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)
-> Target (Attribute / Dice Pool / Feat / Condition / Spell / Class / Item)
-> Amount (optional: how much the effect does)
Action
- Set: Sets an attribute's Base Value or Input to a given Amount
- 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: Grants or takes away a Feat, Condition, Class, Spell, or Item
- Pick a Variant: Lets the Player choose a Variant (e.g. subclass)
Target
What the effect acts on. You pick the type first, then name the specific target.
- 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
- Item: A Weapon, Armor, Consumable, or Misc entry
Amount
How much the effect does. It 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.
A dice Amount behaves differently depending on what it lands on. On a numeric attribute the Player rolls it when the effect is applied, and the result is what gets added. On a Dice Pool there is no roll, and the dice are added to or removed from the pool itself.
Player Choices
An Effect doesn't have to be fully decided when you write it. You can leave parts of it open and let the Player pick when the effect is applied.
The Action is always fixed — an Increase is always an Increase. What it acts on and how much it does are both yours to open up:
- Choice of Target — what the effect acts on:
Increase Strength OR Dexterity by 1- Choice of Amount — how much it does:
Increase HP by 5 OR 1d8
Add the alternatives you want to offer, and the Player is prompted to pick when the effect is applied.
Choice of Target:

Choice of Amount:

You can also give the Player more than one pick, and the number of picks can itself be a Formula, so a Feat might grant {Intelligence} + 3 skill increases.
What the Player sees:
Opening up both at once
Increase Strength OR Dexterity by 5 OR 1d8 — the Player picks the attribute first, then the amount.
Creating Content on the Spot
An effect that grants a Feat, Condition, Spell, or Item needs that content to exist first. If it doesn't yet, type the name into the Target field and create it right there. The effect is wired to the new entry immediately, and you carry on without leaving the editor.
What you get is a placeholder: an empty entry with the name you gave it and nothing else. Fill it in from the Library whenever you're ready.
