Various status effects. HIGHLY UNFINISHED.
Unless otherwise specified, they can be saved against with a dc of 10 on a d20 at the END of a players turn.
Unable to control actions, must make save
1/2 AP available? Unable to flank
Unable to move or attack, must make death save if HP < 0
Causes increased damaged from specific type of attack, usually elemental, sometimes mundane. Ie, Vulnerability 10 physical for a balloon.
Causes continual damage at the start of a turn. Ie, Poison, Being on Fire.
No problem traversing difficult terrain, bonus to Super Saiyan
Gives combat advantage, which is lost when an attack is made
To Become hidden, requires a concealment check made in Total cover/concealment
To stay hidden, requires a concealment check made in partial cover/concealment at the end of each turn, made at -5? if the player has shifted more than two squares. Maybe make it -2 per AP used?
Opposite of Constant Damage
Opposite of Vulnerability
An advanced form of Resistance, rendering the user completely insusceptible to certain types of attacks or statuses.
Certain types of force heal rather than hurt. Up to a point. Usually, but not always, tied into Immunity and Resistance.