Terms that describe consequences that happen to characters or objects things like Blind, Destroy, and Heal are called Effects. Each effect has its own rules and implications, explained in the list below.
Blind
Blinded creatures cannot see or gain any visual information.
- Blinded creatures make all tests and Challenge Actions with disfavor.
- Blinded creatures can’t make missile attacks at all.
- All harmful actions against Blind creatures have favor.
Control
Controlled creatures obey the order given to them. As soon as the order is completed, or if it cannot be completed, the effect ends.
- During Challenges, Controlled creatures immediately perform the commanded action. The total value for the Controlled action is equal to the value of the action used to Control it.
Curse
Curse is a generic term for “bad thing” as determined by the GM. Turned to stone by a medusa? Fused with a party member? Changed into a baby? These are all Curses. The GM will tell you what it means.
Deafen
Deafened creatures cannot hear or gain any auditory information. Speak Incantation is made with disfavor.
Destroy
Destroyed objects are broken and unusable.
Disarm
Disarmed creatures drop one held item of their choice.
- A dropped item requires a Recover action to retrieve during Challenges.
- If an adventurer is carrying neither a melee weapon or shield, all attacks against them gain favor.
Displace
Displaced creatures are moved to another zone, as determined by the initiating creature or effect.
Exhaust
Exhausted creatures make all tests and Challenge Actions with disfavor.
Heal
Healed creatures instantly remove one Wound from a condition.
Inspire
Inspired creatures must immediately role-play one of the seven Dispositions to the best of their ability, following the basic guidelines. The Dispositions are: anger, distaste, sadness, joy, surprise, trust, fear.
Grow/Shrink
Grown creatures and objects double their original height. Shrunk creatures and objects half their original height.
Gain favor when this would be advantageous (squeezing into holes, sneaking around) and disfavor when it would be disadvantageous (contests of strength).
Knockout
Knocked-out creatures are unconscious and incapacitated. They cannot take any actions.
Notch
When an item suffers an attack that compromises its durability, it is Notched. After suffering a certain number of Notches, the item is Destroyed.
- Fragile items are Destroyed after one Notch.
- Items intended for durability are Destroyed after two Notches.
- Items made of tempered steel are Destroyed after three Notches.
- Notched items can be repaired with a tinker's kit or in the City.
Root
Rooted creatures cannot move from the spot on which they are standing.
- They cannot Avoid, Dash, Dodge, or Move.
- Anybody engaged with a Rooted creature immediately disengages.
Shroud
Shrouded creatures are invisible. Shrouded creatures are impossible to see without the aid of magic or special senses.
- Typically, if a Shrouded creature stands still and stays quiet, they cannot be deliberately targeted by creatures who can’t see them.
- However, if the Shrouded creature is moving and interacting with their environment, they can be targeted, though all such attempts are made with disfavor.
- Shrouded creatures make harmful actions with favor against creatures who can’t see them.
Silence
Silenced creatures cannot make any vocal sounds. As such, they cannot cast spells because they cannot Speak Incantations.
Stun
When Stunned, immediately choose and discard a Challenge card from your hand.
You do not need to Recover from being Stunned. It is an instantaneous effect.
Trip
Tripped creatures fall prone.
- Prone creatures cannot Avoid, Move, or Dash.
- Melee attacks against prone targets have favor.
- Missile attacks against prone targets have disfavor.
- Anybody engaged with a Tripped creature immediately disengages.
Not just for Challenges
Many effects have important ramifications during Challenges. However, effects are not “combat only” rules. For example, outside of a Challenge, a trap with the Displace effect can knock an adventurer into a spiked pit. If that adventurer survives, a sorcerer can cast Gust of Wind to give the Displace effect and pull them back out. The GM adjudicates how effects resolve during the normal flow of the game.
The GM and the players interpret the flavor of how effects interact with the world. For example, a dart envenomed with sleeping poison and a blow to the back of the head might both Knockout the target—however, shaking the sleeping person might be enough to wake them up, whereas the person hit in the head would need medical care.
Effect names
Note that capitalized effect names change conjugation depending on how they're used in game text, but all mean the same thing. For example, a Blinding attack Blinds a creature, after which they are Blinded.