Is there a way to make tokens appear differently to different players?

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  • FVTT-TokenHUDWildcard

    Module for FoundryVTT that expands functionality to Token HUD and Wildcard Images

  • There's a module called Token HUD Wildcard that can add a little icon menu to the token HUD displaying whatever matches it finds for the wildcard images. So if you name your files in a certain way and put them in the same folder, you could make a few tokens called Daelkyr_1, Daelkyr_2, etc. and then be able to switch between them easily.

  • Tokenmagic

    A Foundry VTT module that allows you to add animations and graphic effects to tokens, tiles, templates and drawings.

  • There's also the Token Magic FX module which is definitely more advanced, but if you're comfortable editing the guts of a macro, you could write some that would shift between images with a little more fan fare.

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    Open-Source JSON Form Builder to Create Dynamic Forms Right in Your App. With SurveyJS form UI libraries, you can build and style forms in a fully-integrated drag & drop form builder, render them in your JS app, and store form submission data in any backend, inc. PHP, ASP.NET Core, and Node.js.

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  • token-attacher

  • As far as making one token look different to different players, I'm sure it's possible, but I can't think of a module for it off the top of my head. I can think of a very, very hacky solution which would be to have as many identical maps arranged side by side on the same scene as you have players. Place each player character token on a different map along with the Daelkyr token you want displayed to that player. Make sure the Daelkyr is the same position on each map and then use Token Attacher to link the tokens so that moving one Daelkyr will move all the others at the same time. Then make copies of each player character token on each other's map (again in the same position for each map), but make sure to remove the vision for the token copies. Then use Token Attacher to link each player character token to its non-seeing copies. In the end, you'll have each player able to see/interact with both the villain and their allies, but each sees a different version of the villain.

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