Status Effects

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.
===Negative===
====Dominated====
Unable to control actions, must make save
====Confusion/Dazed====
1/2 AP available? Unable to flank
====Unconsious/Sleep====
Unable to move or attack, must make death save if HP < 0
====Vulnerability====
Causes increased damaged from specific type of attack, usually elemental, sometimes mundane. Ie, Vulnerability 10 physical for a balloon.
====Ongoing Damage====
Causes continual damage at the start of a turn. Ie, Poison, Being on Fire.
===Beneficial===
====Flying====
No problem traversing difficult terrain, bonus to Super Saiyan
====Hidden/Invisible====
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?
====Regeneration====
Opposite of Constant Damage
====Resistance====
Opposite of Vulnerability
====Immunity====
An advanced form of Resistance, rendering the user completely insusceptible to certain types of attacks or statuses.
====Absorption====
Certain types of force heal rather than hurt. Up to a point. Usually, but not always, tied into Immunity and Resistance.
Category:Mechanics