Once your character sheet has been approved and set up by the application team, there is nothing to configure. The HUD (and its companion Titler) attach automatically the moment you enter the sim. Everything is already done for you.
The HUD has five tabs: Character, Skills, Items, Crafting, and Staff. The Crafting tab only appears if you are an approved crafter character. The Staff tab only appears for staff.
A minimize button collapses the entire HUD down to a single small restore icon when you don't need it on screen. Tap the icon to bring everything back exactly as it was. If you have two characters, a Character Toggle button lets you switch between them, and a Character Sheet button opens your sheet directly, and a Refresh HUD button re-pulls your stats from the server if anything ever looks out of date.
Your Character tab displays your core combat stats and is where most of your rolling happens.
Your Hit Points, System Shock, Armor Class, and Initiative Bonus are all shown here as display values — they update automatically as things happen to your character, including live in combat.
The six ability score buttons — STR, DEX, CON, INT, WIS, CHA — each roll a d20 with that ability's modifier applied when clicked. Use these when a scene calls for a raw ability check.
The Initiative button rolls your d20 initiative at the start of combat.
The Combat button opens the Combat menu, covering everything from starting a fight to responding to being downed. See the Single Combat page for the full breakdown of how that plays out.
The D20 button is a free roll — click it, optionally type a short description of what you're doing, and a roll fires to local chat. Use this for anything that doesn't fit neatly into a skill or when directed to do so by staff.
The D100 button works the same way but rolls a d100. You can optionally attach a base ability modifier before rolling. Moon tea rolls use this button and are sent privately to you rather than to local chat.
At the bottom of the tab, status toggles appear as relevant to your character. If your character has the PTSD or Phobia defect, a corresponding toggle appears — more on what that does below. Every character also has a Spar toggle: turning it on snapshots your current HP and gear durability, letting you spar freely without permanent consequence, and turning it back off restores everything exactly as it was.
Your Skills tab shows all twenty skills and their modifiers. Click a skill name to roll a d20 with that skill's modifier.
If your character has proficiencies or specializations within a skill — Diplomacy under Persuasion, for example, or Riding under Animal Handling — those appear as a separate clickable row beneath the skill. Specialization rolls use a separate, usually higher, modifier than the base skill roll, reflecting your character's focused expertise in that area.
The HUD applies the correct modifier automatically, including any bonus from worn Attire or Jewelry crafted to boost that skill. You never have to choose or calculate anything manually.
If your character has the PTSD or Phobia defect and its toggle is active, the next roll fires twice and takes the lower result, reflecting your character being triggered by their trauma or phobia. The toggle resets automatically after the roll.
Your Items tab manages everything your character is carrying. Inventory is tracked server-side, so it persists between sessions without you needing to do anything.
From this tab you can see your full inventory, equip and unequip weapons, armor, shields, attire, and jewelry, and check your current coin balance. Equipped gear contributes to your Armor Class automatically — the HUD calculates your total AC from your base stats plus whatever you have equipped.
Your armor and shield each have a durability rating displayed as a row of boxes. Green means good condition, yellow means worn, orange means damaged, red means critical. If durability reaches zero the item breaks and is removed from your inventory permanently. Get it repaired before that happens.
You can equip up to three weapons, one armor piece, and one shield at a time. Armor and Shield form one group; Attire and Jewelry form a separate group — equipping from one automatically clears the other, since a character can't be dressed for both combat and court at once. Clothing made by a Seamstress or Tailor and jewelry made by a Jeweler can be equipped for skill bonuses — one of each, applied automatically when equipped.
The Crafting tab is only visible to approved crafter characters. If you are not a crafter, you will not see it.
Your Shop Stock — up to ten items at a time — is always visible on this tab, five rows shown at once with the rest a scroll away. Crafting a new item or setting prices never touches these rows directly; both open their own dialog to walk you through the process. Every craftable item type — weapons, armor, attire, jewelry, healing aids, moon tea, poison, forged documents — uses the same underlying roll: d20 plus your Craftsmanship modifier plus your Crafting feat tier. The higher the total, the better the result, from Common quality up through +3, with your character's own crafting feats raising the ceiling of what you're capable of producing. See the Crafting and Healing page for the full breakdown of what each crafter type can make.
Selling only ever happens through the dedicated Sell an Item flow: pick a nearby player, pick which item to sell them, and the trade completes automatically at whatever price you've set. Touching an item in your own Shop Stock directly offers to rename it or drop it instead.
Visible only to staff. Character Management lets staff search for any registered character by name and adjust their HP, coin, Smith Rank, or inventory, administer poison, view their full inventory, or — when the story truly calls for it — mark a character as killed or revive one that shouldn't have been. Event Award offers a faster path to hand out coin or items as a reward without needing the full management flow. Staff can also search for and load an NPC's stats directly into their own HUD to puppet it for a scene, and a Random Event Generator link is available for on-the-spot inspiration.
Alongside the HUD, a small separate attachment called the Titler floats your active character's name above your head, so other players always know who they're looking at without needing to ask. If your HP drops below full, it shows your current and maximum HP right underneath the name as well, so nearby allies can see at a glance who needs help.
Everything related to the Titler is controlled through local chat on channel 4 — type "/4" followed by a command:
Anything you type on /4 that isn't one of the above is treated as in-character speech — it gets relayed to local chat under your character's name instead of your Second Life account name, so IC dialogue reads cleanly without breaking immersion.
Every roll you make through the HUD is logged automatically. This is what keeps things fair — outcomes are verifiable, disputes are resolvable, and nobody has to take anyone's word for what the dice said. Play honestly. The log exists for everyone's protection including yours.
Rolls output to local chat in the format: [Skill] — [Description]: d20 + [modifier] = [total]. If you typed a description before rolling it appears there. If you didn't, the field is blank. Both are fine, though a description is preferred outside of combat. When in combat, it becomes redundant to type each time that your character is attacking your opponent. If you are facing multiple opponents, though, the description would once again become useful.