DraftThese rules are a draft from the Roll Combat Core Rules System Player’s Guide. Numbers and wording can change before release.

Effects

The 24 Effects that change a character or a scene, and how stacking Effects work.

Effects change what a character or a scene can do. There are 24 of them. Open one to see its full card.

All Effects
EffectStackingWhen it appliesWhat it does
AmbushedDoes not stackImmediate (1 Round)Your enemy gains 1 Round to prepare. They can’t deal damage.
Bleeding5×EXPStart of turn (damage)Direct Vitality loss, bypasses Guard.
BlindDoes not stackImmediateLose Vision Range. Sight-based rolls auto-fail.
Burning10×EXPStart of turn (damage)Targets Guard. Once Guard is gone, damage is taken from Vitality.
CollapsedDoes not stackImmediateOn the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break.
DazedDoes not stackImmediateLose Stamina equal to EXP. Lasts until the end of your next turn.
DeafDoes not stackImmediateLose Audio Range. Sound-based rolls auto-fail.
EncumberedDoes not stackImmediateFor every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour.
ExposedEXP/2Immediate (damage)Vulnerable to a chosen damage type. Take additional damage (Level × 2).
FatiguedDoes not stackImmediateReduce damage done by Level × 2.
FortifiedEXP/2ImmediateResistant to a chosen damage type. Reduce damage taken (Level × 2).
Frozen10×EXPImmediateFor every 5 charges, reduce maximum Motion by 5 ft.
HiddenDoes not stackImmediateUnseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger.
InjuredDoes not stackImmediateGain a Trivial, Harmful or Grave injury.
InvisibleDoes not stackImmediateCan’t be seen, even in Vision Range. Can’t be directly targeted.
Irradiated5×EXPImmediateMaximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
MuteDoes not stackImmediateLose the ability to speak.
PanickedDoes not stackStart of turnRetreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage.
PinnedDoes not stackImmediateGrappled or restrained. Take the Break action to counter.
Poisoned10×EXPImmediateFor every 5 charges, reduce damage dealt by 1.
ScentlessDoes not stackImmediateLose Scent Range. Scent-based rolls auto-fail.
Shocked5×EXPStart of turn (damage)Maximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
SlowedDoes not stackImmediateStamina Point cost is doubled.
UnconsciousDoes not stackImmediateReached 0 Vitality. Unable to act or move. Can be revived with the Heal action.

How stacking works

Some Effects stack as charges. Charges drop by 1 at the end of each Round, and spending 1 SP removes 2 charges. The most charges you can hold depends on your level:

Maximum charges by level
Stacking limitLevel 1Level 5Level 10Level 20
5×EXP5102550
10×EXP102050100
EXP/21125