Actor Management

How to create actors, set up their tokens, control who owns them and keep a growing cast organized.

The Cast of Your Digital Theater

In Foundry, an "Actor" is anything that can act in your world, from mighty heroes to humble shopkeepers, from terrifying dragons to helpful horses. Think of yourself as a casting director with an unlimited roster of performers, each ready to play a role in your story.

Just as a theater company has leads, a supporting cast and extras, your world has player characters (the stars), important NPCs (the supporting cast) and generic creatures (the extras). Each needs a different level of detail, and Foundry gives you the tools to manage all of them: the Actors tab in the sidebar, character sheets, tokens, ownership, folders and compendiums.

The Actor Ecosystem

Core Foundry only knows that Actors exist. Which kinds of Actor you can create is decided by your game system. The dnd5e system, for example, offers separate types for player characters, NPCs and vehicles, each with its own sheet; other systems offer different types (some add hazards, loot containers or parties). When you click Create Actor, the type list you see comes from the system, not from Foundry itself.

flowchart TD A[Actors in Foundry] --> B[Player Characters] A --> C[Non-Player Characters] A --> D[Monsters and Creatures] A --> E["Vehicles and Objects (system-dependent)"] B --> B1["Full sheets<br/>inventory, abilities"] C --> C1["Friendly NPCs<br/>merchants, quest givers"] D --> D1["Enemies, wild animals<br/>boss monsters"] E --> E1["Mounts, ships<br/>animated objects"]

Creating Your First Actor

Let's create a tavern keeper named Gareth. Open the Actors tab in the sidebar, click Create Actor, type a name, pick a type (here, the system's NPC type) and optionally a folder. Foundry opens the new actor's sheet, where you set a portrait, fill in stats and write a biography.

The sketch below shows the kind of information a sheet holds. The layout and the stat fields (HP, AC, speed) are a dnd5e-style example; every system draws its own sheet, so yours will look different.

The Actor-Token Relationship

Understanding the difference between Actors and Tokens is crucial:

Changing the prototype affects tokens you place afterwards; tokens already on a map keep the settings they were created with. That is the most common source of "I changed the token but nothing happened" confusion.

Linked and Unlinked Tokens

The token configuration has a Link Actor Data option, and it changes everything about how the token behaves:

Many systems link player-character tokens by default and leave NPC tokens unlinked, but check the setting on your prototypes rather than trusting the default.

flowchart TD A["Actor: Gareth (sidebar)"] --> P[Prototype Token settings] P -->|drag onto a scene| B[Token: Tavern Scene] P -->|drag onto a scene| C[Token: Market Scene] B --> L["Linked: edits change the actor<br/>and every linked token"] C --> U["Unlinked: edits stay<br/>on that one token"]

Token Configuration: Making Actors Visible

Tokens are how actors appear in your scenes. Right-click a token and use the configuration (gear) button on the Token HUD to open its settings (double-clicking a token opens the actor's sheet instead); edit the Prototype Token instead when you want the change to apply to future placements.

Essential Token Settings

Vision Modes and Detection Modes

On the token's vision settings, turn vision on and set a range. Each token then has one vision mode, which decides how the world looks to it (Basic, Darkvision, Tremorsense, Light Amplification and others), and any number of detection modes, which decide what it can notice and how far (Basic Sight, Feel Tremor, See Invisibility and others). A rogue with darkvision sees a dark corridor in grey; a creature with tremorsense notices moving tokens through walls of darkness. Your game system may preset these values from the actor's senses, so check the sheet first before hand-tuning a token.

Player vision checklist: the player must be an Owner of the actor, the token must have vision enabled, and the scene must use token vision. If any one is missing, the player sees either everything or nothing.

Ownership: Who Can See and Control What

Every actor has ownership levels per player, plus a default for "all players". Right-click an actor in the Actors tab and choose the ownership option to set them (you can set a default on a whole folder, too).

LevelWhat the player getsTypical use
NoneThe actor is hidden from them in the directory.Villains, surprises
LimitedA restricted view, usually the name and image (what is shown depends on the system's sheet).NPCs the party has met
ObserverCan open and read the full sheet but not change it.Party allies, a shared pet or hireling
OwnerFull control: edit the sheet, move its tokens, see through its eyes.The player's own character

Assign each player as Owner of their own character, and set the user's character in their player configuration (right-click their name in the player list) so their rolls and token default to it.

Managing Multiple Actors: The GM's Repertoire

As your world grows, so does your cast. Folders, naming conventions and compendiums keep hundreds of actors manageable:

flowchart TD A[Actor Organization] --> B[Folders] A --> C[Naming Conventions] A --> D[Compendium Packs] B --> B1["By type: NPCs, Monsters, PCs<br/>By location or campaign arc"] C --> C1["NPC_Gareth_Tavernkeeper<br/>MON_Goblin_Warrior"] D --> D1["Reusable library<br/>shared across worlds"]

Compendiums and Importing

The Art of NPC Creation

NPCs are the soul of your world. They don't need every stat a player character has, but they need personality. Here's a quick formula:

The Three-Trait Method

  1. Visual Hook: "Nervous eye twitch" or "Always cleaning glasses"
  2. Personality Trait: "Optimistically naive" or "Secretly romantic"
  3. Story Purpose: "Knows about the thieves' guild" or "Lost their son to goblins"

Put the three traits in the actor's biography (or a GM-only notes field if your system's sheet has one) so they are on hand when the party walks in.

A Quick NPC Gallery

Combat Actors: Building Your Bestiary

Combat actors need different care than social NPCs. They must be mechanically sound and visually distinct on the map.

The Combat Actor Checklist

The Minion vs Boss Approach

flowchart TD A[Combat Actors] --> B[Minions] A --> C[Lieutenants] A --> D[Bosses] B --> B1["Simple stats<br/>1-2 attacks, unlinked tokens"] C --> C1["Named individuals<br/>special abilities, tactics"] D --> D1["Phase changes, unique mechanics<br/>legendary or lair actions (system-dependent)"]

Shapechanging: Actor Transformation

How a druid's wild shape or a polymorph spell works in Foundry depends on your game system. Some systems have a built-in transformation feature; the dnd5e system, for example, lets you drop one actor onto another's sheet to transform it. Where no such feature exists, the general approach is:

  1. Create both forms as separate actors.
  2. Give the player Owner permission on both, with matching vision settings.
  3. Swap the token on the map (or, with Active Effects V2, use an effect that changes the token's image for a simple visual change).
  4. Track shared resources (hit points carried over, spell slots) on a note or the original sheet.

Try It in Foundry: Populate Your World

The Five-Actor Challenge

Create these five actors, which almost every campaign needs:

  1. The Quest Giver:
    • Give them a name and a title.
    • Add a portrait and a token image.
    • Write two or three sentences of biography, plus one secret.
    • Set players' ownership to Limited so they can see the face but not the secret.
  2. The Merchant:
    • Drag a few items into their inventory as shop stock.
    • Note a personality quirk and how they haggle.
  3. The Common Enemy:
    • A goblin, bandit or similar, imported from your system's compendium if it has one.
    • Set the prototype token to Hostile and unlinked, then place three of them.
  4. The Beast:
    • A wolf, bear or similar, with natural attacks.
    • Give the token a vision mode that fits its senses.
  5. The Boss:
    • Your first major antagonist, with several attacks or abilities.
    • A linked token, a large size, and an escape plan in the notes.

Check Yourself

You hit one of the three goblin tokens for 5 damage. What should happen to the other two goblins and to the goblin actor in the sidebar?

Answer

Nothing. The tokens are unlinked, so only the token you hit loses hit points. If all three dropped together, the prototype was linked; turn off Link Actor Data on the prototype and place them again.

A player says they can't see anything on the map with their character's token. Name two things to check.

Answer

That the player is an Owner of the actor, and that the token has vision enabled with a sensible range (and that the scene uses token vision). Also check the lighting: in a dark scene a token without darkvision or a light source sees very little.

Bigger Challenge: The Living Town

Create 10 NPCs for a small town, in their own folder:

  • The mayor (worried about something)
  • The blacksmith (former adventurer)
  • The innkeeper (gossip central)
  • The priest (crisis of faith)
  • The guard captain (by the book)
  • The mysterious stranger (plot hook)
  • Three townspeople (different personalities)
  • One secret villain among them

Actor Management Tips

The Reusability Principle

Build template actors ("Generic Guard", "Common Thug", "Typical Merchant"), keep them in a compendium, then import and customize a copy whenever you need one.

The Face Gallery

Keep a folder of portrait images. When the players meet an unexpected NPC, create an actor, pick a face, give it a name, and nobody will know it wasn't planned.

The Voice Note Trick

In each NPC's notes, write how they sound: "speaks like a pirate", "whispers everything", "ends sentences with questions?" It keeps you consistent from session to session.

Common Actor Pitfalls and Solutions

The Token Sync Trap

Problem: you updated the Prototype Token, but the tokens already on the map didn't change.

Solution: that's by design: placed tokens are copies. Edit the placed tokens directly, or delete them and drag the actor in again. Going the other way, a placed token's configuration can save its settings back to the actor's prototype.

The Shared Hit Points Surprise

Problem: hitting one bandit damages every bandit.

Solution: their tokens are linked. Unlink the prototype and re-place them.

The Cluttered Directory

Problem: 200 actors in one folder and nothing can be found.

Solution: use folders, prefixes and the directory's search box, and move finished actors you aren't using into compendiums.

The Forgotten NPC

Problem: "Wait, what was that shopkeeper's name again?"

Solution: link actors from your journal entries (drag an actor into the text editor to create a link) and keep session notes.

What's Next?

Your world now has a cast: actors with sheets, prototype tokens, the right ownership, and a tidy directory backed by compendiums.

The next part, Items & Inventory, equips that cast with everything from simple swords to legendary artifacts.