worktree-agent-a9f2e3c687d13687f
- Inventory: items linked to PCs with name, qty, ENC, category; effective FP = STR+CON minus total ENC carried; CRUD API + inline UI on Characters tab - Adventure scene engine: new tab with procedural CYOA choices (Fight, Sneak, Talk, Investigate, Flee) resolved via skill checks; scenes generated from any rollable table with automatic L2 cascade; scene state persisted in DB - Fix total HP formula: was CON+SIZ, now correctly ceil((CON+SIZ)/2) per RQ3 - Fix hit location HPs: were computed from wrong total HP, now correct - Add fatigue points (STR+CON) to derived stats - Add all seven skill category modifiers computed from characteristics (primary/secondary/negative influences per rulebook), shown in generator UI - Add base skill computation (computeBaseSkills) for use in scene engine - Add RQ3 Players Book to docs/ as reference
RQ3 Story Tool
A solo web app for narrative-driven play using RuneQuest 3rd Edition rules with a custom fiction layer.
Setup
npm install
The first time you run the app, the SQLite database is created automatically at data/story-tool.db from db.js's schema.
Importing the table files
tables/*.md are converted into the database once, then the database is authoritative (the .md files can be deleted afterward):
npm run import-tables
Re-running this command wipes and rebuilds the imported table tree, NPC-field detection, and the Norse Layer 1→2 table links - safe to re-run any time the .md files change.
Run
npm start
Then open http://localhost:3000.
Project layout
db.js- SQLite schema and all query helpers (npcs, enemies, log, combat state, imported tables, spell mappings).rq3.js- the RuneQuest 3rd Edition rules engine. Pure functions only, no DB/HTTP dependencies.server.js- Express routes. All state changes go through/api/*and are logged.lib/markdownTableParser.js- parses the heading/table structure out oftables/*.md.scripts/import-tables.js- one-time markdown → SQLite conversion (see above).public/- the frontend (index.html,app.js,style.css). Plain JS, no framework, no rules logic - everything goes through the API.
Notes
- The fiction layer (NPC names, encounter flavor text, custom spell names) lives entirely in the database (originally seeded from
tables/*.md) and never touches the RQ3 rules engine inrq3.js. - Spell name → mechanic mappings are managed via
/api/spell-mappingsrather than markdown, since the table content has already moved into the database. - Closing the tab while there are unexported changes triggers an export reminder; data is also safely persisted in SQLite regardless.
Languages
JavaScript
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CSS
2.6%
HTML
0.7%