Concealment {x}

Seeking and taking cover is always a wise use of time when outnumbered or outpositioned

Causes

Any creature can create this advantageous circumstance by simply insuring they put obstructions both visibility and physically, between themselves and anyone wishing to do them harm. Some creatures are naturally blessed with a supernatural trait that causes their very form to seem to shift or move, or to not be quite where they appear, giving them very naturally a small amount of concealment.

Symptoms

Do so well, strategically, will make a creature hard to hit and harm with most attacks or spells simply because you can't get a clear look at them.

Adventures in Valerick Effect: Concealment has a score like many conditions. This score tops off at 5, because if it were to be capable of being 6, that just means you can't target a creature at all. What this score represents is the number that any attack or spell targeting the concealed creature must roll above on a flat 1d6 roll to actually manage to successfully hit that creature. Most sources or abilities or natural passives only grant Concealment (1) or (2). To get it any higher than that is a lot of work, or extremely powerful magick.
Type
Physiological

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