HUD Character Creation
A guide to help setup a new character using the HUD.
0. Plan Ahead
Just putting this here as I highly suggest thinking ahead for characters. Level 10 is the max for a character, which gives a lot of possible options and it's usually good to go forward knowing what you'll do ahead of time.
You'll want to decide which race (which generally determines faction as well) your character will be using the Race sections found under the Lore tab.
Within the race page you'll find a list of classes it's possible for that race to be, simply find one you like.
3. Setup Mode
Once the HUD is attached, go into Options and from the SL dialog popup, select Setup Mode to begin setting up a character.
The HUD should then look like the picture.
Decide your basic stats using 18, 16, 14, 12, 10, 8 placed as you wish among your stats. Make sure to make note of the base stat used for STR and CON.
Click a stat on the HUD and put in the corresponding score you’ve decided for it (there are key stats listed on each class page to help you with this decision.
The HUD will automatically figure out the modifier for you for that stat (3, 2, 1, 0, 0, -1 are the end result modifiers).
Using the base number you decided to plug into CON, figure out your HP, which is class amount + that number. (ex. If you put your 16 into con and your class has 15, you’d have 15+16=31 HP).
Click HP and set it to the correct value.
6. Carry Weight
Click the inventory button and use your class amount for weight + the base number you decided to put into STR to figure out and put in your total carry weight, similar to how you did HP.
7. Character Info
Click the Class Icon button to bring up an SL dialog prompt where you setup the following:
Set your base damage, which is found on the class page.
Type in your class.
Type in your race.
Pick a class symbol and color for it that you feel represents the character.
Move on to the Moves section where you will input your classes starting moves (you get all of them unless it specifically states to choose between 2 choices, and then its all the others and one of that choice).
Select an empty move slot to get an SL dialog prompt that asks you for these 3 things:
Name of the move
Optional info if the move has any. Most moves will leave this empty, it is simply there for things like selecting which spell a move is permanently tied to, or which race the move affects if it has you pick one
Class the move is from
You may want to organize the moves based on the rows of red, yellow, blue or green to make it easier to know which is which later (perhaps green is starter moves, red is damage, yellow is defense, and blue is utility).
Clicking a filled move when in Setup Mode will delete it, careful to exit it if you are trying to find a specific move.
Go to Options again and select the faction your character will start in.
This can't be changed once selected without admin help, but a character can stay neutral and decide later if it makes sense for the character (like some of the Hybrids).
10. Character Name
Also in Options, set your character’s name.
11. RP Tool
Decide if you want the RP tool on (defaults to on) for it to emote for you, and possibly change the default channel away from /4.
Get a starting set of gear from the landing area.
Figure out your total Armor based on your moves and the equipment you have.
Click the Armor icon to set your current armor.
You are done! Hit setup mode again in Options to leave setup mode and have a fully setup character.
Additional steps if a Spellcaster
14. Known Spells (wizard only)
When out of setup mode, hit the inventory button to bring up your inventory and click on an empty slot. At the bottom click on the left anvil (without the star) to start creating an item. Create an item and name it Spellbook in the first dialog prompt. The next dialogue prompt you put in 1 for the weight, then 0 for cost, and in the last insert your full list of known spells (energy bolt, fireball, etc). You'll then have to select an icon for it and the color of the icon to finish the Spellbook item.
This will be your list of known spells and will need to be updated whenever you level and gain new spells. To do this simply destroy your previous spellbook and create a new one.
It is probably a good idea to keep a notecard of your list of spells to make it an easy copy/paste whenever you need to update it from a level-up.
Bard and Cleric do not need to do this as they know all their classes spells and have no reason to list them all.
15. Prepared Spells (all spellcasters)
If you have spells, while in setup mode click the Prepared Spells button and type in your current prepared spells from your list of known spells.
Remember, Cleric And Bard know all spells so they pick from their full lists, while wizard is picking from their list they just created in their Spellbook.
You can have a total amount of spell levels equal to your level +1, with some races or moves adjusting that slightly. So a 5th level wizard could have a 5th level spell and a 1st level spell (6 spell levels total), or 6 spells of all 1st level (or whatever other mix).
Type the list in when you know what you have prepared, and know you'll have to do this often in the future whenever you change what spells you currently have available to cast.
The process for changing your Prepared Spells later in RP is found in Prepared Performance for Bard, Commune for Cleric, and Prepare Spells for Wizard.
Optional steps for Resource Bar
16. Resource Bar
This bar is used to help track a character resource you find you use often, such as the amount of Flow a Fighter has, or the amount of Hold you have left for Shapeshifter. In Setup Mode simply click the Resource Bar.
Hit Set Name on the dialog prompt to set the resources name.
Hit Set Resource on the dialog prompt to set the max amount the resource goes up to.
Exit setup mode and now clicking the current amount of the resource on the left subtracts 1, and clicking the maximum amount on the right adds one. You just click the slash '/' to post your current resource amount into chat.
XP and Leveling
1. XP Bar
You get a max of 1 XP per day that comes with the first successful coin appearing over the banner of the HUD that you click. When your XP reaches the amount needed for the next level, you'll get a message in chat and you'll just need to click the up arrows to advance to your new level.
2. New Move
When you gain a new level, you are able to pick a new move from your class page. Class Moves are picked from level 2-5, while Advanced Moves are picked from 6-10 but you can still pick more Class Moves if you wish. Additionally you have the option of taking a move from the Crafting page instead of a move from your class page if it would be fitting for your character. Once picked, simply add the move to your HUD by doing step 8 from above while in setup mode (make sure to leave setup mode after).
Unless you are a spellcaster, you are done. You do not gain additional hp or stats while leveling, simply an additional move.
Additional steps if a Spellcaster
3. Addition Known Spells (wizard only)
When you gain a new level as a wizard, you pick 2 new spells to add to your spellbook of a level equal to your new wizard level or lower (so a 3rd level wizard could add 2 spells picking from any in 1st or 3rd level). This means creating a new spellbook item and adding your previous list with the new selected spells in a new item from step 14 above.
4. Addition Spell Slots (all spellcasters)
You can always prepare level+1 of spells as a spellcaster, and so a new level means 1 additional total spell level you can use to prepare a spell as per step 15 above.