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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

  1. From an events component, which has a button per event.
  2. 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 }
  1. refill: the events that refill it to full.
  2. gain: events with how many come back. It never goes above the max.
  3. 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.