Conditions & resources
The Status tab in the scene sidebar (the shield icon) is where conditions and trackable numbers live. Select a token and the panel shows everything riding on it — “Showing status for Kaelan”.
Conditions
Section titled “Conditions”-
Select the token and open the Status tab.
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Click Apply Condition.
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Give it a key (
poisoned) and, if you want a nicer name, a label (Poisoned). -
Choose how long it lasts, and optionally a number to go with it:
Duration When it ends Manual Never on its own — you take it off Rounds After the given number of rounds Turns After the given number of turns Scene When the scene changes Until Start of Turn At the start of the creature’s next turn Until End of Turn At the end of the current turn -
Optionally set stacks (how many times it applies), pick a colour, and pick an icon.
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Click Apply.
Each condition sits in the list as a coloured row showing its label, its stack
count as x3, and a clock with the time it has left. Hover a row and a ×
appears to remove it. Clear All takes every condition off the selected
token at once.
Applying and removing conditions is a GM job. Everyone can see them.
Resources
Section titled “Resources”Resources are the numbers a creature carries around: hit points, a rage pool, a countdown clock. Click Create Resource, give it a key and label, a starting value and optionally a max, and pick the kind — Pool, Counter, Track, Clock or Custom. Ones with a max get a small bar showing how full they are.
Nudge a resource up or down with the − and + buttons beside its value. Both GMs and players can adjust; only the GM can delete one.
Any resource — including fully homebrew ones — can refill itself on rests:
pick Refills: short rest or Refills: long rest when you create it (or
add recharge short / recharge long to /resource create in the console),
and the next rest of that kind tops it back up to its max automatically. Your
choice wins over the game system’s own recharge rules for that resource, so a
custom “Blood Points, refills on long rest” pool behaves exactly like a
built-in one.
How conditions look on tokens
Section titled “How conditions look on tokens”Conditions also draw on the token itself. Pick the style in Tabletop settings, under Conditions → Token Indicator Style:
| Style | What it draws |
|---|---|
| Badges | Icon circles arranged around the token |
| Labels | Named pills on the token’s edge |
| Spinning Rings | The condition names rotating around the token |
| Dot Bar | Coloured dots in a row underneath |
| None | Nothing on the token — the panel only |
Hover a badge or dot for the condition’s details.
Related
Section titled “Related”Hope and Fear
Section titled “Hope and Fear”In Daggerheart games the tabletop shows both as rows of pips rather than a number, so you can see at a glance what you can afford:
- Hope sits in the scene sidebar for the character you control (GMs see the selected token’s). It glows a little brighter the fuller it is.
- Fear is the GM’s public pool — everyone can see it, only the GM can spend it. It glows harder as it fills, so the table can feel the pressure building without reading the number.
When either is gained, the screen gives it a moment: a coloured bloom from the edge with the new total — Fear from the top, Hope from the bottom. It never covers the map and you can keep playing straight through it. Spending is quiet; only gains get the flourish.
Turn on UI sounds in VTT Settings and the two get matching sounds — a bright rising note for Hope, a low swell for Fear.
Styling an aura
Section titled “Styling an aura”Open a token’s settings and turn on Aura to ring it with a zone everyone can see. Beyond radius and colour there are three looks to set:
Fill — what happens inside the ring.
| None | Rim only. Marks the zone without tinting the map underneath. |
| Soft | A light even wash. The classic aura. |
| Edge | Clear in the middle, densest at the rim — reads as a boundary rather than a puddle. |
| Solid | Heavy wash, for a zone that should dominate (a hazard, a danger field). |
Motion — what it does over time.
| Still | No motion. |
| Breathe | A slow swell. The classic aura. |
| Pulse | Rings travelling outward from the token, like sonar. |
| Rotate | A segmented rim turning slowly — good for arcane or mechanical zones. |
Glow sets how far the light bleeds past the rim, from nothing to a strong bloom.
Auras on cards
Section titled “Auras on cards”If you’re authoring a card that grants an aura, the same looks are available in the card’s effect editor. Open the Apply condition step, turn on Aura, and set shape, size and the nested effect as usual — the Appearance block underneath sets fill, motion, colour and glow.
Colour left blank means “inherit”: the aura follows the condition’s colour, and failing that the room’s palette, so a card that doesn’t care about colour won’t fight someone’s theme.