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Basics
A few ways available to do this.
- There's a Bestiary Tracker button in the right-side actors menu next to the system Bestiary Compendium.
- There's a macro included with the module that opens the bestiary.
- You can set a hotkey from the Foundry Controls menu.
This is easily done individually for each player and GM by entering the module settings. Get your favorite theme going 🤖✌️
You can add entities to the bestiary in a few ways.
- Open the bestiary and drag an actor from the right-side actors menu into it.
- There's a macro included with the module that can add a selected or targeted entities.
- You can set a hotkey from the Foundry Controls menu to add a creature.
- You can use a Module Setting for automatically adding entities during combat (see the Module's Settings section.)
Actors are by default considered NPCs in the Bestiary if they have the Unique
rarity. This can be changed in the module settings if you prefer tagging your NPCs with the ´NPC´ trait.
(The system uses the same Actor type for creatures and NPCs, so there has to be an identifier for them)
A few ways to get here aswell.
- Open the bestiary and navigate the bookmark tabs on the left and click on creatures.
- There's a macro included with the module that can open up a selected or targeted creature.
- You can use a Module Setting to allow player and GMs to doubleclick creatures to view them in the Bestiary.
You can enter a menu to change how the avatar of a creature is displayed with a few options.
- Revealed. The creature image is revealed fully.
- Outline. The completly dark outline of the creature is shown.
- Hidden. An alternative image is shown. There is a module setting default hidden image, but you can also set a specific one for the creature in this menu.
- Sepia. Adds an aged, colourised filter over the image.
Creature's properties like AC, HP and so on are shown with dashed borders around them initially for GMs. By left-clicking on them, their borders change to solid, signifying that they are now revealed to players. Left clicking again will hide the property once more. There is a module setting to make this colourised if you want a stronger distinction as GM.
You can also click on the names of sections in the creature view to enable/disable everything in it
From the three-dot menu you can also reveal/hide everything about a creature.
You can rightclick on the distinct, singular propeties of a creature, like AC and HP. Doing so will let you enter fake information that players will see instead of the truth. You can also click on the Misinformation icon on list sections such as Attacks and Abilities to add new, fake properties that you can then reveal to players. These fake properties are removed by rightclicking them.
From the three-dot menu in the Bestiary, you can create alternative Bestiaries and change between them.
This can be useful for various reasons. A few usecases could be:
- You are running the current world for multiple different groups and want to keep their Bestiary knowledge separate.
- You might prefer to keep different Bestiaries for different sections of the world in a large campaign.
Simply click to create a new bestiary, then swap between them with a single click. You can edit the name an background image of a Bestiary in the edit menu.