Files
RingBRP/tools/build-packs.mjs
T
slaguru666andClaude Opus 5 d0144f744e The Custodians v0.6.1 — full system
A Foundry VTT game system: Basic Roleplaying d100 in a drab British agency that
deals with crossings, where reality keeps a record of what belongs where and can be
made to get it wrong.

Contents:
- rules.mjs as the single authority for every rule formula, with 40 rules and 132
  spot-checked values. Nothing may restate a formula it defines.
- 25 postings, each with a key characteristic, trained skills, talents and its own
  kit; a 175-item catalogue across four eras; 231 generated icons.
- Reaction Lanes initiative, re-rolled every round including the first.
- Coherence, and the Quiet Arts, which only ever arrive from a crossing gone wrong.
- Graded defences: only a critical stops a critical.
- Borrowed Authority — access as a record rather than a hacking roll.
- A case generator, and a rules journal generated from rules.mjs so the book cannot
  drift from the code.

Built compendia are committed so a remote Foundry needs only the files.
node_modules is not; `npm install` restores it for rebuilding content.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:09:07 +01:00

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/**
* Builds the RingBRP LevelDB compendium packs from tools/content.mjs.
* Run: node tools/build-packs.mjs
*
* IDs are derived deterministically from a key string, so rebuilding a pack
* keeps stable references and does not duplicate documents in existing worlds.
*/
import { ClassicLevel } from "classic-level";
import { createHash } from "node:crypto";
import { ICON_MAP, SKILL_ICON } from "./icons.mjs";
import { rm, mkdir } from "node:fs/promises";
import path from "node:path";
import { fileURLToPath } from "node:url";
import {
SKILL_CATALOGUE, WEAPONS, ARMOURS, GEAR, VEHICLES, PREGENS, NPCS, DEVICES, TALENTS,
SITE_TABLE, HAZARD_TABLE, hitPoints, majorWound, damageModifier, styleFor
} from "./content.mjs";
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "..");
const PACKS = path.join(ROOT, "packs");
const ALPHABET = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
function idFor(key) {
const h = createHash("sha256").update(`ringbrp:${key}`).digest();
let out = "";
for (let i = 0; i < 16; i++) out += ALPHABET[h[i] % ALPHABET.length];
return out;
}
const BASE = () => ({ folder: null, sort: 0, flags: {}, ownership: { default: 0 } });
const IC = k => ICON_MAP[k] ? `systems/ringbrp/icons/${k}.svg` : null;
const ICON = {
skill: IC("skill_mental"),
weapon: IC("pistol_med"),
melee: IC("dagger"),
armour: IC("stab_vest"),
gear: IC("pack") ?? IC("medkit"),
device: IC("crossing_regulator"),
actor: IC("actor_pc"),
table: IC("table"),
journal: IC("journal"),
talent: IC("talent_generic"),
npc: IC("actor_npc"),
caseFile: IC("actor_case")
};
/* ---------------- item factories ---------------- */
function skillItem({ fam, spec, cat, base, name, extra = {} }) {
return {
_id: idFor(`skill:${fam}:${spec}`),
name, type: "skill", img: IC(SKILL_ICON[cat]) ?? ICON.skill,
system: {
description: "",
familyId: fam, specialisationId: spec, categoryId: cat,
base: { mode: "flat", value: base, formula: "" },
value: base,
trainingCap: null, transferGroup: "",
experienceTicked: false, experienceEligible: true, canBeTaught: true,
...extra
},
effects: [], ...BASE()
};
}
function weaponItem(w) {
const isMelee = w.cls === "melee";
return {
_id: idFor(`weapon:${w.key}`),
name: w.name, type: "weapon", img: IC(w.key) ?? (isMelee ? ICON.melee : ICON.weapon),
system: {
description: "", massKg: w.mass ?? 0, quantity: 1, equipped: false, carried: true,
traditionIds: [w.trad ?? "tradition_local"],
weaponClass: w.cls,
skillFamilyId: w.fam, skillSpecialisationId: w.spec,
damage: w.byBand
? { mode: "byBand", formula: "", short: w.byBand.short, medium: w.byBand.medium, long: w.byBand.long }
: { mode: "single", formula: w.dmg, short: "", medium: "", long: "" },
appliesDamageModifier: !!w.mod,
woundType: w.wound,
monofilament: !!w.mono,
fireMode: w.fire ?? "",
ranges: { short: w.ranges[0], medium: w.ranges[1], long: w.ranges[2] },
ammo: { capacity: w.cap ?? 0, loaded: w.cap ?? 0, reserve: 0, reloadRounds: w.fire === "slow" ? 2 : 1 },
energyPerShot: w.energy ?? 0,
damageTags: w.mono ? ["monofilament"] : (w.cls === "energy" ? ["energy"] : ["kinetic"]),
coherenceCost: w.coherence ?? 0
},
effects: [], ...BASE(),
flags: { ringbrp: { key: w.key, era: w.era ?? "modern" } }
};
}
function armourItem(a) {
return {
_id: idFor(`armour:${a.key}`),
name: a.name, type: "armour", img: IC(a.key) ?? ICON.armour,
system: {
coherenceCost: a.coherence ?? 0,
description: "", massKg: a.mass, quantity: 1, equipped: false, carried: true,
traditionIds: [a.trad ?? "tradition_local"],
points: a.points, ignoredBy: [], degradation: { current: 0, max: 4 }
},
effects: [], ...BASE(),
flags: { ringbrp: { key: a.key, era: a.era ?? "modern" } }
};
}
function gearItem(g) {
return {
_id: idFor(`gear:${g.key}`),
name: g.name, type: "gear", img: IC(g.key) ?? ICON.gear,
system: {
description: g.desc ? `<p>${g.desc}</p>` : "",
massKg: g.mass, quantity: 1, equipped: false, carried: true,
traditionIds: [g.trad ?? "tradition_home"],
powerDraw: 0, skillBonus: { skillFamilyId: g.bonus?.fam ?? "", value: g.bonus?.value ?? 0 },
researchFacility: g.facility ?? "",
coherenceCost: g.coherence ?? 0,
isAnchor: /anchor/i.test(g.name)
},
effects: [], ...BASE(),
flags: { ringbrp: { key: g.key, era: g.era ?? "modern" } }
};
}
function vehicleItem(v) {
return {
_id: idFor(`vehicle:${v.key}`),
name: v.name, type: "vehicle", img: IC(v.key) ?? ICON.gear,
system: {
description: v.desc ? `<p>${v.desc}</p>` : "",
// A vehicle is carried by nobody: massKg is what it weighs, not what it costs
// an agent to have. `carried` false keeps it out of the encumbrance sum.
massKg: v.mass ?? 0, quantity: 1, equipped: false, carried: false,
traditionIds: [v.trad ?? "tradition_home"],
skillFamilyId: v.fam ?? "pilot", skillSpecialisationId: v.spec ?? "ground_car",
crew: v.crew ?? 1, seats: v.seats ?? 0, cargoKg: v.cargo ?? 0,
speedBand: v.speed ?? "road", rangeKm: v.range ?? 0,
hull: { value: v.hull ?? 0, max: v.hull ?? 0 },
armourPoints: v.armour ?? 0, terrain: v.terrain ?? [],
powerDraw: 0, coherenceCost: v.coherence ?? 0,
era: v.era ?? "modern", notes: ""
},
effects: [], ...BASE(),
flags: { ringbrp: { key: v.key, era: v.era ?? "modern" } }
};
}
function deviceItem(d) {
return {
_id: idFor(`device:${d.key}`),
name: d.name, type: "device", img: ICON.device,
system: {
description: d.desc ?? "", massKg: d.mass, quantity: 1, equipped: false, carried: true,
traditionIds: d.traditions,
documentId: d.documentId, materialId: "standard",
integrity: d.integrity, functions: d.functions
},
effects: [], ...BASE()
};
}
/* ---------------- actor factory ---------------- */
const SKILL_LOOKUP = new Map(
SKILL_CATALOGUE.map(([fam, spec, cat, base, name, extra]) => [`${fam}:${spec}`, { fam, spec, cat, base, name, extra }])
);
const WEAPON_LOOKUP = new Map(WEAPONS.map(w => [w.key, w]));
const ARMOUR_LOOKUP = new Map(ARMOURS.map(a => [a.key, a]));
const GEAR_LOOKUP = new Map(GEAR.map(g => [g.key, g]));
const DEVICE_LOOKUP = new Map(DEVICES.map(d => [d.key, d]));
function buildActor(spec, type) {
const ch = spec.ch;
const hp = hitPoints(ch.con, ch.siz);
const mw = majorWound(hp);
const style = styleFor(spec.chosenStyle ?? "reflex");
const actorId = idFor(`actor:${spec.key}`);
const stableKey = spec.key;
const items = [];
const push = (doc, suffix) => {
const copy = foundryClone(doc);
copy._id = idFor(`owned:${spec.key}:${suffix}`);
items.push(copy);
};
for (const s of spec.skills ?? []) {
const meta = SKILL_LOOKUP.get(`${s.fam}:${s.spec}`);
if (!meta) throw new Error(`Unknown skill ${s.fam}:${s.spec} on ${spec.name}`);
const doc = skillItem({ ...meta, cat: meta.cat, base: meta.base, name: meta.name, extra: meta.extra ?? {} });
doc.system.value = s.val;
push(doc, `skill:${s.fam}:${s.spec}`);
}
// Every skill, so the sheet reads like a BRP sheet rather than eleven entries
// scattered over seven categories. Trained ones were pushed above; the rest
// come in at printed base.
const trained = new Set((spec.skills ?? []).map(x => `${x.fam}:${x.spec}`));
for (const [fam, sp, cat, base, name, extra] of SKILL_CATALOGUE) {
if (trained.has(`${fam}:${sp}`)) continue;
const doc = skillItem({ fam, spec: sp, cat, base, name, extra: extra ?? {} });
doc.system.value = base;
push(doc, `skill:${fam}:${sp}`);
}
for (const key of spec.talents ?? []) {
const t = TALENTS.find(x => x.key === key);
if (!t) throw new Error(`Unknown talent ${key} on ${spec.name}`);
push(talentItem(t), `talent:${key}`);
}
// Everyone has hands. "Punch / kick" was in the catalogue and issued to nobody,
// so every agent had Brawl and no item to roll damage with — an unarmed attack
// was unrollable for every character in the game.
for (const key of [...new Set(["punch", ...(spec.weapons ?? [])])]) {
const w = WEAPON_LOOKUP.get(key);
if (!w) throw new Error(`Unknown weapon ${key} on ${spec.name}`);
const doc = weaponItem(w);
doc.system.equipped = true;
push(doc, `weapon:${key}`);
}
for (const key of spec.armour ?? []) {
const a = ARMOUR_LOOKUP.get(key);
if (!a) throw new Error(`Unknown armour ${key} on ${spec.name}`);
const doc = armourItem(a);
doc.system.equipped = true;
push(doc, `armour:${key}`);
}
for (const entry of spec.gear ?? []) {
const [key, qty] = Array.isArray(entry) ? entry : [entry, 1];
const g = GEAR_LOOKUP.get(key);
if (!g) throw new Error(`Unknown gear ${key} on ${spec.name}`);
const doc = gearItem(g);
doc.system.quantity = qty;
push(doc, `gear:${key}`);
}
for (const key of spec.devices ?? []) {
const d = DEVICE_LOOKUP.get(key);
if (!d) throw new Error(`Unknown device ${key} on ${spec.name}`);
push(deviceItem(d), `device:${key}`);
}
const system = {
characteristics: Object.fromEntries(
["str", "siz", "con", "int", "pow", "dex", "cha", "edu"].map(k => [k, { value: ch[k] ?? 10 }])
),
marksmanship: { style, chosenStyle: spec.chosenStyle ?? style },
hp: { value: hp, max: hp },
majorWound: { value: mw },
wounds: [],
familiarities: {
traditions: ["tradition_home"],
environments: spec.environments ?? []
},
combat: { defencesThisRound: 0, defenceTypeLock: "", stance: "normal", secondAttackUsed: false, aiming: { active: false, targetUuid: "", bonus: 0 } },
// Written explicitly rather than left to the template default. Every packed
// actor shipped as "hominid", a name from the Ringworld setting that is not a
// species this game defines — it only ever worked because the sheet falls back
// to baseline, so most of the cast was drawn and hit-located as something the
// rules do not contain.
speciesProfile: spec.species ?? "baseline",
notes: ""
};
if (type === "character") {
system.age = spec.age ?? { chronological: 30, physiological: 30 };
if (spec.rank) system.rank = spec.rank;
system.pursuits = [];
system.biography = spec.bio ?? "";
} else {
system.role = spec.role ?? "";
system.morale = { downThreshold: 2, note: "" };
system.naturalArmour = { value: Number(spec.naturalArmour) || 0 };
system.tactics = spec.tactics ?? "";
}
const actorDoc = {
_id: actorId,
name: spec.name, type, img: ICON.actor,
system,
items: items.map(i => i._id), // Foundry LevelDB packs store an ID LIST here
effects: [],
prototypeToken: {
name: spec.name, displayName: 20, actorLink: type === "character",
width: 1, height: 1, texture: { src: ICON.actor },
sight: { enabled: true }, disposition: type === "character" ? 1 : -1,
bar1: { attribute: "hp" }, bar2: { attribute: null },
flags: {}
},
...BASE(), flags: { ringbrp: { key: stableKey } }
};
return { actorDoc, itemDocs: items };
}
function foundryClone(o) { return JSON.parse(JSON.stringify(o)); }
function talentItem(t) {
const iconKey = t.cat === "species" ? "talent_species"
: t.cat === "agency" ? "talent_agency"
: t.cat === "field" ? "talent_field" : "talent_generic";
return {
_id: idFor(`talent:${t.key}`),
name: t.name, type: "talent", img: IC(iconKey) ?? ICON.talent,
system: {
description: `<p>${t.summary}</p><p><strong>${t.rule}</strong></p>`,
talentId: t.key, category: t.cat, summary: t.summary, rule: t.rule,
skillBonus: { skillFamilyId: t.bonus?.fam ?? "", value: t.bonus?.value ?? 0 },
grantsAction: t.action ?? "", coherenceCost: t.coherence ?? 0,
usesPerCase: t.uses ?? 0, usedThisCase: 0,
speciesId: t.species ?? ""
},
effects: [], ...BASE()
};
}
/* ---------------- table + journal factories ---------------- */
function tableDoc(spec, key) {
const id = idFor(`table:${key}`);
const results = spec.results.map((text, i) => ({
_id: idFor(`table:${key}:${i}`),
type: "text",
name: `${i + 1}`,
description: `<p>${text}</p>`,
img: ICON.table,
weight: 1,
range: [i + 1, i + 1],
drawn: false,
flags: {}
}));
return {
doc: {
_id: id, name: spec.name, img: ICON.table,
description: "", formula: spec.formula, replacement: true, displayRoll: true,
results: results.map(r => r._id), ...BASE()
},
results, id
};
}
function journalDoc(name, key, pages) {
const id = idFor(`journal:${key}`);
const pageDocs = pages.map((p, i) => ({
_id: idFor(`journal:${key}:${i}`),
name: p.name, type: "text",
title: { show: true, level: 1 },
text: { format: 1, content: p.content, markdown: "" },
image: {}, video: { controls: true, volume: 0.5 }, src: null,
system: {}, sort: (i + 1) * 100, ownership: { default: -1 }, flags: {},
category: null
}));
return { doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [], ...BASE() }, pages: pageDocs, id };
}
/* ---------------- writer ---------------- */
async function writePack(packName, entries) {
const dir = path.join(PACKS, packName);
await rm(dir, { recursive: true, force: true });
await mkdir(dir, { recursive: true });
const db = new ClassicLevel(dir, { valueEncoding: "json" });
await db.open();
const batch = db.batch();
for (const [key, value] of entries) batch.put(key, value);
await batch.write();
await db.close();
console.log(` ${packName.padEnd(10)} ${String(entries.length).padStart(4)} keys`);
}
/* ---------------- main ---------------- */
// Refuse to build if a rule has been duplicated. The packs used to be built under
// one rule and played under another; this makes that impossible to ship.
{
const { execFileSync } = await import("node:child_process");
try {
execFileSync(process.execPath, [new URL("check-rules.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if a posting is issued kit the catalogue cannot supply.
execFileSync(process.execPath, [new URL("check-kits.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if the localisation file cannot be loaded, which un-localises
// every sheet in the system and gives no error the user would connect to it.
execFileSync(process.execPath, [new URL("check-lang.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
} catch { console.error("build aborted: pre-build checks failed"); process.exit(1); }
}
console.log("Custodians | building compendium packs");
// skills
{
const entries = SKILL_CATALOGUE.map(([fam, spec, cat, base, name, extra]) => {
const doc = skillItem({ fam, spec, cat, base, name, extra: extra ?? {} });
return [`!items!${doc._id}`, doc];
});
await writePack("skills", entries);
}
// talents
await writePack("talents", TALENTS.map(t => { const d = talentItem(t); return [`!items!${d._id}`, d]; }));
// weapons
await writePack("weapons", WEAPONS.map(w => {
const d = weaponItem(w); return [`!items!${d._id}`, d];
}));
// armour
await writePack("armour", ARMOURS.map(a => {
const d = armourItem(a); return [`!items!${d._id}`, d];
}));
// gear + devices
{
const entries = [];
for (const g of GEAR) { const d = gearItem(g); entries.push([`!items!${d._id}`, d]); }
for (const dv of DEVICES) { const d = deviceItem(dv); entries.push([`!items!${d._id}`, d]); }
await writePack("gear", entries);
}
// vehicles — their own pack, because a lorry is not a piece of kit
{
const entries = VEHICLES.map(v => { const d = vehicleItem(v); return [`!items!${d._id}`, d]; });
await writePack("vehicles", entries);
}
// pregens
{
const entries = [];
for (const p of PREGENS) {
const { actorDoc, itemDocs } = buildActor(p, "character");
entries.push([`!actors!${actorDoc._id}`, actorDoc]);
for (const it of itemDocs) entries.push([`!actors.items!${actorDoc._id}.${it._id}`, it]);
}
await writePack("pregens", entries);
}
// npcs
{
const entries = [];
for (const n of NPCS) {
const { actorDoc, itemDocs } = buildActor(n, "npc");
entries.push([`!actors!${actorDoc._id}`, actorDoc]);
for (const it of itemDocs) entries.push([`!actors.items!${actorDoc._id}.${it._id}`, it]);
}
await writePack("npcs", entries);
}
// tables
{
const entries = [];
for (const [spec, key] of [[SITE_TABLE, "sites"], [HAZARD_TABLE, "hazards"]]) {
const t = tableDoc(spec, key);
entries.push([`!tables!${t.id}`, t.doc]);
for (const r of t.results) entries.push([`!tables.results!${t.id}.${r._id}`, r]);
}
await writePack("tables", entries);
}
// the slice journal
{
const { SLICE_PAGES } = await import("./slice-text.mjs");
const j = journalDoc("The Ilfracombe Crossing", "slice", SLICE_PAGES);
const entries = [[`!journal!${j.id}`, j.doc]];
for (const p of j.pages) entries.push([`!journal.pages!${j.id}.${p._id}`, p]);
await writePack("slice", entries);
}
// The Quiet Arts. Their own pack, because they are not gear and not talents.
{
const { POWERS } = await import("./content.mjs");
const { powerCostFor } = await import("../rules.mjs");
const entries = POWERS.map(a => {
const id = idFor(`power:${a.key}`);
return [`!items!${id}`, {
_id: id, name: a.name, type: "power", img: IC(`power_${a.art}`) ?? ICON.talent,
system: {
description: `<p><em>${a.summary}</em></p><p>${a.rule}</p><p><strong>Pushed.</strong> ${a.push}</p>`,
artId: a.art, summary: a.summary, rule: a.rule, pushRule: a.push,
value: 0,
coherenceCost: powerCostFor(a.art),
pushCost: powerCostFor(a.art, { pushed: true }),
origin: "", experienceTicked: false
},
effects: [], ...BASE(),
flags: { ringbrp: { key: a.key } }
}];
});
await writePack("powers", entries);
console.log(` powers ${entries.length} Arts`);
}
// The rules, generated from rules.mjs so the book cannot drift from the engine.
{
const { RULES_PAGES } = await import("./rules-text.mjs");
const j = journalDoc("The Custodians — Rules", "rules", RULES_PAGES);
const entries = [[`!journal!${j.id}`, j.doc]];
for (const p of j.pages) entries.push([`!journal.pages!${j.id}.${p._id}`, p]);
await writePack("rules", entries);
console.log(` rules ${RULES_PAGES.length} pages`);
}
// the configured expedition, with its project, discovery and contact group
{
const expId = idFor("actor:ilfracombe_case");
const projId = idFor("owned:expedition:project");
const discId = idFor("owned:expedition:discovery");
const grpId = idFor("owned:expedition:group_hanging");
const project = {
_id: projId, name: "Permeability field initiation", type: "project", img: ICON.skill,
system: {
description: "<p>The question the whole expedition turns on.</p>",
projectId: "regulator_operation_project",
question: "How is a threshold held open past its window?",
status: "active", maxResearchers: 3, currentStep: 0,
yieldsDiscoveryId: "regulator_operation",
steps: [
{ stepType: "field", objective: "Recover an intact regulator control plate from the abandoned vehicle.",
skillFamilyId: "engineering", skillSpecialisationId: "field_systems",
difficulty: "average", resolveInPlay: true, hours: null, hoursRemaining: null,
facility: null, state: "pending", isSetback: false },
{ stepType: "laboratory", objective: null,
skillFamilyId: "engineering", skillSpecialisationId: "field_systems",
difficulty: "difficult", resolveInPlay: false, hours: 200, hoursRemaining: 200,
facility: "portable", state: "pending", isSetback: false },
{ stepType: "armchair", objective: null,
skillFamilyId: "research", skillSpecialisationId: "",
difficulty: "average", resolveInPlay: false, hours: 160, hoursRemaining: 160,
facility: null, computerAccess: true, state: "pending", isSetback: false }
],
complications: []
}, effects: [], ...BASE()
};
const discovery = {
_id: discId, name: "Initiating a permeability field", type: "discovery", img: ICON.device,
system: {
description: "<p>Not yet earned. Completing the project creates it.</p><p>It does two things: it unlocks <strong>operate</strong>, and it drops <strong>repair</strong> from Difficult-with-no-analogue to Average at −20% familiarity. Research does not merely grant permission — it makes the work possible.</p>",
discoveryId: "regulator_operation", earned: false,
question: "How is a threshold held open past its window?",
unlocks: [{ documentId: "crossing_regulator", functionId: "operate" }],
publishable: true, published: false
}, effects: [], ...BASE()
};
const group = {
_id: grpId, name: "The Quiet Neighbours", type: "group", img: ICON.actor,
system: {
description: "<p>Roughly thirty of them. They have lived beside the crossing point for four generations and have rules about it that nobody has written down.</p>",
groupId: "quiet_neighbours", speciesId: "baseline", population: 30,
npcTemplateId: "quiet_neighbours_npc",
taboos: [{ id: "ground_speech", text: "Will not converse with anyone standing on the ground. Addressing them from ground level is the offence — embarrassment, not hostility.", penaltyIfViolated: -30 }],
desires: [{ id: "medicine", text: "Antibiotics. Their own ran out two generations ago and they have watched the same three illnesses take people ever since.", offerBonusStep: "easy" }],
correctOfferForm: "A sealed course of antibiotics, handed over by someone standing above ground level — a stair, a vehicle roof, a low wall.",
/* Structured so the engine can actually apply them. `text` is what the GM
reads out; `effect` is what the phase resolver acts on. */
rewardsByStanding: {
"1": [
{ id: "r1_guide_in", text: "They walk you to the beacon by a path that avoids the road.",
effect: { type: "cancelModifier", phase: 2 } },
{ id: "r1_shelter", text: "You may shelter with them. The next phase costs nothing.",
effect: { type: "waiveCost", phase: 2 } }
],
"2": [
{ id: "r2_guide", text: "Ambaro walks the cliff path with you and knows where it gives way.",
effect: { type: "skillBonus", skillFamilyId: "navigate", value: 20, phases: [2, 3] } },
{ id: "r2_cliff", text: "The cliff path is walked in daylight, on their timing.",
effect: { type: "cancelModifier", phase: 3 } }
],
"3": [
{ id: "r3_supplies", text: "They give what they can spare, which is more than they can spare.",
effect: { type: "track", track: "supply", delta: 2 } },
{ id: "r3_truth", text: "They tell you what happened to the first team.",
effect: { type: "reveal", note: "The first team went down to the shore on the fourth night and did not come back up. Two of them were carrying something between them." } }
]
}
}, effects: [], ...BASE()
};
const exp = {
_id: expId, name: "Case File: ILFRACOMBE", type: "expedition", img: ICON.actor,
system: {
integrityMode: "abstract",
supply: { value: 8, max: 10 }, power: { value: 6, max: 10 }, integrity: { value: 10, max: 10 },
// The case file ships with its team. Bare ids, which is the shape the phase
// resolver reads; an empty members list made the case file unusable on import.
assets: [], members: PREGENS.map(g => g.key), // stable keys: raw ids do not survive import
journey: {
destinationId: "ilfracombe", destinationName: "Ilfracombe",
destinationKnowledge: "rumoured", currentLeg: 0, elapsedDays: 0,
siteTableId: "sites", hazardTableId: "hazards",
legs: [
{ index:0, terrain:"Silted river flats", mode:"foot", difficulty:"difficult", modifier:0, days:4, explored:true, resolved:false, forcedEncounterId:"", costSupply:1, costPower:0 },
{ index:1, terrain:"Disused railway cutting", mode:"foot", difficulty:"difficult", modifier:10, days:3, explored:true, resolved:false, forcedEncounterId:"The Quiet Neighbours — contact at the END of this phase", costSupply:1, costPower:0 },
{ index:2, terrain:"Overgrown allotments", mode:"foot", difficulty:"difficult", modifier:-10, days:5, explored:false, resolved:false, forcedEncounterId:"", costSupply:1, costPower:0 },
{ index:3, terrain:"Cliff path above the cove", mode:"foot", difficulty:"difficult", modifier:-20, days:6, explored:false, resolved:false, forcedEncounterId:"Cleaners at the midpoint", costSupply:1, costPower:0 }
]
},
standings: [{ groupId:"quiet_neighbours", value:0, impression:0, encounters:0,
knownTaboos:[], knownDesires:[], pidginEstablished:false, obligations:[] }],
notes: "<p>Critical-path invariant: the eye-storm never takes the brone, and Power can never be exhausted to a dead end — the rim-wall site is a Power-recovery installation.</p>"
},
items: [projId, discId, grpId], effects: [],
prototypeToken: { name: "Case File: ILFRACOMBE", displayName: 20, actorLink: true,
width: 1, height: 1, texture: { src: ICON.actor }, sight: { enabled: false },
disposition: 1, bar1: { attribute: "supply" }, bar2: { attribute: "power" }, flags: {} },
...BASE()
};
const entries = [[`!actors!${expId}`, exp]];
for (const it of [project, discovery, group]) entries.push([`!actors.items!${expId}.${it._id}`, it]);
await writePack("expedition", entries);
}
console.log("RingBRP | packs built");