CnC Effects

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See the Effects topic for basic effects information.

Using Effect Features in Your Game

Effects in the C&C ruleset can be very complex, once you decide to take advantage of all of the functionality available. Many features provided in this section can be handled manually by calculations done by the players and GM, just like sitting around the gaming table. It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached.

Campaign Effects

The campaign effects list can be accessed via a button in the upper right corner of the tabletop. The initial list will be empty when you first start a campaign. You can add effects to the list as you need them. To add an effect, either click the brown Edit button, then the greed Add button; or right click on the list, and select the Create Item radial menu option. Each effect has these fields:

listed, using the information below. See the Effect Label section for how to fill out the label field. The remaining fields allow you to specify duration of the effect (0 for always on), as well as an application button (for automatic removal of effects after they are used). 
  • Label: See the Effect Label section below.
  • Duration: The duration indicates the number of rounds that an effect will last once applied. If the value is zero, then the effect will not expire.
  • Application: The application state determines whether the effect expires immediately when used. This is independent of duration. By default, effects do not expire as they are used. They can be set to expend on a roll which uses the effect, an action which uses the effect (i.e. multi-attack), or as individual components (each component will expire when used).

Combat Tracker

Effects can be applied to a combatant in the combat tracker by either clicking on the effect icon in the effects list (applies to current combatant), or dragging the effect icon to the desired combatant. When an effect is applied to an actor in the combat tracker, a few additional fields are available.

  • Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.
  • Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.
  • Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.

Effect Label Features

In the C&C ruleset, conditions and modifiers can be embedded into the effect label in order to modify rolls made by the actor.

Each description, condition or modifier needs needs to be separated by a semi-colon within the effect label, and these are called effect components. Effect components that do not start with a modifier tag or a condition tag are treated as descriptive text only.


  • Conditions are usually available as single effects via buttons in the campaign effects list; but can also be added to other effects.
  • The modifiers applied by the condition are listed with the Condition effect label component in the list.
  • Not case-sensitive.
  • Do not stack.
Condition Modifiers Applied Notes
Blinded AC:-5 Attacks treat defenders as if they are Invisible
Cowering AC:-2
Invisible CONC4 (T)
Prone AC:-5
Stunned AC:-2

(T) = Effects can be targeted to only apply to conditions against certain opponents


  • Modifiers are used to specify adjustments to different types of rolls.
  • Format: [tag]: [dice/number] [descriptors]
  • Case-sensitive
  • If colon missing, assume no dice, numerical modifier or descriptors.
  • Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.
  • When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],...) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]).
Modifier Value Descriptors Notes
ATK (D) [range] (T), Attack rolls
AC (N) [range] (T), Armor class defense
DMG (D) [range], [damage type]* (T), Damage rolls
ABIL (D) [ability] SIEGE checks
STR (N) Strength modifier
DEX (N) Dexterity modifier
CON (N) Constitution modifier
INT (N) Intelligence modifier
WIS (N) Wisdom modifier
CHA (N) Charisma modifier
DMGO (D) [damage type]* Damage (Ongoing)
REGEN (D) Regeneration.
IMMUNE (-) [damage type], all (T), Immune to damage type.
Assumes all if no [damage type] descriptor.
RESIST (N) [damage type], all (T), Resistance to damage type.
Assumes all if no [damage type] descriptor.
VULN (N) [damage type], all (T), Vulnerability to damage type.
Assumes all if no [damage type] descriptor.
CONC1 (-) [range]* (T), 1/4 Concealment (AC:2)
CONC2 (-) [range]* (T), 1/2 Concealment (AC:4)
CONC3 (-) [range]* (T), 3/4 Concealment (AC:6)
CONC4 (-) [range]* (T), Full Concealment (AC:10)
COVER1 (-) [range]* (T), 1/4 Cover (AC:2)
COVER2 (-) [range]* (T), 1/2 Cover (AC:4)
COVER3 (-) [range]* (T), 3/4 Cover (AC:6)
COVER4 (-) [range]* (T), Full Cover (AC:10)

(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents

[range] = melee, ranged
[damage type] = acid, cold, electricity, fire, poison, sonic, adamantine, bludgeoning, cold iron, epic, magic, mithral, piercing, silver, slashing, nonlethal
[ability name] = strength, constitution, dexterity, intelligence, wisdom, charisma
* = Multiple entries of this descriptor type allowed.


Effect Results Notes
ATK: 2 Adds 2 to all attacks
ATK: 2 melee Adds 2 to all melee attacks I'm not sure of how to distinguish between melee and ranged attacks in NPCs
Bless; ATK:1 Adds 1 to all attacks "Bless" is just a label - use a semi-colon to separate labels and multiple effects in one line.
Charge; DMG:2; AC:-4 Adds +2 to all damage and subtracts 4 from the AC when attacked. "Charge" is just a label
RESIST:5 fire Subtract 5 from all fire damage done to target. I haven't worked out how to add a damage type to damage rolls. In 3.5e it would be "1d6 fire" but this doesn't work.
IMMUNE: fire Will take no damage from fire attacks. See note above regarding specifying damage type.
VULN: cold Will take 50% extra damage from cold attacks. See note above regarding specifying damage type.
ABIL:2 strength Will add 2 to Strength SIEGE checks. This does not impact rolls against abilities/skills derived from strength.
STR:2 Adds 2 to any rolls using the Strength ability bonus Some derived stats (melee attack, for example) are impacted by this changed. Some aren't - skills for example.
ABIL:2 Adds 2 to ALL ability rolls.
Shield of Faith; AC:2 Adds 2 to current AC. Shield of Faith also gives a bonus to saving throws which is not available as an effect modifier.