Status System:
- Add StatusData model with mechanical modifiers (damageDealt, healingReceived)
- Add status item sheet with modifier configuration
- Add status-bar.hbs for displaying status chips on actor sheets
- Status chips show tooltip on hover, can be removed via click
- Add 17 status items to compendium (Blinded, Burning, Charmed, etc.)
- Frightened applies -2 damage dealt, Sickened applies -2 healing received
Attack Roll Changes:
- Separate attack and damage into two discrete rolls
- Attack hit now shows "Roll Damage" button instead of auto-rolling
- Button click rolls damage and updates the chat message in-place
- Store weapon/attack data in message flags for later damage rolling
- Fix favor/hinder and modifier preset buttons in attack dialog
- Show individual damage dice results in chat card breakdown
Mechanical Integration:
- Add _applyStatusModifiers() to VagabondActor for aggregating status effects
- Update getRollData() to include statusModifiers for roll formulas
- Update damageRoll() to automatically apply damageDealt modifier
- Update applyHealing() to respect healingReceived modifier
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Schema & Documentation:
- Extended EFFECT_KEYS with 24 new mappings: senses (6), movement
capabilities (5), skill training (12), focus tracking
- Created docs/ACTIVE_EFFECTS_REFERENCE.md with comprehensive guide
for effect keys, modes, JSON format, and formula support
Ancestry Automation:
- Goblin: Darksight (darkvision), Nimble (+5 speed)
- Orc: Darksight (darkvision), Hulking (+2 item slots)
- Halfling: Nimble (+5 speed)
- Draken: Scale (+1 armor)
- Dwarf already had automation from earlier work
Class Automation:
- Wizard: Manifold Mind I/II (+1 focus.maxConcurrent each)
- Fighter Valor already automated (proof of concept)
- Gunslinger Deadeye deferred (dynamic, not static bonus)
Added Phase 11 to PROJECT_ROADMAP.json with 18 tasks (10 complete,
8 deferred for conditional flags/UI/state tracking).
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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.
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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
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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>