Feat/Feature Effects Different values: 672 ===================================== object {Feat/Feature Effects} _id : string {Feat/Feature Effects._id} (all different values) img : string {Feat/Feature Effects.img} (536 different values) name : string {Feat/Feature Effects.name} (all different values) system : object {Feat/Feature Effects.system} description : object {Feat/Feature Effects.system.description} value : string {Feat/Feature Effects.system.description.value} (667 different values) duration : object {Feat/Feature Effects.system.duration} [expiry] : string {Feat/Feature Effects.system.duration.expiry} (3 different values) turn-start (x390) turn-end (x81) round-end (x1) sustained : boolean {Feat/Feature Effects.system.duration.sustained} (2 different values) False (x665) True (x7) unit : string {Feat/Feature Effects.system.duration.unit} (6 different values) minutes (x131) rounds (x257) unlimited (x174) hours (x7) days (x25) encounter (x78) value : integer {Feat/Feature Effects.system.duration.value} (9 different values) 1 (x353) -1 (x252) 10 (x20) 7 (x2) 0 (x29) 5 (x5) 3 (x6) 30 (x2) 2 (x3) level : object {Feat/Feature Effects.system.level} value : integer {Feat/Feature Effects.system.level.value} (18 different values) 1 (x411) 16 (x22) 4 (x30) 8 (x19) 14 (x21) 7 (x5) 9 (x17) 2 (x21) 13 (x3) 12 (x18) 0 (x24) 6 (x25) 10 (x16) 17 (x8) 18 (x11) 5 (x14) 11 (x5) 20 (x2) publication : object {Feat/Feature Effects.system.publication} license : string {Feat/Feature Effects.system.publication.license} (2 different values) ORC (x389) OGL (x283) remaster : boolean {Feat/Feature Effects.system.publication.remaster} (2 different values) True (x431) False (x241) title : string {Feat/Feature Effects.system.publication.title} (58 different values) rules : ###FoundryRulesObject### start : object {Feat/Feature Effects.system.start} [initiative] : mixed value : integer {Feat/Feature Effects.system.start.value} (2 different values) 0 (x666) 3648 (x6) tokenIcon : object {Feat/Feature Effects.system.tokenIcon} show : boolean {Feat/Feature Effects.system.tokenIcon.show} (2 different values) True (x668) False (x4) traits : object {Feat/Feature Effects.system.traits} value : array {Feat/Feature Effects.system.traits.value} Length: min=0 max=1 Value type: string {Feat/Feature Effects.system.traits.value.[]} (same value: gunslinger) [rarity] : string {Feat/Feature Effects.system.traits.rarity} (same value: common) [badge] : object {Feat/Feature Effects.system.badge} [evaluate] : boolean {Feat/Feature Effects.system.badge.evaluate} (same value: True) [labels] : array {Feat/Feature Effects.system.badge.labels} Length: min=3 max=12 Value type: string {Feat/Feature Effects.system.badge.labels.[]} (26 different values) [loop] : boolean {Feat/Feature Effects.system.badge.loop} (same value: False) [reevaluate] : string {Feat/Feature Effects.system.badge.reevaluate} (same value: turn-end) type : string {Feat/Feature Effects.system.badge.type} (2 different values) formula (x7) counter (x21) value : mixed string {Feat/Feature Effects.system.badge.value} (6 different values) 1d4 (x2) (@item.level)d8 (x1) 1d20 (x1) (1+floor(@item.level/4))d4 (x1) 1d12 (x1) 1d8 (x1) integer {Feat/Feature Effects.system.badge.value} (3 different values) 1 (x19) 5 (x1) 4 (x1) [max] : integer {Feat/Feature Effects.system.badge.max} (2 different values) 3 (x1) 4 (x1) [min] : integer {Feat/Feature Effects.system.badge.min} (2 different values) 5 (x1) 0 (x1) type : string {Feat/Feature Effects.type} (same value: effect)