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Rules Reference: Notes

Note rules do not change any numbers. They add reminders and messages so useful information shows up where people are looking.

Shared fields

Every rule also has a Label, Identifier, Condition, Priority, a Disabled toggle, and a Suppress activation card setting. Those are explained once in Rules Builder Basics.

Initiative Message

Display a message at initiative roll time. Supports {value} interpolation from a formula.

FieldWhat it doesOptionsDefault
formulaNumber or formulaNumber or formulaNone
messageText templateText templateNone

Note

Display a free-form note on the sheet, with visibility scoped to the GM, the owner, or all viewers.

FieldWhat it doesOptionsDefault
descriptionTextTextNone
targetListListNone
titleTextTextNone
visibilityTextall, gmOnly, ownerall

Pool Gain Message

Post a chat reminder whenever a dice pool gains dice. Supports {value} interpolation from a formula.

FieldWhat it doesOptionsDefault
Pool identifierThe identifier of the dice pool whose gains trigger the message (e.g. fury).Dice pool pickerNone
FormulaResolved against actor data and inserted into the message wherever {value} appears.Number or formulaNone
MessageChat text posted when the pool gains dice. Use {value} to insert the formula result.Text templateNone

Example: Swift Fury. A reminder that fires whenever the character gains Fury Dice.

  • LabelSwift Fury
  • Pool identifierfury
  • Formula@dexterity
  • MessageSwift Fury: move up to {value} spaces for free, ignoring difficult terrain.

This posts a chat message whenever the named dice pool gains dice, whatever caused it: an activation that rolls a die in, a refill trigger, or a manual edit on the sheet. Losing dice does not fire it.

Formula is resolved against the character, and {value} in the Message is replaced with the result, so the reminder carries the actual number rather than making the player work it out. Leave the formula blank if the message has nothing to calculate.

Use this for features whose effect the system cannot carry out on its own, where the useful automation is telling the player it applies and how much. Moving a token is the usual case. The rule's Predicate gates it normally, and the message is posted once, by the client whose action changed the pool.

Released under the MIT License.