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Chapter 9 of 13 · about 6 minutes

Vision, light and fog

How the table decides what each player can see, and how to check it.

First draft. This manual is a first draft. The table is still growing, so a control may move or change. If something here does not match what you see, the table is right and the manual is behind.

How sight works

  1. Fog of war and vision must be on for the scene.
  2. Each token has a Sees radius in squares. A token with 0 has no sight of its own.
  3. Walls and closed doors block sight. Windows and open doors let it through.
  4. The scene's light level shortens how far a token sees. A token standing in light is lit and keeps its full range.
  5. The vision mode changes the rules: Darkvision and Infrared ignore light, and Blindsight senses nearby squares through walls.
  6. Friendly tokens share what they see with the whole party.
  7. The Game Master's manual Reveal and Hide shapes add to or take from this.

Light levels

Light levels and sight
LevelVision kept
Radiant50%
Bright100%
Dim75%
Shaded50%
DarkNone (inflicts Blind)

Vision modes

Vision modes
ModeWhat it does
NormalLight level reduces how far it sees.
DarkvisionSees as far in the dark as in bright light, in grey.
BlindsightAlso senses everything within 3 squares, through walls and in the dark.
InfraredSees heat in the dark, shown in red.

Set a token's mode in its controls (the Game Master can override it). A Persona can also gain a mode from gear or abilities whose name or text names it.

Checking what players see

Press Preview as player in the top bar. The table shows exactly what a player sees, including fog, hidden tokens and hidden handouts. Press Exit preview to return.

Draft. Fog is drawn in the browser. A determined player could read wall and reveal data, though not hidden tokens or whispers. That is normal for a table of friends. Fog also does not remember where tokens have been: explored areas are only the Game Master's manual reveals.