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  1. #1

    npc keywords checking

    For anyone running into the same issue as me of a sub-attack not seeming to work with the keywords, the sub attack's effect only triggers if you include the [> at the beginning of the effect, otherwise it seems to treat the sub-attack effects as not existing (which makes sense). My bad!

    Ignore below, I figured out what was going on. leaving below for posterity.
    Going through the wiki it looks like you can set up weapons to make modifiers conditional on keywords the target npc has, but as far as I can tell there isn't anywhere on the NPC sheet to add keywords. I've tried adding keywords in every bos I can think of (including the combat tracker effects) and nothing seems to be working, and the documenatation doesn't seem to say where keywords for NPCs go. Any help very much appreciated!

    Edit for extra context:
    It is possible to give the NPC an effect that makes them vulnerable to specific things, just not the other way around. So if you have a monster you can make it weak to a bunch of materials, but you can't make a material thats strong against all monsters of a certain type without listing every one and restatting every weapon when you make a new creature it works on.
    Last edited by CassMerry; April 24th, 2026 at 16:09. Reason: figured it out

  2. #2
    Keywords is for custom damage types.
    By NPC keywords, I think you mean NPC type. This relates to damage effects vs specific kinds of creatures, like humanoid, undead, android.
    It's on the NPC Main tab, the Type field.


    Damage type (keywords) and NPC types also link to custom dice skins. It's a way to test that the terms are correct.
    Note that in the next release, there will be an option to copy down all the effects and modifications to a subattack.

    Does that address what you're trying to do in the extra context paragraph?
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    Last edited by Mike Serfass; April 26th, 2026 at 03:34.
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