
all the tokens, though not all are relevant for this conversation
Block: next attack against you does 50% damage
Block+: next attack against you does 25% damage
Crit: Next attack you make is a critical hit
Dodge: next attack against you has a 50% miss chance
Dodge+: Next attack against you has a 75% miss chance
Guarded: next attack against you is redirected to the person guarding you
Riposte: you get a free counter attack after the next attack against you
Speed: you get to go earlier in the the next round
Stealth: No one can target you directly with an attack, but you lose 1 stealth token at the start of your turn
Strength: next attack does +50% damage
Blind: next attack you make has a flat 50% miss chance
Daze: You automatically go last on the initiative
Immobilize: you can't move or be moved (lose 1 at the start your turn)
Stun: You lose your next action
Taunt: The enemy cannot make any attacks that do not include you as a target, if they can target you. Attacking you clears the token
Vulnerable: next attack against you does +50% damage
Weak: next attack you make does 50% damage
Combo: Some attacks have an added effect that only goes off if the enemy has a combo token, and some attacks grant combo tokens
that's all the ones that would be relevant for Drive Break
I can use a lot of these!
a clever footwork attack that does lower damage, but gives you 2 dodge tokens
Or an inspiring shout that gives you and an ally a strength token
and DD2 doesn't have an accuracy token because all attacks automatically hit unless dodge or blind tokens are invovled
but Drive Break could definitely have one
Honestly I feel like you should take the combo system just wholesale
Just give a couple ways to put combo tokens on enemies
and then a few ways to use up combo tokens to empower your attacks in various ways
It's a fun system that encourages teamwork