# Arcane Wasteland Character Creator Website for creating characters for the Arcane Wasteland TTRPG, with a searchable rulebook and export to PDF or Word. - **Frontend:** React (Vite), 8-step wizard, searchable rules page - **Backend:** FastAPI, SQLite, `python-docx` and `reportlab` for the export - Everything runs in **one** container ## Run it on the server ```bash docker compose up -d --build ``` Then open `http://localhost:8090` (the port is bound to the machine itself; see **DEPLOY.md** for running it on a server with its own user, nginx and HTTPS). Users, characters and presets are stored in `./db/aw.db`. ### Login and accounts Everything (the whole API, rules, characters) is behind a login. The only public things are the login page itself and the app's JavaScript. 1. Copy `.env.example` to `.env` and set `AW_REGISTRATION_CODE`. People need this code **once** to create an account; with an empty code registration is disabled. 2. Open the site, choose "Create account", enter a username, a password (min. 8 characters) and the registration code. 3. Sessions last 30 days (HttpOnly cookie, stored server-side). Logging out or changing the password ends them. Wrong logins and wrong registration codes are throttled (10 failures per address, 8 per username, 5 wrong codes per address and 30 per hour for the whole server), so a short code is not trivially guessable, but a long one is still better. Passwords are stored as scrypt hashes. **HTTPS is a must when the site is reachable from the internet**, otherwise passwords travel in plain text. Put the container behind a reverse proxy (Caddy, nginx, Traefik) that terminates TLS, pass the `Host` header through, and set `AW_TRUST_PROXY=1` in `.env` so the app sees the real client address and marks the cookie `Secure`. Admin tasks (list users, reset a password, delete a user): ```bash docker compose exec awcc python -m app.admin list docker compose exec awcc python -m app.admin passwd docker compose exec awcc python -m app.admin delete ``` Characters and presets made before accounts existed are adopted automatically by the account that logs in from the same browser (the old secret keys are used once and then removed). ## Edit the rules All rule data lives in `backend/data/rules.json`: attributes, derived-stat formulas, skills, professions, classes, talents, mutations, implants, conditions, equipment and the texts of the rules page. Edit the file and reload the page; no rebuild is needed because the folder is mounted into the container. Entries with `"placeholder": true` are placeholders and show a badge in the app. To remove the badge, fill in the entry and delete that line. **Note:** Derived-stat formulas are in `rules.json` (`derived[].formula` = list of attributes whose mods are summed). Special rules that cannot be expressed there (profession attribute bonus, skill maximum, higher-of-two-attributes for skills, carry capacity) are mirrored in `frontend/src/calc.js` and `backend/app/derive.py`. When changing them, change both files. ### Rules presets Presets are named sets of creation numbers (attribute points, skill pool, talents, proficiency picks, unlock cost, caps ...). They are defined in `rules.json` under `presets`: each has an `id`, `name`, `desc` and a `creation` object that overrides keys of the global `creation` block (an empty object = the standard values). `default_preset` is the one new characters start with. The list of values that can be edited per character is `tunables`. In the creator, the Concept page only has a "Rules preset" selector. Presets are created, edited, duplicated and deleted on the **Presets** tab. Built-in presets (from `rules.json`) are read-only; user presets are stored in the database (`/api/presets`) and visible to everyone, but only the browser that created one holds the key to change or delete it. The chosen numbers are copied into the character, so shared links and exports use the same numbers even if the preset is changed or deleted later. "Start over" keeps the chosen preset. ### Skills, proficiency and expertise - `creation.advanced_attr_percent`: share of the attribute that counts for **advanced skills** (default 50, rounded down; 100 = full attribute like basic skills). - `creation.advanced_unlock_cost`: pool points needed to unlock an advanced skill (free if the character's profession grants proficiency in it; proficiency picks do not unlock a skill). - `creation.free_proficiencies`: free proficiency picks every character gets. Talents can add more with `"proficiency_picks": N` (see "Versatile Training"). - Proficiency is +`proficiency_bonus`; two picks on one skill (a profession proficiency counts as one) give Expertise, +`expertise_bonus`. ### Equipment `equipment` lists every item with `id`, `name`, `cat` (category), `stat` (damage / armor / type), `kg` and `note`. There are no starting-kit rules: players pick any items (with an amount) on the Equipment page and the total weight is checked against the carry capacity. Weights are approximate; for ranges in the source document the upper value is used. ## Development ```bash # Backend cd backend && pip install -r requirements.txt uvicorn app.main:app --reload --port 8000 # Frontend (second terminal, proxies /api to port 8000) cd frontend && npm install && npm run dev ``` ## Saving and sharing Characters are saved in your account ("My characters" page). Only the owner can see a character, change it or delete it. On "My characters" the **Share** button lets you add usernames (e.g. your DM): they get read-only access, see the character under "Shared with me" and can open it through `/#creator/`. Saving a viewed character creates their own copy. Use the JSON backup (Summary page) to move a character between servers. Hover (or tap / focus) the dotted-underlined labels and the small "i" icons to see where a number comes from, e.g. how a skill's target number and maximum are derived, or what a derived stat is made of. The explanations are generated from the rules, so they follow presets and `rules.json` changes. While creating, the full character sheet stays visible next to the wizard. Edits are shown as a difference (old → new, added / removed items) until you press **Apply** (or **Apply & next**); **Discard** drops them. Each wizard page has a **Reset this page** button that clears only that page's data, plus **Start over** for the whole character. ### Character sheet (A4) The Summary page and the sheet tabs in the lobbies show the character as **A4 pages**: page 1 has name, attributes, derived stats and all skills (proficiency dots, attribute, points, total), page 2 has talents, mutations and implants, equipment, background and a ruled notes area. On the Summary page, **Print / PDF (A4)** opens just the pages in a clean window; choose "Save as PDF" in the print dialog (margins none, background graphics on if your browser asks). Hover or tap a value to see how it is made up (not printed). **Light / Dark** (in the lobby it sits above the sheet) switches the colours of the sheet on screen (remembered in the browser; printed pages are always light). The Word and PDF downloads on the Summary page are separate exports with their own layout. ### Character portrait On the **Concept** page *Add picture* takes a PNG, JPEG or WebP: move and zoom it inside the square window, *Use this* stores a small 256 px picture inside the character (so it is saved, shared, exported as JSON and loaded with it). The server checks and re-encodes it. The picture appears in the header of the character sheet (also when printing), as icon in the player bar of the lobby and as the token of the character on the map (in the player's colour ring). Only members of the lobby get the picture through `/api/lobbies/{id}/portrait/{username}`. The PDF / Word export from the server does not contain it yet. The portrait sits next to the name and identity fields on page 1 of the sheet. The two ruled note areas ("Conditions & notes" on page 1, "Notes" on page 2) can be typed into on the Summary page and, for your own character, in the lobby (saved automatically through `PUT /api/characters/{id}/notes`, which only touches those two fields). They are included in print, PDF and Word. ### Rules editor Admins get an **Editor** tab to add, change and delete **items, item categories, skills, skill groups and professions** with forms. Admins are the usernames in `AW_ADMINS` (comma separated, set in `.env`); without that setting only the first account ever created is admin. Admins can also promote other users: the **Users and admins** card above the tabs lists all accounts with *Make admin* / *Remove admin*. Names in `AW_ADMINS` stay admin and can only be changed in `.env`; the last admin cannot be removed. - Changes are saved in `db/rules_overrides.json` (next to the database, so it is part of your backup). For each edited list it **replaces** the list from `rules.json`; the shipped file is not touched. A previous copy is kept as `rules_overrides.json.bak`. "Reset to shipped" removes the override of one list. - New entries get their id from the name (lowercase, `_`). Ids of existing entries cannot be changed, because characters refer to them. - The server checks every reference: an item needs an existing category, a skill a group and attributes, a profession existing skills. Removing a category, group or skill that is still used is refused. Removing an item, skill or profession that saved characters use asks for confirmation first (their data stays, the entry disappears from the sheets). - Talents, mutations, implants, classes and the rules text are still edited in `rules.json`. Players see changes after reloading the page. ### Lobbies The **Lobbies** tab groups a campaign. Whoever creates a lobby is its DM and gets an 8-character join code. Players join with the code and pick one of their saved characters (they can switch it later or leave). The lobby page is built for desktop with three columns: the **character sheet** on the left (collapsible with the arrow), the **Player Area** in the middle and the **chat** at the right edge of the window. - **Chat** (right): live chat for everyone, plus **whispers** to a single person (dropdown next to the message field). Whispers are only visible to sender and recipient, the DM does not see other people's whispers. The same feed shows the **event log** (joins, leaves, character switches, renames, new codes, can be hidden), dice rolls and skill checks. Names are shown in the player's colour. Everything in the lobby (chat, dice, difficulty, colours, sheets) updates live over a **WebSocket** (`/api/lobbies/{id}/ws`); it only sends a short "something changed" note and the data is fetched through the normal API, so the visibility rules (whispers, hidden numbers) stay in one place. If the socket is blocked or drops, the page reconnects and meanwhile polls every few seconds. The chat keeps the last 1000 entries per lobby and allows 500 characters per message and 30 messages/rolls per minute. - **Character bar** (top of the Player Area): one card per player with the character, class and the player's colour. The DM clicks a card to show that character's sheet on the left (always the current saved version, refreshed every 15 s) and can enter a personal **bonus / malus** per character in the small number field. Players see their own sheet only and just a short card of the others. (The bar is also meant for initiative and enemies later.) - **Skill and attribute checks**: players click an attribute or an unlocked skill on their own sheet. The server rolls a d100 (roll under): target = attribute or skill total + the DM's difficulty + the character's personal modifier. 01-05 is always a critical success, 96-100 always a critical failure. The chat and the table show the roll, the target and by how much it succeeded or failed. Combat is not handled specially: roll the normal skill and let the DM adjust with the modifiers. - **Difficulty** (bar under the characters): the DM picks a level from the rules table (Trivial +60 ... Hellish -60) or a custom number. It applies to all checks until changed. With **Hide numbers from players** the players only see their roll and success / failure, not the target, difficulty or margin. - **Dice** (below the table): d4 ... d100 with a count (1 to 10 dice). The server rolls, the dice tumble into the middle of the table in the colour of whoever threw them, and the result goes into the chat. With a person selected as recipient in the chat dropdown it is a private roll. **DM rolls** have three modes: *Mystery* (default: players see grey dice with "?" but not the result), *Hidden* (only the DM sees it) and *Public*. - **Sound**: rolling plays `frontend/public/dice.mp3` (the default dice sound) with a slight random pitch; every die has its own base pitch, from a little higher and lighter (d4) to a little lower and heavier (d100). Many dice layer the sound up to three times. Checks add a short cue after the dice: built-in tones for success and failure, and for a critical success or failure either a built-in tone or a sound the DM uploaded. The speaker button next to the dice mutes everything for yourself, the slider sets the volume (remembered per browser). Browsers only allow sound after the page was clicked once, and nothing plays while the tab is in the background. - **DM sound settings** (*Lobby actions* -> *Sounds*): replace the dice sound with an own MP3 (up to 1.5 MB, per lobby) or reset it to the default, upload sounds for *Critical success* and *Critical failure* (reset = built-in tone), and switch the critical sounds and the short success / failure tones on or off for the whole lobby. *Test* plays a sound locally. - **Own dice**: with this switch on, a click on a die or a skill asks for the result of your real dice instead of rolling. The server only checks the range and marks the roll as "own dice" in the chat. - **Colours**: every player has a different colour (lobby menu -> Your colour); the DM is gold. - **Lobby menu** (top right): join code, rename, remove players, colour, switch character, leave or delete the lobby. ### NPCs, enemies and creatures The **NPCs** tab is a library of rules-based NPCs. It uses the same wizard as the character creator (attributes, skills, talents, mutations, equipment, portrait), with a free "NPC / creature" preset that has large pools and no profession requirement, plus a type (NPC, enemy, monster, creature, animal, robot), a default token size, a description, special abilities and attacks, and loot. - NPCs are stored like characters (flag `npc`) and are listed separately; they can be duplicated and shared with other DMs (read-only). - In the map editor and at the table, **+ From NPC library** / **+ NPC** places a token that takes the NPC's name, size and portrait. Plain **+ Token** still works. - The DM clicks an NPC token to see its sheet in the left column and can click attributes and skills to roll checks for it (shown in the chat as "NPC: Skill"). Players never see the NPC link or sheet. Players and the DM show a green dot in the lobby while they have it open (online presence over the WebSocket; without WebSockets everyone appears offline). ### Initiative and fights The DM presses **⚔ Start fight** in the lobby. Every player with a character joins automatically and rolls initiative (1d20 + the character's Initiative value, as in the rules). **Right click** a token (DM, full view) for a radial menu: add it to the fight, open its sheet, hide/reveal or remove an NPC token. Players who join later can be added with the **+ name** buttons in the initiative bar. The bar shows the order, the round and whose turn it is (the token pulses on the map). The DM can overwrite every number, reroll, remove entries, step **◀ / Next turn ▶** and **End fight**. Hidden NPCs are not shown to players. Fight start, joins and the end are logged in the chat feed. The top of the lobby is one compact row: small buttons on the left (start fight, previous/next turn, end fight, ▾ to expand players and difficulty), the player bar – replaced by a scrollable initiative bar during a fight – and the lobby settings button. Players only see the name of whoever's turn it is; NPC names are not sent to players otherwise, and token names show on hover, selection or turn. The sheet and the chat can be resized by dragging the thin lines next to them (remembered per browser). ### HP, conditions and fog of war - **HP and conditions:** select a token (DM, full view) to edit its HP (−5/−1/+1/+5, max) and conditions from the rules (click raises the level 1 → 3 → off). NPC tokens from the library start with the NPC's Health value. Right click the token and use the **HP** and **Cond.** toggles of the radial menu to decide when players may see them; by default players see their own and other players' values but not NPCs'. - **Fog of war:** with line of sight on, ground a player has already seen stays visible as a dimmed memory (**Fog** button; **↺** forgets it for everybody). The memory is a small mask per player and lobby, the dim picture is made on the server, so players never get pixels they have not seen. - **Sight range:** the map's value is the default (map editor); the number next to the Sight button changes it live for the lobby (reset when you switch maps). ### Maps, tokens and line of sight - **Maps tab** (top navigation): all your maps with preview. Upload PNG, JPEG or WebP (up to 12 MB, 30 maps each; the server checks and re-encodes every image as WebP, max 4096 px per side, into `db/maps/`). **Edit** opens the map editor, **Share** gives other users access by username (like characters: they can put the map on their own table or **Copy** it, but not change it), **Duplicate** copies a map. - **Map editor**: grid (pixels per square, token sizes are counted in squares), **enemies and NPCs** placed in advance (name, size, colour, *Hidden from players*, duplicate), and **walls and doors** for line of sight: tools *Wall* (click points, chains lines), *Room* (two corners), *Door* (two ends), *Erase*, *Undo last*; new lines snap to existing corners, optionally to grid corners. An optional **sight range** in squares limits how far characters see (0 = unlimited). - **Show on table** (lobby, DM, *Lobby actions*): shows one of your or a shared map; the prepared tokens are copied into the lobby, so moving them during play never changes the map. Doors start closed. Every player has a token of their own. Without walls the players drag it onto the map themselves; with walls (line of sight) the DM places it from the tray. - **At the table**: pan (drag the background), zoom (wheel, pinch, buttons) and *Grid* are personal. Players move only their own token; the DM moves everything, edits NPC tokens (click one), adds NPCs (*+ NPC*) and clicks doors to open or close them (*Walls* shows the layout in the full view). - **Line of sight is strict**: the server calculates what each character can see from the walls and closed doors, cuts the map image to that area (everything else is black, only that piece is ever sent) and leaves out all other tokens. Walls are never sent to players. The DM chooses **Full view** or **View as ** (exactly what that player gets) and can switch **Sight on/off** for the table. Players only see a short card of the other players, never their sheets. Guessing join codes is rate limited. Deleting a character takes it out of the lobbies (the player can pick another); deleting a lobby does not delete characters. ## API All `/api/*` routes except `/api/auth/me`, `/api/auth/register` and `/api/auth/login` need the session cookie. | Method | Path | Purpose | |---|---|---| | GET | `/api/auth/me` | Current user (or `null`) | | POST | `/api/auth/register` / `login` / `logout` / `password` | Accounts | | GET | `/api/rules` | Rule data including presets | | GET / POST | `/api/characters[?npc=1]` | Own and shared-with-me characters (or the NPC library) / create one | | GET | `/api/characters/{id}/portrait` | Portrait image (readers of the character) | | POST / PUT / DELETE | `/api/lobbies/{id}/combat` | Start a fight / add, remove, set, reroll, next, prev / end (DM) | | GET | `/api/lobbies/{id}/token-portrait/{token}` | Portrait of an NPC token (lobby members) | | GET / PUT | `/api/admin/users[/{username}]` | List accounts / make or remove an admin (admins) | | GET | `/api/characters/{id}` | Read (owner, shared users, or the DM of a lobby it is in) | | POST / DELETE | `/api/characters/{id}/shares[/{username}]` | Share / unshare (owner only) | | PUT / DELETE | `/api/characters/{id}` | Change / delete (owner only) | | GET / POST | `/api/lobbies` | Own and joined lobbies / create one (you are the DM) | | POST | `/api/lobbies/join` | Join with `{code, character_id}` | | GET / PUT / DELETE | `/api/lobbies/{id}` | Members and cards (DM sees all ids) / rename / delete (DM only) | | POST | `/api/lobbies/{id}/code` | New join code (DM only) | | GET / POST | `/api/maps` | Your maps and the ones shared with you / upload (raw image body, `?name=`) | | GET / PUT / DELETE | `/api/maps/{id}` | Map with tokens and walls / change (name, grid, sight, tokens, walls) / delete | | POST / DELETE | `/api/maps/{id}/shares[/{username}]` | Share with a user / stop sharing | | POST | `/api/maps/{id}/copy` | Your own editable copy | | GET | `/api/maps/{id}/thumb` | Preview image | | GET / PUT | `/api/lobbies/{id}/map` | Map and tokens as the viewer may see them (`?as=` for the DM) / DM: show map (`map_id`, null clears) | | GET | `/api/lobbies/{id}/map/view` | The map image for this viewer, cut to their line of sight (`X-Crop` = x,y,w,h) | | PUT | `/api/lobbies/{id}/doors/{wall}` , `/sight` | DM: open / close a door; line of sight on / off | | POST / PUT / DELETE | `/api/lobbies/{id}/tokens[/{tid}]` | Add NPC token (DM) / move (own token or DM) and edit (DM) / remove (DM) | | WebSocket | `/api/lobbies/{id}/ws` | Live notes `{t: messages / lobby / sheet / map}` for lobby members (cookie login, same origin) | | PUT | `/api/lobbies/{id}/sounds` | DM: switch result / critical sounds on or off | | GET / POST / DELETE | `/api/lobbies/{id}/sounds/{roll\|crit_success\|crit_failure}` | Custom lobby sound (MP3): everyone gets it / DM uploads (raw body) / DM resets | | GET / POST | `/api/lobbies/{id}/messages` | Chat and event log (`?after=` to poll) / send, optional `to` = whisper | | POST | `/api/lobbies/{id}/rolls` | Roll `{sides, count, to?, manual?, mode?}` (d4-d20, d100; up to 10 dice). `manual` = results of real dice, `mode` (DM only) = `hidden`/`mystery`/`public` | | POST | `/api/lobbies/{id}/checks` | d100 check `{kind: skill\|attr, id, manual?}` for the caller's lobby character | | PUT | `/api/lobbies/{id}/difficulty` | `{label, mod, hidden}` (DM only) | | PUT | `/api/lobbies/{id}/members/{username}/mod` | Personal bonus / malus `{mod}` (DM only) | | PUT / DELETE | `/api/lobbies/{id}/me` | Switch your character and / or `{color}` / leave | | DELETE | `/api/lobbies/{id}/members/{username}` | Remove a player (DM only) | | POST | `/api/presets` | Create a preset | | PUT / DELETE | `/api/presets/{id}` | Change / delete (owner only) | | POST | `/api/export/pdf` or `/docx` | Character JSON in the body, file in the response |