Quick dice

  • Most of the dice focus revolves around in game d20-based checks, attack damage, and effects modify hit points. Dice buttons are available for simple rolls: d20, d12, d10, d8, d6, d4, d3, d2, & d100. Or roll arbitrary dice from the command line, for example /roll 3d4+3 or /roll d2008.

Game grid

  • Create and mold maps of any size, providing tactical game-play augmentations such as mobile creature tokens, distance calculation, and templates. Judge may assign control over creatures to specific Players, who then control that creature to explore and engage in combat.
  • Fog of war is a global filter that the Judge controls to reveal areas of the game grid, creature tokens, or item tokens. A Player always sees their creature, even if it is hidden from other Players.
  • Creature movement is displayed when moving freely and tracked to measure per round in combat. Creatures may also be set to different sizes, particularly useful for large creatures or enlarge spells.

Track initiative

  • Creatures are activated make their rolls automatically and enter initiative in order. Judge may customize the order to account for special conditions or for Players who prefer to make their own rolls in person.

Game log

  • A rolling history of all in game events is kept in the log, including boxed text, combat resolution, and in-character role-playing dialog. A complete game log history is archived to HTML for easy posting to those playing in or tracking a campaign on line.

Combat attacks

  • Shrink combat time with programmable attacks. Attacks are fully customizable to address a diverse range of death dealing techniques. Modifiers start with the creature's base attack bonus (BAB) derived from Hit Dice. The Strength or Dexterity are applied, depending on attack type. Also supports multiple damage types such as flaming weapons or damage reduction (DR) penetrating types including adamantium.
  • Programmed attacks are great for expediting a creature's turn in combat, particularly useful when the creature has multiple attacks. Each attacks may be customized to add modifiers for flanking, sneak attack, power attack, and miscellaneous modifiers.
  • Melee and ranged touch rolls and grapple checks are also included.

Hit dice

  • Each creature may be assigned any combination of class levels or monster hit dice. These are used to calculate the base attack bonus (BAB) of each creature. Also certain classes may have spell casting ability that will scale according to class level.

Skills

  • OGL skills are provided and Judges may introduce additional skills. Skills are based off a primary ability and each creature may be assigned ranks in a skill in addition to a miscellaneous modifier. A skill check may then be easily rolled. Single key shortcuts are provided for the commonly used skills: move silently, hide, and tumble.

Feats

  • OGL feats are provided and Judges may introduce additional feats. Initiative modifying feats are supported as well as evasion related feats that integrate directly with the combat engine.

Special abilities

  • A wide range of special abilities may be created for each creature. These abilities may be used as simple events or configured with effects that may be targeted at 1 or more creatures. Effects may adjust attack modifiers, ability scores, armor class, saving throws, temp/bonus hit points, or direct damage/healing. Effects may also be given durations and saving throws. When targeting creatures for a special ability, templates may also be used to show an area of effect and target the underlying creatures in 1 step.

Spell casting

  • OGL spell casting classes are supported and all OGL spells are provided. Spell casting support is is based on Wizard, Cleric, Sorcerer, and Druid. Other casting types are derived from 1 of these 4 archtypes, allowing for a wide diversity of spell casting types.
  • Spells are chosen and tracked during gameplay. Spell casting also integrates with the special abilities system to support spells such as fireball, magic missile, bless, and color spray (to name a few).

Saving throws

  • Saving throws may be quickly rolled for a single creature or a group of selected creatures. Saves are also integrated into the special effect system to quickly resolve spell casting or other special abilities that require saving throws.

Inventory

  • Items may be created and given to creatures. Item's with weight tally up for a constantly up to date encumbrance for each creature.
  • Items are also placeable on the game grid and may be picked up by a nearby creature. Items may be hidden from Players and revealed later for many fun possibilities.

Chat rooms

  • A main chat room is provided for the Judge and all Players to discuss game rules and talk out of character (OOC). A private chat is also established between the Judge and each Player, allowing players to pass secret notes directly to the Judge, useful for things like pickpocketing or telepathic messages only certain creatures can hear.

Resource streaming

  • Built into the infrastructure is a powerful resource streaming platform. All maps and creature and item graphics are streamed on demand from the Judge to Players as the map changes or fog of war is lifted.

Share maps

  • Any map is easily exported to an archive file that may be shared directly with friends or freely over the Internet. Imported maps contain all the creatures and items, along with their graphics. An imported map may be played immediately, so an adventure created once may be played over and over again without having to set up the monsters.

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