Skip to content
3 Death Saves
Wiki updated as of 1.4.2 (Sep 2026)

Automation Triggers

An automation rule pairs a Foundry event with a reputation change. Each rule holds one event, a list of conditions, a target, and a delta. When the event fires and every condition passes, the delta is applied to the target. Only the primary GM client runs rules. The 3DS:ATLAS settings name the primary GM.

  • Combatant added to combat fires when an actor joins a combat.
  • Combat ended fires when a combat is deleted.
  • Actor updated fires when an actor document changes.
  • Chat message posted fires when a chat message is created.
  • Actor deleted fires when an actor document is removed.
  • Reputation changed fires when reputation moves on a tracked entity.

Tenacity adds Mote Granted, Mote Spent, Mote Pool Reset, Roll Bumped, and Roll Rerolled. Spell Book adds Spell Learned, Spell Preparation Saved, and Spell Loadout Applied. An event appears in the dropdown only while the module that provides it is active.

Several firings of one rule in quick succession combine into a single change. The last event in that burst supplies the payload the conditions read.

A rule runs only when every condition passes. A rule with no conditions runs on every firing of its event.

A field condition reads a value from the event payload by path and compares it against your value with an operator. The path is made of names, dots, and numeric indexes. A path in any other shape reads as no value. A field condition with an empty field is skipped.

The operators are equals, not equals, greater than, less than, greater or equal, less or equal, includes, is truthy, and is falsy. Equals and not equals compare both sides as text. The four numeric operators compare both sides as numbers. Includes passes when the field contains your value, ignoring case. Truthy and falsy test the field alone and take no value.

The Reputation changed event also offers a tier-crossed condition. It passes when a member’s reputation value moves across the threshold you set, in the direction you pick. A change made to an entity’s overall reputation does not pass it.

The change a rule applies emits its own Reputation changed event. A Reputation changed rule with a nonzero delta can therefore fire itself or other rules again.

  • Triggering actor resolves the actor named in the event, if that actor is tracked.
  • Triggering actor’s faction resolves the first faction that lists the triggering actor as a member.
  • Entity whose reputation changed resolves the entity carried in a Reputation changed event.
  • Active party resolves the faction set as the active party.
  • Specific entity resolves a faction or actor you pick by hand. Only tracked actors are offered.
  • Custom path reads an entity id out of the event payload by path expression. The id has to match a faction or a tracked actor. For an actor, the path has to resolve to the actor’s UUID.

A rule that cannot resolve its target changes nothing.

The delta is added to the target’s current reputation.

  • Fixed applies a set number.
  • Formula (Roll) rolls a dice formula and applies the rounded result.
  • % of Range applies a percentage of the configured reputation range.

A formula that cannot be parsed resolves to zero. A zero delta leaves reputation unchanged. The rule still counts the firing and posts its notification.

Silent applies the change with no message. GM only whispers a chat card to every GM, and All players posts the same card to everyone. The card names the rule, the target, and the signed change.

Start from Preset on the Advanced tab of the settings app opens the preset gallery. Picking a preset adds it as a new rule.

  • Chat on Tier Cross (Positive) notifies all players when reputation crosses a positive threshold.
  • Reputation Bump on Combat Start raises a combatant actor’s faction reputation each time the actor joins combat.
  • Reputation Loss on Actor Death lowers the deleted actor’s faction reputation and whispers the GM.
  • Quest Complete Bonus watches chat for a completion phrase and raises the active party’s reputation.
  • Tier Crash Toast whispers the GM when reputation crosses a negative threshold.
  • Decay on Combat End lowers the active party’s reputation each time combat ends.

Rules live in the Automation Rules section of the Advanced tab. Add Rule appends a new rule to the list. Each rule shows its event and how many times it has fired. Expand a rule to edit its event, conditions, target, delta, and notification. Rename a rule in its header field, and toggle it with the enabled checkbox. The trash button deletes a rule without confirmation.

The test fire button runs a rule against the last captured payload for its event, or against a synthetic payload when none exists. Only the primary GM client captures payloads. A test fire from any other GM client uses the synthetic payload. The synthetic payload names no real actor or entity. A test fire that uses it does nothing unless the rule targets the active party or a specific entity.

A test fire applies the delta and counts toward the rule’s fired total. Its notification carries a test badge. Testing a disabled rule still runs it. A test fire still checks conditions and does nothing when one fails.

When a rule targets a specific entity and that entity is deleted, the primary GM client marks the rule broken and disables it. A warning toast reports how many rules were marked broken. A broken rule shows a badge and stops firing on its event. Remove it and build a replacement against the entity you want.

A rule is also marked broken when the module providing its event is not active. The badge tooltip reports that as the reason. Enabling the module again clears the badge, and the rule runs on its next firing.

Every firing emits a Foundry hook. See Developers for the payload.