Trenchport RP HUD artwork
Trenchport, Alabama RP HUD Player Portal Complete combat rules, meter basics, and practical HUD guidance for Trenchport players.
Trenchport RP HUD

Combat Rules & Meter Guide

This is the complete player reference for optional Trenchport HUD combat. It combines the rules and practical walkthrough in one place, covering consent, turns, targeting, attacks, damage, healing, consumables, buffs, defeat, surrender, combat modes, and saved records.

Trenchport Alabama RP HUD Combat Guide banner

Optional Combat & Modes

HUD combat is optional. Never attack someone who has not agreed to the scene, and always respect another player's combat status.

Standard Combat

  • HUD attacks, rolls, damage, healing, and defeat are active.
  • Wins and losses are saved to character records.

Non Combative

  • The overhead meter displays NON COMBATIVE.
  • Incoming HUD damage is blocked and attacking is unavailable.

RP Combat

RP COMBAT is for players who want to roleplay a fight without meter damage, HUD rolls, health changes, or saved combat records. Everyone involved should agree on the mode before the scene begins.

Turns & Combat Posts

During an active combat scene, each player may perform one HUD combat action per roleplay post. The action may be an attack, a heal, a consumable, or a temporary buff, but not more than one of those choices.

  • Attacking another player counts as the action, even if the attack misses.
  • Healing yourself through an item or healing another player through the HUD counts as the action.
  • Using any consumable or applying a temporary combat effect counts as the action.
  • Movement, dialogue, and descriptive roleplay may be included in the same post as long as they do not grant another HUD action.
  • Wait at least 10 seconds between HUD actions so the cloud system can register each result.
Use a healing item
or
Attack
You may not heal, apply a buff, or use another consumable and then attack before the other participants have an opportunity to respond. Multiple consumables may not be stacked in one post unless an item description or approved event rule specifically allows it.

Starting & Targeting

1. Attach the systemMake sure both the Trenchport HUD and overhead meter are attached and working.
2. Open the attack menuChoose FIGHT > ATTACK, then select the attack category you intend to roleplay.
3. Select an eligible targetChoose a nearby player who has agreed to the scene and meets the range and meter requirements.
4. Allow the result to processRoleplay the attempt and wait for the other participants before taking another combat action.

Target Requirements

A target must be within the selected attack's range, wear a working Trenchport meter, have combat enabled, and otherwise be eligible for HUD combat. Players marked NON COMBATIVE must not be targeted.

Attacks & Damage

The HUD rolls a twenty-sided die when an attack is attempted. A roll of 8 or higher hits, while a roll of 7 or lower misses. A successful hit then rolls damage based on the selected attack category.

Attack TypeRangeDamage
Melee5 meters8–14 HP
Knife5 meters14–25 HP
Gun30 meters25–35 HP
  • An attempted attack uses your combat action even when it misses.
  • A miss is a normal system result and gives both players room to react through roleplay.
  • You may not immediately attack again, heal, apply a buff, or use a consumable during the same post.
  • The categories determine HUD range and damage. Players should still roleplay the specific weapon, attack, injury, and reaction.

Healing, Consumables & Buffs

Healing Another Player

Use FIGHT > HEAL and select a nearby player. The HUD restores up to 25 HP and cannot raise the target above their current maximum health. The treatment should still be roleplayed.

Healing Yourself

The HUD heal action cannot target yourself. Self-healing is handled through an appropriate inventory consumable under INVENTORY > USE ITEM.

Combat Consumables

Any item that restores health, increases maximum HP, grants a temporary stat bonus, reduces a negative effect, or provides another combat benefit counts as your one combat action for that post.

  • Instant healing items restore lost health.
  • Max HP items temporarily raise the character's maximum health while active.
  • Other consumables may apply temporary XP, healing, or roleplay effects according to their descriptions.
  • Use the item in roleplay and allow the other participants an opportunity to respond.

Health, Defeat & Surrender

Health and Level Scaling

  • Characters begin with 100 maximum HP.
  • Maximum HP increases by 5 every five levels.
  • The normal level-based maximum is 150 HP.
  • Temporary max HP consumables may raise health above the normal level cap while active.

Defeat at Zero HP

When health reaches 0, the meter records the defeat and updates both players' combat records. The defeated player may not continue attacking, healing, applying buffs, or using consumables during that encounter.

Zero HP does not automatically decide death, permanent injury, arrest, kidnapping, robbery, or another long-term consequence. Those outcomes must be agreed upon and handled through roleplay and sim rules.

Throw Towel

To end a fight before either player reaches zero, choose FIGHT > THROW TOWEL, select the nearby opponent, and confirm the surrender. The surrendering player receives one loss and the opponent receives one win without changing either player's health.

Throw Towel has a 12-hour cooldown. It should be used to properly conclude an active combat scene, not as a casual reset.

Poses & Combat Records

Combat Pose

The FIGHT menu includes an optional combat pose. It is a visual aid only and does not roll an attack, deal damage, use the player's action, or replace written roleplay.

Saved Results

Wins and losses are saved to the character record and may be viewed through the HUD's STATS option. These totals only record HUD combat outcomes and do not decide permanent story consequences.

Quick Reference

Combat participationOptional and agreed upon
Combat actions per RP post1
System delayAt least 10 seconds
Successful attack roll8 or higher
Melee5 m, 8–14 HP
Knife5 m, 14–25 HP
Gun30 m, 25–35 HP
HUD healUp to 25 HP, other players only
Starting maximum HP100
Normal level-based maximum150
Consumables and buffsCount as the player's action
Throw Towel cooldown12 hours