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Character Variables for Use in Formulae
Fox "The Art Gremblin" Lee edited this page Mar 1, 2026
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The following values can be used in various rolls. Most are applicable to the various formula fields in powers and apply based on the power itself, or refer to the weapon that the power is using.
Those related directly to an actor can also be used in effects.
| Variable | What is it? |
|---|---|
@powerMod
|
The modifier of the selected attribute for a power (on valid in Power rolls). |
@attribute
|
The check modifier for the selected attribute or skill in a tool or ritual roll. (Only valid in tool and ritual rolls) |
@strMod
|
Actor's strength modifier |
@dexMod
|
Actor's dexterity modifier |
@intMod
|
Actor's intelligence modifier |
@wisMod
|
Actor's wisdom modifier |
@chaMod
|
Actor's charisma modifier |
@lv
|
Actor's level |
@lvhalf
|
Actor's level/2 |
@tier
|
Actor's tier expressed as a number (heroic = 1, paragon = 2, epic = 3) |
@heroic
|
1 if the actor is in the heroic tier, 0 otherwise. |
@paragon
|
1 if the actor is in the paragon tier, 0 otherwise. |
@epic
|
1 if the actor is in the epic tier, 0 otherwise. |
@heroicOrParagon
|
1 if the actor is in the heroic tier or paragon tier (e.g. level <21), 0 otherwise. |
@paragonOrEpic
|
1 if the character is in the paragon or epic tiers (e.g. level > 10), 0 otherwise |
@bloodied
|
1 if the character's current hit points are at or below half of their total hit points, 0 otherwise |
@scale
|
The common scale of 1 per five character levels. To start the scale at a level higher than 1, add a number value to the end. (eg. @scale4 returns 1 at level 4, 2 at level 9, etc)
|
@sneak
|
The unique tier-based scale used for sneak attack dice (since it's so difficult to formulate manually). |
@enhArmour
|
Actor's current enhancement bonus to AC. Useful to scale something based on magic armour. (Will check inherent enhancement bonuses if those are enabled, not just items.) |
@enhNAD
|
Actor's current enhancement bonus to Non-AC Defences. Useful to scale something based on a magical neck item. (The bonus should always be the same for all NADs, but if it isn't for some reason, the lowest value will be used.) (Will check inherent enhancement bonuses if those are enabled, not just items) |
@atkMod
|
Actor's global attack modifier, specified in the Modifiers section at the top of the Effects tab. |
@dmgMod
|
Actor's global damage modifier, specified in the Modifiers section at the top of the Effects tab. |
@charaID
|
The actor's ID (the unique string generated by Foundry) |
@charaUID
|
The actor's Universally Unique Identifier (string including actor ID plus scene/token ID) |
@attr.attr.attr
|
Any attribute in the Actor’s inner data object, referenced from that object as root. (i.e. referenced from actor.system, so the actors' current hp could be referenced as @attributes.hp.value).Recommended only for power users |
| Variable | What is it? |
|---|---|
@powerMod
|
The ability modifier of whatever ability has been selected in the Attack dropdown. |
@wepAttack
|
If the power's “Weapon Required” field is set to Implement: the “Implement Attack Formula” entry of the Weapon. If the power's “Weapon Required” field is set to anything else: the “Bonus to Attack Formula” entry of the Weapon. |
@wepDamage
|
If the power's “Weapon Required” field is set to Implement: the “Bonus to Implement Damage Formula” entry of the Weapon. If the power's “Weapon Required” field is set to anything else: the “Bonus to Primary Damage Formula” entry of the Weapon |
@wepCritBonus
|
If the power's “Weapon Required” field is set to Implement: the “Bonus to Implement Critical Damage Formula” entry of the Weapon If the power's “Weapon Required” field is set to anything else: the “Bonus to Critical Damage Formula” entry of the Weapon. |
@impAttackO
|
“Implement Attack Formula” entry in a Weapon |
@impDamageO
|
“Bonus to Implement Damage Formula” entry in a Weapon |
@impAttack
|
If the user is proficient in the implement (“Implement Proficient” checkbox in the Weapon Details section of the weapon) then “Implement Attack Formula” entry in a Weapon, otherwise 0 |
@impDamage
|
If the user is proficient in the implement (“Implement Proficient” checkbox in the Weapon Details section of the weapon) then “Bonus to Implement Damage Formula” entry in a Weapon, otherwise 0 |
@impCritBonus
|
The weapon's “Bonus to Implement Critical Damage Formula” |
@profBonusO
|
The weapon's “Proficiency Bonus” |
@profImpBonusO
|
The weapon's “Implement Proficiency Bonus” |
@profImpBonus
|
If the user is proficient in the implement (“Implement Proficient” checkbox in the Weapon Details section of the weapon) then the weapon's “Implement Proficiency Bonus”, otherwise 0 |
@profBonus
|
If the user is proficient in the weapon (“Weapon Proficient” checkbox in the Weapon Details section of the weapon) then the weapon's “Proficiency Bonus”, otherwise 0 |
@enhanceImp
|
If the user is proficient in the implement (“Implement Proficient” checkbox in the Weapon Details section of the weapon) then the weapon's “Enhancement Bonus”, otherwise 0 |
@enhance
|
The weapon's “Enhancement Bonus” |
@powBase
|
The “Base Damage” specified by a power. (May be a multiplier around @wepDamage) |
@wepMax
|
A value for if a weapon's “Damage Dice” entry had rolled maximum. |
@powMax
|
A value for if a powers “Base Damage” entry had rolled maximum |
@damageFormula
|
Only valid in Miss Damage formula. The entire primary damage of the power. (Mostly redundant as you can easily apply half damage by clicking on the damage output and selecting half damage from the resulting menu) |
@halfDamageFormula
|
Only valid in Miss Damage formula. The entire primary damage of the power divided by 2. (Mostly redundant as you can easily apply half damage by clicking on the damage output and selecting half damage from the resulting menu) |
It is possible to create a custom @variable that can be referenced in attack and damage rolls, other roll formula and effects. To do this, create an effect with a modifier whose key begins with @, e.g. @MyCoolBonus. (Note, if you're using autocomplete for inline properties you will need to close the autocomplete dialog.)
Once the effect is created, you can reference @MyCoolBonus in powers and in active effects.