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	<title>SR5 Foundry VTT System Wiki - User contributions [en]</title>
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	<updated>2026-04-14T16:45:39Z</updated>
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	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4242</id>
		<title>Skills and Skillsets</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4242"/>
		<updated>2026-02-22T18:19:04Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]{{Redbox|Under Maintenance|This feature is under active development and unreleased.}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
All skills work based on the Skill item and the related skill compendiums.&lt;br /&gt;
&lt;br /&gt;
===Skill Item and its types===&lt;br /&gt;
Each actor holds their own list of skills available to them with their own set of skill items for base values.&lt;br /&gt;
&lt;br /&gt;
However, skill items come in three flavors of &#039;skill&#039;:&lt;br /&gt;
* &#039;&#039;&#039;skill&#039;&#039;&#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own.&lt;br /&gt;
* &#039;&#039;&#039;group&#039;&#039;&#039;: A skill group implements the group rules of 5th edition. It provides a list of skills with a shared and connected rating. When added to an actor, skills listed must exist in the configured Skills Compendium&lt;br /&gt;
* &#039;&#039;&#039;set&#039;&#039;&#039;: A set of skills and skill groups, each with a rating, that in combination describe what an actor can do. All skills listed must exist in the configured Skills Compendium, while all skill groups must exist in the configured Skill Group Compendium.&lt;br /&gt;
&lt;br /&gt;
Once added onto an actor skill groups and skillsets will be resolved into individual skill items. These will in turn be shown on actor system data under `system.skills` based on skill categories. There Active Effect changes can affect all values, without altering the skill item.&lt;br /&gt;
&lt;br /&gt;
===Skills and actor creation===&lt;br /&gt;
When actor of any type is created, the system checks the configured Skillset Compendium for a skillset with a name matching the type of the new actor. Skills and skill groups defined within it, will be copied onto the actor and are available to use.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
===Skills===&lt;br /&gt;
===Skill Groups===&lt;br /&gt;
===Skillsets===&lt;br /&gt;
&lt;br /&gt;
==Custom skills==&lt;br /&gt;
The skill system is designed in a way to allow as much customizability as possible, without introducing too much complexity into the 5th edition system.&lt;br /&gt;
&lt;br /&gt;
The system provides you with three skill compendiums:&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: contains all skills as RAW&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039;: contains all skill groups as RAW&lt;br /&gt;
* &#039;&#039;&#039;Skillsets&#039;&#039;&#039;: contains a skillset for each actor type, used to retrieve skills for them when creating a new actor&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t edit these compendiums or items within it, as each system update will overwrite changes made.&lt;br /&gt;
&lt;br /&gt;
All three compendiums can be changed to a personal one, allowing a different set of skills, groups and skillsets. While you should provide each actor type with a skillset (named to match their type), you don&#039;t have to. If no matching skillset is found, new actors will start out without any skills on them.&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4239</id>
		<title>Active Effect</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4239"/>
		<updated>2026-01-15T22:04:26Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Multiply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]&lt;br /&gt;
The system implements &#039;&#039;&#039;Active Effects&#039;&#039;&#039; as they&#039;re used in other systems like DnD5e, with extended capabilities specific to SR5&#039;s needs. Active Effects allow you to change an {{Category|Actor}}&#039;s values dynamically with easily toggleable options. You can add an Active Effect to an Actor by either:&lt;br /&gt;
{{Imagebox|sr5-actor-effects.webp|Character Actor Sheet Effects Tab|f=11.315|s=0.18.4|float=right|width=390px}}&lt;br /&gt;
{{Imagebox|sr5-item-equipment-effect.webp|Equipment Item Effect Tab|f=11.315|s=0.24.3|float=right|width=390px}}&lt;br /&gt;
* Creating it directly on the {{Tab|Actor|Effects}} by clicking {{Code|+ Add}}. They will show up in the &amp;quot;Effects&amp;quot; category on the actor (the example to the right doesn&#039;t currently have any Actor-specific effects).&lt;br /&gt;
* Creating an {{Category|Item}} that supports Active Effects, adding it there, then giving the Actor the Item. They will show up in the &amp;quot;Item Effects&amp;quot; category.&lt;br /&gt;
Regardless of where the effect is created, it is configured via fundamentally same interface. There are also a small number of {{Category|Active Effect Example}}s available.&lt;br /&gt;
{{Whitebox|Helpful Modules|The [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] module is highly recommended. It integrates directly with the Active Effect editor window, and eases identifying data fields and their corresponding values. It helps greatly with traversal of the data structures.|float=none|width=calc(100% - 440px)}}&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-details.webp|Active Effect Details Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes fields to control the appearance plus how and if the effect is enabled.&lt;br /&gt;
* {{Anchor|Effect Name}} can be any text string you&#039;d like; it appears on the Effects tab and in Test Dialogs the Active Effect alters. When viewed from an {{Tab|Actor|Effects}}, the name of the source Item will also be included.&lt;br /&gt;
* {{Anchor|Effect Icon}} will be displayed on the Actor&#039;s Effect Tab and in the Token if the effect has a non-zero Duration.&lt;br /&gt;
* {{Anchor|Effect Suspended}} controls whether or not the item&#039;s benefits are applied &amp;amp;mdash; it supersedes the &amp;quot;Apply for&amp;quot; options. Note that it is backwards, relative to the Effect Tab; checked here is unchecked on the Actor.{{Issue|1099}}&lt;br /&gt;
* {{Anchor|Effect Origin}} is a display-only field that appears on Actor-specific Effects.{{Explain|I&#039;m not sure how it&#039;s useful information to the vast majority of end users. It probably shouldn&#039;t appear at all.}}&lt;br /&gt;
* {{Anchor|Apply for wireless active only}} controls whether the Effect requires the corresponding Item to have it&#039;s &amp;quot;Wireless&amp;quot; checkbox enabled.&lt;br /&gt;
* {{Anchor|Apply for equiped item only}} controls whether the effect requires the corresponding Item to be equipped on the Actor&#039;s Gear Tab for the effect to be applied.&lt;br /&gt;
Note that the last two options only appear on Active Effects created inside an {{Category|Item}}; Active Effects attached directly to the Actor can&#039;t be &amp;quot;equipped&amp;quot; and don&#039;t have a &amp;quot;wireless&amp;quot; state to monitor.&lt;br /&gt;
&lt;br /&gt;
==Apply-To Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-applyto.webp|Active Effect Apply-To Tab|f=12.331|s=0.22.1|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039; is where the magic starts, beginning with the {{Anchor|Apply-To}} field itself.&lt;br /&gt;
{{Whitebox|Important|This tab &#039;&#039;&#039;must&#039;&#039;&#039; be configured &#039;&#039;&#039;before&#039;&#039;&#039; moving on to the Effects Tab. If there are any entries on the Effects tab, you won&#039;t be able to alter what the Active Effect applies to on this tab.|float=none|width=calc(100% - 495px)}}&lt;br /&gt;
===Actor===&lt;br /&gt;
&#039;&#039;&#039;Actor&#039;&#039;&#039; is the simplest option. The values calculated on the Effects Tab will be applied directly to the {{Here|Actor Data Structure|Actor&#039;s data}}. The conditions from the {{Here|Details Tab}} control whether it works or not.&lt;br /&gt;
&lt;br /&gt;
Note that Active Effects generated by modules such as [https://foundryvtt.com/packages/condition-lab-triggler Condition Lab &amp;amp; Triggler], will use this mode. Active Effects generated via JS macro scripting (like those used with [https://foundryvtt.com/packages/effectmacro Effect Macro]) can access the other modes by code.&lt;br /&gt;
&lt;br /&gt;
===Targeted Actor===&lt;br /&gt;
Instead of applying to the Actor where the Effect is activated, the changes are applied to the Actor who makes the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
===Test===&lt;br /&gt;
Selecting &#039;&#039;&#039;Test&#039;&#039;&#039; reveals options to filter what kind of Tests the adjustments apply to. Generally speaking, these will be tests performed from the {{Tab|Character|Skill}} or other Items; see &#039;&#039;&#039;Test Via Item&#039;&#039;&#039; for comparison.&lt;br /&gt;
* {{Anchor|Tests Filter}} includes all of the pre-canned Test types.&lt;br /&gt;
* {{Anchor|Action Categories Filter}} works in conjunction with the [[Action Item#Category|Category]] selector on an [[Action Item]].&lt;br /&gt;
* {{Anchor|Skills Filter}} allows filtering to specific Active Skills.{{Issue|1101}}&lt;br /&gt;
* {{Anchor|Attributes Filter}} does the same for an Actor&#039;s Attributes, including some matrix properties and things like Initiate/Submersion grades.&lt;br /&gt;
* {{Anchor|Limits Filter}} lets you filter the test based on the limit used.&lt;br /&gt;
The test must meet all the criteria selected for the adjustments to apply.&lt;br /&gt;
&lt;br /&gt;
===Test Via Item===&lt;br /&gt;
Selecting this option will only apply the contents of the Effects Tab to Tests specifically triggered from the Item the Active Effect is embedded in, e.g. a [[Medkit#Medkit in Autonomous Mode|medkit in autonomous mode]].&lt;br /&gt;
{{Whitebox|Actor vs. Test|float=none}}&lt;br /&gt;
===Modifier===&lt;br /&gt;
The &#039;&#039;&#039;Modifier Mode&#039;&#039;&#039; interacts with [[Situational Modifiers]] dialog to control the penalties applied to the character. Specifically, it covers the Environmental Modifiers in {{source|sr5|173-175}}. The other modifiers in that section of the text (such as Range and Recoil) are handled via [[Weapon Workflow]].&lt;br /&gt;
&lt;br /&gt;
==Duration Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-duration.webp|Active Effect Duration Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; has a variety of fields that relate to when the Active Effect was started and how long it&#039;s meant to last. As of {{Ver|0.18.4}}, the system doesn&#039;t actually track time, so they have very little effect. Only the {{Anchor|Rounds}} value of {{Anchor|Effect Duration (Turns)}} does anything. If present, the configured Effect Icon will appear on the Actor&#039;s Token.&lt;br /&gt;
&lt;br /&gt;
Modules may hook into these values, as they&#039;re inherited from the D&amp;amp;D5E reference implementation the code here is based on, but you&#039;ll have to consult that module&#039;s documentation for guidance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-effects.webp|Active Effect Effects Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Effects Tab&#039;&#039;&#039; is where you assign what values will be changed and how much they will be changed.&lt;br /&gt;
===Attribute Key===&lt;br /&gt;
&#039;&#039;&#039;Attribute Key&#039;&#039;&#039; controls that value will be changed. The available values depend on the {{Here|Apply-To}} mode.&lt;br /&gt;
&lt;br /&gt;
====Actor Data Structure====&lt;br /&gt;
If the Apply-To mode is {{Code|Actor}} or {{Code|Targeted Actor}}, you&#039;ll be working in the &#039;&#039;&#039;Actor Data Structure&#039;&#039;&#039; under {{Code|system}}. As mentioned {{Here|Helpful Modules|above}}, [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] is highly recommended for helping find the right key to target.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find what you&#039;re looking for, check if a global modifier for it exists. Some values contain temp fields, that can be modified by Active Effects. Make sure you consider the {{Here|Change Mode}}, as it can impact what the valid choices are.&lt;br /&gt;
* {{Code|system.attributes.&amp;lt;attributeName&amp;gt;}} contains all attributes.&lt;br /&gt;
* {{Code|system.skills.active.&amp;lt;skillName&amp;gt;}} contains all active skills. Custom skills will be shown with a random ID. To see the actual custom name of the skill traverse into it and read it&#039;s name field.&lt;br /&gt;
* {{Code|system.limits.&amp;lt;limitName&amp;gt;}} contains all limits.{{Explain|Why are limits in {{Code|system.modifiers}}, too?}}&lt;br /&gt;
* {{Code|system.modifiers}} contains all global modifiers that can be directly adjusted. Many of these values also appear on an {{Tab|Actor|Misc}}.&lt;br /&gt;
&lt;br /&gt;
====Test Data Structure====&lt;br /&gt;
For {{Code|Test}} or {{Code|Test via Item}}, see the &#039;&#039;&#039;Test Data Structure&#039;&#039;&#039; under {{Code|data}}.&lt;br /&gt;
* {{Code|data.damage}}&lt;br /&gt;
* {{Code|data.limit}}&lt;br /&gt;
* {{Code|data.pool}}&lt;br /&gt;
* {{Code|data.threshold}}&lt;br /&gt;
&lt;br /&gt;
If you select a specific type of test under Apply-To, you&#039;ll also see options from those special test types.&lt;br /&gt;
&lt;br /&gt;
Some of the visible options are used internally or can&#039;t be usefully modified via Active Effects. Don&#039;t use them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3 auto;&amp;quot;&amp;gt;&lt;br /&gt;
* {{Code|data.modifiers}}&lt;br /&gt;
* {{Code|data.values}}&lt;br /&gt;
* {{Code|data.options}}&lt;br /&gt;
* {{Code|data.title}}&lt;br /&gt;
* {{Code|data.evaluated}}&lt;br /&gt;
* {{Code|data.opposed}}&lt;br /&gt;
* {{Code|data.pushTheLimit}}&lt;br /&gt;
* {{Code|data.secondChance}}&lt;br /&gt;
* {{Code|data.type}}&lt;br /&gt;
* {{Code|data.manualGlitches}}&lt;br /&gt;
* {{Code|data.manualHits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Environmental Data Structure====&lt;br /&gt;
For {{Code|Modifier}}, consult the &#039;&#039;&#039;Environmental Data Structure&#039;&#039;&#039; under {{Code|environmental}}. Each available Attribute Key corresponds to the adjustments described in {{source|sr5|175}}.&lt;br /&gt;
{{Whitebox|So I Can, So I Can...|&amp;quot;Flare Compensation&amp;quot; and &amp;quot;Sunglasses&amp;quot; are not included because the rules blend Light and Glare onto the same column. Flare Compensation only deals with Glare, and Sunglasses interact with both. Apologies to Corey Hart.|width=50%|float=right}}&lt;br /&gt;
The available options are:&lt;br /&gt;
* {{code|environmental.ultrasound}} &amp;amp;mdash; It does not take into account the 50 meter maximum range of such a system.&lt;br /&gt;
* {{code|environmental.tracer_rounds}}&lt;br /&gt;
* {{code|environmental.smartlink}} &amp;amp;mdash; This is specifically covers the benefit against wind. It doesn&#039;t affect the general Die Pool or Accuracy benefits of a smartlink; those modifiers come from a {{Item|Gear Modification}}.&lt;br /&gt;
* {{code|environmental.low_light_vision}}&lt;br /&gt;
* {{code|environmental.thermographic_vision}}&lt;br /&gt;
* {{code|environmental.image_magnification}} &amp;amp;mdash; This does not take into account needing{{source|sr5|ref=178}} the Take Aim action to leverage image magnification. If the AE is enabled, the adjustment will be applied.&lt;br /&gt;
&lt;br /&gt;
===Change Mode===&lt;br /&gt;
{{Imagebox|fvtt-active-effect-modes.webp|Active Effect Modes|f=11.315|s=0.17.1|float=right}}&lt;br /&gt;
There are a number of different &#039;&#039;&#039;Change Modes&#039;&#039;&#039; available to control how the Active Effect interacts with the Actor&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
====Modify====&lt;br /&gt;
{{Imagebox|sr5-effect-mod-sample.webp|Active Effect using Modify|f=11.315|s=0.17.1|width=350px|float=left}}&lt;br /&gt;
&#039;&#039;&#039;Modify&#039;&#039;&#039; is the &amp;quot;custom&amp;quot; mode for the SR5 system. This mode will either add a modifier to a value or add directly to it if a modifier can&#039;t be applied. Select this mode unless you&#039;ve determined a specific reason one of the other modes is more appropriate.&lt;br /&gt;
&lt;br /&gt;
If the value has a {{Code|.mod}} value, it technically doesn&#039;t matter if a general value as a whole or any of it&#039;s fields are choosen (such as {{Code|.value}}, {{Code|.base}}, {{Code|.mod}} or {{Code|.temp}}). Modify mode will always act on the base node (such as {{Code|system.attributes.willpower}}) &amp;amp;mdash; specifying other fields at the same level as {{Code|.mod}} will be ignored. If the value choosen includes a {{Code|.mod}} field the system will display the effect in the calculation hover tip, where available.&lt;br /&gt;
&lt;br /&gt;
If the value doesn&#039;t include a {{Code|.mod}} node the Modify mode it will fall back to using the Add mode.&lt;br /&gt;
&lt;br /&gt;
====Multiply====&lt;br /&gt;
{{Whitebox|Speed Freaks|float=right|width=650px}}&lt;br /&gt;
Like &#039;&#039;&#039;Add&#039;&#039;&#039; (below), there is very little reason to use &#039;&#039;&#039;Multiply&#039;&#039;&#039;. It does properly function with some value elements like {{Code|.base}}, but there are few places in the game rules where this is desirable. Use with caution, if at all.&lt;br /&gt;
&lt;br /&gt;
====Add====&lt;br /&gt;
{{Imagebox|sr5-effect-add-sample.webp|Active Effect using Add|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
There is no good reason to use the {{Anchor|Add}} mode directly &amp;amp;mdash; anything it can do, &#039;&#039;&#039;Modify&#039;&#039;&#039; can do, and returns more detail back to the user. Using Add over Modify bypasses the system&#039;s logic, and can lead to errors including corrupt sheet appearance.&lt;br /&gt;
&lt;br /&gt;
====Downgrade &amp;amp; Upgrade====&lt;br /&gt;
The &#039;&#039;&#039;Downgrade&#039;&#039;&#039; and &#039;&#039;&#039;Upgrade&#039;&#039;&#039;{{Issue|1058}} modes adjust a value, lowering the targetted value if above the effect value on Downgrade, or the opposite for Upgrade. They do not interact with or override calculated values &amp;amp;mdash; they should only be used with {{Code|.base}} nodes, rather than {{Code|.mod}} or {{Code|.value}}. If the desired element has no {{Code|.base}} node, they may not behave as desired or at all.&lt;br /&gt;
&lt;br /&gt;
====Override====&lt;br /&gt;
{{Imagebox|sr5-effect-over-sample.webp|Active Effect using Override|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
The &#039;&#039;&#039;Override&#039;&#039;&#039; mode has been heavily modified from other systems and functions with similar logic to the &#039;&#039;&#039;Modify&#039;&#039;&#039; mode, but the target node must contain a {{Code|.mod}} field.&lt;br /&gt;
&lt;br /&gt;
The Override mode is applied last and will replace any calculated value with the value specified in the Active Effect. It will show in the calculation overview popup, identifying that it is replacing the normally calculated value by showing it crossed out.&lt;br /&gt;
&lt;br /&gt;
Should you define multiple Override effects on the same value, only the last one applied will take effect.&lt;br /&gt;
&amp;lt;!-- Does work with .attribute and .limit, but didn&#039;t before. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effect Value===&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
&lt;br /&gt;
When using {{Here|Targeted Actor}}, the most commonly used option is {{Code|@data.values.againstNetHits.value}} to pull the number of hits the defender failed by. As of {{Ver|0.22.2}}, all AEs need to use an Opposed Test, even if no test actually applies in order for this value to be generated.&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4238</id>
		<title>Active Effect</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4238"/>
		<updated>2026-01-15T22:03:51Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Multiply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]&lt;br /&gt;
The system implements &#039;&#039;&#039;Active Effects&#039;&#039;&#039; as they&#039;re used in other systems like DnD5e, with extended capabilities specific to SR5&#039;s needs. Active Effects allow you to change an {{Category|Actor}}&#039;s values dynamically with easily toggleable options. You can add an Active Effect to an Actor by either:&lt;br /&gt;
{{Imagebox|sr5-actor-effects.webp|Character Actor Sheet Effects Tab|f=11.315|s=0.18.4|float=right|width=390px}}&lt;br /&gt;
{{Imagebox|sr5-item-equipment-effect.webp|Equipment Item Effect Tab|f=11.315|s=0.24.3|float=right|width=390px}}&lt;br /&gt;
* Creating it directly on the {{Tab|Actor|Effects}} by clicking {{Code|+ Add}}. They will show up in the &amp;quot;Effects&amp;quot; category on the actor (the example to the right doesn&#039;t currently have any Actor-specific effects).&lt;br /&gt;
* Creating an {{Category|Item}} that supports Active Effects, adding it there, then giving the Actor the Item. They will show up in the &amp;quot;Item Effects&amp;quot; category.&lt;br /&gt;
Regardless of where the effect is created, it is configured via fundamentally same interface. There are also a small number of {{Category|Active Effect Example}}s available.&lt;br /&gt;
{{Whitebox|Helpful Modules|The [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] module is highly recommended. It integrates directly with the Active Effect editor window, and eases identifying data fields and their corresponding values. It helps greatly with traversal of the data structures.|float=none|width=calc(100% - 440px)}}&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-details.webp|Active Effect Details Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes fields to control the appearance plus how and if the effect is enabled.&lt;br /&gt;
* {{Anchor|Effect Name}} can be any text string you&#039;d like; it appears on the Effects tab and in Test Dialogs the Active Effect alters. When viewed from an {{Tab|Actor|Effects}}, the name of the source Item will also be included.&lt;br /&gt;
* {{Anchor|Effect Icon}} will be displayed on the Actor&#039;s Effect Tab and in the Token if the effect has a non-zero Duration.&lt;br /&gt;
* {{Anchor|Effect Suspended}} controls whether or not the item&#039;s benefits are applied &amp;amp;mdash; it supersedes the &amp;quot;Apply for&amp;quot; options. Note that it is backwards, relative to the Effect Tab; checked here is unchecked on the Actor.{{Issue|1099}}&lt;br /&gt;
* {{Anchor|Effect Origin}} is a display-only field that appears on Actor-specific Effects.{{Explain|I&#039;m not sure how it&#039;s useful information to the vast majority of end users. It probably shouldn&#039;t appear at all.}}&lt;br /&gt;
* {{Anchor|Apply for wireless active only}} controls whether the Effect requires the corresponding Item to have it&#039;s &amp;quot;Wireless&amp;quot; checkbox enabled.&lt;br /&gt;
* {{Anchor|Apply for equiped item only}} controls whether the effect requires the corresponding Item to be equipped on the Actor&#039;s Gear Tab for the effect to be applied.&lt;br /&gt;
Note that the last two options only appear on Active Effects created inside an {{Category|Item}}; Active Effects attached directly to the Actor can&#039;t be &amp;quot;equipped&amp;quot; and don&#039;t have a &amp;quot;wireless&amp;quot; state to monitor.&lt;br /&gt;
&lt;br /&gt;
==Apply-To Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-applyto.webp|Active Effect Apply-To Tab|f=12.331|s=0.22.1|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039; is where the magic starts, beginning with the {{Anchor|Apply-To}} field itself.&lt;br /&gt;
{{Whitebox|Important|This tab &#039;&#039;&#039;must&#039;&#039;&#039; be configured &#039;&#039;&#039;before&#039;&#039;&#039; moving on to the Effects Tab. If there are any entries on the Effects tab, you won&#039;t be able to alter what the Active Effect applies to on this tab.|float=none|width=calc(100% - 495px)}}&lt;br /&gt;
===Actor===&lt;br /&gt;
&#039;&#039;&#039;Actor&#039;&#039;&#039; is the simplest option. The values calculated on the Effects Tab will be applied directly to the {{Here|Actor Data Structure|Actor&#039;s data}}. The conditions from the {{Here|Details Tab}} control whether it works or not.&lt;br /&gt;
&lt;br /&gt;
Note that Active Effects generated by modules such as [https://foundryvtt.com/packages/condition-lab-triggler Condition Lab &amp;amp; Triggler], will use this mode. Active Effects generated via JS macro scripting (like those used with [https://foundryvtt.com/packages/effectmacro Effect Macro]) can access the other modes by code.&lt;br /&gt;
&lt;br /&gt;
===Targeted Actor===&lt;br /&gt;
Instead of applying to the Actor where the Effect is activated, the changes are applied to the Actor who makes the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
===Test===&lt;br /&gt;
Selecting &#039;&#039;&#039;Test&#039;&#039;&#039; reveals options to filter what kind of Tests the adjustments apply to. Generally speaking, these will be tests performed from the {{Tab|Character|Skill}} or other Items; see &#039;&#039;&#039;Test Via Item&#039;&#039;&#039; for comparison.&lt;br /&gt;
* {{Anchor|Tests Filter}} includes all of the pre-canned Test types.&lt;br /&gt;
* {{Anchor|Action Categories Filter}} works in conjunction with the [[Action Item#Category|Category]] selector on an [[Action Item]].&lt;br /&gt;
* {{Anchor|Skills Filter}} allows filtering to specific Active Skills.{{Issue|1101}}&lt;br /&gt;
* {{Anchor|Attributes Filter}} does the same for an Actor&#039;s Attributes, including some matrix properties and things like Initiate/Submersion grades.&lt;br /&gt;
* {{Anchor|Limits Filter}} lets you filter the test based on the limit used.&lt;br /&gt;
The test must meet all the criteria selected for the adjustments to apply.&lt;br /&gt;
&lt;br /&gt;
===Test Via Item===&lt;br /&gt;
Selecting this option will only apply the contents of the Effects Tab to Tests specifically triggered from the Item the Active Effect is embedded in, e.g. a [[Medkit#Medkit in Autonomous Mode|medkit in autonomous mode]].&lt;br /&gt;
{{Whitebox|Actor vs. Test|float=none}}&lt;br /&gt;
===Modifier===&lt;br /&gt;
The &#039;&#039;&#039;Modifier Mode&#039;&#039;&#039; interacts with [[Situational Modifiers]] dialog to control the penalties applied to the character. Specifically, it covers the Environmental Modifiers in {{source|sr5|173-175}}. The other modifiers in that section of the text (such as Range and Recoil) are handled via [[Weapon Workflow]].&lt;br /&gt;
&lt;br /&gt;
==Duration Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-duration.webp|Active Effect Duration Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; has a variety of fields that relate to when the Active Effect was started and how long it&#039;s meant to last. As of {{Ver|0.18.4}}, the system doesn&#039;t actually track time, so they have very little effect. Only the {{Anchor|Rounds}} value of {{Anchor|Effect Duration (Turns)}} does anything. If present, the configured Effect Icon will appear on the Actor&#039;s Token.&lt;br /&gt;
&lt;br /&gt;
Modules may hook into these values, as they&#039;re inherited from the D&amp;amp;D5E reference implementation the code here is based on, but you&#039;ll have to consult that module&#039;s documentation for guidance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-effects.webp|Active Effect Effects Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Effects Tab&#039;&#039;&#039; is where you assign what values will be changed and how much they will be changed.&lt;br /&gt;
===Attribute Key===&lt;br /&gt;
&#039;&#039;&#039;Attribute Key&#039;&#039;&#039; controls that value will be changed. The available values depend on the {{Here|Apply-To}} mode.&lt;br /&gt;
&lt;br /&gt;
====Actor Data Structure====&lt;br /&gt;
If the Apply-To mode is {{Code|Actor}} or {{Code|Targeted Actor}}, you&#039;ll be working in the &#039;&#039;&#039;Actor Data Structure&#039;&#039;&#039; under {{Code|system}}. As mentioned {{Here|Helpful Modules|above}}, [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] is highly recommended for helping find the right key to target.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find what you&#039;re looking for, check if a global modifier for it exists. Some values contain temp fields, that can be modified by Active Effects. Make sure you consider the {{Here|Change Mode}}, as it can impact what the valid choices are.&lt;br /&gt;
* {{Code|system.attributes.&amp;lt;attributeName&amp;gt;}} contains all attributes.&lt;br /&gt;
* {{Code|system.skills.active.&amp;lt;skillName&amp;gt;}} contains all active skills. Custom skills will be shown with a random ID. To see the actual custom name of the skill traverse into it and read it&#039;s name field.&lt;br /&gt;
* {{Code|system.limits.&amp;lt;limitName&amp;gt;}} contains all limits.{{Explain|Why are limits in {{Code|system.modifiers}}, too?}}&lt;br /&gt;
* {{Code|system.modifiers}} contains all global modifiers that can be directly adjusted. Many of these values also appear on an {{Tab|Actor|Misc}}.&lt;br /&gt;
&lt;br /&gt;
====Test Data Structure====&lt;br /&gt;
For {{Code|Test}} or {{Code|Test via Item}}, see the &#039;&#039;&#039;Test Data Structure&#039;&#039;&#039; under {{Code|data}}.&lt;br /&gt;
* {{Code|data.damage}}&lt;br /&gt;
* {{Code|data.limit}}&lt;br /&gt;
* {{Code|data.pool}}&lt;br /&gt;
* {{Code|data.threshold}}&lt;br /&gt;
&lt;br /&gt;
If you select a specific type of test under Apply-To, you&#039;ll also see options from those special test types.&lt;br /&gt;
&lt;br /&gt;
Some of the visible options are used internally or can&#039;t be usefully modified via Active Effects. Don&#039;t use them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3 auto;&amp;quot;&amp;gt;&lt;br /&gt;
* {{Code|data.modifiers}}&lt;br /&gt;
* {{Code|data.values}}&lt;br /&gt;
* {{Code|data.options}}&lt;br /&gt;
* {{Code|data.title}}&lt;br /&gt;
* {{Code|data.evaluated}}&lt;br /&gt;
* {{Code|data.opposed}}&lt;br /&gt;
* {{Code|data.pushTheLimit}}&lt;br /&gt;
* {{Code|data.secondChance}}&lt;br /&gt;
* {{Code|data.type}}&lt;br /&gt;
* {{Code|data.manualGlitches}}&lt;br /&gt;
* {{Code|data.manualHits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Environmental Data Structure====&lt;br /&gt;
For {{Code|Modifier}}, consult the &#039;&#039;&#039;Environmental Data Structure&#039;&#039;&#039; under {{Code|environmental}}. Each available Attribute Key corresponds to the adjustments described in {{source|sr5|175}}.&lt;br /&gt;
{{Whitebox|So I Can, So I Can...|&amp;quot;Flare Compensation&amp;quot; and &amp;quot;Sunglasses&amp;quot; are not included because the rules blend Light and Glare onto the same column. Flare Compensation only deals with Glare, and Sunglasses interact with both. Apologies to Corey Hart.|width=50%|float=right}}&lt;br /&gt;
The available options are:&lt;br /&gt;
* {{code|environmental.ultrasound}} &amp;amp;mdash; It does not take into account the 50 meter maximum range of such a system.&lt;br /&gt;
* {{code|environmental.tracer_rounds}}&lt;br /&gt;
* {{code|environmental.smartlink}} &amp;amp;mdash; This is specifically covers the benefit against wind. It doesn&#039;t affect the general Die Pool or Accuracy benefits of a smartlink; those modifiers come from a {{Item|Gear Modification}}.&lt;br /&gt;
* {{code|environmental.low_light_vision}}&lt;br /&gt;
* {{code|environmental.thermographic_vision}}&lt;br /&gt;
* {{code|environmental.image_magnification}} &amp;amp;mdash; This does not take into account needing{{source|sr5|ref=178}} the Take Aim action to leverage image magnification. If the AE is enabled, the adjustment will be applied.&lt;br /&gt;
&lt;br /&gt;
===Change Mode===&lt;br /&gt;
{{Imagebox|fvtt-active-effect-modes.webp|Active Effect Modes|f=11.315|s=0.17.1|float=right}}&lt;br /&gt;
There are a number of different &#039;&#039;&#039;Change Modes&#039;&#039;&#039; available to control how the Active Effect interacts with the Actor&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
====Modify====&lt;br /&gt;
{{Imagebox|sr5-effect-mod-sample.webp|Active Effect using Modify|f=11.315|s=0.17.1|width=350px|float=left}}&lt;br /&gt;
&#039;&#039;&#039;Modify&#039;&#039;&#039; is the &amp;quot;custom&amp;quot; mode for the SR5 system. This mode will either add a modifier to a value or add directly to it if a modifier can&#039;t be applied. Select this mode unless you&#039;ve determined a specific reason one of the other modes is more appropriate.&lt;br /&gt;
&lt;br /&gt;
If the value has a {{Code|.mod}} value, it technically doesn&#039;t matter if a general value as a whole or any of it&#039;s fields are choosen (such as {{Code|.value}}, {{Code|.base}}, {{Code|.mod}} or {{Code|.temp}}). Modify mode will always act on the base node (such as {{Code|system.attributes.willpower}}) &amp;amp;mdash; specifying other fields at the same level as {{Code|.mod}} will be ignored. If the value choosen includes a {{Code|.mod}} field the system will display the effect in the calculation hover tip, where available.&lt;br /&gt;
&lt;br /&gt;
If the value doesn&#039;t include a {{Code|.mod}} node the Modify mode it will fall back to using the Add mode.&lt;br /&gt;
&lt;br /&gt;
====Multiply====&lt;br /&gt;
{{Whitebox|Speed Freaks|float=right|width=400px}}&lt;br /&gt;
Like &#039;&#039;&#039;Add&#039;&#039;&#039; (below), there is very little reason to use &#039;&#039;&#039;Multiply&#039;&#039;&#039;. It does properly function with some value elements like {{Code|.base}}, but there are few places in the game rules where this is desirable. Use with caution, if at all.&lt;br /&gt;
&lt;br /&gt;
====Add====&lt;br /&gt;
{{Imagebox|sr5-effect-add-sample.webp|Active Effect using Add|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
There is no good reason to use the {{Anchor|Add}} mode directly &amp;amp;mdash; anything it can do, &#039;&#039;&#039;Modify&#039;&#039;&#039; can do, and returns more detail back to the user. Using Add over Modify bypasses the system&#039;s logic, and can lead to errors including corrupt sheet appearance.&lt;br /&gt;
&lt;br /&gt;
====Downgrade &amp;amp; Upgrade====&lt;br /&gt;
The &#039;&#039;&#039;Downgrade&#039;&#039;&#039; and &#039;&#039;&#039;Upgrade&#039;&#039;&#039;{{Issue|1058}} modes adjust a value, lowering the targetted value if above the effect value on Downgrade, or the opposite for Upgrade. They do not interact with or override calculated values &amp;amp;mdash; they should only be used with {{Code|.base}} nodes, rather than {{Code|.mod}} or {{Code|.value}}. If the desired element has no {{Code|.base}} node, they may not behave as desired or at all.&lt;br /&gt;
&lt;br /&gt;
====Override====&lt;br /&gt;
{{Imagebox|sr5-effect-over-sample.webp|Active Effect using Override|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
The &#039;&#039;&#039;Override&#039;&#039;&#039; mode has been heavily modified from other systems and functions with similar logic to the &#039;&#039;&#039;Modify&#039;&#039;&#039; mode, but the target node must contain a {{Code|.mod}} field.&lt;br /&gt;
&lt;br /&gt;
The Override mode is applied last and will replace any calculated value with the value specified in the Active Effect. It will show in the calculation overview popup, identifying that it is replacing the normally calculated value by showing it crossed out.&lt;br /&gt;
&lt;br /&gt;
Should you define multiple Override effects on the same value, only the last one applied will take effect.&lt;br /&gt;
&amp;lt;!-- Does work with .attribute and .limit, but didn&#039;t before. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effect Value===&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
&lt;br /&gt;
When using {{Here|Targeted Actor}}, the most commonly used option is {{Code|@data.values.againstNetHits.value}} to pull the number of hits the defender failed by. As of {{Ver|0.22.2}}, all AEs need to use an Opposed Test, even if no test actually applies in order for this value to be generated.&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Prebuilt_Disguise&amp;diff=4237</id>
		<title>Prebuilt Disguise</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Prebuilt_Disguise&amp;diff=4237"/>
		<updated>2026-01-15T20:29:52Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement}}&lt;br /&gt;
&amp;lt;!--{{Stub:Active Effect Example}}--&amp;gt;&lt;br /&gt;
For this example, we&#039;re going to implement a prebuilt disguise made{{source|sr5|ref=136}} with a Disguise Kit{{source|sr5|ref=443}} to help with Infiltration Tests. It uses two different Active Effects to create the needed mechanics.&lt;br /&gt;
==Configuration==&lt;br /&gt;
===Description &amp;amp; Action===&lt;br /&gt;
The equipment item will need the Rating set to the bonus from building the disguise on the {{Tab|Equipment|Description}}, and the {{Tab|Equipment|Action}} will need to be configured correctly. The action &#039;&#039;&#039;must&#039;&#039;&#039; to be configured with an Opposed Test, &lt;br /&gt;
===Active Effects===&lt;br /&gt;
====Prebuilt Disguise Pool Increase====&lt;br /&gt;
The primary purpose here is to have the Rating of the disguise added to the Test made with the item. This uses the &amp;quot;Test via Item&amp;quot; Active Effect function:&lt;br /&gt;
* &#039;&#039;&#039;Details Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Effect Name&#039;&#039;&#039; can be whatever you&#039;d like, but something like &amp;quot;Prebuilt Disguise&amp;quot; would be appropriate.&lt;br /&gt;
** &#039;&#039;&#039;Effect Icon&#039;&#039;&#039; and &#039;&#039;&#039;Icon Tint Color&#039;&#039;&#039; are likewise not code-relevant.&lt;br /&gt;
** &#039;&#039;&#039;Effect Suspended&#039;&#039;&#039;, &#039;&#039;&#039;Apply for wireless active only&#039;&#039;&#039;, and &#039;&#039;&#039;Apply for equipped item only&#039;&#039;&#039; should all be unchecked.&lt;br /&gt;
* &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Apply-To&#039;&#039;&#039; should be set to {{Code|Test via Item}}.&lt;br /&gt;
* &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; can be skipped.&lt;br /&gt;
* &#039;&#039;&#039;Effects Tab&#039;&#039;&#039; has one effect&lt;br /&gt;
** &#039;&#039;&#039;Attribute Key&#039;&#039;&#039; is {{Code|data.pool}}, this tells the system we&#039;re attempting to adjust the pool.&lt;br /&gt;
** &#039;&#039;&#039;Change Mode&#039;&#039;&#039; is {{Code|Modify}}, because we want other things that might affect the roll to be included, too.&lt;br /&gt;
** &#039;&#039;&#039;Effect Value&#039;&#039;&#039; is {{Code|@system.technology.rating}}&lt;br /&gt;
====Increased Impersonation====&lt;br /&gt;
The second active effect uses the &amp;quot;Targeted Actor&amp;quot; option to apply a bonus to whomever the Disguise is applied to.&lt;br /&gt;
* &#039;&#039;&#039;Details Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Effect Name&#039;&#039;&#039;, &#039;&#039;&#039;Effect Icon&#039;&#039;&#039;, and &#039;&#039;&#039;Icon Tint Color&#039;&#039;&#039; are as above; &amp;quot;Disguised&amp;quot; would work for the name.&lt;br /&gt;
** &#039;&#039;&#039;Effect Suspended&#039;&#039;&#039;, &#039;&#039;&#039;Apply for wireless active only&#039;&#039;&#039;, and &#039;&#039;&#039;Apply for equipped item only&#039;&#039;&#039; should all be unchecked.&lt;br /&gt;
* &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Apply-To&#039;&#039;&#039; is {{Code|Targeted ACtor}}.&lt;br /&gt;
* &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; can be skipped.&lt;br /&gt;
* &#039;&#039;&#039;Effects Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attribute Key&#039;&#039;&#039; is {{Code|system.skills.active.impersonation}}.&lt;br /&gt;
** &#039;&#039;&#039;Change Mode&#039;&#039;&#039; is {{Code|Modify}}.&lt;br /&gt;
** &#039;&#039;&#039;Effect Value&#039;&#039;&#039; is {{Code|@data.values.againstNetHits.value}} as of {{ver|0.19.3}}.&lt;br /&gt;
==Usage==&lt;br /&gt;
The Item should be in the {{Tab|Actor|Gear}} of the Actor who will be applying the disguise. It may be the same Actor who is receiving the disguise, but doesn&#039;t have to be. The User then Targets the Token of the intended wearer of the disguise and rolls the Test.&lt;br /&gt;
&lt;br /&gt;
This will produce a regular rollcard, including a &lt;br /&gt;
{{References|clear=none}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Deflection&amp;diff=4236</id>
		<title>Deflection</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Deflection&amp;diff=4236"/>
		<updated>2026-01-15T20:27:40Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement}}&amp;lt;!--{{Stub:Active Effect Example}}--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deflection&#039;&#039;&#039;{{source|sg|ref=115}} is an example of a [[Spell Item]] that uses the [[Active Effect#Targeted Actor|Targeted Actor]] Apply-To modes to apply it&#039;s affect to a targeted token. As of {{ver|0.19.2}}, the Targeted Actor function requires there to be an Opposed Test involved. Even though a spell like Deflection doesn&#039;t generally have one, set the &amp;quot;Opposed Test&amp;quot; option to &amp;quot;Opposed Test&amp;quot; but leave the Skill and Attribute Fields blank.&lt;br /&gt;
&lt;br /&gt;
==Active Effect==&lt;br /&gt;
Configure an Active Effect on the Spell Item as detailed below:&lt;br /&gt;
* &#039;&#039;&#039;Details Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Effect Name&#039;&#039;&#039; can be whatever you&#039;d like. For most Active Effects, it&#039;s advised to keep the name short and clear because it will show up in Roll Dialogs. In this case, the adjustment will be rolled into the general &amp;quot;Defense&amp;quot; header, so it doesn&#039;t particularly matter.&lt;br /&gt;
** &#039;&#039;&#039;Effect Icon&#039;&#039;&#039; and &#039;&#039;&#039;Icon Tint Color&#039;&#039;&#039; are likewise not code-relevant.&lt;br /&gt;
** &#039;&#039;&#039;Effect Suspended&#039;&#039;&#039;, &#039;&#039;&#039;Apply for wireless active only&#039;&#039;&#039;, and &#039;&#039;&#039;Apply for equipped item only&#039;&#039;&#039; should all be unchecked.&lt;br /&gt;
&amp;lt;!--* &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Apply-To&#039;&#039;&#039; should be set to {{Code|Test}}.&lt;br /&gt;
** &#039;&#039;&#039;Skills Filter&#039;&#039;&#039; should be set to {{Code|First Aid}}, the rest should be empty. Note that while we are modifying a limit, we&#039;re not filtering based on that limit. The skill alone is enough.&lt;br /&gt;
* &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; can be skipped.&lt;br /&gt;
* &#039;&#039;&#039;Effects Tab&#039;&#039;&#039; has one effect&lt;br /&gt;
** &#039;&#039;&#039;Attribute Key&#039;&#039;&#039; is {{Code|data.limit}}, this tells the system we&#039;re attempting to adjust the limit.&lt;br /&gt;
** &#039;&#039;&#039;Change Mode&#039;&#039;&#039; is {{Code|Modify}}, because we want other things that might affect the roll to be included, too.&lt;br /&gt;
** &#039;&#039;&#039;Effect Value&#039;&#039;&#039; is {{Code|@system.technology.rating}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4235</id>
		<title>Active Effect</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4235"/>
		<updated>2026-01-15T19:56:33Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Targeted Actor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]&lt;br /&gt;
The system implements &#039;&#039;&#039;Active Effects&#039;&#039;&#039; as they&#039;re used in other systems like DnD5e, with extended capabilities specific to SR5&#039;s needs. Active Effects allow you to change an {{Category|Actor}}&#039;s values dynamically with easily toggleable options. You can add an Active Effect to an Actor by either:&lt;br /&gt;
{{Imagebox|sr5-actor-effects.webp|Character Actor Sheet Effects Tab|f=11.315|s=0.18.4|float=right|width=390px}}&lt;br /&gt;
{{Imagebox|sr5-item-equipment-effect.webp|Equipment Item Effect Tab|f=11.315|s=0.24.3|float=right|width=390px}}&lt;br /&gt;
* Creating it directly on the {{Tab|Actor|Effects}} by clicking {{Code|+ Add}}. They will show up in the &amp;quot;Effects&amp;quot; category on the actor (the example to the right doesn&#039;t currently have any Actor-specific effects).&lt;br /&gt;
* Creating an {{Category|Item}} that supports Active Effects, adding it there, then giving the Actor the Item. They will show up in the &amp;quot;Item Effects&amp;quot; category.&lt;br /&gt;
Regardless of where the effect is created, it is configured via fundamentally same interface. There are also a small number of {{Category|Active Effect Example}}s available.&lt;br /&gt;
{{Whitebox|Helpful Modules|The [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] module is highly recommended. It integrates directly with the Active Effect editor window, and eases identifying data fields and their corresponding values. It helps greatly with traversal of the data structures.|float=none|width=calc(100% - 440px)}}&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-details.webp|Active Effect Details Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes fields to control the appearance plus how and if the effect is enabled.&lt;br /&gt;
* {{Anchor|Effect Name}} can be any text string you&#039;d like; it appears on the Effects tab and in Test Dialogs the Active Effect alters. When viewed from an {{Tab|Actor|Effects}}, the name of the source Item will also be included.&lt;br /&gt;
* {{Anchor|Effect Icon}} will be displayed on the Actor&#039;s Effect Tab and in the Token if the effect has a non-zero Duration.&lt;br /&gt;
* {{Anchor|Effect Suspended}} controls whether or not the item&#039;s benefits are applied &amp;amp;mdash; it supersedes the &amp;quot;Apply for&amp;quot; options. Note that it is backwards, relative to the Effect Tab; checked here is unchecked on the Actor.{{Issue|1099}}&lt;br /&gt;
* {{Anchor|Effect Origin}} is a display-only field that appears on Actor-specific Effects.{{Explain|I&#039;m not sure how it&#039;s useful information to the vast majority of end users. It probably shouldn&#039;t appear at all.}}&lt;br /&gt;
* {{Anchor|Apply for wireless active only}} controls whether the Effect requires the corresponding Item to have it&#039;s &amp;quot;Wireless&amp;quot; checkbox enabled.&lt;br /&gt;
* {{Anchor|Apply for equiped item only}} controls whether the effect requires the corresponding Item to be equipped on the Actor&#039;s Gear Tab for the effect to be applied.&lt;br /&gt;
Note that the last two options only appear on Active Effects created inside an {{Category|Item}}; Active Effects attached directly to the Actor can&#039;t be &amp;quot;equipped&amp;quot; and don&#039;t have a &amp;quot;wireless&amp;quot; state to monitor.&lt;br /&gt;
&lt;br /&gt;
==Apply-To Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-applyto.webp|Active Effect Apply-To Tab|f=12.331|s=0.22.1|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039; is where the magic starts, beginning with the {{Anchor|Apply-To}} field itself.&lt;br /&gt;
{{Whitebox|Important|This tab &#039;&#039;&#039;must&#039;&#039;&#039; be configured &#039;&#039;&#039;before&#039;&#039;&#039; moving on to the Effects Tab. If there are any entries on the Effects tab, you won&#039;t be able to alter what the Active Effect applies to on this tab.|float=none|width=calc(100% - 495px)}}&lt;br /&gt;
===Actor===&lt;br /&gt;
&#039;&#039;&#039;Actor&#039;&#039;&#039; is the simplest option. The values calculated on the Effects Tab will be applied directly to the {{Here|Actor Data Structure|Actor&#039;s data}}. The conditions from the {{Here|Details Tab}} control whether it works or not.&lt;br /&gt;
&lt;br /&gt;
Note that Active Effects generated by modules such as [https://foundryvtt.com/packages/condition-lab-triggler Condition Lab &amp;amp; Triggler], will use this mode. Active Effects generated via JS macro scripting (like those used with [https://foundryvtt.com/packages/effectmacro Effect Macro]) can access the other modes by code.&lt;br /&gt;
&lt;br /&gt;
===Targeted Actor===&lt;br /&gt;
Instead of applying to the Actor where the Effect is activated, the changes are applied to the Actor who makes the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
===Test===&lt;br /&gt;
Selecting &#039;&#039;&#039;Test&#039;&#039;&#039; reveals options to filter what kind of Tests the adjustments apply to. Generally speaking, these will be tests performed from the {{Tab|Character|Skill}} or other Items; see &#039;&#039;&#039;Test Via Item&#039;&#039;&#039; for comparison.&lt;br /&gt;
* {{Anchor|Tests Filter}} includes all of the pre-canned Test types.&lt;br /&gt;
* {{Anchor|Action Categories Filter}} works in conjunction with the [[Action Item#Category|Category]] selector on an [[Action Item]].&lt;br /&gt;
* {{Anchor|Skills Filter}} allows filtering to specific Active Skills.{{Issue|1101}}&lt;br /&gt;
* {{Anchor|Attributes Filter}} does the same for an Actor&#039;s Attributes, including some matrix properties and things like Initiate/Submersion grades.&lt;br /&gt;
* {{Anchor|Limits Filter}} lets you filter the test based on the limit used.&lt;br /&gt;
The test must meet all the criteria selected for the adjustments to apply.&lt;br /&gt;
&lt;br /&gt;
===Test Via Item===&lt;br /&gt;
Selecting this option will only apply the contents of the Effects Tab to Tests specifically triggered from the Item the Active Effect is embedded in, e.g. a [[Medkit#Medkit in Autonomous Mode|medkit in autonomous mode]].&lt;br /&gt;
{{Whitebox|Actor vs. Test|float=none}}&lt;br /&gt;
===Modifier===&lt;br /&gt;
The &#039;&#039;&#039;Modifier Mode&#039;&#039;&#039; interacts with [[Situational Modifiers]] dialog to control the penalties applied to the character. Specifically, it covers the Environmental Modifiers in {{source|sr5|173-175}}. The other modifiers in that section of the text (such as Range and Recoil) are handled via [[Weapon Workflow]].&lt;br /&gt;
&lt;br /&gt;
==Duration Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-duration.webp|Active Effect Duration Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; has a variety of fields that relate to when the Active Effect was started and how long it&#039;s meant to last. As of {{Ver|0.18.4}}, the system doesn&#039;t actually track time, so they have very little effect. Only the {{Anchor|Rounds}} value of {{Anchor|Effect Duration (Turns)}} does anything. If present, the configured Effect Icon will appear on the Actor&#039;s Token.&lt;br /&gt;
&lt;br /&gt;
Modules may hook into these values, as they&#039;re inherited from the D&amp;amp;D5E reference implementation the code here is based on, but you&#039;ll have to consult that module&#039;s documentation for guidance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-effects.webp|Active Effect Effects Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Effects Tab&#039;&#039;&#039; is where you assign what values will be changed and how much they will be changed.&lt;br /&gt;
===Attribute Key===&lt;br /&gt;
&#039;&#039;&#039;Attribute Key&#039;&#039;&#039; controls that value will be changed. The available values depend on the {{Here|Apply-To}} mode.&lt;br /&gt;
&lt;br /&gt;
====Actor Data Structure====&lt;br /&gt;
If the Apply-To mode is {{Code|Actor}} or {{Code|Targeted Actor}}, you&#039;ll be working in the &#039;&#039;&#039;Actor Data Structure&#039;&#039;&#039; under {{Code|system}}. As mentioned {{Here|Helpful Modules|above}}, [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] is highly recommended for helping find the right key to target.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find what you&#039;re looking for, check if a global modifier for it exists. Some values contain temp fields, that can be modified by Active Effects. Make sure you consider the {{Here|Change Mode}}, as it can impact what the valid choices are.&lt;br /&gt;
* {{Code|system.attributes.&amp;lt;attributeName&amp;gt;}} contains all attributes.&lt;br /&gt;
* {{Code|system.skills.active.&amp;lt;skillName&amp;gt;}} contains all active skills. Custom skills will be shown with a random ID. To see the actual custom name of the skill traverse into it and read it&#039;s name field.&lt;br /&gt;
* {{Code|system.limits.&amp;lt;limitName&amp;gt;}} contains all limits.{{Explain|Why are limits in {{Code|system.modifiers}}, too?}}&lt;br /&gt;
* {{Code|system.modifiers}} contains all global modifiers that can be directly adjusted. Many of these values also appear on an {{Tab|Actor|Misc}}.&lt;br /&gt;
&lt;br /&gt;
====Test Data Structure====&lt;br /&gt;
For {{Code|Test}} or {{Code|Test via Item}}, see the &#039;&#039;&#039;Test Data Structure&#039;&#039;&#039; under {{Code|data}}.&lt;br /&gt;
* {{Code|data.damage}}&lt;br /&gt;
* {{Code|data.limit}}&lt;br /&gt;
* {{Code|data.pool}}&lt;br /&gt;
* {{Code|data.threshold}}&lt;br /&gt;
&lt;br /&gt;
If you select a specific type of test under Apply-To, you&#039;ll also see options from those special test types.&lt;br /&gt;
&lt;br /&gt;
Some of the visible options are used internally or can&#039;t be usefully modified via Active Effects. Don&#039;t use them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3 auto;&amp;quot;&amp;gt;&lt;br /&gt;
* {{Code|data.modifiers}}&lt;br /&gt;
* {{Code|data.values}}&lt;br /&gt;
* {{Code|data.options}}&lt;br /&gt;
* {{Code|data.title}}&lt;br /&gt;
* {{Code|data.evaluated}}&lt;br /&gt;
* {{Code|data.opposed}}&lt;br /&gt;
* {{Code|data.pushTheLimit}}&lt;br /&gt;
* {{Code|data.secondChance}}&lt;br /&gt;
* {{Code|data.type}}&lt;br /&gt;
* {{Code|data.manualGlitches}}&lt;br /&gt;
* {{Code|data.manualHits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Environmental Data Structure====&lt;br /&gt;
For {{Code|Modifier}}, consult the &#039;&#039;&#039;Environmental Data Structure&#039;&#039;&#039; under {{Code|environmental}}. Each available Attribute Key corresponds to the adjustments described in {{source|sr5|175}}.&lt;br /&gt;
{{Whitebox|So I Can, So I Can...|&amp;quot;Flare Compensation&amp;quot; and &amp;quot;Sunglasses&amp;quot; are not included because the rules blend Light and Glare onto the same column. Flare Compensation only deals with Glare, and Sunglasses interact with both. Apologies to Corey Hart.|width=50%|float=right}}&lt;br /&gt;
The available options are:&lt;br /&gt;
* {{code|environmental.ultrasound}} &amp;amp;mdash; It does not take into account the 50 meter maximum range of such a system.&lt;br /&gt;
* {{code|environmental.tracer_rounds}}&lt;br /&gt;
* {{code|environmental.smartlink}} &amp;amp;mdash; This is specifically covers the benefit against wind. It doesn&#039;t affect the general Die Pool or Accuracy benefits of a smartlink; those modifiers come from a {{Item|Gear Modification}}.&lt;br /&gt;
* {{code|environmental.low_light_vision}}&lt;br /&gt;
* {{code|environmental.thermographic_vision}}&lt;br /&gt;
* {{code|environmental.image_magnification}} &amp;amp;mdash; This does not take into account needing{{source|sr5|ref=178}} the Take Aim action to leverage image magnification. If the AE is enabled, the adjustment will be applied.&lt;br /&gt;
&lt;br /&gt;
===Change Mode===&lt;br /&gt;
{{Imagebox|fvtt-active-effect-modes.webp|Active Effect Modes|f=11.315|s=0.17.1|float=right}}&lt;br /&gt;
There are a number of different &#039;&#039;&#039;Change Modes&#039;&#039;&#039; available to control how the Active Effect interacts with the Actor&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
====Modify====&lt;br /&gt;
{{Imagebox|sr5-effect-mod-sample.webp|Active Effect using Modify|f=11.315|s=0.17.1|width=350px|float=left}}&lt;br /&gt;
&#039;&#039;&#039;Modify&#039;&#039;&#039; is the &amp;quot;custom&amp;quot; mode for the SR5 system. This mode will either add a modifier to a value or add directly to it if a modifier can&#039;t be applied. Select this mode unless you&#039;ve determined a specific reason one of the other modes is more appropriate.&lt;br /&gt;
&lt;br /&gt;
If the value has a {{Code|.mod}} value, it technically doesn&#039;t matter if a general value as a whole or any of it&#039;s fields are choosen (such as {{Code|.value}}, {{Code|.base}}, {{Code|.mod}} or {{Code|.temp}}). Modify mode will always act on the base node (such as {{Code|system.attributes.willpower}}) &amp;amp;mdash; specifying other fields at the same level as {{Code|.mod}} will be ignored. If the value choosen includes a {{Code|.mod}} field the system will display the effect in the calculation hover tip, where available.&lt;br /&gt;
&lt;br /&gt;
If the value doesn&#039;t include a {{Code|.mod}} node the Modify mode it will fall back to using the Add mode.&lt;br /&gt;
&lt;br /&gt;
====Multiply====&lt;br /&gt;
{{Whitebox|Speed Freaks|float=left|width=400px}}&lt;br /&gt;
Like &#039;&#039;&#039;Add&#039;&#039;&#039; (below), there is very little reason to use &#039;&#039;&#039;Multiply&#039;&#039;&#039;. It does properly function with some value elements like {{Code|.base}}, but there are few places in the game rules where this is desirable. Use with caution, if at all.&lt;br /&gt;
&lt;br /&gt;
====Add====&lt;br /&gt;
{{Imagebox|sr5-effect-add-sample.webp|Active Effect using Add|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
There is no good reason to use the {{Anchor|Add}} mode directly &amp;amp;mdash; anything it can do, &#039;&#039;&#039;Modify&#039;&#039;&#039; can do, and returns more detail back to the user. Using Add over Modify bypasses the system&#039;s logic, and can lead to errors including corrupt sheet appearance.&lt;br /&gt;
&lt;br /&gt;
====Downgrade &amp;amp; Upgrade====&lt;br /&gt;
The &#039;&#039;&#039;Downgrade&#039;&#039;&#039; and &#039;&#039;&#039;Upgrade&#039;&#039;&#039;{{Issue|1058}} modes adjust a value, lowering the targetted value if above the effect value on Downgrade, or the opposite for Upgrade. They do not interact with or override calculated values &amp;amp;mdash; they should only be used with {{Code|.base}} nodes, rather than {{Code|.mod}} or {{Code|.value}}. If the desired element has no {{Code|.base}} node, they may not behave as desired or at all.&lt;br /&gt;
&lt;br /&gt;
====Override====&lt;br /&gt;
{{Imagebox|sr5-effect-over-sample.webp|Active Effect using Override|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
The &#039;&#039;&#039;Override&#039;&#039;&#039; mode has been heavily modified from other systems and functions with similar logic to the &#039;&#039;&#039;Modify&#039;&#039;&#039; mode, but the target node must contain a {{Code|.mod}} field.&lt;br /&gt;
&lt;br /&gt;
The Override mode is applied last and will replace any calculated value with the value specified in the Active Effect. It will show in the calculation overview popup, identifying that it is replacing the normally calculated value by showing it crossed out.&lt;br /&gt;
&lt;br /&gt;
Should you define multiple Override effects on the same value, only the last one applied will take effect.&lt;br /&gt;
&amp;lt;!-- Does work with .attribute and .limit, but didn&#039;t before. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effect Value===&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
&lt;br /&gt;
When using {{Here|Targeted Actor}}, the most commonly used option is {{Code|@data.values.againstNetHits.value}} to pull the number of hits the defender failed by. As of {{Ver|0.22.2}}, all AEs need to use an Opposed Test, even if no test actually applies in order for this value to be generated.&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4234</id>
		<title>Active Effect</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Active_Effect&amp;diff=4234"/>
		<updated>2026-01-15T13:43:24Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Modify */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]&lt;br /&gt;
The system implements &#039;&#039;&#039;Active Effects&#039;&#039;&#039; as they&#039;re used in other systems like DnD5e, with extended capabilities specific to SR5&#039;s needs. Active Effects allow you to change an {{Category|Actor}}&#039;s values dynamically with easily toggleable options. You can add an Active Effect to an Actor by either:&lt;br /&gt;
{{Imagebox|sr5-actor-effects.webp|Character Actor Sheet Effects Tab|f=11.315|s=0.18.4|float=right|width=390px}}&lt;br /&gt;
{{Imagebox|sr5-item-equipment-effect.webp|Equipment Item Effect Tab|f=11.315|s=0.24.3|float=right|width=390px}}&lt;br /&gt;
* Creating it directly on the {{Tab|Actor|Effects}} by clicking {{Code|+ Add}}. They will show up in the &amp;quot;Effects&amp;quot; category on the actor (the example to the right doesn&#039;t currently have any Actor-specific effects).&lt;br /&gt;
* Creating an {{Category|Item}} that supports Active Effects, adding it there, then giving the Actor the Item. They will show up in the &amp;quot;Item Effects&amp;quot; category.&lt;br /&gt;
Regardless of where the effect is created, it is configured via fundamentally same interface. There are also a small number of {{Category|Active Effect Example}}s available.&lt;br /&gt;
{{Whitebox|Helpful Modules|The [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] module is highly recommended. It integrates directly with the Active Effect editor window, and eases identifying data fields and their corresponding values. It helps greatly with traversal of the data structures.|float=none|width=calc(100% - 440px)}}&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-details.webp|Active Effect Details Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes fields to control the appearance plus how and if the effect is enabled.&lt;br /&gt;
* {{Anchor|Effect Name}} can be any text string you&#039;d like; it appears on the Effects tab and in Test Dialogs the Active Effect alters. When viewed from an {{Tab|Actor|Effects}}, the name of the source Item will also be included.&lt;br /&gt;
* {{Anchor|Effect Icon}} will be displayed on the Actor&#039;s Effect Tab and in the Token if the effect has a non-zero Duration.&lt;br /&gt;
* {{Anchor|Effect Suspended}} controls whether or not the item&#039;s benefits are applied &amp;amp;mdash; it supersedes the &amp;quot;Apply for&amp;quot; options. Note that it is backwards, relative to the Effect Tab; checked here is unchecked on the Actor.{{Issue|1099}}&lt;br /&gt;
* {{Anchor|Effect Origin}} is a display-only field that appears on Actor-specific Effects.{{Explain|I&#039;m not sure how it&#039;s useful information to the vast majority of end users. It probably shouldn&#039;t appear at all.}}&lt;br /&gt;
* {{Anchor|Apply for wireless active only}} controls whether the Effect requires the corresponding Item to have it&#039;s &amp;quot;Wireless&amp;quot; checkbox enabled.&lt;br /&gt;
* {{Anchor|Apply for equiped item only}} controls whether the effect requires the corresponding Item to be equipped on the Actor&#039;s Gear Tab for the effect to be applied.&lt;br /&gt;
Note that the last two options only appear on Active Effects created inside an {{Category|Item}}; Active Effects attached directly to the Actor can&#039;t be &amp;quot;equipped&amp;quot; and don&#039;t have a &amp;quot;wireless&amp;quot; state to monitor.&lt;br /&gt;
&lt;br /&gt;
==Apply-To Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-applyto.webp|Active Effect Apply-To Tab|f=12.331|s=0.22.1|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Apply-To Tab&#039;&#039;&#039; is where the magic starts, beginning with the {{Anchor|Apply-To}} field itself.&lt;br /&gt;
{{Whitebox|Important|This tab &#039;&#039;&#039;must&#039;&#039;&#039; be configured &#039;&#039;&#039;before&#039;&#039;&#039; moving on to the Effects Tab. If there are any entries on the Effects tab, you won&#039;t be able to alter what the Active Effect applies to on this tab.|float=none|width=calc(100% - 495px)}}&lt;br /&gt;
===Actor===&lt;br /&gt;
&#039;&#039;&#039;Actor&#039;&#039;&#039; is the simplest option. The values calculated on the Effects Tab will be applied directly to the {{Here|Actor Data Structure|Actor&#039;s data}}. The conditions from the {{Here|Details Tab}} control whether it works or not.&lt;br /&gt;
&lt;br /&gt;
Note that Active Effects generated by modules such as [https://foundryvtt.com/packages/condition-lab-triggler Condition Lab &amp;amp; Triggler], will use this mode. Active Effects generated via JS macro scripting (like those used with [https://foundryvtt.com/packages/effectmacro Effect Macro]) can access the other modes by code.&lt;br /&gt;
&lt;br /&gt;
===Targeted Actor===&lt;br /&gt;
Instead of applying to the Actor where the Effect is activated, the changes are applied to the Actor the player currently has Targeted. See the [[Weapon Workflow]] for how to Target a token and an example of what it looks like.&lt;br /&gt;
&lt;br /&gt;
===Test===&lt;br /&gt;
Selecting &#039;&#039;&#039;Test&#039;&#039;&#039; reveals options to filter what kind of Tests the adjustments apply to. Generally speaking, these will be tests performed from the {{Tab|Character|Skill}} or other Items; see &#039;&#039;&#039;Test Via Item&#039;&#039;&#039; for comparison.&lt;br /&gt;
* {{Anchor|Tests Filter}} includes all of the pre-canned Test types.&lt;br /&gt;
* {{Anchor|Action Categories Filter}} works in conjunction with the [[Action Item#Category|Category]] selector on an [[Action Item]].&lt;br /&gt;
* {{Anchor|Skills Filter}} allows filtering to specific Active Skills.{{Issue|1101}}&lt;br /&gt;
* {{Anchor|Attributes Filter}} does the same for an Actor&#039;s Attributes, including some matrix properties and things like Initiate/Submersion grades.&lt;br /&gt;
* {{Anchor|Limits Filter}} lets you filter the test based on the limit used.&lt;br /&gt;
The test must meet all the criteria selected for the adjustments to apply.&lt;br /&gt;
&lt;br /&gt;
===Test Via Item===&lt;br /&gt;
Selecting this option will only apply the contents of the Effects Tab to Tests specifically triggered from the Item the Active Effect is embedded in, e.g. a [[Medkit#Medkit in Autonomous Mode|medkit in autonomous mode]].&lt;br /&gt;
{{Whitebox|Actor vs. Test|float=none}}&lt;br /&gt;
===Modifier===&lt;br /&gt;
The &#039;&#039;&#039;Modifier Mode&#039;&#039;&#039; interacts with [[Situational Modifiers]] dialog to control the penalties applied to the character. Specifically, it covers the Environmental Modifiers in {{source|sr5|173-175}}. The other modifiers in that section of the text (such as Range and Recoil) are handled via [[Weapon Workflow]].&lt;br /&gt;
&lt;br /&gt;
==Duration Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-duration.webp|Active Effect Duration Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Duration Tab&#039;&#039;&#039; has a variety of fields that relate to when the Active Effect was started and how long it&#039;s meant to last. As of {{Ver|0.18.4}}, the system doesn&#039;t actually track time, so they have very little effect. Only the {{Anchor|Rounds}} value of {{Anchor|Effect Duration (Turns)}} does anything. If present, the configured Effect Icon will appear on the Actor&#039;s Token.&lt;br /&gt;
&lt;br /&gt;
Modules may hook into these values, as they&#039;re inherited from the D&amp;amp;D5E reference implementation the code here is based on, but you&#039;ll have to consult that module&#039;s documentation for guidance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Imagebox|fvtt-active-effect-effects.webp|Active Effect Effects Tab|f=11.315|s=0.18.4|float=right}}&lt;br /&gt;
The &#039;&#039;&#039;Effects Tab&#039;&#039;&#039; is where you assign what values will be changed and how much they will be changed.&lt;br /&gt;
===Attribute Key===&lt;br /&gt;
&#039;&#039;&#039;Attribute Key&#039;&#039;&#039; controls that value will be changed. The available values depend on the {{Here|Apply-To}} mode.&lt;br /&gt;
&lt;br /&gt;
====Actor Data Structure====&lt;br /&gt;
If the Apply-To mode is {{Code|Actor}} or {{Code|Targeted Actor}}, you&#039;ll be working in the &#039;&#039;&#039;Actor Data Structure&#039;&#039;&#039; under {{Code|system}}. As mentioned {{Here|Helpful Modules|above}}, [https://foundryvtt.com/packages/autocomplete-inline-properties Autocomplete Inline Properties] is highly recommended for helping find the right key to target.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find what you&#039;re looking for, check if a global modifier for it exists. Some values contain temp fields, that can be modified by Active Effects. Make sure you consider the {{Here|Change Mode}}, as it can impact what the valid choices are.&lt;br /&gt;
* {{Code|system.attributes.&amp;lt;attributeName&amp;gt;}} contains all attributes.&lt;br /&gt;
* {{Code|system.skills.active.&amp;lt;skillName&amp;gt;}} contains all active skills. Custom skills will be shown with a random ID. To see the actual custom name of the skill traverse into it and read it&#039;s name field.&lt;br /&gt;
* {{Code|system.limits.&amp;lt;limitName&amp;gt;}} contains all limits.{{Explain|Why are limits in {{Code|system.modifiers}}, too?}}&lt;br /&gt;
* {{Code|system.modifiers}} contains all global modifiers that can be directly adjusted. Many of these values also appear on an {{Tab|Actor|Misc}}.&lt;br /&gt;
&lt;br /&gt;
====Test Data Structure====&lt;br /&gt;
For {{Code|Test}} or {{Code|Test via Item}}, see the &#039;&#039;&#039;Test Data Structure&#039;&#039;&#039; under {{Code|data}}.&lt;br /&gt;
* {{Code|data.damage}}&lt;br /&gt;
* {{Code|data.limit}}&lt;br /&gt;
* {{Code|data.pool}}&lt;br /&gt;
* {{Code|data.threshold}}&lt;br /&gt;
&lt;br /&gt;
If you select a specific type of test under Apply-To, you&#039;ll also see options from those special test types.&lt;br /&gt;
&lt;br /&gt;
Some of the visible options are used internally or can&#039;t be usefully modified via Active Effects. Don&#039;t use them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3 auto;&amp;quot;&amp;gt;&lt;br /&gt;
* {{Code|data.modifiers}}&lt;br /&gt;
* {{Code|data.values}}&lt;br /&gt;
* {{Code|data.options}}&lt;br /&gt;
* {{Code|data.title}}&lt;br /&gt;
* {{Code|data.evaluated}}&lt;br /&gt;
* {{Code|data.opposed}}&lt;br /&gt;
* {{Code|data.pushTheLimit}}&lt;br /&gt;
* {{Code|data.secondChance}}&lt;br /&gt;
* {{Code|data.type}}&lt;br /&gt;
* {{Code|data.manualGlitches}}&lt;br /&gt;
* {{Code|data.manualHits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Environmental Data Structure====&lt;br /&gt;
For {{Code|Modifier}}, consult the &#039;&#039;&#039;Environmental Data Structure&#039;&#039;&#039; under {{Code|environmental}}. Each available Attribute Key corresponds to the adjustments described in {{source|sr5|175}}.&lt;br /&gt;
{{Whitebox|So I Can, So I Can...|&amp;quot;Flare Compensation&amp;quot; and &amp;quot;Sunglasses&amp;quot; are not included because the rules blend Light and Glare onto the same column. Flare Compensation only deals with Glare, and Sunglasses interact with both. Apologies to Corey Hart.|width=50%|float=right}}&lt;br /&gt;
The available options are:&lt;br /&gt;
* {{code|environmental.ultrasound}} &amp;amp;mdash; It does not take into account the 50 meter maximum range of such a system.&lt;br /&gt;
* {{code|environmental.tracer_rounds}}&lt;br /&gt;
* {{code|environmental.smartlink}} &amp;amp;mdash; This is specifically covers the benefit against wind. It doesn&#039;t affect the general Die Pool or Accuracy benefits of a smartlink; those modifiers come from a {{Item|Gear Modification}}.&lt;br /&gt;
* {{code|environmental.low_light_vision}}&lt;br /&gt;
* {{code|environmental.thermographic_vision}}&lt;br /&gt;
* {{code|environmental.image_magnification}} &amp;amp;mdash; This does not take into account needing{{source|sr5|ref=178}} the Take Aim action to leverage image magnification. If the AE is enabled, the adjustment will be applied.&lt;br /&gt;
&lt;br /&gt;
===Change Mode===&lt;br /&gt;
{{Imagebox|fvtt-active-effect-modes.webp|Active Effect Modes|f=11.315|s=0.17.1|float=right}}&lt;br /&gt;
There are a number of different &#039;&#039;&#039;Change Modes&#039;&#039;&#039; available to control how the Active Effect interacts with the Actor&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
====Modify====&lt;br /&gt;
{{Imagebox|sr5-effect-mod-sample.webp|Active Effect using Modify|f=11.315|s=0.17.1|width=350px|float=left}}&lt;br /&gt;
&#039;&#039;&#039;Modify&#039;&#039;&#039; is the &amp;quot;custom&amp;quot; mode for the SR5 system. This mode will either add a modifier to a value or add directly to it if a modifier can&#039;t be applied. Select this mode unless you&#039;ve determined a specific reason one of the other modes is more appropriate.&lt;br /&gt;
&lt;br /&gt;
If the value has a {{Code|.mod}} value, it technically doesn&#039;t matter if a general value as a whole or any of it&#039;s fields are choosen (such as {{Code|.value}}, {{Code|.base}}, {{Code|.mod}} or {{Code|.temp}}). Modify mode will always act on the base node (such as {{Code|system.attributes.willpower}}) &amp;amp;mdash; specifying other fields at the same level as {{Code|.mod}} will be ignored. If the value choosen includes a {{Code|.mod}} field the system will display the effect in the calculation hover tip, where available.&lt;br /&gt;
&lt;br /&gt;
If the value doesn&#039;t include a {{Code|.mod}} node the Modify mode it will fall back to using the Add mode.&lt;br /&gt;
&lt;br /&gt;
====Multiply====&lt;br /&gt;
{{Whitebox|Speed Freaks|float=left|width=400px}}&lt;br /&gt;
Like &#039;&#039;&#039;Add&#039;&#039;&#039; (below), there is very little reason to use &#039;&#039;&#039;Multiply&#039;&#039;&#039;. It does properly function with some value elements like {{Code|.base}}, but there are few places in the game rules where this is desirable. Use with caution, if at all.&lt;br /&gt;
&lt;br /&gt;
====Add====&lt;br /&gt;
{{Imagebox|sr5-effect-add-sample.webp|Active Effect using Add|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
There is no good reason to use the {{Anchor|Add}} mode directly &amp;amp;mdash; anything it can do, &#039;&#039;&#039;Modify&#039;&#039;&#039; can do, and returns more detail back to the user. Using Add over Modify bypasses the system&#039;s logic, and can lead to errors including corrupt sheet appearance.&lt;br /&gt;
&lt;br /&gt;
====Downgrade &amp;amp; Upgrade====&lt;br /&gt;
The &#039;&#039;&#039;Downgrade&#039;&#039;&#039; and &#039;&#039;&#039;Upgrade&#039;&#039;&#039;{{Issue|1058}} modes adjust a value, lowering the targetted value if above the effect value on Downgrade, or the opposite for Upgrade. They do not interact with or override calculated values &amp;amp;mdash; they should only be used with {{Code|.base}} nodes, rather than {{Code|.mod}} or {{Code|.value}}. If the desired element has no {{Code|.base}} node, they may not behave as desired or at all.&lt;br /&gt;
&lt;br /&gt;
====Override====&lt;br /&gt;
{{Imagebox|sr5-effect-over-sample.webp|Active Effect using Override|f=11.315|s=0.17.1|width=350px}}&lt;br /&gt;
The &#039;&#039;&#039;Override&#039;&#039;&#039; mode has been heavily modified from other systems and functions with similar logic to the &#039;&#039;&#039;Modify&#039;&#039;&#039; mode, but the target node must contain a {{Code|.mod}} field.&lt;br /&gt;
&lt;br /&gt;
The Override mode is applied last and will replace any calculated value with the value specified in the Active Effect. It will show in the calculation overview popup, identifying that it is replacing the normally calculated value by showing it crossed out.&lt;br /&gt;
&lt;br /&gt;
Should you define multiple Override effects on the same value, only the last one applied will take effect.&lt;br /&gt;
&amp;lt;!-- Does work with .attribute and .limit, but didn&#039;t before. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Effect Value===&lt;br /&gt;
If {{Here|Apply-To}} is set to {{Code|Modifier}}, this option does not appear.&lt;br /&gt;
&lt;br /&gt;
When using {{Here|Targeted Actor}}, the most commonly used option is {{Code|@data.values.againstNetHits.value}} to pull the number of hits the defender failed by. As of {{Ver|0.22.2}}, all AEs need to use an Opposed Test, even if no test actually applies in order for this value to be generated.&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4233</id>
		<title>Matrix Basics</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4233"/>
		<updated>2025-12-30T00:20:51Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]][[Category:Matrix Workflow|*]]{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}&lt;br /&gt;
__TOC__ Much of a hacker&#039;s interaction with the matrix will start from the {{Tab|Character|Matrix}}. {{Stub:Matrix Tab}}&lt;br /&gt;
==Sub Tabs==&lt;br /&gt;
The left hand column includes four subtabs:&lt;br /&gt;
===Icons===&lt;br /&gt;
{{Whitebox|Matrix Protocols|As of {{ver|0.31.6|s}} there is no support for Matrix Perception, so everything that can be potentially interacted with is shown.|float=right|width=50%}}&lt;br /&gt;
This tab shows all the Actors connected to the same network as the character, or all Actors on the same scene if not connected to a network. It indicates what {{Anchor|Type}} of icon it is, as well as what {{Anchor|Network}} it is connected to. {{#fas:square-chevron-down}}/{{#fas:square-chevron-up}}&lt;br /&gt;
&lt;br /&gt;
===Marked===&lt;br /&gt;
&lt;br /&gt;
===Owned===&lt;br /&gt;
&lt;br /&gt;
===Programs===&lt;br /&gt;
The {{Anchor|Programs}} tab starts with an indication of how many programs the character&#039;s matrix device can load and a {{Code|+ Add}} button to create a new [[Program Item]].&lt;br /&gt;
&lt;br /&gt;
Below that is a list of every Program Item the Actor has. Along with the buttons common to every [[Embedded Item]] and an Equip toggle like the {{Tab|Character|Gear}}, there is a larger {{Button|Load &amp;gt;&amp;gt;}} button. It duplicates{{Issue|1620}} the effects of the Equip toggle, displaying {{Button|Loaded}} when the program is enabled.&lt;br /&gt;
&lt;br /&gt;
The list is sorted alphabetically, with any loaded programs appearing before unloaded programs.&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Category:SR5_v0.31.6&amp;diff=4232</id>
		<title>Category:SR5 v0.31.6</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Category:SR5_v0.31.6&amp;diff=4232"/>
		<updated>2025-12-29T18:24:45Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;{{CategorizeRelease}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategorizeRelease}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4231</id>
		<title>Matrix Basics</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4231"/>
		<updated>2025-12-29T18:24:26Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]][[Category:Matrix Workflow|*]]{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}&lt;br /&gt;
Much of a hacker&#039;s interaction with the matrix will start from the {{Tab|Character|Matrix}}. {{Stub:Matrix Tab}}&lt;br /&gt;
==Sub Tabs==&lt;br /&gt;
The left hand column includes four subtabs:&lt;br /&gt;
===Icons===&lt;br /&gt;
{{Whitebox|Matrix Protocols|As of {{ver|0.31.6|s}} there is no support for Matrix Perception, so everything that can be potentially interacted with is shown.|float=right|width=50%}}&lt;br /&gt;
This tab shows all the Actors connected to the same network as the character, or all Actors on the same scene if not connected to a network. It indicates what {{Anchor|Type}} of icon it is, as well as what {{Anchor|Network}} it is connected to. {{#fas:square-chevron-down}}/{{#fas:square-chevron-up}}&lt;br /&gt;
&lt;br /&gt;
===Marked===&lt;br /&gt;
&lt;br /&gt;
===Owned===&lt;br /&gt;
&lt;br /&gt;
===Programs===&lt;br /&gt;
The {{Anchor|Programs}} tab starts with an indication of how many programs the character&#039;s matrix device can load and a {{Code|+ Add}} button to create a new [[Program Item]].&lt;br /&gt;
&lt;br /&gt;
Below that is a list of every Program Item the Actor has. Along with the buttons common to every [[Embedded Item]] and an Equip toggle like the {{Tab|Character|Gear}}, there is a larger {{Button|Load &amp;gt;&amp;gt;}} button. It duplicates{{Issue|1620}} the effects of the Equip toggle, displaying {{Button|Loaded}} when the program is enabled.&lt;br /&gt;
&lt;br /&gt;
The list is sorted alphabetically, with any loaded programs appearing before unloaded programs.&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4230</id>
		<title>Matrix Basics</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4230"/>
		<updated>2025-12-29T18:24:02Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Sub Tabs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]][[Category:Matrix Workflow|*]]{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}&lt;br /&gt;
Much of a hacker&#039;s interaction with the matrix will start from the {{Tab|Character|Matrix}}. {{Stub:Matrix Tab}}&lt;br /&gt;
==Sub Tabs==&lt;br /&gt;
The left hand column includes four subtabs:&lt;br /&gt;
===Icons===&lt;br /&gt;
{{Whitebox|Matrix Protocols|As of {{ver|0.30.6|s}} there is no support for Matrix Perception, so everything that can be potentially interacted with is shown.|float=right|width=50%}}&lt;br /&gt;
This tab shows all the Actors connected to the same network as the character, or all Actors on the same scene if not connected to a network. It indicates what {{Anchor|Type}} of icon it is, as well as what {{Anchor|Network}} it is connected to. {{#fas:square-chevron-down}}/{{#fas:square-chevron-up}}&lt;br /&gt;
&lt;br /&gt;
===Marked===&lt;br /&gt;
&lt;br /&gt;
===Owned===&lt;br /&gt;
&lt;br /&gt;
===Programs===&lt;br /&gt;
The {{Anchor|Programs}} tab starts with an indication of how many programs the character&#039;s matrix device can load and a {{Code|+ Add}} button to create a new [[Program Item]].&lt;br /&gt;
&lt;br /&gt;
Below that is a list of every Program Item the Actor has. Along with the buttons common to every [[Embedded Item]] and an Equip toggle like the {{Tab|Character|Gear}}, there is a larger {{Button|Load &amp;gt;&amp;gt;}} button. It duplicates{{Issue|1620}} the effects of the Equip toggle, displaying {{Button|Loaded}} when the program is enabled.&lt;br /&gt;
&lt;br /&gt;
The list is sorted alphabetically, with any loaded programs appearing before unloaded programs.&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Network_Manager&amp;diff=4229</id>
		<title>Network Manager</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Network_Manager&amp;diff=4229"/>
		<updated>2025-12-29T18:21:27Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;Category:ContentCategory:Matrix Workflow {{Needs Improvement}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]][[Category:Matrix Workflow]]&lt;br /&gt;
{{Needs Improvement}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4228</id>
		<title>Matrix Basics</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Basics&amp;diff=4228"/>
		<updated>2025-12-29T18:19:06Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]][[Category:Matrix Workflow|*]]{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}&lt;br /&gt;
Much of a hacker&#039;s interaction with the matrix will start from the {{Tab|Character|Matrix}}. {{Stub:Matrix Tab}}&lt;br /&gt;
==Sub Tabs==&lt;br /&gt;
The left hand column includes four subtabs, though Marks will not appear if the character doesn&#039;t have any icons marked.&lt;br /&gt;
===Programs===&lt;br /&gt;
The {{Anchor|Programs}} tab starts with an indication of how many programs the character&#039;s matrix device can load and a {{Code|+ Add}} button to create a new [[Program Item]].&lt;br /&gt;
&lt;br /&gt;
Below that is a list of every Program Item the Actor has. Along with the buttons common to every [[Embedded Item]] and an Equip toggle like the {{Tab|Character|Gear}}, there is a larger {{Button|Load &amp;gt;&amp;gt;}} button. It duplicates{{Issue|1620}} the effects of the Equip toggle, displaying {{Button|Loaded}} when the program is enabled.&lt;br /&gt;
&lt;br /&gt;
The list is sorted alphabetically, with any loaded programs appearing before unloaded programs.&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
{{Whitebox|Matrix Protocols|As of {{ver|0.30.6|s}} there is no support for Matrix Perception, so everything that can be potentially interacted with is shown.|float=right|width=50%}}&lt;br /&gt;
This tab shows all the Actors connected to the same network as the character, or all Actors on the same scene if not connected to a network. It indicates what {{Anchor|Type}} of icon it is, as well as what {{Anchor|Network}} it is connected to. {{#fas:square-chevron-down}}/{{#fas:square-chevron-up}}&lt;br /&gt;
&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Template:FA/Documentation&amp;diff=4227</id>
		<title>Template:FA/Documentation</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Template:FA/Documentation&amp;diff=4227"/>
		<updated>2025-12-28T23:59:37Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;&amp;lt;!-- Classic family icons in available styles (Font Awesome Classic is the default) --&amp;gt; &amp;lt;i class=&amp;quot;fa-solid fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;i class=&amp;quot;fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;i class=&amp;quot;fa-light fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;i class=&amp;quot;fa-thin fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;  &amp;lt;!-- You can also explicitly state the classic family like this --&amp;gt; &amp;lt;i class=&amp;quot;fa-classic fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;  &amp;lt;!-- Font Awesome Duotone family icon --&amp;gt; &amp;lt;i class=&amp;quot;fa-duotone fa-solid fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;i class=&amp;quot;fa-duotone fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;i cla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Classic family icons in available styles (Font Awesome Classic is the default) --&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-solid fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-light fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-thin fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can also explicitly state the classic family like this --&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-classic fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Font Awesome Duotone family icon --&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-duotone fa-solid fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-duotone fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-duotone fa-light fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-duotone fa-thin fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Font Awesome Sharp family icons in available styles --&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp fa-solid fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp fa-light fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp fa-thin fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Font Awesome Sharp Duotone family icon --&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp-duotone fa-solid fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp-duotone fa-regular fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp-duotone fa-light fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-sharp-duotone fa-thin fa-user&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- a Brands icon --&amp;gt;&lt;br /&gt;
&amp;lt;i class=&amp;quot;fa-brands fa-font-awesome&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Template:FA&amp;diff=4226</id>
		<title>Template:FA</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Template:FA&amp;diff=4226"/>
		<updated>2025-12-28T23:59:20Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;{{Documentation}} &amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;!--Replace all ● with nothing.--&amp;gt;&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Documentation}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;!--Replace all ● with nothing.--&amp;gt;&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4225</id>
		<title>Stub:Matrix Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4225"/>
		<updated>2025-12-28T23:57:41Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Matrix Tab&#039;&#039;&#039; is dense with information related to the Actor&#039;s matrix configuration. It is divded into three sections.{{#ifeq:{{PAGENAME}}|Character Actor|They&#039;re described in basic terms here, but see {{Category|Matrix Workflow}}s for more details.}}&lt;br /&gt;
&lt;br /&gt;
The top bar, {{Anchor|Matrix Summary}}, includes the Actor&#039;s active matrix {{Item|Device}}{{Issue|1600}} device from the  {{Tab|Actor|Gear}}, it&#039;s Rating, and the &#039;&#039;&#039;Reboot {{#fas:power-off}}&#039;&#039;&#039; button. The character&#039;s matrix visibility status (which can be clicked to toggle between Displaying Persona or Running Silent) is available in the Favorites bar above the tab.&lt;br /&gt;
&lt;br /&gt;
The left column includes:&lt;br /&gt;
* {{Anchor|Matrix Attributes}}, pulled from the active device&#039;s statistics. If the {{Item|Device}} is configured as a cyberdeck, the attributes can be shuffled around.&lt;br /&gt;
* The character&#039;s {{Anchor|Network Configuration}}, showing the network they&#039;re connected (or &amp;quot;No Network&amp;quot; if none), the [[Network Manager]] (&#039;&#039;&#039;{{#fas:network-wired}}&#039;&#039;&#039;) button if they&#039;re connected to a {{Item|Grid}}, and the logoff button (&#039;&#039;&#039;{{#fas:right-from-bracket}}&#039;&#039;&#039;) if they&#039;re connected to a Grid or {{Item|Host}}.&lt;br /&gt;
* Four subtabs{{Issue|1735}} used in the various Matrix Workflows &amp;amp;mdash; &#039;&#039;&#039;Icons&#039;&#039;&#039;, &#039;&#039;&#039;Marked&#039;&#039;&#039;, &#039;&#039;&#039;Owned&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;fa-solid fa-disk-drive&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&#039;&#039;&#039; for any {{Item|Program}}s{{Issue|1150}} the Actor has.&lt;br /&gt;
&lt;br /&gt;
The right column includes the active matrix device&#039;s {{Anchor|Condition Monitor}}, and a list of available {{Anchor|Matrix Actions}}. If the character is Emerged{{Issue|1598}} (set on the {{Tab|Actor|Misc}}), &#039;&#039;&#039;Matrix Actions&#039;&#039;&#039; becomes a tab{{Issue|1734}}, alongside &#039;&#039;&#039;Complex Forms&#039;&#039;&#039; and &#039;&#039;&#039;Compilations&#039;&#039;&#039;, and is home to any {{Item|Complex Form}}s and {{Item|Compile|s}} the character has.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix-icons-annotated.webp|Character Actor Sheet Matrix Tab|s=0.31.5|f=13.351|float=none|width=900px|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix.webp|Character Actor Sheet Matrix Tab for Mundanes|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-techno.webp|Character Actor Sheet Matrix Tab for Emerged|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4224</id>
		<title>Stub:Matrix Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4224"/>
		<updated>2025-12-28T23:57:17Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Matrix Tab&#039;&#039;&#039; is dense with information related to the Actor&#039;s matrix configuration. It is divded into three sections.{{#ifeq:{{PAGENAME}}|Character Actor|They&#039;re described in basic terms here, but see {{Category|Matrix Workflow}}s for more details.}}&lt;br /&gt;
&lt;br /&gt;
The top bar, {{Anchor|Matrix Summary}}, includes the Actor&#039;s active matrix {{Item|Device}}{{Issue|1600}} device from the  {{Tab|Actor|Gear}}, it&#039;s Rating, and the &#039;&#039;&#039;Reboot {{#fas:power-off}}&#039;&#039;&#039; button. The character&#039;s matrix visibility status (which can be clicked to toggle between Displaying Persona or Running Silent) is available in the Favorites bar above the tab.&lt;br /&gt;
&lt;br /&gt;
The left column includes:&lt;br /&gt;
* {{Anchor|Matrix Attributes}}, pulled from the active device&#039;s statistics. If the {{Item|Device}} is configured as a cyberdeck, the attributes can be shuffled around.&lt;br /&gt;
* The character&#039;s {{Anchor|Network Configuration}}, showing the network they&#039;re connected (or &amp;quot;No Network&amp;quot; if none), the [[Network Manager]] (&#039;&#039;&#039;{{#fas:network-wired}}&#039;&#039;&#039;) button if they&#039;re connected to a {{Item|Grid}}, and the logoff button (&#039;&#039;&#039;{{#fas:right-from-bracket}}&#039;&#039;&#039;) if they&#039;re connected to a Grid or {{Item|Host}}.&lt;br /&gt;
* Four subtabs{{Issue|1735}} used in the various Matrix Workflows &amp;amp;mdash; &#039;&#039;&#039;Icons&#039;&#039;&#039;, &#039;&#039;&#039;Marked&#039;&#039;&#039;, &#039;&#039;&#039;Owned&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;fa-disk-drive&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&#039;&#039;&#039; for any {{Item|Program}}s{{Issue|1150}} the Actor has.&lt;br /&gt;
&lt;br /&gt;
The right column includes the active matrix device&#039;s {{Anchor|Condition Monitor}}, and a list of available {{Anchor|Matrix Actions}}. If the character is Emerged{{Issue|1598}} (set on the {{Tab|Actor|Misc}}), &#039;&#039;&#039;Matrix Actions&#039;&#039;&#039; becomes a tab{{Issue|1734}}, alongside &#039;&#039;&#039;Complex Forms&#039;&#039;&#039; and &#039;&#039;&#039;Compilations&#039;&#039;&#039;, and is home to any {{Item|Complex Form}}s and {{Item|Compile|s}} the character has.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix-icons-annotated.webp|Character Actor Sheet Matrix Tab|s=0.31.5|f=13.351|float=none|width=900px|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix.webp|Character Actor Sheet Matrix Tab for Mundanes|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-techno.webp|Character Actor Sheet Matrix Tab for Emerged|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4223</id>
		<title>Stub:Matrix Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4223"/>
		<updated>2025-12-28T23:56:46Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Matrix Tab&#039;&#039;&#039; is dense with information related to the Actor&#039;s matrix configuration. It is divded into three sections.{{#ifeq:{{PAGENAME}}|Character Actor|They&#039;re described in basic terms here, but see {{Category|Matrix Workflow}}s for more details.}}&lt;br /&gt;
&lt;br /&gt;
The top bar, {{Anchor|Matrix Summary}}, includes the Actor&#039;s active matrix {{Item|Device}}{{Issue|1600}} device from the  {{Tab|Actor|Gear}}, it&#039;s Rating, and the &#039;&#039;&#039;Reboot {{#fas:power-off}}&#039;&#039;&#039; button. The character&#039;s matrix visibility status (which can be clicked to toggle between Displaying Persona or Running Silent) is available in the Favorites bar above the tab.&lt;br /&gt;
&lt;br /&gt;
The left column includes:&lt;br /&gt;
* {{Anchor|Matrix Attributes}}, pulled from the active device&#039;s statistics. If the {{Item|Device}} is configured as a cyberdeck, the attributes can be shuffled around.&lt;br /&gt;
* The character&#039;s {{Anchor|Network Configuration}}, showing the network they&#039;re connected (or &amp;quot;No Network&amp;quot; if none), the [[Network Manager]] (&#039;&#039;&#039;{{#fas:network-wired}}&#039;&#039;&#039;) button if they&#039;re connected to a {{Item|Grid}}, and the logoff button (&#039;&#039;&#039;{{#fas:right-from-bracket}}&#039;&#039;&#039;) if they&#039;re connected to a Grid or {{Item|Host}}.&lt;br /&gt;
* Four subtabs{{Issue|1735}} used in the various Matrix Workflows &amp;amp;mdash; &#039;&#039;&#039;Icons&#039;&#039;&#039;, &#039;&#039;&#039;Marked&#039;&#039;&#039;, &#039;&#039;&#039;Owned&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;span class=&amp;quot;fa-disk-drive&amp;quot; /&amp;gt;&#039;&#039;&#039; for any {{Item|Program}}s{{Issue|1150}} the Actor has.&lt;br /&gt;
&lt;br /&gt;
The right column includes the active matrix device&#039;s {{Anchor|Condition Monitor}}, and a list of available {{Anchor|Matrix Actions}}. If the character is Emerged{{Issue|1598}} (set on the {{Tab|Actor|Misc}}), &#039;&#039;&#039;Matrix Actions&#039;&#039;&#039; becomes a tab{{Issue|1734}}, alongside &#039;&#039;&#039;Complex Forms&#039;&#039;&#039; and &#039;&#039;&#039;Compilations&#039;&#039;&#039;, and is home to any {{Item|Complex Form}}s and {{Item|Compile|s}} the character has.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix-icons-annotated.webp|Character Actor Sheet Matrix Tab|s=0.31.5|f=13.351|float=none|width=900px|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix.webp|Character Actor Sheet Matrix Tab for Mundanes|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-techno.webp|Character Actor Sheet Matrix Tab for Emerged|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=MediaWiki:Common.js&amp;diff=4222</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=MediaWiki:Common.js&amp;diff=4222"/>
		<updated>2025-12-28T23:53:07Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;/* Any JavaScript here will be loaded for all users on every page load. */   mw.loader.load(&amp;#039;https://kit.fontawesome.com/a1dba9b519.js&amp;#039;);&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Any JavaScript here will be loaded for all users on every page load. */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
mw.loader.load(&#039;https://kit.fontawesome.com/a1dba9b519.js&#039;);&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4221</id>
		<title>Stub:Matrix Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4221"/>
		<updated>2025-12-28T18:56:07Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Matrix Tab&#039;&#039;&#039; is dense with information related to the Actor&#039;s matrix configuration. It is divded into three sections.{{#ifeq:{{PAGENAME}}|Character Actor|They&#039;re described in basic terms here, but see {{Category|Matrix Workflow}}s for more details.}}&lt;br /&gt;
&lt;br /&gt;
The top bar, {{Anchor|Matrix Summary}}, includes the Actor&#039;s active matrix {{Item|Device}}{{Issue|1600}} device from the  {{Tab|Actor|Gear}}, it&#039;s Rating, and the &#039;&#039;&#039;Reboot {{#fas:power-off}}&#039;&#039;&#039; button. The character&#039;s matrix visibility status (which can be clicked to toggle between Displaying Persona or Running Silent) is available in the Favorites bar above the tab.&lt;br /&gt;
&lt;br /&gt;
The left column includes:&lt;br /&gt;
* {{Anchor|Matrix Attributes}}, pulled from the active device&#039;s statistics. If the {{Item|Device}} is configured as a cyberdeck, the attributes can be shuffled around.&lt;br /&gt;
* The character&#039;s {{Anchor|Network Configuration}}, showing the network they&#039;re connected (or &amp;quot;No Network&amp;quot; if none), the [[Network Manager]] (&#039;&#039;&#039;{{#fas:network-wired}}&#039;&#039;&#039;) button if they&#039;re connected to a {{Item|Grid}}, and the logoff button (&#039;&#039;&#039;{{#fas:right-from-bracket}}&#039;&#039;&#039;) if they&#039;re connected to a Grid or {{Item|Host}}.&lt;br /&gt;
* Four subtabs{{Issue|1735}} used in the various Matrix Workflows &amp;amp;mdash; &#039;&#039;&#039;Icons&#039;&#039;&#039;, &#039;&#039;&#039;Marked&#039;&#039;&#039;, &#039;&#039;&#039;Owned&#039;&#039;&#039;, and &#039;&#039;&#039;{{#fas:disk-drive}}&#039;&#039;&#039; for any {{Item|Program}}s{{Issue|1150}} the Actor has.&lt;br /&gt;
&lt;br /&gt;
The right column includes the active matrix device&#039;s {{Anchor|Condition Monitor}}, and a list of available {{Anchor|Matrix Actions}}. If the character is Emerged{{Issue|1598}} (set on the {{Tab|Actor|Misc}}), &#039;&#039;&#039;Matrix Actions&#039;&#039;&#039; becomes a tab{{Issue|1734}}, alongside &#039;&#039;&#039;Complex Forms&#039;&#039;&#039; and &#039;&#039;&#039;Compilations&#039;&#039;&#039;, and is home to any {{Item|Complex Form}}s and {{Item|Compile|s}} the character has.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix-icons-annotated.webp|Character Actor Sheet Matrix Tab|s=0.31.5|f=13.351|float=none|width=900px|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix.webp|Character Actor Sheet Matrix Tab for Mundanes|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-techno.webp|Character Actor Sheet Matrix Tab for Emerged|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4220</id>
		<title>Stub:Matrix Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4220"/>
		<updated>2025-12-28T18:55:17Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Matrix Tab&#039;&#039;&#039; is dense with information related to the Actor&#039;s matrix configuration. It is divded into three sections.{{#ifeq:{{PAGENAME}}|Character Actor|They&#039;re described in basic terms here, but see {{Category|Matrix Workflow}}s for more details.}}&lt;br /&gt;
&lt;br /&gt;
The top bar, {{Anchor|Matrix Summary}}, includes the Actor&#039;s active matrix {{Item|Device}}{{Issue|1600}} device from the  {{Tab|Actor|Gear}}, it&#039;s Rating, and the &#039;&#039;&#039;Reboot {{#fas:power-off}}&#039;&#039;&#039; button. The character&#039;s matrix visibility status (which can be clicked to toggle between Displaying Persona or Running Silent) is available in the Favorites bar above the tab.&lt;br /&gt;
&lt;br /&gt;
The left column includes:&lt;br /&gt;
* {{Anchor|Matrix Attributes}}, pulled from the active device&#039;s statistics. If the {{Item|Device}} is configured as a cyberdeck, the attributes can be shuffled around.&lt;br /&gt;
* The character&#039;s {{Anchor|Network Configuration}}, showing the network they&#039;re connected (or &amp;quot;No Network&amp;quot; if none), the [[Network Manager]] (&#039;&#039;&#039;{{#fas:network-wired}}&#039;&#039;&#039;) button if they&#039;re connected to a {{Item|Grid}}, and the logoff button (&#039;&#039;&#039;{{#fas:right-from-bracket}}&#039;&#039;&#039;) if they&#039;re connected to a Grid or {{Item|Host}}.&lt;br /&gt;
* Four subtabs{{Issue|1735}} used in the various Matrix Workflows &amp;amp;mdash; &#039;&#039;&#039;Icons&#039;&#039;&#039;, &#039;&#039;&#039;Marked&#039;&#039;&#039;, &#039;&#039;&#039;Owned&#039;&#039;&#039;, and &#039;&#039;&#039;{{#fas:disk-drive}}&#039;&#039;&#039; for any {{Item|Program}}s{{Issue|1150}} the Actor has.&lt;br /&gt;
&lt;br /&gt;
The right column includes the active matrix device&#039;s {{Anchor|Condition Monitor}}, and a list of available {{Anchor|Matrix Actions}}. If the character is Emerged{{Issue|1598}} (set on the {{Tab|Actor|Misc}}), &#039;&#039;&#039;Matrix Actions&#039;&#039;&#039; becomes a tab, alongside &#039;&#039;&#039;Complex Forms&#039;&#039;&#039; and &#039;&#039;&#039;Compilations&#039;&#039;&#039;, and is home to any {{Item|Complex Form}}s and {{Item|Compile|s}} the character has.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix-icons-annotated.webp|Character Actor Sheet Matrix Tab|s=0.31.5|f=13.351|float=none|width=900px|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix.webp|Character Actor Sheet Matrix Tab for Mundanes|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-techno.webp|Character Actor Sheet Matrix Tab for Emerged|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Category:SR5_v0.31.5&amp;diff=4219</id>
		<title>Category:SR5 v0.31.5</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Category:SR5_v0.31.5&amp;diff=4219"/>
		<updated>2025-12-28T17:56:28Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;{{CategorizeRelease}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategorizeRelease}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-actor-matrix-icons-annotated.webp&amp;diff=4218</id>
		<title>File:Sr5-actor-matrix-icons-annotated.webp</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-actor-matrix-icons-annotated.webp&amp;diff=4218"/>
		<updated>2025-12-28T17:56:16Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Image]] [[Category:Workflow]] [[Category:SR5 v0.31.5]] [[Category:FVTT v13.351]]&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-actor-matrix-icons-annotated.webp&amp;diff=4217</id>
		<title>File:Sr5-actor-matrix-icons-annotated.webp</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-actor-matrix-icons-annotated.webp&amp;diff=4217"/>
		<updated>2025-12-28T17:55:50Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Mr. Johnson uploaded a new version of File:Sr5-actor-matrix-icons-annotated.webp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Image]] [[Category:Workflow]] [[Category:SR5 v0.30.5]] [[Category:FVTT v13.348]]&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4216</id>
		<title>Stub:Matrix Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Matrix_Tab&amp;diff=4216"/>
		<updated>2025-12-28T17:54:52Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Matrix Tab&#039;&#039;&#039; is dense with information related to the Actor&#039;s matrix configuration. It is divded into three sections.{{#ifeq:{{PAGENAME}}|Character Actor|They&#039;re described in basic terms here, but see {{Category|Matrix Workflow}}s for more details.}}&lt;br /&gt;
&lt;br /&gt;
The top bar, {{Anchor|Matrix Summary}}, includes the Actor&#039;s active matrix {{Item|Device}}{{Issue|1600}} device from the  {{Tab|Actor|Gear}}, it&#039;s Rating, it&#039;s matrix visibility status (which can be clicked to toggle between Displaying Persona or Running Silent), and the &#039;&#039;&#039;Reboot {{#fas:power-off}}&#039;&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
The left column includes:&lt;br /&gt;
* {{Anchor|Matrix Attributes}}, pulled from the active device&#039;s statistics. If the Device is configured as a cyberdeck, the attributes can be shuffled around.&lt;br /&gt;
* The character&#039;s {{Anchor|Network Configuration}}, showing the network they&#039;re connected (which is also a button to select an available {{Item|Grid}} or {{Item|Host}}) and the &#039;&#039;&#039;Mark Network {{#fas:network-wired}}&#039;&#039;&#039; button.&lt;br /&gt;
* Three subtabs used in the various Matrix Workflows &amp;amp;mdash; &#039;&#039;&#039;Programs&#039;&#039;&#039;, &#039;&#039;&#039;Icons&#039;&#039;&#039;, and &#039;&#039;&#039;Owner&#039;&#039;&#039;. The Programs tab is where any [[Program Item]]s the Actor has will appear.&lt;br /&gt;
&lt;br /&gt;
The right column includes the active matrix device&#039;s {{Anchor|Condition Monitor}}, and a list of available {{Anchor|Matrix Actions}}. If the character is Emerged{{Issue|1598}} (set on the {{Tab|Actor|Misc}}), &#039;&#039;&#039;Matrix Actions&#039;&#039;&#039; becomes a tab, alongside &#039;&#039;&#039;Complex Forms&#039;&#039;&#039; and &#039;&#039;&#039;Compilations&#039;&#039;&#039;, and is home to any [[Complex Form Item]]s and sprite-configured [[Summon/Compile Item]]s the character has.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix-icons-annotated.webp|Character Actor Sheet Matrix Tab|s=0.31.5|f=13.351|float=none|width=900px|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-matrix.webp|Character Actor Sheet Matrix Tab for Mundanes|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;{{Imagebox|sr5-actor-techno.webp|Character Actor Sheet Matrix Tab for Emerged|s=0.30.1|f=13.348|float=none|clear=unset}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Template:Imagebox&amp;diff=4215</id>
		<title>Template:Imagebox</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Template:Imagebox&amp;diff=4215"/>
		<updated>2025-12-28T15:07:24Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Documentation}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;{{{2|{{{1|}}}}}}&amp;quot; class=&amp;quot;black-back float-box-{{{float|right}}}&amp;quot; style=&amp;quot;border-radius: 2px; border: 2px solid var(--yellow); box-shadow: 0px 0px 6px 2px var(--yel); clear: {{{clear|{{{float|}}}}}}; width: {{{width|400px}}}; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boxed-img&amp;quot;&amp;gt;[[File:{{{1}}}|{{{width|400px}}}|frameless]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: var(--gre); margin: 0px 10px 5px; font-size: smaller;&amp;quot;&amp;gt;{{{2|{{{1|}}}}}} (SR5 v{{{s|{{Required|s|Template:Imagebox}}}}}, FVTT v{{{f|{{Required|f|Template:Imagebox}}}}})&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#ifeq:{{NAMESPACENUMBER}}|0|[[Category: SR5 v{{{s}}}]][[Category:FVTT v{{{f}}}]]}}&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Template:Imagebox&amp;diff=4214</id>
		<title>Template:Imagebox</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Template:Imagebox&amp;diff=4214"/>
		<updated>2025-12-28T15:05:54Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Documentation}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;{{{2|{{{1|}}}}}}&amp;quot; class=&amp;quot;black-back float-box-{{{float|right}}}&amp;quot; style=&amp;quot;border-radius: 2px; border: 2px solid var(--yellow); box-shadow: 0px 0px 6px 2px var(--yel); clear: {{{clear|{{{float|}}}}}}; width: {{{width|400px}}};&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boxed-img&amp;quot;&amp;gt;[[File:{{{1}}}|{{{width|400px}}}|frameless]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: var(--gre); margin: 0px 10px 5px; font-size: smaller;&amp;quot;&amp;gt;{{{2|{{{1|}}}}}} (SR5 v{{{s|{{Required|s|Template:Imagebox}}}}}, FVTT v{{{f|{{Required|f|Template:Imagebox}}}}})&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#ifeq:{{NAMESPACENUMBER}}|0|[[Category: SR5 v{{{s}}}]][[Category:FVTT v{{{f}}}]]}}&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=MediaWiki:Cosmos.css&amp;diff=4213</id>
		<title>MediaWiki:Cosmos.css</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=MediaWiki:Cosmos.css&amp;diff=4213"/>
		<updated>2025-12-28T15:00:58Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the Cosmos skin */&lt;br /&gt;
:root {&lt;br /&gt;
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.black-back {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/d/d2/Theme-bg-dark.webp&amp;quot;);&lt;br /&gt;
  background-color: black;&lt;br /&gt;
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&lt;br /&gt;
.black-back a {&lt;br /&gt;
  color: var(--yel) !important;&lt;br /&gt;
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&lt;br /&gt;
div.float-box-right { &lt;br /&gt;
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&lt;br /&gt;
.whitebox-1e {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/4/45/Whitebox-1e.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 1;&lt;br /&gt;
  grid-column-start: 6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-1f {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/e/e3/Whitebox-1f.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 1;&lt;br /&gt;
  grid-column-start: 7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-2a {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/9/96/Whitebox-2a.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 2;&lt;br /&gt;
  grid-column-start: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-2b {&lt;br /&gt;
  background-color: white;&lt;br /&gt;
  grid-row-start: 2;&lt;br /&gt;
  grid-column-start: 2;&lt;br /&gt;
  grid-column-end: 7;&lt;br /&gt;
  grid-row-end: 4;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-2c {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/1/1f/Whitebox-2c.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 2;&lt;br /&gt;
  grid-column-start: 7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-3a {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/c/c2/Whitebox-3a.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 3;&lt;br /&gt;
  grid-column-start: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-3b {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/9/92/Whitebox-3b.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-3c {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/0/09/Whitebox-3c.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 3;&lt;br /&gt;
  grid-column-start: 7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-4a {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/f/f1/Whitebox-4a.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 4;&lt;br /&gt;
  grid-column-start: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-4b {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/0/02/Whitebox-4b.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 4;&lt;br /&gt;
  grid-column-start: 2;&lt;br /&gt;
  grid-column-end: 7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.whitebox-4c {&lt;br /&gt;
  background-image: url(&amp;quot;http://sr5-foundryvtt.privateworks.com/images/8/82/Whitebox-4c.webp&amp;quot;);&lt;br /&gt;
  grid-row-start: 4;&lt;br /&gt;
  grid-column-start: 7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellowpages {&lt;br /&gt;
  font-size: larger;&lt;br /&gt;
  font-weight: bolder;&lt;br /&gt;
  color: var(--yel) !important;&lt;br /&gt;
  text-transform: uppercase;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.sr5-grey {&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  white-space: nowrap;&lt;br /&gt;
  color: white;&lt;br /&gt;
  background-color: var(--dkg);&lt;br /&gt;
  padding: 4px 20px;&lt;br /&gt;
  border: thin white solid;&lt;br /&gt;
  border-radius: 0.3em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.sr5-red {&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  white-space: nowrap;&lt;br /&gt;
  color: white;&lt;br /&gt;
  background-color: var(--red);&lt;br /&gt;
  padding: 4px 20px;&lt;br /&gt;
  border: thin white solid;&lt;br /&gt;
  border-radius: 0.3em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4212</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4212"/>
		<updated>2025-12-28T14:59:15Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
{{Stub:Item Header}}&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates whether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from an {{Tab|Actor|Matrix}}.&lt;br /&gt;
{{Clear|both}}&lt;br /&gt;
&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-details.webp|Host Item Details Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
{{Clear|both}}&lt;br /&gt;
==Network Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-network.webp|Host Item Network Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Clear|both}}&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4211</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4211"/>
		<updated>2025-12-28T14:58:41Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Description Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
{{Stub:Item Header}}&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates whether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from an {{Tab|Actor|Matrix}}.&lt;br /&gt;
{{Clear|both}}&lt;br /&gt;
&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-details.webp|Host Item Details Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Network Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-network.webp|Host Item Network Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-item-host-details.webp&amp;diff=4210</id>
		<title>File:Sr5-item-host-details.webp</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-item-host-details.webp&amp;diff=4210"/>
		<updated>2025-12-03T03:51:42Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Category:File Category:Image Category:Item Category:SR5 v0.31.2 Category:FVTT v13.351&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:File]] [[Category:Image]] [[Category:Item]] [[Category:SR5 v0.31.2]] [[Category:FVTT v13.351]]&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-item-host-network.webp&amp;diff=4209</id>
		<title>File:Sr5-item-host-network.webp</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-item-host-network.webp&amp;diff=4209"/>
		<updated>2025-12-03T03:46:39Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Category:File Category:Image Category:Item Category:SR5 v0.31.2 Category:FVTT v13.351&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:File]] [[Category:Image]] [[Category:Item]] [[Category:SR5 v0.31.2]] [[Category:FVTT v13.351]]&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4208</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4208"/>
		<updated>2025-12-03T03:45:02Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
{{Stub:Item Header}}&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates whether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from an {{Tab|Actor|Matrix}}.&lt;br /&gt;
&lt;br /&gt;
==Details Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-details.webp|Host Item Details Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
The &#039;&#039;&#039;Details Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Network Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-network.webp|Host Item Network Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4207</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4207"/>
		<updated>2025-12-03T03:37:18Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
{{Stub:Item Header}}&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates whether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from an {{Tab|Actor|Matrix}}.&lt;br /&gt;
&lt;br /&gt;
==Host Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-host.png|Host Item Host Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Host Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Marks Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-marks.png|Host Item Marks Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Marks Tab&#039;&#039;&#039; has no use as of {{ver|0.17.0}}. It will be used to track which icons the host has marks on in a future version.&lt;br /&gt;
&lt;br /&gt;
==WAN Tab==&lt;br /&gt;
{{Stub:WAN Tab}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Item_Header&amp;diff=4206</id>
		<title>Stub:Item Header</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Item_Header&amp;diff=4206"/>
		<updated>2025-12-03T02:53:35Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;__TOC__&lt;br /&gt;
Every {{Category|Item}} sheet has a few common elements. They are read-only until the sheet is put into Edit mode with the toggle in the upper left. With the sheet in Edit mode:&lt;br /&gt;
* Change the Item&#039;s icon by clicking on the image in the upper left corner.&lt;br /&gt;
* Enter the Item&#039;s name to the right of that image.&lt;br /&gt;
* The rightmost side shows what type of Item you&#039;re interacting with.&lt;br /&gt;
* Below the Item&#039;s name is a source reference field. It can work with [[PDF Pager]] references, a URL, or Document UUIDs (via-drag-and-drop) and will display the appropriate icon &amp;amp;mdash; {{#fas:file-pdf}} (PDF), {{#fas:link}} (URL), or {{#fas:file}} (UUID).&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4205</id>
		<title>Stub:Description Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4205"/>
		<updated>2025-12-03T02:53:29Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Description Tab&#039;&#039;&#039; is common to all {{Category|Item}} sheets. When the sheet is in Edit mode, it shows Foundry&#039;s standard ProseMirror editing tools, the same ones available when editing [https://foundryvtt.com/article/journal/ Journals]. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay notes.&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4204</id>
		<title>Stub:Description Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4204"/>
		<updated>2025-12-03T02:53:08Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;__TOC__&lt;br /&gt;
The &#039;&#039;&#039;Description Tab&#039;&#039;&#039; is common to all {{Category|Item}} sheets. When the sheet is in Edit mode, it shows Foundry&#039;s standard ProseMirror editing tools, the same ones available when editing [https://foundryvtt.com/article/journal/ Journals]. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay notes.&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4203</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4203"/>
		<updated>2025-12-03T02:52:50Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
{{Stub:Item Header}}&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates wether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from an {{Tab|Actor|Matrix}}.&lt;br /&gt;
&lt;br /&gt;
==Host Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-host.png|Host Item Host Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Host Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Marks Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-marks.png|Host Item Marks Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Marks Tab&#039;&#039;&#039; has no use as of {{ver|0.17.0}}. It will be used to track which icons the host has marks on in a future version.&lt;br /&gt;
&lt;br /&gt;
==WAN Tab==&lt;br /&gt;
{{Stub:WAN Tab}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4202</id>
		<title>Stub:Description Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4202"/>
		<updated>2025-12-03T02:52:20Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Description Tab&#039;&#039;&#039; is common to all {{Category|Item}} sheets. When the sheet is in Edit mode, it shows Foundry&#039;s standard ProseMirror editing tools, the same ones available when editing [https://foundryvtt.com/article/journal/ Journals]. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay notes.&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Item_Sheet_Basics&amp;diff=4201</id>
		<title>Item Sheet Basics</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Item_Sheet_Basics&amp;diff=4201"/>
		<updated>2025-12-03T02:52:08Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* General Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Item|*]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
In Foundry, [https://foundryvtt.com/article/items/ Items] are &amp;quot;objects that have their own statistics and information and can then be associated with or used by actors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The system supports a variety of different {{Category|Item}} types &amp;amp;mdash; {{Item|Action}}s, {{Item|Adept Power}}s, {{Item|Ammunition}}, {{Item|Armor}}, {{Item|Bioware}}, {{Item|Complex Form}}s, {{Item|Contact}}s, {{Item|Critter Power}}s, {{Item|Cyberware}}, {{Item|Device}}s, {{Item|Echo|s}}, {{Item|Equipment}}, {{Item|Gear Modification}}s, {{Item|Grid}}s, {{Item|Host}}s, {{Item|Lifestyle}}s, {{Item|Metamagic}}s, {{Item|Program}}s, {{Item|Quality|s}}, {{Item|Ritual}}s, {{Item|SIN}}s, {{Item|Spell}}s, {{Item|Sprite Power}}s, {{Item|Summon/Compile|s}}, and {{Item|Weapon}}s.&lt;br /&gt;
&lt;br /&gt;
==General Layout==&lt;br /&gt;
{{Stub:Item Header}}&lt;br /&gt;
* Most Item types have a Description tab, which includes a text entry box and may have a number of specific data fields (depending on Item type).&lt;br /&gt;
* Most Item types have an Effects tab, for including [[Active Effect]]s.&lt;br /&gt;
&lt;br /&gt;
==Foundry Permissions==&lt;br /&gt;
Access to Items in the Foundry sidebar is controlled by the same ownership levels as an Actor, but they mostly control visibility in the sidebar. Once an item is added to an Actor sheet, anybody with owner-level permissions also has owner-level permissions on any Items added to the actor.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Items do not link back to the sidebar (neither the Items director nor a compendium). Dragging an Item to an Actor will create a &#039;&#039;copy&#039;&#039; of the Item.&lt;br /&gt;
* {{code|None}} hides the item in the sidebar.&lt;br /&gt;
* {{code|Limited}} &amp;amp; {{code|Observer}} are functionally the same; the item will appear in the sidebar. A user with either of these permission levels can&#039;t change the Item, but they can drag it to an Actor sheet they&#039;re Owner of and will become Owner of the new copy.&lt;br /&gt;
* {{code|Owner}} will appear in and can be modified from the sidebar. GM users always count as Owner for everything.&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Item_Header&amp;diff=4200</id>
		<title>Stub:Item Header</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Item_Header&amp;diff=4200"/>
		<updated>2025-12-03T02:51:41Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Every {{Category|Item}} sheet has a few common elements. They are read-only until the sheet is put into Edit mode with the toggle in the upper left. With the sheet in Edit mode:&lt;br /&gt;
* Change the Item&#039;s icon by clicking on the image in the upper left corner.&lt;br /&gt;
* Enter the Item&#039;s name to the right of that image.&lt;br /&gt;
* The rightmost side shows what type of Item you&#039;re interacting with.&lt;br /&gt;
* Below the Item&#039;s name is a source reference field. It can work with [[PDF Pager]] references, a URL, or Document UUIDs (via-drag-and-drop) and will display the appropriate icon &amp;amp;mdash; {{#fas:file-pdf}} (PDF), {{#fas:link}} (URL), or {{#fas:file}} (UUID).&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Item_Header&amp;diff=4199</id>
		<title>Stub:Item Header</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Item_Header&amp;diff=4199"/>
		<updated>2025-12-03T02:51:33Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt; Every {{Category|Item}}} sheet has a few common elements. They are read-only until the sheet is put into Edit mode with the toggle in the upper left. With the sheet in Edit mode: * Change the Item&amp;#039;s icon by clicking on the image in the upper left corner. * Enter the Item&amp;#039;s name to the right of that image. * The rightmost side shows what type of Item you&amp;#039;re interacting with. * Below the Item&amp;#039;s name is a source reference field. It can work w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Every {{Category|Item}}} sheet has a few common elements. They are read-only until the sheet is put into Edit mode with the toggle in the upper left. With the sheet in Edit mode:&lt;br /&gt;
* Change the Item&#039;s icon by clicking on the image in the upper left corner.&lt;br /&gt;
* Enter the Item&#039;s name to the right of that image.&lt;br /&gt;
* The rightmost side shows what type of Item you&#039;re interacting with.&lt;br /&gt;
* Below the Item&#039;s name is a source reference field. It can work with [[PDF Pager]] references, a URL, or Document UUIDs (via-drag-and-drop) and will display the appropriate icon &amp;amp;mdash; {{#fas:file-pdf}} (PDF), {{#fas:link}} (URL), or {{#fas:file}} (UUID).&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4198</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4198"/>
		<updated>2025-12-03T02:37:17Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Description Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates wether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from an {{Tab|Actor|Matrix}}.&lt;br /&gt;
&lt;br /&gt;
==Host Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-host.png|Host Item Host Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Host Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Marks Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-marks.png|Host Item Marks Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Marks Tab&#039;&#039;&#039; has no use as of {{ver|0.17.0}}. It will be used to track which icons the host has marks on in a future version.&lt;br /&gt;
&lt;br /&gt;
==WAN Tab==&lt;br /&gt;
{{Stub:WAN Tab}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4197</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4197"/>
		<updated>2025-12-03T02:36:34Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: /* Description Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Rtg}} is the host&#039;s Rating, used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
* {{Anchor|Visible}} indicates wether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from {{Tab|Actor|Matrix}}.&lt;br /&gt;
&lt;br /&gt;
==Host Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-host.png|Host Item Host Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Host Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Marks Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-marks.png|Host Item Marks Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Marks Tab&#039;&#039;&#039; has no use as of {{ver|0.17.0}}. It will be used to track which icons the host has marks on in a future version.&lt;br /&gt;
&lt;br /&gt;
==WAN Tab==&lt;br /&gt;
{{Stub:WAN Tab}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4196</id>
		<title>Stub:Description Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Description_Tab&amp;diff=4196"/>
		<updated>2025-12-03T02:35:42Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;__NOTOC__&lt;br /&gt;
The &#039;&#039;&#039;Description Tab&#039;&#039;&#039; is common to all {{Category|Item}} sheets. When the sheet is in Edit mode, it shows Foundry&#039;s standard ProseMirror editing tools, the same ones available when editing [https://foundryvtt.com/article/journal/ Journals]. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay notes.&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Category:FVTT_v13.351&amp;diff=4195</id>
		<title>Category:FVTT v13.351</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Category:FVTT_v13.351&amp;diff=4195"/>
		<updated>2025-12-03T02:23:48Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;{{CategorizeRelease}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategorizeRelease}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Category:SR5_v0.31.2&amp;diff=4194</id>
		<title>Category:SR5 v0.31.2</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Category:SR5_v0.31.2&amp;diff=4194"/>
		<updated>2025-12-03T02:22:17Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Created page with &amp;quot;{{CategorizeRelease}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategorizeRelease}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-item-host-desc.webp&amp;diff=4193</id>
		<title>File:Sr5-item-host-desc.webp</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Sr5-item-host-desc.webp&amp;diff=4193"/>
		<updated>2025-12-03T02:21:20Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: Category:File Category:Image Category:Item Category:SR5 v0.31.2 Category:FVTT v13.351&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:File]] [[Category:Image]] [[Category:Item]] [[Category:SR5 v0.31.2]] [[Category:FVTT v13.351]]&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4192</id>
		<title>Host Item</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Host_Item&amp;diff=4192"/>
		<updated>2025-12-03T02:19:35Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|Matrix functionality was significantly changed in {{ver|0.30.0|s}}. This section is currently incomplete and does not accurately reflect the current state of the system.}}[[Category:Item]]&lt;br /&gt;
==Description Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-desc.webp|Host Item Description Tab|s=0.31.2|f=13.351}}&lt;br /&gt;
{{Stub:Description Tab}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Host Item&#039;&#039;&#039; sheet includes fields to record additional information:&lt;br /&gt;
* {{Anchor|Visible}} indicates wether the grid shows up in the &#039;&#039;&#039;Mark&amp;amp;nbsp;Network&amp;amp;nbsp;{{#fas:network-wired}}&#039;&#039;&#039; dialog available from {{Tab|Actor|Matrix}}.&lt;br /&gt;
* {{Anchor|Rating}} is used to calculate the available options for the Host&#039;s array, on the &#039;&#039;&#039;Host Tab&#039;&#039;&#039;.&lt;br /&gt;
==Host Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-host.png|Host Item Host Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Host Tab&#039;&#039;&#039; includes for selectors to control the ASDF array of the host. It uses the standard setup in {{source|sr5|247}}.&lt;br /&gt;
&lt;br /&gt;
==Marks Tab==&lt;br /&gt;
{{Imagebox|sr5-item-host-marks.png|Host Item Marks Tab|s=0.17.0|f=11.315}}&lt;br /&gt;
The &#039;&#039;&#039;Marks Tab&#039;&#039;&#039; has no use as of {{ver|0.17.0}}. It will be used to track which icons the host has marks on in a future version.&lt;br /&gt;
&lt;br /&gt;
==WAN Tab==&lt;br /&gt;
{{Stub:WAN Tab}}&lt;br /&gt;
&lt;br /&gt;
==Effects Tab==&lt;br /&gt;
{{Stub:Effects Tab}}&lt;br /&gt;
{{References}}&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Action_Tab&amp;diff=4191</id>
		<title>Stub:Action Tab</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Stub:Action_Tab&amp;diff=4191"/>
		<updated>2025-12-02T13:12:59Z</updated>

		<summary type="html">&lt;p&gt;Mr. Johnson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Imagebox|sr5-item-action-action.webp|Action Item Action Tab|s=0.22.1|f=12.331}}&lt;br /&gt;
The &#039;&#039;&#039;Action Tab&#039;&#039;&#039; is used to add Test functionality to many different types of {{Category|Item}}s. It includes selectors to control a wide variety of parameters, divided into categories.{{#ifeq:{{PAGENAME}}|Action Item||The image to the right shows the tab as it appears on an [[Action Item]], but it functions fundamentally{{Issue|976}} the same wherever it appears.}}{{Edit|Stub:Action}}&lt;br /&gt;
===Test Details===&lt;br /&gt;
* {{Anchor|Test}} defaults to {{Code|Success Test}} and cannot be changed.{{Explain|Why show this if it can&#039;t be changed?}}&lt;br /&gt;
* {{Anchor|Category}} is used with the [[Active Effect#Action Categories Filter|Action Categories Filter]] on an [[Active Effect]] to determine if the Active Effect should be applied to this action.&lt;br /&gt;
* {{Anchor|Type}} sets the type of action{{Source|sr5|ref=163}}. The system doesn&#039;t currently enforce any sort of action economy so this setting is primarily a reminder, though it has to be set to something to unlock the other options in this section.&lt;br /&gt;
** {{Anchor|Extended}} controls whether it&#039;s a regular Success Test or an Extended Test{{Source|sr5|ref=48}}.&lt;br /&gt;
* {{Anchor|Skill}} and {{Anchor|Attribute}} control what values contribute to the dice pool. It will initially show fields for one Skill and two Attributes; selecting a Skill will hide one attribute.&lt;br /&gt;
** Selecting a Skill reveals a checkbox to control weather or not a {{Anchor|Specialization}} applies to the skill. Note that there is no validation of what the specialization is &amp;amp;mdash; if the box is checked, two extra dice are added to the Test pool.&lt;br /&gt;
* {{Anchor|Armor}} adds the characters total worn Armor to the dice pool.&lt;br /&gt;
* {{Anchor|Dice Pool Mod}} allows adding an arbitrary bonus to the test. This would be good if you were doing something like a Perception Test with equipment included.&lt;br /&gt;
* {{Anchor|Limit}} has two fields, one for a flat value and a selector for a variety of character properties. If both are used, they&#039;ll be added together.&lt;br /&gt;
* {{Anchor|Roll Mode}} applies one of Foundry&#039;s [https://foundryvtt.com/article/dice/#rollmodes Roll Modes] whenever the action is used. It overrides whatever is selected in the Chat Messages sidebar.&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Clicking in the {{Anchor|Modifier}}  selection provides a list of adjustments for the die pool. Each of the cooresponds to one of the modifiers on the {{Tab|Actor|Misc}}. If nothing is selected here, {{Code|Wounds}} and {{Code|Global}} are applied by default, but they must be added back manually (if desired) when any other option is used.{{Issue|976}}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Picking one of the three available damage {{Anchor|Types}} ({{Code|Physical}}, {{Code|Stun}}, or {{Code|Matrix}}) reveals the rest of the options.&lt;br /&gt;
* {{Anchor|Damage Value}} and {{Anchor|AP}} each have three fields. The first is a manually entered value, the second is a mathematical operation, and the third is a list of values derived from the Actor. An action configured this way will trigger the [[Combat]] workflow.&lt;br /&gt;
* {{Anchor|Element}} defines the type of damage (leave blank for regular damage). It interacts with settings on the character&#039;s [[Armor Item]]s.&lt;br /&gt;
===Opposed Test===&lt;br /&gt;
Selecting an Opposed Test{{Explain|How do the given options differ from each other?}} enables configuration options for {{Anchor|Skill}} and {{Anchor|Attribute}} similar to the main [[Action Item#Test Details|Test Details]] section. During the rolling process, it will present a button on the Test&#039;s roll card for the defender to roll with.&lt;br /&gt;
===Damage Resistance Test===&lt;br /&gt;
Settting {{Anchor|Damage Resistance Test}}{{Explain|Why aren&#039;t there any other options? If there were, what could they be?}} reveals configuration options for {{Anchor|Skill}} and {{Anchor|Attribute}} similar to the main [[Action Item#Test Details|Test Details]] section.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{References}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr. Johnson</name></author>
	</entry>
</feed>