Active Effects
Active Effects allow you to create temporary or permanent modifications to character attributes. They can represent conditions, magic item bonuses, spell effects, or any other modifier that changes a character's statistics.
Overview
Active Effects can modify any numeric value on an actor's data. They can come from:
- Conditions (e.g., stunned, blessed, cursed)
- Magic items (e.g., +1 Strength while equipped)
- Spell effects (e.g., -2 to next attack)
- Class abilities or other sources
Accessing Effects
On Actor Sheets
- Open any character sheet (player or NPC)
- Click the Effects tab
- Use the Create Effect button to add new effects
On Item Sheets
- Open any item (weapon, armor, equipment, etc.)
- Click the Effects tab
- Use the Create Effect button to add effects that will apply when the item is equipped
Creating an Effect
When you create a new effect, you can configure:
- Name: A descriptive name for the effect
- Icon: An image to represent the effect
- Changes: The actual modifications to apply (see Common Attribute Keys below)
- Duration: How long the effect lasts
- Disabled: Toggle the effect on/off without deleting it
Adding Changes
Each change consists of:
- Attribute Key: The path to the value you want to modify
- Change Mode: How to apply the modification (Add, Multiply, Override, etc.)
- Effect Value: The value to use for the modification. This can be a plain number (e.g.,
2) or an@-variable reference to another actor attribute (e.g.,@system.abilities.lck.mod). See Using @-Variable References below.
Using @-Variable References
Instead of entering a static number as the Effect Value, you can reference another attribute on the actor using the @ prefix. The reference will be resolved dynamically each time effects are applied, so the bonus updates automatically when the referenced attribute changes.
Syntax: @path.to.property
Examples:
- @system.abilities.lck.mod - The character's Luck modifier
- @system.abilities.str.mod - The character's Strength modifier
- @system.abilities.per.value - The character's Personality score
If the referenced path doesn't exist or isn't a number, it resolves to 0. A warning will be logged to the browser console (F12) to help diagnose typos in attribute paths.
Important timing note: @-variable references are resolved before derived values are recalculated. This means if you have one effect that changes an ability score (e.g., +2 to system.abilities.lck.value) and another effect that references the modifier for that same ability (@system.abilities.lck.mod), the reference will use the base modifier, not the modified one. In practice this only matters if you have two effects interacting with the same ability score. If your character's Luck score isn't being changed by another active effect, the modifier will be correct.
@-Variable Use Case Ideas
| Goal | Key | Mode | Value |
|---|---|---|---|
| Add Luck mod to melee attacks | system.details.attackHitBonus.melee.adjustment |
Add | @system.abilities.lck.mod |
| Add Luck mod to missile attacks | system.details.attackHitBonus.missile.adjustment |
Add | @system.abilities.lck.mod |
| Add Luck mod to melee damage | system.details.attackDamageBonus.melee.adjustment |
Add | @system.abilities.lck.mod |
| Add Personality mod to AC | system.attributes.ac.otherMod |
Add | @system.abilities.per.mod |
| Add Luck mod to Reflex saves | system.saves.ref.otherBonus |
Add | @system.abilities.lck.mod |
| Add Stamina mod to initiative | system.attributes.init.otherMod |
Add | @system.abilities.sta.mod |
| Add Luck mod to spell checks | system.class.spellCheckOtherMod |
Add | @system.abilities.lck.mod |
| Apply birth augur luck to AC (Charmed house) | system.attributes.ac.otherMod |
Add | @system.details.birthAugurLuckMod |
Common Use Cases
Example 1: "-2 to next attack" (Temporary Penalty)
- Go to the actor's Effects tab
- Click Create Effect
- In the effect editor:
- Name: "-2 Attack Penalty"
- Add two changes:
- Key:
system.details.attackHitBonus.melee.adjustment, Mode: Add, Value: -2 - Key:
system.details.attackHitBonus.missile.adjustment, Mode: Add, Value: -2
- Key:
- Set duration as needed (e.g., 1 round)
Example 2: "Add Luck modifier to melee attacks" (Dynamic Reference)
- Go to the actor's Effects tab
- Click Create Effect
- In the effect editor:
- Name: "Luck bonus to melee"
- Add change: Key:
system.details.attackHitBonus.melee.adjustment, Mode: Add, Value:@system.abilities.lck.mod - The value
@system.abilities.lck.modwill automatically resolve to the character's current Luck modifier each time effects are applied. If the Luck score changes, the bonus updates automatically.
Example 3: "+1 Str while equipped" (Magic Item Effect)
- Open the item and go to its Effects tab
- Click Create Effect
- In the effect editor:
- Name: "Strength Enhancement"
- Add change: Key:
system.abilities.str.value, Mode: Add, Value: 1 - Enable Transfer to Actor (should be enabled by default for items)
- The effect will automatically apply when the item is equipped and remove when unequipped
Example 4: "Charmed house: Armor Class" (Birth Augur AC Bonus)
Birth augurs that modify a specific roll use the lucky roll modifier frozen at character creation — per the core rulebook (p. 19), this modifier does not change when Luck changes later. The DCC system stores this value at system.details.birthAugurLuckMod, which is populated automatically by the character parser.
To apply the "Charmed house: Armor Class" augur:
- Go to the actor's Effects tab
- Click Create Effect
- In the effect editor:
- Name: "Charmed house: Armor Class"
- Add change: Key:
system.attributes.ac.otherMod, Mode: Add, Value:@system.details.birthAugurLuckMod - The frozen birth augur luck modifier is added to AC, and stays fixed as the character's Luck score changes.
The same pattern works for any birth augur that modifies a specific roll — just target the appropriate attribute key (e.g., system.details.attackHitBonus.melee.adjustment for "The bull: Melee attack rolls") and use @system.details.birthAugurLuckMod as the value.
Pre-made effects: If the DCC Core Book module is installed, all of the automatable birth augur effects from the core book are already defined in the DCC Core: Birth Augur Effects compendium. Open the Compendiums sidebar, find that compendium, and drag the matching effect directly onto the actor.
Effect Icons on Ability Scores
When an effect modifies an ability score, a small icon appears in the upper-right corner of that ability's box on the character sheet. Hovering over the icon shows the effect name and value, making it easy to see at a glance which abilities are being modified.
Dragging and Copying Effects
Effects can be dragged between actors and items to create copies:
- From Item to Actor: Drag an effect from an item's Effects tab onto an actor sheet
- From Actor to Actor: Drag an effect from one actor's Effects tab onto another actor sheet
- From Actor to Item: Drag an effect from an actor's Effects tab onto an item sheet
- From Item to Item: Drag an effect from one item's Effects tab onto another item sheet
When you drag an effect, a copy is created on the target - the original effect remains on the source. This is useful for:
- Sharing standard effects between characters
- Creating template effects on items that can be copied to actors
- Quickly applying the same condition to multiple characters
Using the DCC Effects Compendium
The DCC system includes a built-in DCC Effects compendium with ready-to-use effects for common bonuses and penalties. To use it:
- Open the Compendiums tab in the sidebar
- Find DCC Effects under the system compendiums
- Browse the available effects (organized by type: AC, Attack, Damage, Initiative, Saves, Skills)
- Drag any effect directly onto an actor to apply it
The compendium includes effects for: - AC Bonuses/Penalties (+1 to +5, -1 to -5) - Attack Bonuses/Penalties (melee and missile, +1 to +5, -1 to -5) - Damage Bonuses/Penalties (melee and missile, +1 to +5, -1 to -5) - Dice Chain Effects (Action Die +1d/-1d, Crit Die +1d, Luck Die +1d) - Initiative Bonuses/Penalties (+1 to +5, -1 to -5) - Save Bonuses/Penalties (Fortitude, Reflex, Will, +1 to +5, -1 to -5) - Thief Skill Bonuses (+1 to +5 for all thief skills)
Creating Your Own Effect Library
You can also create custom effects and organize them:
- Create one or more items (equipment type works well) to serve as "containers"
- Name them descriptively (e.g., "Combat Conditions", "Spell Effects", "Status Conditions")
- Add all your commonly-used effects to these items
- When you need an effect, drag it from the library item onto your actor
You can organize your library items in a Compendium for easy access across worlds.
Using DFreds Convenient Effects
If you have the DFreds Convenient Effects module installed, you can create custom effects that work with DCC actors. This module provides a convenient UI for managing and applying effects, and any effects you create using DCC attribute keys will apply correctly to your characters.
Common Attribute Keys
Ability Scores
system.abilities.str.value- Current Strengthsystem.abilities.str.max- Maximum Strengthsystem.abilities.agl.value- Current Agilitysystem.abilities.sta.value- Current Staminasystem.abilities.per.value- Current Personalitysystem.abilities.int.value- Current Intelligencesystem.abilities.lck.value- Current Luck
Combat Attributes
system.attributes.ac.value- Armor Class (use this if auto-calculate AC is OFF)system.attributes.ac.otherMod- AC Other Modifier (use this if auto-calculate AC is ON)system.attributes.hp.value- Current HPsystem.attributes.hp.max- Maximum HPsystem.attributes.hp.temp- Temporary HPsystem.attributes.speed.value- Movement Speedsystem.attributes.init.value- Initiative Bonussystem.attributes.init.otherMod- Initiative Other Modifier
Attack & Damage Modifiers
system.details.attackHitBonus.melee.adjustment- Melee Attack Bonussystem.details.attackDamageBonus.melee.adjustment- Melee Damage Bonussystem.details.attackHitBonus.missile.adjustment- Missile Attack Bonussystem.details.attackDamageBonus.missile.adjustment- Missile Damage Bonus
Saving Throws
system.saves.frt.otherBonus- Fortitude Save Bonussystem.saves.ref.otherBonus- Reflex Save Bonussystem.saves.wil.otherBonus- Will Save Bonus
Class-Specific
system.class.spellCheckOtherMod- Spell Check Bonussystem.class.luckDie- Luck Die (for Thieves/Halflings)system.class.backstab- Backstab Bonus (for Thieves)system.attributes.critical.die- Critical Hit Diesystem.attributes.fumble.die- Fumble Die
Thief Skills
system.skills.sneakSilently.value- Sneak Silentlysystem.skills.hideInShadows.value- Hide In Shadowssystem.skills.pickPockets.value- Pick Pocketssystem.skills.climbSheerSurfaces.value- Climb Sheer Surfacessystem.skills.pickLock.value- Pick Locksystem.skills.findTrap.value- Find Trapsystem.skills.disableTrap.value- Disable Trapsystem.skills.forgeDocument.value- Forge Documentsystem.skills.disguiseSelf.value- Disguise Selfsystem.skills.readLanguages.value- Read Languagessystem.skills.handlePoison.value- Handle Poisonsystem.skills.castSpellFromScroll.value- Cast Spell From Scroll
Other Skills
system.skills.detectSecretDoors.value- Detect Secret Doors (Elves)system.skills.sneakAndHide.value- Sneak and Hide (Halflings)
Effect Modes
Active Effects support different modes of application:
- Add: Adds the value to the current attribute (most common)
- Multiply: Multiplies the attribute by the value
- Override: Replaces the attribute with this value
- Upgrade: Uses the higher of current value or effect value
- Downgrade: Uses the lower of current value or effect value
- Dice Chain: DCC-specific mode that moves dice along the dice chain (see below)
- Custom: For special DCC-specific effects (requires module support)
Dice Chain Mode
The Dice Chain effect mode is a DCC-specific feature that adjusts dice expressions along the DCC dice chain:
The Dice Chain: d3 → d4 → d5 → d6 → d7 → d8 → d10 → d12 → d14 → d16 → d20 → d24 → d30
How to use: 1. Set the Change Mode to "Dice Chain" 2. Set the Value to the number of steps to move: - 1 = move up one step (e.g., d20 becomes d24) - -1 = move down one step (e.g., d20 becomes d16) - 2 = move up two steps (e.g., d20 becomes d30)
Target Fields for Dice Chain:
| Field | Attribute Key |
|-------|---------------|
| Action Die | system.attributes.actionDice.value |
| Critical Die | system.attributes.critical.die |
| Fumble Die | system.attributes.fumble.die |
| Luck Die | system.class.luckDie |
Example: -1d to Action Die (Penalty)
1. Create a new effect
2. Add a change:
- Key: system.attributes.actionDice.value
- Mode: Dice Chain
- Value: -1
3. This will reduce the character's action die by one step (e.g., d20 → d16)
Pre-made Effects: The DCC Effects compendium includes ready-to-use dice chain effects: - Action Die +1d / -1d - Crit Die +1d - Luck Die +1d
Duration
Effects can have various durations:
- Permanent: Always active (good for magic items)
- Temporary: Active for a specific duration
- Until Rest: Lasts until the character rests
- Special: Custom duration tracking
Tips
- Stacking: Multiple effects with the same attribute key will stack if using "Add" mode
- Equipment: Effects on items only apply when the item is equipped (for armor/weapons)
- Order of Operations: Effects are applied in this order: Custom, Multiply, Add, Upgrade/Downgrade, Override
- Testing: Use the browser console to check
actor.systemto find the exact path for attributes
NPC-Specific Behavior
NPCs handle some Active Effects differently from PCs due to their simplified stat blocks.
Effects Applied at Roll Time (Not Shown on Sheet)
The following effects are applied when the NPC makes a roll, but are not reflected in the NPC sheet's displayed values:
- Attack Bonuses (
system.details.attackHitBonus.melee.adjustment,system.details.attackHitBonus.missile.adjustment) - Damage Bonuses (
system.details.attackDamageBonus.melee.adjustment,system.details.attackDamageBonus.missile.adjustment)
This is because NPCs don't have calculated melee/missile totals like PCs do - each NPC attack has its own to-hit and damage values. The effect bonuses are added to the roll when the attack is made.
Effects That Work the Same as PCs
These effects are applied normally and displayed on the NPC sheet:
- Armor Class (
system.attributes.ac.valueorsystem.attributes.ac.otherMod) - Initiative (
system.attributes.init.valueorsystem.attributes.init.otherMod) - Saving Throws (
system.saves.frt.otherBonus,system.saves.ref.otherBonus,system.saves.wil.otherBonus) - Hit Points (
system.attributes.hp.value,system.attributes.hp.max) - Speed (
system.attributes.speed.value)
Troubleshooting
If an effect isn't working:
- Check the attribute key is spelled correctly (case-sensitive)
- Ensure the effect is not disabled
- For item effects, verify the item is equipped
- Check the console for any error messages
- Verify the value is appropriate for the mode (numbers for Add/Multiply)