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Active Effects
Invincible is a game where powers, talents and gears can give some kind of bonus to the player. Because of all the possibilities available for the players, we decided to use the native Active Effects system from Foundry to allow you to do that. You will find below information on how to use that.
Note
The Active Effects are mainly used for "passive" cases, like you getting a +X bonus to roll Fighting.
Attacks and simple roll cases should be handled using the available automations.
Whenever you have an Item (Power, Talent, Drawback, Equipment, Critical Injury) that is applying an Active Effect, you will see a "Check" besides its name. If the Item has an Effect that is disabled, you will see a simple circle.
To facilitate, the Active Effect field will show a list with the most common fields you will use. You can still you use any field from the character sheet.
Keep in mind that changes in system.attributes.[attribute] will affect the derived stats, like Health and Resolve. If you want to only give bonus to the rolls, without changing the original attribute value, use bonus.[attribute].
| Attribute Key | Description | Use Case |
|---|---|---|
system.attributes.fighting.value |
Attribute: Fighting | Change the value of the Fighting Attribute |
system.attributes.agility.value |
Attribute: Agility | Change the value of the Agility Attribute |
system.attributes.strength.value |
Attribute: Strength | Change the value of the Strength Attribute |
system.attributes.reason.value |
Attribute: Reason | Change the value of the Reason Attribute |
system.attributes.intuition.value |
Attribute: Intuition | Change the value of the Intuition Attribute |
system.attributes.presence.value |
Attribute: Presence | Change the value of the Presence Attribute |
bonus.fighting |
All Rolls for Attribute Fighting | Gives bonus to all roll that uses the Attribute Figthing |
bonus.agility |
All Rolls for Attribute Agility | Gives bonus to all roll that uses the Attribute Agility |
bonus.strength |
All Rolls for Attribute Strength | Gives bonus to all roll that uses the Attribute Strength |
bonus.reason |
All Rolls for Attribute Reason | Gives bonus to all roll that uses the Attribute Reason |
bonus.intuition |
All Rolls for Attribute Intuition | Gives bonus to all roll that uses the Attribute Intuition |
bonus.presence |
All Rolls for Attribute Presence | Gives bonus to all roll that uses the Attribute Presence |
system.maxPush.fighting |
Changes the number of Max Push for the Attribute Fighting | Use the Override function to set the value desired |
system.maxPush.agility |
Changes the number of Max Push for the Attribute Agility | Use the Override function to set the value desired |
system.maxPush.strength |
Changes the number of Max Push for the Attribute Strength | Use the Override function to set the value desired |
system.maxPush.reason |
Changes the number of Max Push for the Attribute Reason | Use the Override function to set the value desired |
system.maxPush.intuition |
Changes the number of Max Push for the Attribute Intuition | Use the Override function to set the value desired |
system.maxPush.presence |
Changes the number of Max Push for the Attribute Presence | Use the Override function to set the value desired |
system.maxPush.all |
Changes the number of Max Push for all rolls | Use the Override function to set the value desired |
bonus.armorProtection |
Set the Armor value | This will be used during the Apply Damage from the chat |
system.derived.slugfest.bonus |
Slugfest Attack | Gives bonus to the Slugfest attack |
system.derived.slugfest.damage |
Slugfest Damage | Gives bonus to the Slugfest damage |
bonus.block |
Block Bonus | Gives bonus to the Block roll (from the button on the Fighting attribute) |
bonus.dodge |
Dodge Bonus | Gives bonus to the Dodge roll (from the button on the Agility attribute) |
system.derived.health.bonus |
Maximum Health | Gives bonus to the Maximum Health |
system.derived.resolve.bonus |
Maximum Resolve | Gives bonus to the Maximum Resolve |
system.biography |
Biography | Changes the Biography |
system.civilianName |
Civilan Name | Changes the Civilan Name |
system.role |
Role | Changes the Role |
system.appearance |
Appearance | Changes the Appearance |
system.reputation |
Reputation | Gives bonus to the Reputation |
system.karma |
Karma | Gives bonus to the Karma |
system.resources |
Resources | Gives bonus to the Resources |
system.occupation |
Occupation | Changes the Occupation |
system.personality |
Personality | Changes the Personality |
system.drive |
Drive | Changes the Drive |
system.flaw |
Flaw | Changes the Flaw |
system.relationships |
Relationships | Changes the Relationships |
system.team |
Team | Changes the Team |
system.teamBase |
Team Base | Changes the Team Base |
Whenever you have an Active Effect changing a field, it will be presented with a lightyellow color, and disabled. This mean that you will not be able to change the value while the effect is applied. You can see the example below, where the talent Super Strength gives a +2 to the Fighting attribute.
For cases like that, we recommend you add the Toggle Active Effect Automation. This will allow you to enable/disable the active effect by simply clicking on the name on the sheet.
If you need to update a field that is changed by an active effect, you will need to disable the Active Effect, change the value on the field, and reenable the Active Effect again.
If you don't fill the Active Effect Id, the Automation will get the effect from the item itself.
If your effect has some stress cost, you can add it to the Automation. It will automatically apply the stress when you activate/deactivate the effect.