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Settings

The module registers 86 settings under the acks-extras namespace — 65 shown in Settings → Configure Settings → ACKS II — Extras, and 21 internal ones that persist world state and are not displayed.

Nothing here is mandatory. Every feature is opt-in through its own settings, and the defaults are RAW.

Setting What it does Default
Hide the Getting Started popup
gettingStartedDismissed
client
When unchecked, the Getting Started walkthrough opens on join for this seat until a book has been connected. false
Keep books open across a page reload (seconds)
refreshCacheSeconds
client
Foundry reloads often, and on a remote seat every reload used to mean re-picking each PDF. For this many seconds after the page goes away, your books reopen by themselves. It is a bridge across a reload, not a copy of the book: leave the table for longer than this and it empties, as does Forget Books. 0 turns it off.
Range: min: 0, max: 300, step: 10
60
Setting What it does Default
Advance the world clock
advanceWorldTime
world
Let this module move Foundry’s world time: dungeon turns advance it 10 minutes per turn, and a location’s “Advance 1 week” button advances it seven days. Keeps Active Effect durations and calendar modules in step. Turn it off if another module (e.g. Simple Timekeeping) is the only clock authority — everything else still works, this module just stops writing the time. true
Paying with coin kept elsewhere
coinScope
world
A character keeps coin on hand, in the containers they carry and at places that hold it for them. This decides which of it a payment may draw on, and which of those stores arriving coin may be sent to, wherever the transaction itself does not say. A purchase at a market always takes coin on hand or kept at that market.
Options: all All of it, wherever it is kept · scene Coin on hand, and coin kept on the scene the payer stands on · hand Coin on hand only
all
The hour it gets light
dawnHour
world
On the world clock’s own calendar. Blank: a quarter of the way through its day (6 on a 24-hour day). Everything that asks whether it is dark reads this pair. null
The hour it gets dark
duskHour
world
On the world clock’s own calendar. Blank: three quarters of the way through its day (18 on a 24-hour day). A dusk before its dawn runs the light over midnight. null
ACKS font size
fontScale
client
Base size (px) for every ACKS surface — follower cards, module apps, and, under Book style, the system sheets. One knob for the whole family; Foundry’s own UI scale applies on top. Per player. 14
Initiative results on one card
initiativeCard
world
Post a round’s initiative as a single card — one row per roll, highest first — instead of one chat message per combatant. The rolls are unchanged; only where they are printed changes. A combat group made with the tracker’s people icon is ONE row, named as the tracker names it and listing its members, so a group that shares a roll reads as one. A hidden combatant’s number stays on a Judges-only card. Disable to use the system’s original messages. true
ACKS look
look
client
Whose palette and lettering everything this module draws uses. World default follows the Judge’s choice for the table (Default look and sheets, above). Book style is the ACKS look — burgundy, inscriptional capitals, square corners. System style hands it all back: every ACKS surface, including this module’s own windows, draws in the colours and faces your client is already using, and the two settings below stop applying. Per player.
Options: world World default · book Book style · core System style
world
Token vision from ACKS senses
manageVision
world
Set each token’s sight from its sheet: ordinary eyes see only what is lit, lightless vision and a thief’s shadowy senses see their own radius as dim light, and night vision brightens dim light without piercing true dark. Also emits light from a lit torch, lantern or candle the character carries. Edit a token’s vision by hand and this leaves that token alone from then on. true
Morale rolls open the modifier page
moralePage
world
A sheet’s Morale button opens the Combat Morale page, where every modifier applied is chosen and then listed on the chat card, instead of the system’s bare roll. Hold the system’s skip-dialog key for the bare roll. Disable to use the system’s roll everywhere. true
ACKS styling on system sheets
sheetStyle
client
How much of the ACKS look the system’s own sheets and dialogs take. Full dress restyles the furniture too — banners, tabs and write-in fields — and widens the character sheet to fit it. Palette only keeps the system’s own layout and spacing, and changes nothing but the colours. Both follow your colour scheme. Ignored under System style. Per player.
Options: full Full dress · palette Palette only
full
When a place holding goods is deleted
storageDeletePolicy
world
Characters can store goods at a location, a base camp or a wagon. This decides what happens to those goods if that actor is deleted.
Options: return Return them to their owners (in a container named after the place) · lose They are lost with the place
return
Surprise results on one card
surpriseCard
world
Post the Surprise Matrix’s results as a single card — monsters and adventurers in two tables, name, total and result — instead of one chat message per combatant. The rolls are unchanged; only where they are printed changes. A hidden monster’s result stays a Judges-only card, as it is now. Disable to use the system’s original messages. true
ACKS colour scheme
theme
client
Which palette the ACKS windows draw in. Follow Foundry matches whatever colour scheme the rest of your client uses; Always light and Always dark hold the ACKS look steady regardless. Ignored under System style, where light and dark are Foundry’s own. Per player.
Options: follow Follow Foundry · light Always light · dark Always dark
follow
Default look and sheets (world)
uiPreset
world · reload
Whose defaults every seat in this world opens on. Foundry hands the look back to Foundry’s own colours and faces; ACKS system keeps the ACKS look and opens the system’s own sheets; ACKS Extras keeps the look and opens this module’s sheets. Where the chosen set has no sheet for a type, the next set that does is used — Extras, then the system, then Foundry. A player may still pick their own look below, and Foundry’s Configure Default Sheets still pins a single type. Asked once at the first launch; a change takes full effect after a reload.
Options: foundry Foundry — no ACKS styling · acksCore ACKS system sheets · acksExtras ACKS Extras sheets
acksExtras
Setting What it does Default
Attribute generation
chargenAttributeMethod
world
How characters roll their attributes on the Scores Generator. Standard is the printed method; the rest are the Judges Journal options. A Judge override on the page ignores whichever is set. standard
Level-up hit points
levelUpHpMode
world
RAW rerolls the full Hit Dice for the new level (Constitution per die, never on the flat bonus past 9th) and keeps at least one point over the old maximum. Additive rolls one new die instead.
Options: raw Reroll full Hit Dice (RAW) · additive Add one die (house rule)
raw
Setting What it does Default
Track ammunition & thrown weapons
ammoTracking
world
On a missile attack, decrement the matching ammunition (arrows/bolts/stones) or the thrown weapon by one. A single thrown weapon (hand axe, javelin) is marked as thrown — unequipped and weightless until recovered — rather than destroyed. Recovery is manual (Recover Thrown Weapons macro); RAW specifies no automatic recovery. Requires libWrapper. true
Default hand budget
defaultHandBudget
world
Number of hands a humanoid actor has for wielding weapons and shields. Raised per-actor by the Four Arms power or monster anatomy effects.
Range: min: 1, max: 8, step: 1
2
Equip-limit enforcement
enforceMode
world
How to handle RAW-illegal equip attempts (too many hands, a second armour suit, a shield with no free hand).
Options: resolve Warn and auto-resolve (recommended) · veto Block the equip · advisory Advisory only (never block)
resolve
Overlay: enclosing helmet
overlayEnclosingHelm
world
Applies an enclosing helmet’s modifiers to its wearer (RR p. 140). def
Overlay: item loss from damage (JJ)
overlayItemLoss
world
Destroy carried equipment on heavy area damage. def
Overlay: combat maneuvers
overlayManeuvers
world
Special-maneuver helpers (disarm, knock down, wrestle, sunder, etc.) aware of Combat Trickery and weapon qualities. true
Overlay: mounted saves
overlayMounted
world
Tracks the saves a rider owes to stay mounted (RR p. 308). def
Overlay: named magic items (JJ)
overlayNamed
world
Named arms and armour that unlock bonuses by level. def
Overlay: scavenged equipment (RR)
overlayScavenged
world
Condition tables for salvaged gear. def
Overlay: shield variants (JJ)
overlayShieldVariants
world
Buckler, auxiliary, crescent, heater, kite, and phalanx shields with strap positions and vulnerable rules. def
Proficiency penalties
proficiencyEnforcement
world · reload
Whether weapon, armour, and fighting-style proficiency PENALTIES are enforced (Non-Proficient Use). Positive facts from ACKS Abilities characters — Weapon Finesse, a Specialization’s style, Martial/Armour Training picks, Weapon Focus — always apply through the bridge regardless of this setting. Always enforce treats this module’s flags as authoritative: configure each character with its ACKS Class Training items (a fighting style plus weapon/armour lists) and the gate is correct. Automatic instead keeps penalties off while ACKS Abilities is active, for worlds where characters rely on it for their base proficiency lists (which its model cannot yet express, so absence of a fact must not read as untrained).
Options: auto Automatic — penalties off while ACKS Abilities is active; bridged bonuses still apply · on Always enforce — this module’s flags are authoritative (default; configure characters via the ACKS Class Training compendium) · off Never enforce (equip limits, styles, and bridged bonuses still apply)
on
Automate attack/damage rolls
rollAutomation
world
Inject RAW fighting-style and proficiency modifiers into attack and damage rolls (Weapon Finesse, dual-wield, two-handed damage, Weapon Focus, Precise Shooting, non-proficiency). Requires libWrapper. Turn off to apply only always-on bonuses via the loadout effect. true
Setting What it does Default
Calendar seasons
calendarSeasons
world
Generator seasons in your calendar’s season order, comma-separated (spring, summer, fall, winter). Blank matches the calendar’s seasons by name. —
Wandering monster throw frequency (turns)
encounterEvery
world
Make an encounter throw every N dungeon turns (JJ p. 36). Set 0 to disable automatic throws.
Range: min: 0, max: 12, step: 1
DEFAULT_ENCOUNTER_EVERY
Wandering monster target value
encounterTarget
world
Encounter occurs on this value or higher on the encounter throw (JJ p. 36).
Range: min: 2, max: 6, step: 1
DEFAULT_ENCOUNTER_TARGET
Fuzz player measurements without a proficient mapper
fuzzMeasurement
world
On scenes where the formation’s mapper lacks Mapping proficiency, players’ ruler and drag distances show a hidden consistent error (~×0.8–1.25, rounded to the grid); with no working mapper at all they show “?”. GMs always see true values. Players can still count grid squares — this is a deterrent, not a lock. true
Light-source equipment
lightItemEnforcement
world
Whether lighting a torch/candle/lantern requires the bearer to carry it (a lantern needs the lantern plus a flask of oil). When enforced, the fuel is consumed (the torch/candle, or a lantern’s oil).
Options: require Require it (block without the gear) · warn Warn only (light anyway) · off Ignore equipment
require
Tie fog of war to the mapper
manageFog
world
Fog exploration on a scene is fully disabled — neither shown nor recorded — unless a formation there has a member with the Mapper role. Current vision still shows. The scene’s original fog mode is restored when the formation leaves or disbands. Scenes whose fog was already off are left alone. true
Mapper requires a lit light source
mapperNeedsLight
world
When enabled, the map (fog exploration) is only retained while the formation also has a lit torch, lantern, or candle (RR p. 264). true
March width per body (feet)
marchFeetPerBody
world
Feet of frontage each marching body occupies. Sets how wide the party token stands for its frontage. MARCH_FEET_PER_BODY_DEFAULT
Deal experience from the formation
ownXpDealing
world
Hides the system party sheet’s Deal XP button and divides experience from the formation window instead, applying each henchman’s own share and excluding hired mercenaries, animals and vehicles. Turn off to use the system’s own division. true
Party token image
partyTokenImage
world
Image used for the party token and party actor. DEFAULT_PARTY_IMAGE
All players can move the party token
playersMoveParty
world
Coarse override: grants every player owner rights on party actors. Normally unnecessary — players who own a member of a formation automatically get vision through, and control of, its party token. false
How a short day is shared
provisionSharing
world
When the packs cannot feed the whole marching order, either everybody takes the same reduced ration, or as many as can be fed properly are and the rest go without. The book prices what going short does to a body, not who a captain chooses to feed. even
Public turn summaries
publicTurnCards
world
Post the per-turn summary card publicly. Wandering-monster throws are always GM-whispered. Disable to whisper everything to the GM. true
Crowded streets slow large parties
settlementStraggling
world
A large party is slowed while commuting through a settlement, in tiers. The book marks this optional; the thresholds and the reduction come from your imported book. true
Light & noise modify encounter throws (optional)
signalAffectsEncounters
world
An optional house rule, not something the module found in the rules it was given. When enabled: hurried parties +1 on the 1d6 throw, dark and careful parties -1. Off leaves the throw alone. false
Party token emits light
syncTokenLight
world
The party token automatically emits the brightest lit light source’s light (torch/lantern 15’/30’, candle 5’/10’), so players can see where they are even without a mapper. true
Incident markers last (turns)
transientIncidentTurns
world
When a city street produces an incident, a Judge-only marker is dropped where the party stood and removed after this many city turns on the world clock. 0 drops no marker.
Range: min: 0, max: 144, step: 1
6
Journey encounter throws
travelEncounters
world
On by default: each cadence unit the march crosses and each finished day roll their owed encounter throws and whisper the chain to the Judge. Off, the party sheet’s Encounter throw tool is the only trigger. true
Travel log length
travelLogCap
world
How many finished days a formation’s travel log keeps. Trimming eats the oldest days; it bounds the record’s size, never the journey. 120
Setting What it does Default
Auto-repair dangling hireling references
autoRepairReferences
world
At world load, remove references to deleted hirelings from employers’ rosters. With this off, a GM can run acksExtras.henchmen.repair.repairWorld() from the console instead. true
Auto-roll loyalty on calamity
autoRollCalamity
world
Skip the GM prompt and roll the secret loyalty check immediately when a calamity is detected. false
Days per game month
daysPerMonth
world
Used for wage cycles and monthly availability rolls (default 30). 28
Expected living expenses (optional rule)
enableExpectedLiving
world
NPCs judge an adventurer’s level by monthly spending (RR 173); enables apparent-level loyalty checks. false
Enable slavery rules (JJ 409)
enableSlavery
world
Optional custom rules; off by default. All slavery content stays hidden while disabled. false
Henchman limit enforcement
enforceHenchmanLimit
world
Enforce the Charisma-based cap on henchmen (RR 168).
Options: off Off · warn Warn · block Block
warn
Players see candidates
playerMarketVisibility
world
Which arrived candidates players can see on the recruitment board.
Options: owned Only for their own postings · all All arrived candidates · none None (GM narrates)
owned
Monthly wage reminders
wageReminders
world
Whisper the GM a wages-due card each game month per employer. true
Setting What it does Default
By This Axe: dwarven caste reaction modifiers
enableBtaCaste
world
Enable the optional caste rule — caste-based reaction modifiers between dwarves (Highborn, Oathsworn/Craftborn/Workborn, Houseless). When off, the compendium caste effects stop contributing to rolls. true
Campaign race relations (JSON)
raceRelations
world
Directional reaction modifiers between races, e.g. [{“from”:“dwarf”,“to”:“elf”,“value”:-1,“label”:“Grudge of the Vaults”}]. from is the influencer’s race/category, to the target’s; rows need not be symmetric. Applies to reactions, hiring, and loyalty (like Inhumanity). Modules can add rows via api.registerRaceRelations(). []
Setting What it does Default
Clean up empty locations
pruneEmptyLocations
world
At world start, delete location actors that hold nothing, record nobody, and are nothing in particular — not a market, not a vault, not linked to a scene. Scaffolding comes down; anything with contents or a role stays. true
Setting What it does Default
Standing per market step
standingPerClassStep
world
How much standing with the organisations holding a market moves its class one step for a recruiter — larger for goodwill, smaller for ill will. 0 leaves availability untouched. 0
Setting What it does Default
Enforce availability caps
marketsEnforceCaps
world
Refuse purchases and sales beyond monthly market availability. Off: warn but allow. true
Extended market search
marketsExtendedSearch
world
Allow parties to spend further dedicated days shopping to expand what the market can supply this month. true
Till income per family (gp/month)
marketsFamilyIncomeGp
world
Sizes a market’s till: urban families × this figure. 0 leaves every till unsized until you set it. 0
Randomize the market tariff
marketsRandomTariff
world
At each market entry, throw the tariff rate for each merchandise tier instead of charging the Market Characteristics rate (RR 372). The dice come from the imported rules; until they are imported, an entry with merchandise aboard is refused. false

Registered but never shown — these are how the module persists world state between sessions. They are listed for completeness; there is nothing to configure.

Key Type Holds
dynamicRecipes Object Importer — scripts/importer/module.mjs
importerScopeMigrated Boolean Importer — scripts/importer/migrate.mjs
oseSources Object Importer — scripts/importer/ose-source.mjs
shelf Object Importer — scripts/importer/module.mjs
retainerCardsReleased Boolean Library — scripts/lib/module.mjs
statusPalette Object Library — scripts/lib/module.mjs
uiPresetPrompted Boolean Library — scripts/lib/ui-preset.mjs
abilityOverrides Object Formations — scripts/formation/module.mjs
formations Object Formations — scripts/formation/module.mjs
marchingTemplates Object Formations — scripts/formation/module.mjs
skyCache Object Formations — scripts/formation/module.mjs
bridgeAgent Object Playing from Discord — scripts/bridge/client-config.mjs
bridgeBindings Object Playing from Discord — scripts/bridge/bindings.mjs
bridgeClient Object Playing from Discord — scripts/bridge/client-config.mjs
mapView Object Battlemaps and overland maps — scripts/battlemap/map-modes.mjs
schemaVersion Number Henchmen — scripts/henchmen/settings.mjs
importedTables Object Locations — scripts/location/table-store.mjs
marketParties Array Item markets — scripts/markets/settings.mjs
marketsActingTrader String Item markets — scripts/markets/settings.mjs
marketsDemandAgeHeaders Object Item markets — scripts/markets/merchandise-module.mjs
marketsTradeHouse String Item markets — scripts/markets/settings.mjs

86 registrations across 86 distinct keys, read from 19 source files.

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