Events¶
An event is a moment in the game that changes things across a character: a short rest, a long rest, dawn, or anything else you name. When an event fires, every card subscribed to it reacts, across all of the character's notes.
Event names are not case sensitive: Long Rest and long rest are the same event.
Firing an event¶
- From an events component, which has a button per event.
- From a roll, with an effect using
target: event.
Before you fire it, both show what would change. Afterwards a notice says what changed.
Subscribing a card¶
Any card can react to events with an on list. Each entry names an event, one of the
card's own components as its target, and one of that component's actions with its
arguments, like a roll effect. When the event fires, the card runs that action on itself.
A character card that recovers on a long rest:
name: Aria
health: { max: 38, current: 12 }
values:
- { name: Exhaustion, value: 2, min: 0, max: 6 }
on:
- event: long rest
target: health
action: restore
- event: long rest
target: values
action: decrease
args: { name: Exhaustion }
An inventory that picks fresh berries every dawn:
inventory:
- { name: Rations, quantity: 3 }
on:
- event: dawn
target: inventory
action: add
args: { item: Goodberry, quantity: 10 }
A modifier that ends on a long rest:
modifiers:
- { name: Bless, value: 1d4, active: true, appliesTo: [attack, save] }
on:
- event: long rest
target: modifiers
action: "off"
args: { name: Bless }
Entries run in order. If one fails, such as removing more than you have, the others still run and the notice says what couldn't be done. Each component's page lists its actions.
If an on list has a mistake, such as an entry without a target, or an action the
component doesn't have, the card shows a warning at the top.
Consumable shortcuts¶
Consumables can also subscribe per entry, without an on list:
consumables:
- name: Wand of Magic Missiles
max: 7
gain: { dawn: 2 }
- name: Ki points
max: 5
refill: [short rest, long rest]
- name: Favor
max: 3
lose: { long rest: 1 }
refill: the events that refill it to full.gain: events with how many come back. It never goes above the max.lose: events with how many are lost. It never goes below zero, so it never fails.
If one event does several of these, they apply in that order: refill, then gain, then lose.
Concentration¶
Switching on a modifier with concentration: true fires a "concentrate on" event, which
switches off every other concentration modifier. See concentration.