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	<title>Wildermyth Wiki - User contributions [en]</title>
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	<updated>2026-04-12T14:23:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11277</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11277"/>
		<updated>2019-01-25T17:58:27Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: /* Tidings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
== Tidings ==&lt;br /&gt;
Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button. This will open the &amp;quot;New Outcome&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
[[File:Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) In the New Outcome window, start typing &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options for Outcomes. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Fill in the Stub field. Note the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AllowFollowUp.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Now you&amp;#039;re done with the original file. Go back to Effects and Start a New Event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) For event type, go to the drop-down menu and select &amp;quot;Tiding-Followup on a Specific Outcome&amp;quot; (it&amp;#039;s down near the bottom of the list).&lt;br /&gt;
&lt;br /&gt;
[[File:CreateTiding.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) Now a new drop-down menu will appear under the Event Type menu. This is a list of events with outcomes that need Followups. Find the outcome ID that matches the one you saw in Step 2. This will connect the Tiding to the Event.&lt;br /&gt;
&lt;br /&gt;
[[File:SelectTidingID.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Now name the Tiding and create the event as usual.&lt;br /&gt;
&lt;br /&gt;
7) Use the comics editor to create the Tiding. NOTE THAT TIDINGS SHOULD NOT BE MORE THAN ONE LINE OF COMIC PANELS.&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Add_Outcome.jpg&amp;diff=11276</id>
		<title>File:Add Outcome.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Add_Outcome.jpg&amp;diff=11276"/>
		<updated>2019-01-25T17:53:40Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: Jnbernstein uploaded a new version of File:Add Outcome.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11275</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11275"/>
		<updated>2019-01-25T17:52:01Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: /* Tidings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
== Tidings ==&lt;br /&gt;
Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button. This will open the &amp;quot;New Outcome&amp;quot; window.&lt;br /&gt;
[[File:Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) In the New Outcome window, start typing &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options for Outcomes. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Fill in the Stub field. Note the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;.&lt;br /&gt;
[[File:AllowFollowUp.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Now you&amp;#039;re done with the original file. Go back to Effects and Start a New Event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) For event type, go to the drop-down menu and select &amp;quot;Tiding-Followup on a Specific Outcome&amp;quot; (it&amp;#039;s down near the bottom of the list).&lt;br /&gt;
[[File:CreateTiding.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) Now a new drop-down menu will appear under the Event Type menu. This is a list of events with outcomes that need Followups. Find the outcome ID that matches the one you saw in Step 2. This will connect the Tiding to the Event.&lt;br /&gt;
[[File:SelectTidingID.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Now name the Tiding and create the event as usual.&lt;br /&gt;
&lt;br /&gt;
7) Use the comics editor to create the Tiding. NOTE THAT TIDINGS SHOULD NOT BE MORE THAN ONE LINE OF COMIC PANELS.&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11274</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11274"/>
		<updated>2019-01-25T17:50:06Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
== Tidings ==&lt;br /&gt;
Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button.&lt;br /&gt;
[[File:Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) In the window that appears, type &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Fill in the Stub field. Not the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;&lt;br /&gt;
[[File:AllowFollowUp.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Now you&amp;#039;re done with the original file. Go back to Effects and Start a New Event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) For event type, go to the drop-down menu and select &amp;quot;Tiding-Followup on a Specific Outcome&amp;quot; (it&amp;#039;s down near the bottom of the list).&lt;br /&gt;
[[File:CreateTiding.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) Now a new drop-down menu will appear under the Event Type menu. This is a list of events with outcomes that need Followups. Find the outcome ID that matches the one you saw in Step 2. This will connect the Tiding to the Event.&lt;br /&gt;
[[File:SelectTidingID.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Now name the Tiding and create the event as usual.&lt;br /&gt;
&lt;br /&gt;
7) Use the comics editor to create the Tiding. NOTE THAT TIDINGS SHOULD NOT BE MORE THAN ONE LINE OF COMIC PANELS.&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:SelectTidingID.jpg&amp;diff=11273</id>
		<title>File:SelectTidingID.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:SelectTidingID.jpg&amp;diff=11273"/>
		<updated>2019-01-25T17:48:32Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:CreateTiding.jpg&amp;diff=11272</id>
		<title>File:CreateTiding.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:CreateTiding.jpg&amp;diff=11272"/>
		<updated>2019-01-25T17:43:32Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11271</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11271"/>
		<updated>2019-01-25T17:39:18Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
== Tidings ==&lt;br /&gt;
Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button.&lt;br /&gt;
[[File:Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
2) In the window that appears, type &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Fill in the Stub field. Not the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;&lt;br /&gt;
[[File:AllowFollowUp.jpg]]&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:AllowFollowUp.jpg&amp;diff=11270</id>
		<title>File:AllowFollowUp.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:AllowFollowUp.jpg&amp;diff=11270"/>
		<updated>2019-01-25T17:38:15Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: Jnbernstein uploaded a new version of File:AllowFollowUp.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:AllowFollowUp.jpg&amp;diff=11269</id>
		<title>File:AllowFollowUp.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:AllowFollowUp.jpg&amp;diff=11269"/>
		<updated>2019-01-25T17:36:22Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11268</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11268"/>
		<updated>2019-01-25T17:36:07Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
== Tidings ==&lt;br /&gt;
Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button.&lt;br /&gt;
[[Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
2) In the window that appears, type &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Fill in the Stub field. Not the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;&lt;br /&gt;
[[AllowFollowUp.jpg]]&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Add_Outcome.jpg&amp;diff=11267</id>
		<title>File:Add Outcome.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Add_Outcome.jpg&amp;diff=11267"/>
		<updated>2019-01-25T17:26:46Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11266</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11266"/>
		<updated>2019-01-25T17:22:26Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
== Tidings ==&lt;br /&gt;
Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button.&lt;br /&gt;
[[File:Example.jpg]]&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11265</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11265"/>
		<updated>2019-01-18T23:34:10Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: Corrected all biome tags to target &amp;quot;overlandTile&amp;quot; instead of &amp;quot;tile&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one|difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Panel_Editor&amp;diff=11251</id>
		<title>Panel Editor</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Panel_Editor&amp;diff=11251"/>
		<updated>2018-10-30T19:15:48Z</updated>

		<summary type="html">&lt;p&gt;Jnbernstein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo please document all the stuff you can and cannot do when you click on a panel:&lt;br /&gt;
&lt;br /&gt;
Add Equipment to a Character:&lt;br /&gt;
    - Under &amp;#039;&amp;#039;&amp;#039;equipment&amp;#039;&amp;#039;&amp;#039;, go to equipItemsById. &lt;br /&gt;
    - Click &amp;quot;New&amp;quot;&lt;br /&gt;
    - A new line will appear saying &amp;quot;0: _INVALID_&amp;quot;. Click on it&lt;br /&gt;
    - A list will appear, filled with items that can be equipped to the character.&lt;br /&gt;
&lt;br /&gt;
Remove Equipment from a Character&lt;br /&gt;
   - Under &amp;#039;&amp;#039;&amp;#039;equipment&amp;#039;&amp;#039;&amp;#039;, go to &amp;#039;&amp;#039;&amp;#039;mode&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
   - Click on the text next to &amp;#039;&amp;#039;&amp;#039;mode&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
   - A list will appear filled with options for equipment.&lt;br /&gt;
        *NOTE: &amp;quot;Remove All&amp;quot; will basically leave the characters naked. Use with caution.&lt;/div&gt;</summary>
		<author><name>Jnbernstein</name></author>
	</entry>
</feed>