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§1 INTRODUCTION

The yHud is a simple attachment to augment your roleplay in Ystrad. Please note: this is not a replacement or requirement for roleplay. It is here to enhance and allow for the randomness of dice rolling on a customized sheet. You do not have to build your sheet before beginning roleplay here; build it when you're ready!

It is command-driven, and the default channel is 9, so to communicate with it, use /9 from your chat window. You will note that no titler comes with our hud. This is done intentionally as I will not be allowing titlers on sim. At best, titlers are immersion breaking, ugly and lazy; at worst, they encourage metagaming. Ystrad was built with evolution, idealization, optimization and 'next-gen' appearance and roleplay stories in mind, let's leave the hover text behind!


§2 CHARACTER CREATION

1. Setup

This creates the initial character on the HUD. To set up a new character called Alice:

/9 setup name=character name,intelligence=#,agility=#,strength=#,endurance=#,perception=#,charisma=#

Note that all six base values can be customized: no lower than 15, no higher than 40 for a total of 180. each attribute is used to create your skills/health/stamina:
Intelligence
Perception
Endurance
Agility
Strength
Charisma

Knowledge: int+per
Medicine: int+char
Science: int+end
Social: char+per
Subterfuge: char+agi
Melee: str+end
Ranged: str+agi
Survival: end+agi
Intuition: per+str

Health: 10% of end+str(1-10 scale) 
Mental: 10% of end+int (1-10 scale)

2. Commit it to the server

Once setup has been complete, committing (saving) the character is as simple as:

/9 create

Note that once a character has been created it can no longer be modified by a player (only by an admin)

To post as your loaded character, use:

/5

 

§3 ROLLING

The HUD has a built in dice roller allowing you to roll against any of your available statistics, or a general die. The default die is a d100 but this can be changed to any die.

To roll a d100:

/9 roll

To roll a d6:

/9 roll 6

You can change 6 to be any (sensible) number to roll with, so for a d10, use /9 roll 10 and so on.

To roll against a stat (e.g. medicine):

/9 roll medicine

This will roll against your medicine value. If you roll under this value, you have successfully passed the skill check. Above, and you fail. The HUD will notify you of the outcome


§4 MISCELLANEOUS

To load a character:

/9 load (character Name)

To set a default character(if you have multiple chars in the system):

/9 default (character name)

To see online character sheet:

/9 sheet

To reset the script:

/9 script

To get the build number of the HUD

/9 build

To bring up a command list

/9 help

To hide/show the information display:

/9 display

 

§5 Combat

In the world of Ystrad, it is only a matter of time till you run up against a tough situation which will demand you make every effort to survive. Combat ensues whenever two characters face off and begin assaulting one another. Remember that, while the actual scene may take awhile, the 'real' time of the encounter will have flowed more naturally and quickly. A good rule of thumb is that each turn accounts for roughly 10-30 seconds of 'real' time. I have broken down the combat into phases so you may better understand the flow of combat.

1. Initiative.
-Only roll this for groups of 3 or more if agreed upon, post order is the default. Each character involved will roll a d100(just /9 roll). Whoever scores the highest goes first, followed by the second and so on until the round is over. If two players roll the same number, they should reroll. 

2. Make a contested roll.
-Players should post their attempted action then roll. If the attacker rolls successfully, the defender rolls to contest. If both players are successful, the higher roll wins. If one player succeeds and the other fails, the successful player wins the contested roll. If both fail, nothing happens. If a critical success is rolled on attack, the defender does not roll. If the defender rolls a critical then the attack is negated. If both players roll a critical success, they cancel each other out. This continues until all players have had their turn. It is very important to not jump post order during this time.

3. Damage

- If an attack is successful and the targeted player is injured:

  • normal attack roll = -1 to health
  • critical success attack roll = -2 to health

- To change your health: /9 health + or - #

4. Determining the Scene End
-If no one is defeated then the next turn begins following the same steps until a player breaks off from the combat (successfully escapes) or is defeated.

5. Combat Healing

- Each day, you start with full hud health. This does not negate any injuries received prior to the reset, those should still be roleplayed out accordingly.

- For healing while in a combat scene:

  •  if there's an opportunity, you must roll a successful medical check, either by yourself or others.
  • However, whoever is doing the healing CANNOT also attack. it's one or the other
    • normal medical roll = +1 to health
    • critical success medical roll = +2 to health
  • To change your health: /9 health + or - #

 

Example:

Mojo set off an alarm and it doesn't take long for the guard to show up well armed.

Guard rolls his ranged skill(50) trying to take a shot at Mojo and rolls 42, a success.

Mojo rolls his dodge(30) and rolls a 22, a critical success. The guard fails to hit Mojo and Mojo dances a jig while laughing.

Mojo decides to use his own bow and fires back at the guard. He rolls a 56 against his ranged skill(60). The guard rolls an 8 against his survival skill(40) but Mojo rolled higher and scored a hit on the Guard.

The guard is lightly damaged by Mojo's shot and the round ends. A new round with a new set of actions will begin until one of them is either defeated or escapes.

 

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