Effects
Effects are automated actions that change a Character or game element in some way.
They let you apply bonuses, change attribute values, gain feats, learn spells, or other changes.
Examples:

Usage
Effects linked to a Race, Class, Feat, Condition or equippable item (Weapon/Armor) are applied automatically when the race/class/etc is applied or the item equipped.
Likewise, they are reverted when the Race/Class/etc is removed, or when the item is unequipped.
If they modify any attributes, these modifications are tracked as Bonus Value in the attribute's inspector.

Effects linked to a Spell or Consumable are non-reversible, and will only modify the Base Value instead.

Structure
All Effects follow a similar structure:
-> Action (Set / Increase / Decrease / Override / Apply / Remove)
-> Subject (Attribute / Dice Pool / Feat / Condition / Spell / Class)
-> Argument (optional: the value to be used for the effect)
Action
- Set: Sets an attribute's Base Value or Input to a given Argument
- reverting a "Set" effect will do nothing if the base Value was changed from what the effect expected
- Increase/Decrease:
- modify the Bonus Value if the effect is reversible or the Base Value if it is not reversible (Consumable/Spell effect)
- modify with a relative value, adding or removing the given value to the existing attribute value
- Override: changes the final value of the attribute to the given Argument, disregarding any existent base or bonus components
- Warning! multiple override effects on the same subject may have unpredictable results
- Apply: applies a Feat/Condition/Class/Spell to the character
- This will recursively apply any effects that the applied subject provides
- Remove: removes an applied Feat/Condition/Class/Spell from the character
- If the character does not have the subject to remove, it does nothing
- This effect is never reversible, i.e. it will never apply anything when removed
Subject
-Attribute: Any numeric attribute
- Attribute Input: Allows you to modify the Input of a numeric attribute
- Attribute Group: Allows you to modify one or more attributes from within a given group
- Dice Pool: Any Dice Attribute / Dice Pool
- Feat
- Condition
- Spell
- Class
Argument
The effect argument should evaluate to an integer for Attributes, or to a Dice Pool for dice attributes.
You can either pass values directly, such asIncrease STR by 2or you can use a Formula to dynamically compute a value.
Click to learn more about Formulas.
Effect Choice
Effects can have multiple Subjects, allowing players to choose which subject(s) to apply the Effect for.
eg:Increase Strength OR Dexterity by 1- will allow the player to choose between Strength and Dexteirty when picking which attribute to increase.
Optionally, effects can even provide multiple choices, and you can even compute the number of choice given to the player, by using a Formula as the number of choices.
