stefwill 8bccf6f484 feat: inventory system, adventure scene engine, and PC generator fixes
- 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
2026-07-03 16:00:54 +10:00
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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 of tables/*.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 in rq3.js.
  • Spell name → mechanic mappings are managed via /api/spell-mappings rather 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.
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