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.
| Field | What it does | Options | Default |
|---|---|---|---|
| formula | Number or formula | Number or formula | None |
| message | Text template | Text template | None |
Note
Display a free-form note on the sheet, with visibility scoped to the GM, the owner, or all viewers.
| Field | What it does | Options | Default |
|---|---|---|---|
| description | Text | Text | None |
| target | List | List | None |
| title | Text | Text | None |
| visibility | Text | all, gmOnly, owner | all |
Pool Gain Message
Post a chat reminder whenever a dice pool gains dice. Supports {value} interpolation from a formula.
| Field | What it does | Options | Default |
|---|---|---|---|
| Pool identifier | The identifier of the dice pool whose gains trigger the message (e.g. fury). | Dice pool picker | None |
| Formula | Resolved against actor data and inserted into the message wherever {value} appears. | Number or formula | None |
| Message | Chat text posted when the pool gains dice. Use {value} to insert the formula result. | Text template | None |
Example: Swift Fury. A reminder that fires whenever the character gains Fury Dice.
- Label →
Swift Fury - Pool identifier →
fury - Formula →
@dexterity - Message →
Swift 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.