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Walls and light

GMDraw walls and doors, set the light and place torches, so players see only what their characters can.

  1. 1Draw walls

    The tools are in the row above a map in the wiki, always there; at the table, Walls & light opens the same row. Choose Wall (or right-click the floor and pick it) and click the floor to drop points. Each new point joins the last; hold Shift for straight lines. A right-click or Esc ends the run. Box drags out a whole room, corner to corner.

  2. 2Select, move and undo

    The row opens on Select, where a click never draws anything. Click a line or a point to pick it; Shift-click adds to what is picked, and Shift-drag over the floor picks everything in the box. Drag to move what is picked, Delete to take it away. Undo and Redo (Ctrl+Z, Ctrl+Y) cover every change to walls and lights. Select also picks up markers and pieces.

  3. 3Doors, windows and one-way lines

    Choose Door or Window and click a wall: it is set into the wall there, with a point of its own at each end. Back in Select, drag it to slide it along the wall, or drag one of its points to make it wider or narrower. Right-click a line to change its kind, to open, shut or lock a door or a window, or to hide a door. Players are stopped by walls, shut doors and shut windows. Through a shut window they see only the little just past its glass: enough to tell who stands at it. At the table a right-click on a window offers looks in (they see the room while they stand there, and those inside see them) and peeks in, unseen…, a Stealth roll. A door or a window that is locked is never called that to a player: trying it says It won't open, and from then on its menu offers picks the lock… and forces the door…. Neither changes it by itself: the roll waits in the log for your Apply. Walls their characters have seen are drawn on their map as dark lines. On their screens a door wears a sign at its middle — shut or open — and a click works it; a window is a pale pane between posts.

  4. 4Walls in a fight

    Walls count when dice are rolled. An attack or a hostile power can't reach someone with a wall or a shut door in the way. A target partly behind a corner has Cover (−2, −4 or −6 by how much of them is hidden), and so does one behind a window (−4), unless the attacker stands at it. A Blast, Cone or Stream stops at a wall. Players aren't shown pins or areas their characters can't see.

  5. 5Set the light

    Choose Bright, Dim, Dark or Pitch Darkness (in the wiki, under the … menu). The darker it is, the less far characters see: 10 inches in the Dark, and only what is beside them in Pitch dark. That small circle beside a character is shown very dim, just enough to tell where they stand, and never counts as light.

  6. 6Set lights down

    Choose Light and click the floor to set down a light that is part of the map: a brazier, a lamp post, a lit window. Drag the handle on its ring to change how far it reaches. Torch, Lantern and Candle set down one that whoever stands by it can pick up. Drag a light to move it; right-click it to take it away.

    Walls stop light as they stop sight. Ground a light falls on counts as bright: it is seen from any distance in line of sight, and nobody standing in it is harder to hit.

  7. 7Torches, lanterns and spells

    Right-click a piece to light a torch, a lantern or a candle, or to carry a Light spell; the light moves with it, and the piece wears a small badge showing which it is. Players can do this for their own characters, but only with a torch, lantern or candle that is among the character's gear. The GM can light anything.

    Dropping it sets it down where the character stands: it stays lit on the ground for everyone to see, and anyone standing beside it with free hands can pick it up from their own piece's menu. A Light power cast as an area and left lying on the map gives light too.

  8. 8Fighting in the dark

    An attack takes the penalty for the light its target stands in — Dim −2, Dark −4, Pitch dark −6 — worked out from the map and shown in the roll.

    A character's own eyes count. Low Light Vision ignores Dim and Dark and sees through the Dark as if it were day. Darkvision ignores every penalty within 10 inches and sees that far in Pitch dark. Infravision halves the penalty. Anything named that on a sheet, an ancestry or a creature is picked up, homebrew included.

  9. 9What players see

    Each player sees what their own characters can see right now. Places they saw earlier stay on the map, dimmed, and are what the wiki shows them of it. Forget what has been seen…, in Walls & light at the table or the … menu in the wiki, wipes that memory after asking — useful when you reuse a map.