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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”.

  1. Select the token and open the Status tab.

  2. Click Apply Condition.

  3. Give it a key (poisoned) and, if you want a nicer name, a label (Poisoned).

  4. 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
  5. Optionally set stacks (how many times it applies), pick a colour, and pick an icon.

  6. 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 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.

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.

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.

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.

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.