Black BoxGet the HUD
Features

Everything Black Box does

Black Box covers the whole of a roleplay sim. Each sim switches on the parts it wants, so the HUD in one sim can look and play very differently from the next.

A character sheet on the HUD: bars, stats, worn gear, effects and quests

Characters

Everything about who you play, from making them to levelling them up.

Step-by-step creator
Name and race, class, stats, profession and starting gear, then a last check. On the HUD, or on the website if the sim prefers.
Several characters
Keep a handful of characters on one account and switch between them.
Character sheets
Stats, gear, effects and quests on one page, on the HUD and the website. Staff can approve sheets and see what changed.
Levels and perks
Level up, spend stat points and pick perks. Respecs work on your sim's terms: free, staff only, or with a cost and a wait.
Professions
A main profession and a second one later on, with a way to change the main one.
Designed on the website
Classes, races, stats, skills and starting stats are all set up by staff, no scripting needed.

Fights

Turn-based fights on the HUD, with as much or as little rule as your sim wants.

Turn order
Invite players and NPCs, the leader starts, and everyone takes their turn in order.
Abilities and targets
Abilities cost energy, mana or HP and have cooldowns. Aim at one target, several, or share attacks out between them.
The fight page
Both sides in their rows and a log of what happened, at half or full size. Players can fight from the website too.
Staff-run NPCs
Storytellers run NPCs in the same fight from the website, and can move them on a fight map.
Effects
Buffs, debuffs, damage and healing over time, damage reduction and reflection, all designed on the website.
Wounds or sparring
Wounds that need treating, or sparring matches that leave none and give your HP back.
Dice
Free rolls and named checks from your rule set's formula, with a dice history staff can review.
Optional rules include
  • Surprise rounds
  • Action points
  • Tactical movement
  • Cover and flanking
  • Parry and dodge
  • Overwatch
  • Wounds
  • Stealth
  • Grapples
  • Climbing and falls
  • Armour
  • Carry weight
  • Area of effect
  • Drones and turrets
  • Range bands
  • Weapon quirks
  • Magic and runes
  • Saving throws
  • Front and back rows
  • Fleeing

Items and crafting

What players carry and make.

Inventory
Equip into slots, use, give, drop and favourite items from the HUD.
Items that do things
Consumables, scrolls and wands that cast abilities, and keycards that open doors.
Crafting stations
Recipes, a timed queue, profession requirements and success chances, at stations around the sim.
Gathering and storage
Search nodes for materials once a day, and share containers with your group.
Optional extras
Durability and repair, salvage, quality, signature items and more, each switched on separately.

Money and trade

An economy staff can steer.

Your currency
One currency, or a purse of coins in several sizes.
Vendors and the item store
NPC vendors that restock, and an item store on the website.
Bank
Accounts, cards with PINs, ATMs, transfers and interest.
Player trade
Pay people, bid at the auction house, post crafting orders and rent stalls.
Community projects
Server-wide goals everyone donates to, unlocking perks when they're met.
Staff controls
An economy that balances itself week to week, faction taxes, and a pause switch.

Story and community

The parts that keep people coming back.

Quests
Stages, branches and rewards, with NPCs that talk and choices that can call for a skill roll.
Story map
Staff build quests on the website and hook them to things players touch in-world.
Events
Plan events, check people in, brief helpers, collect feedback, and turn it all into awards.
Rewards for roleplay
Experience for emoting, with caps per session, day and week. What players write is never stored.
Reports and awards
Players send XP and IC reports; staff review them and give out awards.
Groups and ranks
Groups with ranks and roles, promotions earned through influence, and stipends.
Bounties
In-character bounties that need an authority's approval.

The world

In-world objects that tie the sim to the HUD.

Titler
Name, title, rank, health and status over every head, with the tags your sim uses.
Doors, power and alarms
Doors, lights, generators and alarms that answer to skill rolls and power, with lockdowns at a press.
Weather and sky
Send sky presets to everyone's HUD, or set the sim's default, without estate rights.
Zones
Lawful zones that report hostile magic and mark the caster wanted.
Sound and radio
Play sounds through everyone's HUD, and a staff radio.
Delivery
A server that hands out the HUD and products, and keeps the HUD up to date.

The HUD

One HUD that fits every sim.

Three Home layouts
Classic, Side menu and Portrait, plus a strip that stays on screen when you shrink it.
Themes
Each sim and each group can have its own art, colours and icons.
Your buttons and bars
Staff choose the buttons, bars and counters on Home.
Languages
English and German, and staff can reword any line for their sim.
In a browser too
Open the HUD in a normal web browser and sign in there.

The website

Every sim's website, for players and staff alike.

For players
Your characters, XP, reviews, quests and purse, your own look, and two-factor sign-in.
For staff
Menus for game design, world building, storytelling, moderation, staff and the server.
Roles
Staff roles with their own menus and permissions.
Logs and automation
Logs of what happened, scheduled jobs, and Discord alerts and role pings.
Panic switches
Pause the economy, or switch the server off, in one place.