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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.

NegativeEdit

DominatedEdit

Unable to control actions, must make save

Confusion/DazedEdit

1/2 AP available? Unable to flank

Unconsious/SleepEdit

Unable to move or attack, must make death save if HP < 0

VulnerabilityEdit

Causes increased damaged from specific type of attack, usually elemental, sometimes mundane. Ie, Vulnerability 10 physical for a balloon.

Ongoing DamageEdit

Causes continual damage at the start of a turn. Ie, Poison, Being on Fire.

BeneficialEdit

FlyingEdit

No problem traversing difficult terrain, bonus to Super Saiyan

Hidden/InvisibleEdit

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?

RegenerationEdit

Opposite of Constant Damage

ResistanceEdit

Opposite of Vulnerability

ImmunityEdit

An advanced form of Resistance, rendering the user completely insusceptible to certain types of attacks or statuses.

AbsorptionEdit

Certain types of force heal rather than hurt. Up to a point. Usually, but not always, tied into Immunity and Resistance.

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