To bring assets on the map at this moment, you need to be a DM, see the DM asset docs.
Selecting/interacting with objects is primarily done through the select tool.
When the shape is selected, you may also use your arrow keys to move it. As the DM, holding down shift lets you move shapes through movement-blocking terrain.
Right clicking on a shape will give you a list of options. The options presented will be different depending on whether you are a DM or not, but also on the state of the token (e.g. Add vs Show initiative).
The list presented above is the DM view.
Hovering over the Floor/Layer/Location options, will open a submenu allowing you to move the selected shape to the selected option.
Move to Front & Move to Back
These options place your shape at either the front or the back of the active layer stack. This allows you to place multiple objects on the same layer but have them overlap in specific ways.
Add initiative or Show initiative
This option places tokens in the initiative menu. If already in the initiative menu, this will appear as “show initiative”. For more information, check the initiative document.
This option deletes the selected shape(s).
You may also press
Backspace to do this.
This option sets the shape as a marker. See markers for more information.
This option opens the “Edit asset” menu, described below.
By right clicking and selecting the “Show properties” option, you open the “Edit asset” menu. This menu includes a plethora of options.
This dialog consists of muliple panels.
The properties panel consists of common properties related to the shape in question.
The name of the shape, this is an optional field that defaults to 'Unknown shape'.
The symbol is used to toggle whether other players without edit access are allowed to see this name.
Is a token
Selecting this option classifies the object as a token. Tokens have a specific meaning, see [tokens] for more information on what this entails.
Check the lighting and vision document for more information on how lighting works in relation to tokens.
This should only be used for player controlled shapes.
Selecting this option turns the shape invisible to all players, except those with vision or edit access to the shape. As the DM, you will still be able to see the shape. This can be useful for having objects that are invisible but player-controlled, or invisible, but still affecting movement.
There is currently no special indicator to inform a user that their shape is invisible.
When checked, this will display a simple, red
x over the shape to indicate it is defeated.
This property can be toggled by pressing
Border colour & Fill colour
As the names suggest, these options affect the colours of the shape.
Note that in some circumstances these colours are not used (specific shapes).
Selecting this option blocks vision and light from passing through the shape. More information about lighting can be found in the lighting and vision document.
Selecting this option prevents other shapes from moving through it. This is useful for creating walls in your dungeon you don’t want your players to pass through.
For the DM, you may still pass through shapes that have this option enabled.
To do this, hold down
shift and move the shape.
Selecting this option locks the shape in place.
This can be useful for maps you don’t want to accidently move while playing.
Ctrl + L to do this without opening the Edit asset menu.
Selecting this option displays a badge at the bottom right of the shape. By default, the badge number is 1. As you copy and paste this shape, the badge number will increase incrementally.
This option is key for situations where you have large groups of repeated tokens, such as enemy encounters repeating the same enemy. If all creatures have the same icon, it is difficult to track. Enabling this option ensures the players and the DM do not lose track of who's who.
Trackers & Auras
This panel is used to add trackers and auras. These values often dynamically change throughout a game.
You can at all times see the values of both trackers and auras of a selected shape at the right hand side of the screen, without opening the edit dialog.
Additionally you can modify these values from this quick info panel, by clicking on their value.
A small popup will appear in which you can insert a new value.
This value can be absolute, or relative by providing an input with a
For example, if the base value is 13, and you type
-5, you will subtract 5, leaving you with 8.
Trackers can be used to keep track of various states. Common usages are for example HP, NPC attitude or arrows used.
A tracker consists of a value and optionally a name and a secondary value. The second value can be used to denote a maximum (e.g. HP 20/40).
Trackers are created by clicking
The new tracker will expand to be given a name and its values.
A tracker that is set to be
public will be shown for everyone who selects the shape.
Otherwise, only players with
edit access to the token will be able to see it.
display on token will show a horizontal bar on top of the token.
It can be configured with two colours, the primary colour showing the first value to the left of the bar, the secondary showing the second value to the right of the bar.
The bar will only displayed for everyone, if set to be public.
Clicking the tracker's title bar will collapse the tracker to reduce clutter. A tracker will be removed by clicking the trash icon on the title bar's right.
Auras are in nature similar to trackers, but have a visual impact on the board. Their UI originally very closely mimicked that of trackers, but recently (0.25.0) it got a dramatic overhaul.
To draw an aura on the board you need to specify its range. This concept consists of two values. The "normal" part and the "dim" part.
The normal value will be used to draw a circle with the provided radius at full opacity, whereas the dim part will be used to draw an additional radius that will drop down in opacity towards the edge.
For example, In dnd 5e a torch is defined as 20ft bright and 20ft dim light, so here one would fill in 20/20 as well.
The numbers filled in are directly related to the way the DM configured the grid. This defaults to 5ft = 1 grid, so a value of 20 would translate to an aura that covers 4 squares (radius).
This is a niche feature that can be used when you don't want the aura to cover a full circle, but rather want a cone.
The first value dictates the width of the cone angle and defaults to 360 (i.e. a full circle). The second value, set by dragging the knob on the circle, dictates the direction the cone should look to. For a full circle this value is ignored for obvious reasons.
Colour & Border
Every aura can have two distinct colours (including transparency settings).
These will be drawn on the game board if the aura is active.
The colour set for
aura will affect the area covered by the aura.
Independently, a colour for the aura's border can be set.
Lights & Spells
Use angles and colours to indicate lights worn by the character and borders to indicate reach of spells centered on you, e.g. detect magic or invisibility purge. You can also use this to remind yourself of special attack reach etc.
By default any shape or aura is only visible to the DM and any player that has access to the shape (see the next section).
Sometimes however you want to show auras to all players, that's when you make the aura public. This is especially common for light sources like a torch.
This small toggle has a lot of impact on the aura and is something that makes the vision system in PA so nice!
By default auras will just render on the board irregardless of walls or other obstacles and won't give you vision. This is perfect for things like paladin auras and the likes.
By toggling the 'light source' option, you signal to PA that this is no normal aura but is actually a source of light/vision. If there are walls in the way the aura will stop at the borders and not reveal anything behind it. Additionally it will actually reveal everything in the aura to the player (and all other players if it's a public light source).
Common uses are darkvision, which is a private light source and a torch which is a public light source.
Note: vision and lighting are typically only relevant when you use the line of sight vision system
Here is listed the players who have access to the shape. Selecting a player name and “add access” will allow them to interact with the shape. Selecting any of the icons next to “default” gives all players access to the shape.
Enabling allows those with access to edit the shape. This access type automatically includes movement and vision.
Enabling allows those with access to move the shape unless locked. This access type automatically includes vision.
Enabling allows those with access to see the private auras/lights the shape has.
Groups are a way to organize shapes with an optional badge to differentiate them (e.g. ogre 5). Within a group each shape has a unique* value, its badge.
* when merging groups you have the option to retain original badge values, which could lead to duplicate badges
Group options are configured in this UI menu. It shows the rules in place, the existing members in the active location and you're able to toggle/remove individual members or toggle the entire group at once.
Outside of this dialog, there is also a context menu when right clicking with a selection that contains multiple elements. This context menu provides options to create/merge/split/remove groups as well.
By default when copy-pasting shapes, shapes are put in the same group.
By default badges consist of numbers, but other characters may be preferred,
there are 2 presets (numbers and latin characters), but a custom set of characters can be provided as a
, separated list (e.g.
By default when adding a new member to the group, it will receive a new number that is 1 higher than the previous highest number in the group. This means that removed numbers are skipped (e.g. if there are 5 orcs and orc 2 dies, and a new orc is created it will receive number 6 and not 2)
Another option available is to randomize numbers. When randomizing, a badge index will be asigned randomly between 0 and 2 times the number of members in the set (with a minimum of 10). The available random space will thus automatically scale upwards without revealing too much for metagamers.
When changing the creation order, all existing shapes will be rebadged (after a confirmation popup).
Groups spread over multiple locations
Yes this can be the case, if a group of monsters chase the party to a different location, they might not all arrive at the same time or even ever all move to the new location.
Although technically possible, tracking over multiple locations is a giant pain with a lot of special cases. For this reason and the fact that actual impact seems slim, simplicity is what PA choses. When adding a new group member in a group with multiple locations, its badge uniqueness will only be guaranteed within the set of members that share its location. For random creation order the chance of an actual collision is very slim, for incrementing order it depends on which location has the highest value member. Either way the impact this has is so small compared to the extra programming logic that would need to be added that it is a worhtwhile trade-off.
This panel contains some settings that do not fit in any of the other places.
Labels are used to assign some context to a shape that can be used either purely for informational reasons, or to filter on using the filter tool.
To add a label press the + and the label manager will open in which you can select an existing label or create a new label.
Annotations are a freeflow place to write down information you want to track on a shape.
The annotation is markdown aware!
Annotation of shapes you have edit access to will be displayed on the top side of the screen, on hover. The annotation can be marked as public to allow everyone in the session to see it on hover.