Automation Triggers
Automation rules apply reputation deltas in response to Foundry events. You build a rule from an event, a set of conditions, a target, and a delta. When the event fires and every condition passes, the rule changes the target’s reputation. Only the GM dispatches and runs rules.
Foundry events
Section titled “Foundry events”A rule listens to one event. The available events are:
- 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.
Repeated firings of the same rule are debounced, so a burst of events collapses into a single change.
Conditions
Section titled “Conditions”Conditions filter which firings count. A rule runs only when every condition passes, so conditions chain with AND. A rule with no conditions runs on every firing of its event.
A field condition reads a value from the event payload by path, compares it with an operator, and matches against your value. The operators are equals, not equals, greater than, less than, greater or equal, less or equal, includes, is truthy, and is falsy. The truthy and falsy operators test the field alone and take no value.
A tier-crossed condition is available on the Reputation changed event. It passes when the entity’s reputation moves across a threshold in the chosen direction, either crossing above or crossing below. Set the threshold and direction on the condition.
Targets
Section titled “Targets”The target decides whose reputation the delta applies to.
- Triggering actor resolves the actor named in the event, if that actor is tracked.
- Triggering actor’s faction resolves the faction that the triggering actor belongs to.
- Entity whose rep 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.
- Custom path resolves an entity id read from the event payload by path expression.
If the target cannot be resolved, the rule does not change anything.
Deltas
Section titled “Deltas”The delta is the amount applied to the target’s current reputation. Three kinds are available:
- Fixed applies a set number.
- Formula (roll) evaluates a dice formula and applies the rounded result.
- % of range applies a percentage of the configured reputation range.
Notifications
Section titled “Notifications”Each rule sets how it announces a firing. Silent applies the change without a message. GM only whispers a chat card to the GM. All players posts the chat card to everyone.
Presets
Section titled “Presets”Presets seed a new rule from a working template. Open the preset gallery from the triggers tab, then pick one and add it. Every field stays editable afterward. The presets are:
- Chat on Tier Cross (positive) notifies all players when an entity’s reputation crosses a positive threshold.
- Rep Bump on Combat Start raises a combatant actor’s faction reputation each time the actor joins combat.
- Rep 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 an entity’s reputation crosses a negative threshold.
- Decay on Combat End lowers the active party’s reputation each time combat ends.
Managing rules
Section titled “Managing rules”Rules live on the triggers tab of the settings app. 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 test fire button runs a rule against the last captured payload for its event, or a synthetic payload when none exists. A test firing posts its notification with a test badge.
When a rule targets a specific entity and that entity is deleted, the rule is marked broken and disabled. A broken rule shows a badge and does not run until you re-target it or remove it.
Reacting to a firing
Section titled “Reacting to a firing”Every firing emits a Foundry hook that other code can listen to. See Developers for the hook payload.
Reputation ranges, the active party, and tracked actors are configured on the settings page.