6.z Combat Effects

Boons

Guts - Circumstance bonus to the next Recovery. Reduces the base of one die of action taken for the round. Stacks intensity for the circumstance bonus, up to +5 (d12).

Protection (type) - Damage reduced by 25% (rounded up). Stacks with Blocking/Dodging and Resistance. Stacks duration.

Prowess - Increases the next Attack's damage. Stacks in intensity, up to +5 (d12).

Readiness - Circumstance bonus to the next Initiative. Actions happen one step earlier in the initiative. Stacks intensity, up to +5 (d12).

Resistance (type) - Adds to the percent of Protection, up to a max of 50% Protection. Stacks percentage reduction.

Regeneration (X) - Regain Health every initiative. Stacks duration in initiative.

Resolution (X) - Reduces condition duration every initiative. Stacks duration in initiative.

Stability (X) - Helps prevent certain types of Controls, giving a bonus against those effects. Stacks duration in initiative.

Swiftstep (X) - Move initiative is reduced. Stacks duration in initiative.

Vigor - Circumstance bonus to the next Energy. Reduce the energy required of an action taken for the round, to the next odd number. Stacks intensity, up to +5 (d12).

Conditions

Bleed - Deals damage whenever initiative is used. Stacks intensity, up to +5 (d12).

Blind (X) - Reduces chance to hit by amount. Stacks duration in initiative. Only highest blind applies. (Blind 3 and Blind 5 is just Blind 5).

Burn - Deals damage whenever initiative is used. Stacks intensity, up to +5 (d12)

Chill - Circumstance reduction to Energy and Initiative. Stacks intensity, up to -5 (d12).

Confusion - Circumstance reduction to Initiative. Stacks intensity, up to +5 (d12). Adds a percent chance to harm self when performing an action.

Daze - A form of control effect that prevents most actions and interrupts any current action. Daze does not prevent player movement or dodge rolling. Non players who become dazed remain still for its duration instead. Stacks duration in initiative.

Deaf - Cannot hear noises. Stacks duration in initiative.

Fear - Involuntary retreat and unable to act. Stacks duration in initiative. Also counts as a Control.

Freeze - Sets base Energy and Initiative to 0. Applies Chilled. Also counts as a Control. Unable to take Actions (including Plus and Free actions, some special actions can ignore this).

Paralyze - Sets base Energy and Initiative to 0. Also counts as a Control. Unable to take Actions (including Plus and Free actions, some special actions can ignore this).

Petrify - Sets base Energy and Initiative to 0. Applies Blind and Deaf. Also counts as a Control.  Unable to take Actions (including Plus and Free actions, some special actions can ignore this).

Sick - Increase duration of other Conditions. Take additional damage from poison or disease. Reduces healing by 25%. Stacks intensity, up to +5 (d12) extra damage.

Slow - Circumstance reduction to Recovery. Stacks intensity, up to -5 (d12) recovery reduction. Movement reduced by 25%.

Stun - A form of control effect that prevents all actions and interrupts any current action. Characters who become stunned cannot move or perform any action, except those listed as stun breakers. Stun breakers will restore one's freedom to act. The duration of stun does not stack. Lasts the duration in initiative.

Taunt - A form of control that forces the affected target to run towards and attack action the source of the taunt, with all other actions prevented except those listed as stun breakers. Stacks duration in initiative.

Torment - Deals damage every initiative. Deals bonus damage for each Control applied. Stacks intensity, up to +5 (d12) damage. Each control adds an additional die of damage.

Weaken - Circumstance reduction to Energy. Damage dealt is reduced by 25%. Stacks intensity, up to -5 (d12) energy reduction.

Control

Knockback (Push) - A form of control that interrupts affected targets, briefly disables them, and moves them away from the effect's source.

Knockdown - A form of control that interrupts affected targets. Knocked down foes fall prone to the ground.

Knockup (Launch) - A form of control that causes the affected target to be thrown away from the effects source while also into air and adds a knockdown to the ground at the end. It is mechanically similar to a combination of knockback and knockdown.

Pull - A form of control that interrupts affected targets, briefly disables them, and moves them towards the effect's source.

States

Blocking/Dodging - Damage reduced by 25% (rounded up). Stacks with Protection.

Combat (In/Out) - While in combat, things that happen while in combat happen. While out of combat, things that happen while out of combat happen. If in combat, you can go out of combat if hidden, or if not attacked or attacking and over 6 spaces away from all enemies for more than 10 Initiative.

Energized - A state that triggers certain actions. For each Initiative where no Energy is spent, or Energy is spent only to move, gain 10% of Energized, up to 100%. The next action that deals damage, deals additional damage equal to the energized percent. Only one thing can be energized at a time.

Float - A form of control that leaves you floating, you cannot raise, sink or move of your own will without being able to touch something. If a specific source is causing the float, then they move towards the center of the source, or if underwater, they move towards the surface.

Prone - Movement is reduced. Character is in a position where they must crawl for movement.

Revealed - Prevents a character from entering stealth for its duration. Typically happens when a character breaks stealth by striking an enemy, preventing repeated attacks from stealth before an enemy can respond. Several skills and traits can also put someone in a revealed state, including spotting them in a search if they were hidden. A number of environmental effects and other game mechanics apply this state as well.

Stealth - Acts as invisible to those who can't see you. Several actions including direct attacks put you in the Revealed state instead. Some skills and traits can change aspects of this.