Tokens are the basic “thing” in a world. Animate tokens are expected to move. They can represent people, animals, vehicles, etc. Tiles (inanimate tokens) are not expected to move, and would represent things such as furniture, trees, a section of road, etc. Tiles don’t support movement the way tokens do, but their position can be changed in the Token Editor. The Token Editor can also switch a token to a tile, and vice-versa.

By default, tokens can only be edited or moved by a Gamemaster. The Gamemaster may set a token to be editable by some or all of the players in the game. They’ll then be able to change or move that token.

A player may have a token assigned as their default token. This token will be used to determine the name they chat as and the colors used when they point and draw on the map. If they do not have a default token assigned, they will chat as their username, and draw in black and white. A player must get edit permission separately to change their default token’s characteristics.

Key Token Features

The name of the token. This will be displayed on the map and in various lists, so it shouldn’t be too long.
A long description. This will show up when the mouse hovers over the token on the map or in the Token List.
The background color for the icon, and chat/gestures for default tokens.
The foreground color for the icon, and chat/gestures for default tokens.
The icon to use on the map. The Shapes will be colored according to the token’s background and foreground. The Camera special is discussed in the camera section below. URL allows you to set a url for the image. Wiki enables you to choose an image file uploaded to your world’s wiki.
The size of the token. The default, “Medium”, takes up a single square. The smaller sizes are normally centered in a square, while the larger sizes take up more than one square. Custom sizes are of the form “WxH”, where “W” is the width and “H” is the height. For example, `1x2` would be one square wide and two high.
The coordinates of the token, in squares. Normally, you’ll drag tokens on the map, but this can be useful when first creating tokens or for fine adjustment.
The facing of the token. If set, and the icon is a basic shape, a dot in the foreground color will indicate facing. If the icon is a graphic, it will be rotated to the appropriate facing. A facing of “None” clears the facing indicator.
The map the token is on. Change this to move tokens to another map.
The movement range for this token. This, along with the map’s grid scale, is used to calculate the range shadows when a token is selected or moved. In many games, this number is usually 30.
Indicates the token is hidden in some sense. The icon will be made partially transparent.
The token is inactive, and won’t be shown to players. Gamemasters will only see the token if they have checked the “Show Inactive” checkbox in the Token List popup. This is useful for pre-staging tokens before revealing them to players.
This is a tile, which means it can’t be moved on the map (though its position can be changed in the Token Editor). It is also placed below other tokens. (This is useful for [terrain](terrain.html).)

Token Editor

  • Create a Token: To create a token, select the create button at the top of the token list. Edit the fields to your desire, and select the save button at the middle bottom of the token list.

  • Editing: to edit a token, select the crossed swords button in the specs column of the token list. Make changes and save as with creating a token.

  • Cloning: When editing a token, you can clone it by selecting the bottom right button. The token name will have a number added or incremented to keep the tokens distinct. You can also clone tokens by control-dragging them (holding down the control button on your keyboard and then dragging the token on the map). A cloned token will appear at your destination.

  • Removing: When editing a token, the remove button will delete the token from the world.