"Designed to support storytelling, not replace it."
At the heart of Ghosts of Savannah is immersive, character-driven roleplay. Storytelling, writing, character development, and collaboration always come first.
The HUD exists to support that roleplay, not replace it.
Most everyday scenes do not require a roll. Players are encouraged to write together, negotiate outcomes, and allow scenes to develop naturally whenever possible.
Use the HUD when the outcome of an action is genuinely uncertain, when characters have competing intentions, when failure should carry a meaningful consequence, or when a Storyteller or interactive encounter calls for a roll.
A roll provides a shared mechanical result... The roleplay determines what that result means.
Most day-to-day roleplay does not require the HUD.
Use a roll when:
The outcome of an action is uncertain.
Two or more characters have conflicting intentions.
A supernatural Skill or difficult action is being tested.
Failure or success should meaningfully affect the scene.
A Storyteller, NPC, or encounter asks for a roll.
Routine actions, ordinary conversation, consensual interactions, atmospheric RP, and outcomes players have already agreed upon generally do not require the HUD.
The Ghosts of Savannah HUD provides a lightweight mechanical framework for:
Character progression
Ability and Skill rolls
Contested actions and defense
Physical and Mental Health
Weapons and combat
Character information and titlers
Storyteller and interactive encounter rolls
It is designed to resolve uncertain outcomes quickly and consistently so the scene can return to roleplay.
Follow these steps to set up your HUD and get ready for roleplay.
At the Landing Zone, click the icon labeled “HUD”
Find the HUD in your inventory and attach it to your screen.
Press the Envelope button on the HUD to receive the setup folder containing:
GoS Titler
Titler Info Notecard
PLAYER_CONFIG Notecard
Open the PLAYER_CONFIG notecard and enter your character’s stats:
Abilities:
Will
Vigor
Presence
Cunning
Drop the completed PLAYER_CONFIG notecard into your HUD.
The HUD will read the configuration and store your character information.
When an advancement is approved, the Story Team will provide an updated PLAYER_CONFIG.
Drop the new card into your HUD. The HUD will detect that a different configuration is being loaded and ask you to Accept or Decline it.
Accept - loads the new approved configuration and updates your character information.
Decline - keeps your current configuration unchanged.
Your approved character information is securely recorded in the GoS Player Database.
The database allows the Story Team to verify character level, race, Rank, Abilities, Health, advancement status, and other approved information.
Your PLAYER_CONFIG is the portable character record used to load that approved information into your HUD.
Every character possesses four core Abilities that represent their natural talents, training, and experience. These Abilities are used whenever you make a roll with the HUD.
At character creation, you distribute your available ability Points according to your approved starting Experience Level. Some races also receive bonuses to specific abilites that reflect their unique strengths.
As your character gains Experience, they earn Advancement Points that can be used to improve these abilities over time.
WILL – magical/spiritual strength, mental resilience
Determination, spiritual strength, mental resilience, and resistance to supernatural influence.
Used for magic, resisting fear or psychic effects, overcoming curses and wards, and other challenges of the mind or spirit.
VIGOR – physical strength, endurance
Physical strength, endurance, stamina, and resilience.
Used for athletics, feats of strength, resisting poison or disease, and enduring physical hardship.
PRESENCE – social influence, charisma, intimidation
Confidence, charisma, intimidation, leadership, and social influence.
Used during negotiations, persuasion, deception, intimidation, and other social interactions.
CUNNING – intelligence, reflexes, perception, and dexterity
Perception, reflexes, agility, dexterity, investigation, and intellect.
Used for stealth, awareness, problem solving, agility, investigation, and precision.
Each race possesses unique supernatural Skills that reflect its nature and abilities.
Skills are used through the HUD whenever a character attempts a supernatural action or specialized ability. Detailed descriptions of each Skill can be found on the appropriate race page.
Each Skill is associated with three Skill Ranks: Novice, Intermediate, and Expert. Your character's approved progression determines the Rank used when resolving the Skill.
Any character may attempt a difficult action, but more experienced characters have a greater chance of succeeding at difficult or challenging tasks.
When a character attempts an action where the outcome is uncertain or isn't against another player or NPC, the Story Team or the players involved, may assign one of three Success Levels, Simple, Difficult or Challenging.
Rank is established by your experience level and set your chance for success.
A higher experience level improves your chances of succeeding at more difficult tasks, but success is never guaranteed.
Level vs. Rank
Character Level represents your character's overall progression.
Skill Rank represents the difficulty at which your character can reliably use their Skills.
Rank 1 / Novice • Trained
Rank 2 / Intermediate • Adept
Rank 3 / Expert • Elite
5+
4+
3+
13+
10+
8+
20+
17+
13+
Enhancement/Reduction - Modifiers
Players might have items (or enhancements placed on them) that increase or reduce their abilities, such as a trinket or a ward placed by another player. Each Action Button, on the HUD has the option to add or subtract points to the final roll.
These items are either found through role play or have been created ONLY by Witches and Freemasons.
Items created by Strix Blood magic skill can only be used by Strix, and would act as enhancement or Reduction.
Ongoing Effects from Successful Skills
Some Skills may create a temporary bonus or penalty that affects another character's following rolls.
The Duration of an effect is indicated on the skills description
The strength of the effect depends on the user's Rank:
Rank I / Novice • Apprentice - +/- 1 on the next roll of the receiver
Rank II / Intermediate • Adept - +/- 2 on the next roll of the receiver
Rank III / Expert • Venerated - +/- 3 on the next roll of the receiver
Health calculation
Each character has two types of Health.
Physical Health: Your character’s stamina, bodily endurance, and resistance to physical harm (based on your Vigor ability).
PH = Vigor × 3 + Level
Mental Health Your character’s mental resilience, sanity, and ability to resist psychic or supernatural stress (based on your Will ability).
MH = Will × 3 + Level
Task / Defense
Use this button for defense or a roll without using skills.
GoS Website
Open the GoS website.
Character Info
Write in local the character information saved on the HUD
Skill
Use when using one of your skills in a task.
PvP w/weapon
Use when using a weapon against another player
Emote
Click it to change your name for emoting. Use channel /5 to roleplay.
Flip a Coin
Simple heads or tails.
Game Guide
Gives you a notecard with links to information on the website.
Titler deliver
Click it to get the Titler tag. Read below for info on how to set it up.
PH & MH
Use this button to deduct/add to your character's Physical & Mental Health.
Reset Health
This button resets your Health
Redelivers HUD
Click to get a new HUD from the server.
LEVELING
ACTIVITY REQUIRED
PENDING STAFF REVIEW
READY TO ADVANCE
MAX LEVEL
The large button at the bottom of the HUD is your Experience Meter.
While actively role playing in approved Ghosts of Savannah regions, the HUD tracks your Experience toward the next Experience Level. Progress is earned through active participation and periodic activity verification to ensure fair play.
As your character advances, the Level button changes color to indicate its current status.
🟢 LEVELING (GREEN) - Active and earning experience.
🟠 ACTIVITY REQUIRED (AMBER) - Respond to the activity check to continue earning experience.
🟡 READY TO ADVANCE (GOLD) - Level requirements met. Submitting your advancement request.
🔵 PENDING STAFF REVIEW (BLUE) - Your advancement request has been submitted and is awaiting Story Team review.
⚪ MAX LEVEL (SILVER) - You have reached the maximum experience level.
After your advancement is approved, open a Staff Ticket with your requested ability point allocation. The Story Team will update your character record and provide an updated PLAYER_CONFIG note card.
How to Set up the Titler
Attach the GoS Titler included in the folder so that the text shows on top of your head.
To configure it, type: /44 menu in local chat.
You will see a blue popup where you can input the text you want to show.
In the next popup you can select the color of the floating text:
You can enter the percentage RGB ("1,1,1" or "<1,1,1>"), numerical RGB ("255,255,255" or "<255,255,255>"), or hexadecimal ("#FFFFFF").
Most HUD rolls follow the same basic process:
Post your character's intended action in local chat.
Choose the appropriate HUD button.
Select the Ability, Skill, difficulty, or weapon.
Add any active Enhancement or Decrease modifiers.
Let the HUD post the result.
Roleplay the outcome.
Task Roll (Use this to do a roll based on your abilities points)
Use Task / Defense when attempting a general action that does not use one of your supernatural Skills.
This includes climbing, searching, sneaking, forcing a door, interrogating someone, or resisting an environmental hazard.
Examples of Situations:
Player wants to fix a computer, trespassing private property, spying on someone, interrogating someone, etc.
Outcome:
[21:21] Danu: 🎲 Task/Defense roll: Ability: Vigor (3) + Enhancement (0) - Decrease (0) + D20 (18) = 21
🛡️ If this roll is against another player, they must roll their Defense using: Cunning
Defense Roll
Use Task / Defense when another character or NPC has made a roll against you and the result calls for a defensive Ability roll.
The opposing post or HUD result will tell you which Ability must be used for the defense.
Examples of Situations:
Another played (or NPC) rolled one of their abilities or skills against you. Check local chat to see which ability you need to use to defend yourself against the attack.
Outcome:
[21:24] Danu: 🎲 Task/Defense roll: Ability: Cunning (4) + Enhancement (0) - Decrease (0) + D20 (4) = 8
🛡️ If this roll is against another player, they must roll their Defense using: Cunning
In this case as it was a defense, and the attack role was 21 and the defense roll was 8, the attack was successful.
A defense must exceed the opposing roll to succeed. A tie does not successfully defend.
Skills button
Use the Skill button when your character uses one of their approved supernatural or specialized Skills.
Examples of Situations:
Using one of your race skills to do a task by yourself or against/for another player or NPC.
Outcome:
[21:41] Danu: 🎲 Skill Difficulty: Simple | Ability: Will (5) + Enhancement (0) + Decrease (0) + D20 (15) = 20 VS 3 → ✅ SUCCESS
🛡️ If this roll is against another player, they must roll their Defense using: Cunning
❗Potential effect: +3 OR -3 for 2 rolls after the defense post.
Simple -
Difficult -
Challenging -
Routine tasks expected of a trained character.
Difficult tasks requiring preparation, experience, or skill.
Exceptional feats where failure is likely and success carries significant consequences.
The required roll depends on your character's current Ability Rank vs the Task Difficulty
PVP w/ weapon
Examples of Situations:
You want to use a weapon from the approved list (see above) against another player or NPC.
Outcome:
[21:45] Danu: Type of weapon: Melee | Ability: Vigor (3) + Enhancement (0) + Decrease (0) + D20 (7) = 10
💥 Potential Physical Health Damage: -1
🛡️ The other player must roll Defense using: Cunning
All weapons do 1 damage to heath no matter what the type. This is to keep the game simple and to enhance the roleplay aspect of play.
Approved Weapons
Types:
Projectile:
Modern weapons: Hand guns, rifles, shotguns, machine guns, explosives
Classical weapons: Bows, crossbows, sling, Shuriken, boomerang, Blowgun, rock
Melee:
Common & Improvised Blunt Weapons: Mace, clubs, baseball bats, sticks, police batons, tire irons, crowbars, pipes, rock, street sign, chair, table, bottle
Martial Arts: bow staff, tonfa, nunchaku, brass knuckles.
Household/Industrial: tools (hammers, wrenches), Ax, Sledgehammers, fire pokers, rolling pins, shovels, broom handles
Edged/Bladed: Swords: Katana, Broadsword, Rapier, Saber, Dagger, Bowie Knife, Kukri, Axe, Tomahawk, Battle Axe, Fire Axe, Spear
Body: claws (shifters), fangs (vampires), martial arts, wrestling, fists, fingernails, feet
IMPORTANT: Openly carrying illegal or conspicuous weapons within the city may attract police attention and IC consequences. Players should consider the location and circumstances when carrying weapons.
Health Tracking
Use the PH & MH button to adjust your character's Physical or Mental Health during roleplay.
Choose the appropriate Health pool and enter the amount gained or lost.
Health should only be changed when an RP outcome, Skill, attack, Storyteller ruling, or other approved effect calls for it.
The HUD will not allow either Health pool to exceed your character's approved maximum.
Use Reset Health when your character's Health should return to its approved maximum after recovery or at the appropriate conclusion of an encounter.