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Active Effects

Cussa Mitre edited this page Jul 18, 2026 · 4 revisions

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.

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.

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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
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 bonsu to the Slugfest damage
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

Locked fields

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.

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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.

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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.

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