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Active Effects

Farling edited this page Apr 13, 2026 · 50 revisions

(V14: Note that turnStart events are not generated by the system since there is no manual method of indicating when an actor is starting its turn. Also turnEnd events are generated explicitly by the system when the player presses the "End turn" button in the combat tracker.)

Torg Eternity uses Foundry's Active Effects system to modify an Actor based on the owned Items. Active Effects can also be added directly to Actors.

Active Effects (AE) remain on the Item, so editing the AE from an Actor will actually be editing the AE on the Item owned by the Actor.

The list of effects on an Actor identifies the source of the AE (either showing the name of the Item, or "none").

Active Effects on disabled items (such as those with a strikethrough name due to being disconnected) are not applied to any tests or actors.

Torg Specific Settings

The following settings will apply when the Actor or Item (e.g. weapon or spell, or ammo on a weapon) containing the AE is used in an attack.

Display as Combat Toggle

This AE is displayed on the first tab of the Actor sheet to make it easy to toggle on/off. (e.g. Double Tap)

Apply on Outcome

These changes will be applied directly to the test if the test has the indicated outcome. This is primarily for setting test.damage or test.weaponAP to affect the final damage inflicted.

(Mutually exclusive with "Transfer on Outcome" below)

Transfer on Outcome

When the test has a particular outcome (mishap, failure, standard, good, outstanding, any success, any failure) a +Effect button will appear in the chat card. Pressing the +Effect button will transfer this AE to the actor specified by the "Transfer To" field (usually "Target").

This effect will NOT affect the original Actor in any way - it will only perform its work after it has been transferred.

(Mutually exclusive with "Apply on Outcome" above)

(Apply Effect to Actor should be unticked on the Details tab of the Active Effect to get them working properly.)

Transfer To

By default this will be "Target", but it can be set to "Actor" to enable the effects to be set on the Actor initiating the test (e.g. the Shield spell).

Apply If Attack Trait

This AE will only be applied if the Item (or Ammo) being used for the attack has one of these traits. (If this AE is marked to be transferred, then this setting is transferred to the target rather than being applied to the original test).

Apply if Defend Trait

This AE will only be applied if the target has one of these defence traits (e.g. supernaturalEvil) on equipped armour, a perk, special ability, or rollable special ability (see CONFIG.torgeternity.defenseTraits for the full list of traits which are considered to be defense traits).

Defend Against Trait

This AE will be applied to a test being made by ANOTHER actor which is targeting THIS actor only if the targeting actor (the attacker) has an attack trait or a defense trait which matches one of the traits provided in this field. (This is how to get 'Ward Enemy' to work, see below.)

Item to Bestow

Primarily for use with the Apply/Transfer on Outcome. This field allows you to specify an Item (of any type) that will be added to the target Actor when the effect is transferred to that Actor - the Item will only remain on the Actor while the Active Effect is on the Actor (when the Active Effect is deleted from the actor then the item will also be deleted). (See Bestowing Items for further information.)

Comparison test for the "Apply If" and "Defend Against" fields.

For each individual field, the comparison specifies how the traits within that field must match the attacker/target:

  • ANY - which means that one or more of the traits in the field must match the relevant actor.
  • ALL - then all the traits must be on the relevant actor.
  • NONE - then none of the traits can be on the relevant actor for it to be affected.

In all cases, if you fill in more than one of the "Apply If" and "Defend Against" fields then ALL of those fields must be satisfied for the Active Effect to apply to the test.

Chat Card

+Effects button

In a test result involving an Item with an AE that has "Transfer on Outcome" set, one or more +Effects buttons will appear in the test result chat card to allow the owning of the affected Actors to transfer the effects onto their Actor. The transferred AE will have the "Transfer on Outcome" field cleared, and the rest of the Torg-specific settings will then apply to the AE doing its work.

Special Attribute Keys

The following special attribute keys can be used to affect any attack test (and are particularly useful in conjunction with the Apply if Defend Trait to target specific creature types):

  • test.damage (number) will modify the damage inflicted by the Item with this AE.
  • test.weaponAP (number) will modify the AP of the Item with this AE.
  • test.shock (number) will modify the amount of shock inflicted (after the damage has been converted to wounds/shock).
  • test.wounds (number) will modify the number of wounds inflicted (after the damage has been converted to wounds/shock).
  • system.extraTraits (string) will add the named trait to the actor (the value is a key from CONFIG.torgeternity.allItemTraits)

Examples

Slayer's Gun could have an AE called "Holy Water Shells" with:

  • Display as Combat Toggle ticked (so the ammo can be selected on the main page of the Actor sheet)
  • Apply if Defend Trait set to Supernatural Evil
  • test.damage set to 2

Holy Water (Flask) should have basic flat damage of "0" and have an AE with:

  • Apply if Defend Trait set to Supernatural Evil
  • test.damage set to 12

Ward Enemy spell effects:

  • Transfer on Outcome set to Standard Success (or Good or Outstanding, depending on the changes)
  • Transfer To set to Target
  • Defend Against Trait set to Supernatural Evil
  • The Changes tab should have the key system.defenses.all.mod with mode Add and Value 1.
  • See the spell on the Renegade Priest archetype shipped with the game system.

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