HUD Information

Main HUD Features

  • Dice rolling and level progression (everything you will need for our combat rules)
  • Environmental Effects (for full immersion into a world that is always changing)
  • NPC dialog (learn about ongoing storylines from the poor unfortunate NPCs who live in the middle of them)
  • Basic inventory management (tracks important quest items and rewards)
  • Included RP tool (set your ‘@channel’ and ‘@name’ and use the HUD’s RP tool for commands and IC posts)

HUD Elements

  1. Main Menu Clock: click on the clock to bring up the main menu of commands (clock also tells time of day, day/night, and moon phases)
  2. Night Eye Toggle: click to activate the night eye mode (only available when RLV is enabled)
  3. Inventory Button: outputs your current inventory into your chat box (see the ‘@help’ notecard for inventory commands)
  4. Roll Dice Button: brings up the dice targeting menu (use “Roll VS DC” to roll against no one)
  5. Flat Roll Toggle: toggles between using full level (green) and flat rolls (red) when using the dice (level will be shown when using levels)

Dice Rolling

The Fragmented Providence HUD is primarily responsible for tracking progress and rolling dice for combat purposes. The dice system is a simple d100 vs d100 represented by a d10 on the HUD graphically. Clicking on this dice will bring up a targeting HUD. In order to roll for a DC or check (such as a healing check or an initiative roll), simply choose “Roll VS DC” on the dialog. Primarily when rolling vs an enemy, full level will be added to both sides. By touching the green/red gem next to the dice, you can turn on and off adding levels to the roll. When rolling initiative you will want to use a flat roll.

  • Note, you can choose to take a handicap with the HUD using the “@handicap” command. You may choose to use flat rolls, or choose to voluntarily lower your effective level for the sake of being more fair to an opponent (also great for sparring). The HUD also tracks level progress. Levels are granted by two factors, time spent on sim and notecards turned in monthly. A total of 4 EXP can be gained per week (2 per day and for 2 days in a week). Notecards turned in monthly can grant up to 20 EXP for the full amount of notecards, totalling 36 EXP in a month. Levels 1-10 require 2 EXP per level, but every ten levels the amount of EXP to level up doubles, until levels 41-50 require 32 EXP per level. Currently the maximum level the HUD will recognize is level 50.

Environmental Effects

The second primary feature of the Fragmented Providence HUD is immersion! The HUD tracks quite a bit of environmental data. The clock on the front as well as the main menu (when clicking on the clock area) give several pieces of information. The clock obviously tells the time, and there is a real time temperature read out above it. The clock displays the IC sim time, however unlike most sims with a 4 hour day/night cycle, Fragmented Providence has a 12 hour day/night cycle. While the HUD does show you the time and if it is day or night (along with the current phase of the moon), to be truly immersed one will have to have RLV activated. With RLV activated, the HUD can change the in world windlight settings to match the correct time of day, and the various types of weather. This is not a necessity for roleplay, but it will help with your immersion in the sim. For those without RLV turned on, the current weather can still be seen on the main menu. Temperature and weather both change on their own based on the time of day and year, with no need for manual input.
A Note About RLV – RLV is best known for trapping people and forcing them to undress. For those of us who do not frequent ‘those’ sims, RLV is just a dirty word. RLV has many legitimate uses as well, and the environmental system is one of those. RLV acts by using Owner messages (meaning it can only send messages through items you own). So long as you do not wear any RLV relays, no one can send RLV commands to you or make you do anything. Furthermore, the HUD does not receive RLV command on any channel. The information it processes comes directly from the sim’s Experience, so you cannot be sent eroneous RLV commands nor does the HUD act as a relay.

NPC Dialog

Though it is not often used, NPC dialog can be used on the sim to relay story elements to those coming to the site of a disaster late, or to find out information on basic laws from a guard, or to roll to slay a guard or hunt an animal in the wilds. While we agree that storylines should be driven by players and storytellers, we also know that players won’t always be available to field basic questions. Our NPCs have full branching dialog options with full sentence replies. If you want to find out why that building was turned to rubble, perhaps ask the guard standing in front of it what he knows. You’ll need to find players for the rest of the story, but that friendly guard might be able to get you started.

Inventory Management

Though not used extensively in Fragmented Providence, the HUD does include some basic inventory elements. Through a sim event you might be given an item (the talisman that trapped an ancient evil for instance) and this item may play an important role. To help facilitate who holds this item, and what information is known about it, said item may be added to your inventory. This information is kept on the database, and you may then give the item to other players and allow them to work with it as well. You can also use the ‘@info‘ command to find out information about that item, as if you were inspecting it. This all streamlines the ability for storytellers to deliver their story. You may also be a lucky individual who finds a unique item after an event. For those items, the inventory system will be used as well to track where the item is if it is given away or traded.
Example Unique Items – Unique items are those that change the rules slightly. A sword that counts as both a holy weapon and a silver weapon would be a unique item. A dagger that can apply a poison twice, a cloak that allows a mortal to sprout wings, or the rare dragonsbane poison, are all examples of unique items in the system. Weapons made of a single special material, weapons that have an elemental enchantment, or any magic item that has a non-combat fluff kind of effect, are all handled exclusively by players and tracked simply by keeping a full log of the roleplay in which they were received.

RP Tool

Though a simple feature, the RP tool included with the HUD is useful. When the channel is set (using the @channel command), it can be set to whatever value you prefer, and will receive commands (commands use the @ character to denote a command) or repeat any text sent to it with your RP name (set with the @name command). Your usename is shown in parenthesis as if you had set a display name so that others may find who sent the message easier.

Commands can still be sent through public chat (channel 0) even after an RP tool channel has been set. The default channel is 9, but will always be shown when you first put on the HUD.

(The Fragmented Providence HUD will only function within the Fragmented Providence sim. When on another sim the HUD locks down, but will reactivate when you come to Fragmented Providence again. If the HUD has been updated, it will also lock down and you’ll need to get a new HUD. All progress is saved, but name and channel will have to be set again for the RP tool.)