CharacterData enhancements:
- Enhanced customResources with type/subtype/resetOn/data fields for
class-specific tracking (Alchemist Formulae, Hunter's Mark, etc.)
- Added favorHinder tracking for d20 +/- d6 modifiers with source/duration
- Added movement types (walk/fly/swim/climb/burrow) matching NPC structure
- Added focus tracking for maintained spells with manaCostPerRound
- Added progression tracking (xpPacing, perksGainedByLevel, statIncreasesByLevel)
- Enhanced itemSlots with bonuses array, auto-sum, and overburdened status
- Updated prepareDerivedData to calculate bonuses and overburdened status
WeaponData enhancements:
- Added material property (mundane/silvered/adamantine/magical)
Effects helper:
- Added effect keys for all movement types (fly/swim/climb/burrow)
Note: Difficulty auto-calculation and wealth gold/silver/copper were
already implemented in Phase 1.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- CharacterData: Add ancestryId reference, studiedDice resource pool,
and statusEffects array with Countdown Dice support (d6→d4→ends)
- PerkData: Add luckCost/grantsLuck for Luck system integration,
isRitual/ritualDuration/ritualComponents for ritual perks
- WeaponData/ArmorData/EquipmentData: Add relic schema with tier,
unique abilities, attunement, uses per day, and lore fields
- Effects helper: Add effect keys for luck.max and studiedDice.max
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Actor Data Models:
- VagabondActorBase: Shared base class with biography field
- CharacterData: Full PC schema with stats, skills, saves, resources,
custom crit thresholds, dynamic resources, item slots, wealth tracking
- NPCData: Monster stat block with HD, HP, TL, zone, morale, actions,
abilities, immunities/weaknesses
Item Data Models:
- VagabondItemBase: Shared base with description field
- AncestryData: Being type, size, racial traits
- ClassData: Progression tables, features, mana/casting, trained skills
- SpellData: Dynamic mana cost calculation, delivery/duration types
- PerkData: Prerequisites system, stat/skill/spell requirements
- WeaponData: Damage, grip, properties, attack types, crit thresholds
- ArmorData: Armor value, type, dodge penalty
- EquipmentData: Quantity, slots, consumables
- FeatureData: Class features with Active Effect changes
Active Effects Integration:
- Helper module for creating and managing Active Effects
- Effect key mapping for stats, saves, skills, crit thresholds
- Utilities for applying/removing item effects
Derived Value Calculations (CharacterData):
- Max HP = Might × Level
- Speed by Dexterity lookup
- Item Slots = 8 + Might - Fatigue
- Save difficulties from stat pairs
- Skill difficulties (trained doubles stat contribution)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Set up complete development environment with:
- ESLint with Foundry VTT globals (game, CONFIG, Actor, etc.)
- Prettier for consistent code formatting
- Husky + lint-staged for pre-commit hooks
- Quench test framework structure with sanity checks
Documentation:
- DEVELOPMENT.md with tooling decisions and rationale
- README.md updated with development setup instructions
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- System manifest (system.json) for Foundry v13
- Project structure with module/, templates/, styles/, lang/, packs/
- Docker Compose for local Foundry development environment
- SCSS architecture with parchment theme and accessibility colors
- Base system entry point with CONFIG and Handlebars helpers
- English localization file with all game terms
- Project roadmap with 98 tasks across 11 phases
Phase 0 (Foundation) complete. Ready for Phase 1 (Data Models).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>