invisibility is instantly broken and the character is no longer warded by this ability until they re-apply it. At 5 CP/level, invisibility is advanced invisibility. It renders the character completely invisible to one particular sense or type of detection per level no matter what that character does, including attack. Attacks still give off indication on the location of the character, however, and do not penalize the defendant's defense roll at all. Once the attack happens, the invisible character has given away their position (unless the attack was undetectable) and can be attacked. Attacks at invisible opponents are at a -X/2 penalty in melee range, and a -X penalty at further than melee range. Blind Fighting and Blind Shooting can reduce and negate this penalty. Sight and hearing are much more commonly used, and thus require two levels of this attribute to be taken instead of one for them to be selected as blocked senses. While the character may not be detected directly by the methods invisibility prevents, they still may be detected indirectly, such as leaving muddy tracks, or bumping something over.