Health, armor, and damage are different fields
HP measures health. A reliable damage result requires the chosen mode to specify how Armor and HP interact. Element and damage type are separate: a Fire spell can deal Magic damage. A red visual effect is not a complete damage formula.
Movement and action disruption
The documented Derby condition model gives Slow a 50% Speed reduction. Stun reduces Speed and Attack by 90% and Draw Distance by 75%. Silence blocks Active Skills. Sleep drops the character to the track and ends when they take damage. Fear / Cower reduces Speed by 30%.
Perception and team information
Blind hides opponents but leaves the environment visible. Confuse makes all players look identical. Deaf removes buffs and team communication while reducing Sonic damage by 30%. These presentation effects describe this Derby model, not every possible tabletop implementation.
Vulnerability and unstable actions
Shock may fizzle skills and gives incoming attacks a 75% critical-hit chance in this model. Wet increases Ice/Electric damage and reduces Fire damage; this page does not supply an unspecified multiplier. Costs, duration, removal, resistance, and stacking must come from the selected ability and mode.
The clock is part of the effect
Some Derby effects advance with distance rather than seconds. A stopped character cannot assume a distance-based debuff expires merely by waiting. Track distance, turns, marker crossings, and real time are distinct clocks. The values here are a labeled Derby model, not universal rules for all AlterNet formats.
