Effects
Effects are automated actions that modify your character — applying bonuses, changing attribute values, granting feats, learning spells, and more.
They are fully reversible: unequip an item, remove a condition, or change your class, and every associated effect is cleanly reverted, no matter how deeply nested.
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
- Increase / Decrease: Modifies an attribute's Bonus Value by a relative amount
- Override: Replaces the final value of an attribute, ignoring all other components
- Apply / Remove: Applies or removes a Feat, Condition, Class, or Spell
- Pick a Variant: Lets the Player choose a Variant (e.g. subclass)
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 Pool
- Feat
- Condition
- Spell
- Class
Argument
The effect argument should evaluate to an integer for Attributes, or to a Dice Pool for Dice Pools.
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 Dexterity 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.
