The Effects Update! This update focuses primarily on expanding the effects available in the ruleset. There are a number of smaller features and bug fixes in there however.
The number of effects for this ruleset has grown in size and scope, and to help both myself and users get the most out everything available I have leveraged the wonderful work done by SoxMax and created an Effect Builder plugin extension that is available on the Forge. You will need to subscribe to both the Effect Builder extension as well as the Cypher plugin extension. Both links are below.
**[Effect Builder by SoxMax](https://forge.fantasygrounds.com/shop/items/457/view)**
**[Effect Builder Plugin - Cypher System](https://forge.fantasygrounds.com/shop/items/1308/view)**
Once you have both extensions enabled for your campaign you can access the effect builder by using either the /buildeffect or the /effectbuilder commands in chat to bring up the effect editor GUI. I recommend saving one of those commands to your hot bar for quick access.
### System Changes
- Added basic support for Death Markers. There are new game options to set when death markers are added to a map.
- Because Cypher doesn't really have a concept of creature types, the implementation is fairly basic and the creature types used are the ones from D&D 5e.
- One game option allows you to set whether death markers are added when a creature with 0 HP is removed from the combat tracker.
- One game option allows you to set whether death markers are added when an NPC is reduced to 0 HP
- One game option allows you to set whether death markers are added when a PC moves down on the damage track. i.e. when they become impaired, debilitated, or dead.
- When creating an Edge feature in abilities, descriptors, or ancestries, you can select "Flex" as the stat. When this feature is applied to a character it will prompt the character to select the stat to apply edge to.
- Fixed an issue where the EASE and HINDER buttons on the defense prompt window would not toggle correctly.
- Fixed an issue where advancing to tier 3 or 6 would not prompt the character to select their focus ability for that tier
- Fixed several issues around applying flex stat and edge features to characters.
- Fixed an error that would pop up when a player moved an item from their inventory to the party sheet
- Fixed an issue that preventing adding ability features to abilities, descriptors, and ancestries
- Fixed an issue where defense training features would not apply
### New Effects
- Added Ongoing Damage effect. Deals damage to the effect's owner at the start of their turn. DMGO: \[number\] \[stat damaged\] \[damage type\]
- Added Regeneration effect. Heals the effect's owner at the start of their turn. REGEN: \[number\] \[stat healed\]
- Added Vulnerability effect. Increases the damage the effect's owner takes. VULN: \[number\] \[stat\] \[damage type\]
- Added Shield effect. Acts as temporary hit points and will be deducted from the effect's owner's stats first. SHIELD: \[number\] \[stat\] \[damage type\]
- Added effects that grant levels of training.
- Give training to rolls. TRAIN: \[stat\] \[roll type\] \[attack range\] \[weapon type\]
- Give specialization to rolls. SPEC: \[stat\] \[roll type\] \[attack range\] \[weapon type\]
- Gives an inability to rolls. INABILITY: \[stat\] \[roll type\] \[attack range\] \[weapon type\]
- Attack range can be either "immediate", "short", "long", "very long"
- Weapon type can be either "light", "medium", "heavy"
- Added effect that allows character to ignore the negative effects of being Impaired. IGNOREIMPAIRED
- Added IF and IFT conditional effects. These allow you to check a condition to determine whether the rest of the effect should be applied. You can invert the check by putting "NOT" before the effect (e.g. IF: NOT HALE). More details can be found in the documentation.
- HALE
- IMPAIRED
- DEBILITATED
- WOUNDED
- MIGHT(\[number\] or "max"). PCs only
- MIGHT(\[operation\]\[number\]). PCs only
- SPEED(\[number\] or "max"). PCs only
- SPEED(\[operation\]\[number\]). PCs only
- INTELLECT(\[number\] or "max"). PCs only
- INTELLECT(\[operation\]\[number\]). PCs only
- LEVEL(\[number\]). NPCs only
- LEVEL(\[operation\]\[number\]). NPCs only
- Added effect that allows the effect's owner to convert one type of defense roll into another. CONVERT(defense, \[new stat\]): \[original stat\].
- \[Original stat\] and \[new stat\] can be either "might", "speed", "intellect", or "all".
- When a character would make a defense roll that matches the \[original stat\], they will be given the option to instead select the \[new stat\] to roll
- Added effect that allows the effect's owner to convert the stat they use to pay a cost to another stat. CONVERT(cost, \[new stat\]): \[original stat\].
- \[Original stat\] and \[new stat\] can be either "might", "speed", "intellect", or "all".
- When a character would spend stats for effort or to activate an ability, if the stat spent matches the \[original stat\], the player will be prompted to choose either the \[original stat\] or the \[new stat\].
### PC Changes
- In any place where a PC can select their training level (defense, skills, attacks, etc), the dash ("-") indicating "no training" has been replaced with the text "Practiced"
- Moved the details for armor and armor speed penalties to their own window to clean up some space on the main tab.
- Added a new field for Armor called "pierce-proof" armor. This field allows you to specify how much of a character's armor should be immune to armor piercing damage.
- When you add a Feature to descriptors, ancestries, or abilities that modify a character's armor, you can specify whether the armor should be immune to armor piercing.
- Added automation for character Flavors when building or advancing characters
- When building a character, if you add a Flavor before you add a Type, then when you add the Type you will be allowed to select abilities from the character's Flavor
- When a character takes an advancement to select a new ability from their Type, they can choose to select an ability from their Flavor
- When a character increases their tier, they can select abilities from their Flavor in addition to their Type
- Effects actions on abilities (on the Actions tab) have been updated with some new features
- You can add dice to the duration of an effect, which is randomized whenever the effect is added to someone.
- Effect durations can now scale with effort spent. Directly beneath the duration of an effect is a line to set its scaling. Here you can specify a multiplier based on the effort spent. For example, if a player applies an effect with 1 level of Effort, and that effect has a base duration of 1 minute and a scaling mod of 1 with a scaling mod multiplier of "Effort" will have its duration set 2 minutes (base 1 + 1 Effort).
- Effects can now have their text line scale with effort spent. To use this you'll need to fill in the Scaling information below the text line, and then use the specific text "{EFFORT}" including the double braces. When the effect is applied, the {EFFORT} text will be replaced with whatever the scaling amount is evaluated to.