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Data Elements
The following stats are modifiable through the Active Effects tabs for items and actors:
- system.attributes.charisma.value
- system.attributes.dexterity.value
- system.attributes.mind.value
- system.attributes.spirit.value
- system.attributes.strength.value
- system.attributes.
attributeName.damageMod - system.attributes.
attributeName.isFav - system.attributes.
attributeName.noReroll20 (prevents rerolls on a 20 regardless of adds)
- system.defenses.dodge.mod
- system.defenses.meleeWeapons.mod
- system.defenses.unarmedCombat.mod
- system.defenses.intimidation.mod
- system.defenses.maneuver.mod
- system.defenses.taunt.mod
- system.defenses.trick.mod
- system.defenses.all.mod (applies to all 7 .mod values above)
- system.defenses.physical.mod (applies to dodge, meleeWeapons and unarmedCombat)
- system.defenses.interaction.mod (applies to intimidation, maneuver, taunt, trick)
- system.defenses.toughness
- system.defenses.armor
- system.other.moveMod
- system.other.runMod
- system.fatigue
- system.shock.max
- system.wounds.max
- system.skills.
yourSkillHere.adds - system.skills.
yourSkillHere.mod (for when the modification does not change the adds) - system.skills.
yourSkillHere.damageMod - system.skills.
yourSkillHere.noReroll20 (prevents rerolls on a 20 regardless of adds) - system.skills.
yourSkillHere.isFav (Override to false for not favored and true for favored. Mind the lower case! "True" will not work!)
- If you do have a skill that isn't allowed to roll unless it's learned, add an additional line with:
- system.skills.
skillname.unskilledUse - Change mode: Override
- Effect value: true
- system.skills.
airVehicles
alteration
apportation
beastRiding
computers
conjuration
divination
dodge
energyWeapons
energyWeapons
evidenceAnalysis
faith
find
fireCombat
firstAid
heavyWeapons
kinesis
landVehicles
language
lockpicking
maneuver
medicine
meleeWeapons
missileWeapons
persuasion
precognition
profession
reality
scholar
science
stealth
streetwise
survival
taunt
telepathy
tracking
trick
unarmedCombat
waterVehicles
willpower
When an Item (weapon/power) is used for an attack, the following four attribute keys can be used to modify the test specifically:
- test.damage
- test.weaponAP
- test.wounds
- test.shock
damageMod can be applied to any attribute or skill to add an additional amount of damage when a particular attribute or skill is used in a damaging attack (either weapon or power). If both a skill and its attribute have a damageMod then both damageMods will be added to the inflicted damage.
- system.other.maxDex
- system.other.minStr
- system.other.cosm
- system.axioms.magic
- system.axioms.social
- system.axioms.spirit
- system.axioms.tech
- system.other.possibilities.perAct (the number of possibilities received at the start of each act)
- system.targetModifiers.darkness (e.g. set to add 4 to emulate Darkvision)
- system.testOverride.. (override specific fields in a test before the dialog is displayed)
- system.passengers
- system.topSpeed.kph
- system.maneuver
- system.toughness (on or after 3.7.0, it's system.other.toughness)
- system.armor
The following Armor/Defense on the target apply when the Item being used for the attack has the corresponding "X Damage" trait.
xxxArmor adds to the Armor rating of the defender.
xxxDefense adds to the defense of the defender.
- system.defenses.damageTraits.energyArmor
- system.defenses.damageTraits.energyDefense
- system.defenses.damageTraits.fireArmor
- system.defenses.damageTraits.fireDefense
- system.defenses.damageTraits.forceArmor
- system.defenses.damageTraits.forceDefense
- system.defenses.damageTraits.iceArmor
- system.defenses.damageTraits.iceDefense
- system.defenses.damageTraits.lightningArmor
- system.defenses.damageTraits.lightningDefense
(These are actually redundant now, since their behavior can be replicated by setting the Defend Against Trait field of an Active Effect to the corresponding damage trait and the changes modify system.defenses.toughness or system.defenses.armor.)