Back in the
Advantage of the Week: Invisibility thread, we talked about obscure a LOT. Probably about obscure as much as invisibility.
I like obscure. It doesn't come up too often, but when it does its dead useful.
In my current game about psionic agents trying to take over a spaceship, two of them have obscure. And they've both used it heavily for sneaking around.
I've represented kinetic fields of energy protecting a user from projectiles as obscure: the obscure gives a penalty to attack rolls from ballistic attacks. A very skilled attacker can place a bullet dead center in the field to get through, but its generally a fairly useful build.
Quote:
Obscure 10 (Pysical Projectiles, Defensive +50%, targeting only -20%, psi -10%) [22]
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(this is also from the dreadstormer game, oddly enough)
I've toyed around with letting obscure represent weather granting generic penalties over an area to more than vision. Never run it in a game though. For example, wind giving a penalty to certain actions. Still haven't worked that out all the way though.