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Active effects
Active effects can be added to perks. The active effects will only be applied to the player character if the perk has been picked (check mark to the top right) and has uses left (or is passive).
The following is a list of keys that can be changed relatively safely. There are more keys that should only be changed if you know what you do (e.g. if you know how to find them) and other keys (e.g. _activeact) that will not influence the actors behaviour but might come in handy to calculate other values (i.e. setting the value to @_activeact), they should be treated as read only.
Several pc attribute keys can be set or changed using active effects:
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system.maxwounds: Modify the maximum number of wounds a pc can have before dying -
system.selectablegearcount: Modify the number of selectable gear, a character can select -
system.cheatdeathamount:-
.perstory: Number of times a pc can cheat death per story -
.peract: Number of times a pc can cheat death per act
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It is also possible to influence the roll behaviour of certain aspect checks via active effects.
Depending on the exact path you use, you can either affect all aspects (system.aspectrollmodifiers.general.), all core aspects (system.aspectrollmodifiers.core.general.), all story aspects (system.aspectrollmodifiers.story.general.) or a specific aspect.
To affect a specific aspect aspectName of a certain group (core or story) you can use the path system.aspectrollmodifiers.group.aspectName., where the aspectName simply matches the core aspect's name in lower case (e.g courage) or the story aspect's position number starting at 0 (e.g. 0).
The system will combine all matching key paths for an aspect. Courage for example is affected by the general, the 'core.general' and the core.courage paths.
The chosen key path can then be finished by several different keys:
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addflaws: An array of strings that are interpreted as flaw names for the check -
addedges: An array of strings that are interpreted as edge names for the check -
nostrain: A boolean to ignore strain on this check -
woundthreshold: The minimum number an omen die has to roll to afflict a wound -
strainthreshold: The minimum number an omen die has to roll to afflict a strain -
rollbehaviour.:-
redrawomendice: The number of time omen dice can be redrawn (and rerolled) -
rerolls: The number of times the drawn dice can be rerolled -
flawhnl: A boolean to set that if this check is rolled with flaws, the lowest and the highest dice are used for the result, instead of the lowest two
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