Minor Effects
- Damage Object: Your attack can harm the foe and an object of your choice they are holding. Add
+3 damage to your total, then split your damage between the foe and the object.
- Distract: For one round, all of your foe's tasks are hindered.
- Knock Back: Your foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, it might be significant.
- Move Past: You can move a short distance at the end of your attack. For example, you could use this to get past a foe guarding a door.
- Called Shot: You strike a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a tentacle wrapped around an ally might ease the ally's escape task by two steps.
- Eye Shot: blinded 1 round
- Ear Shot: defeaned 1 round
- Leg/Foot Shot: Hampered movement: speed is reduced one step
- Jaw Shot: hindered with anything verbal
- Bleed: 1 damage per round until healed
- Dazed: Can only move next round
- Cleave: damage target and free attack at adjacent target using same roll
- Stuck: target cannot move
- Shatter Shield: double damage to shield
- Weak Spot: Ignore armor/resistance with this attack
- Ignite: Target catches fire
- Follow up: Second free attack at +2 difficulty
- *Dispel: Target loses one active ongoing effect
Major Effects
- Disarm: The foe drops one object that it is holding.
- Impair: For the rest of the combat, all tasks the foe attempts are hindered (level -1)
- Shove: Pushed back from immediate to close
- Knock down: The foe is knocked prone. It can get up on its turn.
- Splash damage: half damage to all other creatures in immediate distance
- Stun: The foe loses its next action.
- Off balance: Provokes free attack from all allies in threatening range
- Shatter Armor: Reduce target’s armor by 1 for rest of combat
- *Charm: Charmed 3 rounds
- *Happy Accident: Become invisible for 1 round
- *Disorient: Target is confused for 3 rounds