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Actor Compendium

forelius edited this page Aug 1, 2026 · 2 revisions

Actor Compendium

The Actor Compendium (registered as actor-compendium) holds ready-made monster and vehicle actors from the Dark Dungeons / Rules Cyclopedia monster lists. Each actor carries its full stat block plus its equipment and special abilities as embedded items, so dropping one onto a scene gives you a working, combat-ready token.

Folder Structure

Folder What's inside
Monsters & Beasts All monster actors, organized into thematic subfolders plus loose monsters at the root
Siege Engine Ballista, heavy/light catapult, battering ram, trebuchet
Vehicle/Mount Carts, wagons, draft/riding/war horses, mules, ponies
Water Transportation Canoes, rafts, boats, galleys, longships, sailing ships

The Monsters & Beasts subfolders: Canine, Devilfish, Dinosaur, Dragons, Elementals, Giants, Giant Slugs & Snails, Guardian Owl, Hags, Headsmen, Hellhound, Horde, Humans, Hydra, Lich, Lycanthrope, Magen, Manscorpion, Mek, Mounts, Nightshades, Spider (Planar), Thugs.

How Monsters Are Built

Each monster actor is a monster-type actor with its classic stat block populated:

  • Details — alignment, size, rarity, monster type, number appearing (wandering & lair), morale, THAC0, XP award, level, saveAs / castAs class references
  • Hit points — HD expression plus current/max HP (e.g. a goblin: 1-1 HD, 3 HP)
  • Armor Class — value, plus the shield bonus and armor items that produce it
  • Movement — per-turn / per-round / per-day / running speeds in feet
  • Abilities — STR, INT, WIS, DEX, CON, CHA scores and mods
  • Treasure — the monster's treasure type code, e.g. (R) C for the goblin
  • Wrestling — wrestling score
  • Biography — full monster description including terrain, habits, and lair details

Embedded Items

Everything the monster carries or is lives as embedded items on the actor, so it works when the actor is used:

  • Weapons — e.g. a goblin's short sword (damage 1d6, tags like small); a red dragon's claw/bite/tail/kick attacks
  • Armor — e.g. goblin armor (AC 6), dragon scales
  • Saving-throw abilities — each monster includes its five (or six) save abilities as specialAbility items: Death Ray or Poison, Magic Wand, Turn to Stone or Paralysis, Dragon Breath, Spells or Magic Staff
  • Special abilities — infravision, daylight penalties, breath weapons, spellcasting, flight, hover, crush, and similar
  • Base items — e.g. a dragon's Large Dragon Attack Bonus and Flying base modifiers

Because saves are real items, rolling a monster's save from the sheet works like a character's — a d20 roll against the stored target.

Prototype Tokens

Each actor's prototype token is pre-configured:

  • Disposition — monsters default to Hostile, vehicles/mounts to Neutral
  • Sight — monsters with infravision get darkvision vision mode at the right range (e.g. goblins 90 ft)
  • Bars — name/HP bar display is set to hover

Using the Actors

  • Drag the actor onto the canvas to place a token with its prototype (name, image, vision, disposition) applied.
  • Drag it to the Actors directory to import the actor into your world for editing.
  • Once in your world, edit anything — HP, treasure, embedded items — without affecting the compendium original.
  • Because the FaDe system's actorPack setting points here by default, monster lookups (e.g. THAC0/save references) resolve automatically.

Tip: The Set Monster Darkvision, Set Prototype Token HP Display Mode, and Set Folder Permission utilities in the Macro Compendium let you bulk-adjust imported monsters (darkvision range, HP bar display, or folder visibility) after import.

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