One work around for #2 you could make an item that would put the character to the next encumbrance level and name it Injury then put it on their character, assuming you are using encumbrance rules.
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One work around for #2 you could make an item that would put the character to the next encumbrance level and name it Injury then put it on their character, assuming you are using encumbrance rules.
You can't change move base with an effect, but it's pretty simple to set on a character.
https://i.imgur.com/FxUJwrl.gif
Attachment 40134
I meant EFFECTS (from 1) can not use variable (dices) duration as Adv. Effects (2)
Btw. Tnkz for your solutions Merrel and Sterno.
Item/n/pc effects are not meant to have durations really. They are intended for persistent features. If you have a ability on a item/n/pc with a duration then I would recommend giving that item/n/pc a "power" that they can use when the power is activated with it' associated level/duration settings.
OK, I understand the concept... Do you have any tip/idea on how to "manage" those powers, so you can have somewhere a pool of power, so you can easily add them to the target... Let say, I want to give "Stunned" for 1d4+2 rounds to a PC, and later I would like to apply this to another stunned PC...
https://i.imgur.com/o1JlfOH.gif
This is how I would handle your PM issue also.
Hi again, sorry to be bothering again.
MAIN Question: Is it possible to set the reach value directly for PCs or NPCs sheets, before they are added to CT?
Sub question not very important: It would be possible to have another "reach layer" to show the movement reach for the characters in the CT/Maps... I know this value can change depending on if is running or nor, but usually is quite static.
Right now I´m using auras to show that in maps.
Sub question 2: Are the MOVE and BASEMOVE tags ready to use now? Can the BASEMOVE be used with $ in order to set the Base Move of a character to percentage like 75% of the base move: "MOVE: -[$BASEMOVE/4]"