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Character Tokens

Tokens on the map can be linked to characters from your RPG Sessions game, turning simple images into living representations of your PCs, NPCs, and adversaries. When a token is linked to a character, it displays health bars, shows character names, and automatically updates as the character takes wounds or strain during play.

This connection means you never need to manually track which token belongs to which character; the map does it for you.

Adding Character Tokens from the Asset Manager

Section titled “Adding Character Tokens from the Asset Manager”

Character tokens are added through the At the Table section of the asset manager, which automatically displays all characters from your RPG Sessions game.

To add a character token to the map:

  1. Open the asset manager
  2. Find the At the Table section, this shows all characters in the current game player characters)
  3. Click on the character you want to add to the map

The token is created already linked to the character. Its name label appears immediately, and if the character has wounds or strain, the health bars display automatically.

The At the Table section in the asset manager showing game characters

Once placed, the token stays linked to the character. Changes to wounds, strain, or visibility sync automatically. If you update the character through the bot or web interface, the token updates in real-time for everyone at the table.

Linked tokens show two health bars directly below the token image:

  • Wounds Bar (Red): Shows current wounds as a proportion of wound threshold
  • Strain Bar (Blue): Shows current strain as a proportion of strain threshold

Two characters with strain and wound bars visible, one empty and one
partially filled to show each state

The bars scale proportionally with the token size. Larger tokens get larger bars. When wounds or strain change, the bars animate smoothly rather than jumping to the new value, making it easy to see damage being applied during combat.

Linked tokens can represent multiple minions as a single visible asset. The system tracks how many minions remain active based on wounds dealt.

When a token is linked to a minion group with more than one character, the name label shows an elimination counter in the format (remaining/total):

Stormtroopers (3/5)

This tells you 3 of the original 5 stormtroopers are still standing.

A minion group on the map

Minions are eliminated when wounds exceed their wound threshold, not when they equal it. The calculation is:

Minions eliminated = floor((current wounds - 1) / wound threshold)
Remaining minions = total count - minions eliminated

With a wound threshold of 5 and a group of 5 minions:

WoundsMinions RemainingWhy
0–55No minion eliminated until wounds exceed threshold
6–104First minion eliminated at 6 wounds
11–153Second minion eliminated at 11 wounds
16–202Third minion eliminated at 16 wounds
21–251Fourth minion eliminated at 21 wounds

The wounds and strain bars also scale for minion groups. A group of 5 minions with threshold 5 has a total wounds capacity of 25, so the bar represents wounds out of 25.

Not every character should be fully visible to players. Maybe the party hasn’t identified an NPC yet, or the GM wants to track an enemy without revealing its exact health. Visibility levels control what players can see about each character.

Visibility LevelTokenNameStats Bars
Visible✓ VisibleShows ”?????”Hidden
Known✓ Visible✓ VisibleHidden
Complete✓ Visible✓ Visible✓ Visible
GM-onlyHidden from playersHiddenHidden

The GM always sees all tokens and names, with hidden names displayed in gold to indicate players can’t see them.

Linked tokens display the character’s name in a label floating below the token. Labels are:

  • Centered horizontally beneath the token
  • Displayed in white text with a dark background for readability
  • Updated automatically when character names change
  • Positioned in screen space, so they maintain consistent size regardless of zoom

Labels respect visibility settings. If a character is set to “Visible” level, players see ”?????” instead of the actual name. Labels also hide when:

  • The token is under fog of war (for players)
  • The token is on a hidden layer

Sometimes you need a token to face the other direction. Maybe your archer token faces left but you want them facing the enemy on the right. Rather than uploading a mirrored image, you can flip tokens directly on the map.

Keyboard shortcuts:

  • Shift+F: Flip horizontally (mirror left-right)
  • Shift+V: Flip vertically (mirror up-down)

These work on the currently selected token. If you have multiple tokens selected, all of them flip at once, mirroring around the center of the selection. This is useful for arranging formations: select a row of soldiers and flip them all to face the opposite direction in one action. This is also extremely useful for tiling maps, especially when creating repeating patterns or formations.