Active Effect Attribute Reference
Quick reference for attribute keys when creating Active Effects in the Vagabond RPG system.
Attribute Key Format
All attribute keys use the format: system.<path>.<property>
Character Attributes
Core Stats
| Key |
Type |
Range |
Description |
system.stats.might.value |
Number |
1-10 |
Might stat |
system.stats.dexterity.value |
Number |
1-10 |
Dexterity stat |
system.stats.awareness.value |
Number |
1-10 |
Awareness stat |
system.stats.reason.value |
Number |
1-10 |
Reason stat |
system.stats.presence.value |
Number |
1-10 |
Presence stat |
system.stats.luck.value |
Number |
1-10 |
Luck stat |
Level & XP
| Key |
Type |
Range |
Description |
system.level |
Number |
1-10 |
Character level |
system.xp |
Number |
0+ |
Experience points |
Resources
| Key |
Type |
Range |
Description |
system.resources.hp.value |
Number |
0+ |
Current HP |
system.resources.hp.max |
Number |
0+ |
Max HP (derived: Might x Level) |
system.resources.hp.bonus |
Number |
any |
Bonus to max HP |
system.resources.mana.value |
Number |
0+ |
Current Mana |
system.resources.mana.max |
Number |
0+ |
Max Mana |
system.resources.mana.castingMax |
Number |
0+ |
Max Mana per spell cast |
system.resources.mana.bonus |
Number |
any |
Bonus to max Mana |
system.resources.luck.value |
Number |
0+ |
Current Luck pool |
system.resources.luck.max |
Number |
0+ |
Max Luck (derived: Luck stat) |
system.resources.fatigue.value |
Number |
0-5 |
Fatigue level (death at 5) |
system.resources.studiedDice.value |
Number |
0+ |
Current Studied Dice |
system.resources.studiedDice.max |
Number |
0+ |
Max Studied Dice |
Skills
Each skill has trained, difficulty, and critThreshold properties.
Skills: arcana, brawl, craft, detect, finesse, influence, leadership, medicine, mysticism, performance, sneak, survival
| Key Pattern |
Type |
Range |
Description |
system.skills.<skill>.trained |
Boolean |
true/false |
Is skill trained? |
system.skills.<skill>.difficulty |
Number |
1-20 |
Roll target (derived) |
system.skills.<skill>.critThreshold |
Number |
1-20 |
Crit on this roll or higher |
Examples:
system.skills.arcana.trained - Train Arcana skill
system.skills.melee.critThreshold - Modify melee crit threshold
system.skills.sneak.critThreshold - Modify sneak crit threshold
Attack Skills
Each attack skill has trained, difficulty, and critThreshold properties.
Attack Skills: melee, brawl, ranged, finesse
| Key Pattern |
Type |
Range |
Description |
system.attacks.<attack>.trained |
Boolean |
true/false |
Is attack skill trained? |
system.attacks.<attack>.difficulty |
Number |
1-20 |
Roll target (derived) |
system.attacks.<attack>.critThreshold |
Number |
1-20 |
Crit on this roll or higher |
Examples:
system.attacks.melee.trained - Train Melee attack skill
system.attacks.ranged.trained - Train Ranged attack skill
system.attacks.melee.critThreshold - Modify melee crit threshold
Saves
| Key |
Type |
Description |
system.saves.reflex.difficulty |
Number |
Reflex save difficulty (derived: 20 - DEX - AWR) |
system.saves.reflex.bonus |
Number |
Bonus to Reflex saves |
system.saves.endure.difficulty |
Number |
Endure save difficulty (derived: 20 - MIT x 2) |
system.saves.endure.bonus |
Number |
Bonus to Endure saves |
system.saves.will.difficulty |
Number |
Will save difficulty (derived: 20 - RSN - PRS) |
system.saves.will.bonus |
Number |
Bonus to Will saves |
Movement & Speed
| Key |
Type |
Description |
system.speed.walk |
Number |
Walking speed (derived from DEX) |
system.speed.bonus |
Number |
Bonus to walking speed |
system.movement.climb |
Boolean |
Can climb at full speed |
system.movement.cling |
Boolean |
Can move on ceilings |
system.movement.fly |
Boolean |
Can fly |
system.movement.phase |
Boolean |
Can move through occupied spaces |
system.movement.swim |
Boolean |
Can swim at full speed |
Senses
| Key |
Type |
Description |
system.senses.allsight |
Boolean |
Can see everything |
system.senses.blindsight |
Boolean |
Can sense without sight |
system.senses.darkvision |
Boolean |
Can see in darkness |
system.senses.echolocation |
Boolean |
Echolocation sense |
system.senses.seismicsense |
Boolean |
Can sense vibrations |
system.senses.telepathy |
Boolean |
Telepathic communication |
Armor & Defense
| Key |
Type |
Description |
system.armor |
Number |
Armor value |
Item Slots
| Key |
Type |
Description |
system.itemSlots.used |
Number |
Currently used slots |
system.itemSlots.max |
Number |
Maximum slots (derived: 8 + MIT - Fatigue + bonus) |
system.itemSlots.bonus |
Number |
Total bonus to slots |
Character Details
| Key |
Type |
Values |
Description |
system.details.size |
String |
small, medium, large, huge, giant, colossal |
Size category |
system.details.unitsOccupied |
Number |
1+ |
Grid units occupied |
system.details.allowsMovementThrough |
Boolean |
|
Small creatures flag |
system.details.beingType |
String |
humanlike, fae, cryptid, artificial, undead, primordial, hellspawn, beast |
Being type |
Combat
| Key |
Type |
Description |
system.combat.isFlanked |
Boolean |
Currently flanked |
system.combat.ignoresFlankingPenalty |
Boolean |
Ignores flanking (Situational Awareness) |
system.combat.currentZone |
String |
frontline, midline, backline, or null |
system.combat.isDualWielding |
Boolean |
Currently dual-wielding |
Casting
| Key |
Type |
Description |
system.casting.canCastThroughWeapon |
Boolean |
Gish perk |
system.casting.canCastThroughInstrument |
Boolean |
Harmonic Resonance |
Focus
| Key |
Type |
Description |
system.focus.maxConcurrent |
Number |
Max concurrent focus (default 1, Ancient Growth = 2) |
Travel
| Key |
Type |
Description |
system.travel.canForage |
Boolean |
Can forage at normal pace |
NPC Attributes
Core Stats
| Key |
Type |
Description |
system.hd |
Number |
Hit Dice |
system.hp.value |
Number |
Current HP |
system.hp.max |
Number |
Max HP |
system.tl |
Number |
Threat Level |
system.armor |
Number |
Armor value |
system.morale |
Number |
Morale score (2-12) |
Movement
| Key |
Type |
Description |
system.speed.value |
Number |
Base speed |
system.movement.climb |
Boolean |
Can climb |
system.movement.cling |
Boolean |
Can cling to ceilings |
system.movement.fly |
Boolean |
Can fly |
system.movement.phase |
Boolean |
Can phase |
system.movement.swim |
Boolean |
Can swim |
Senses (same as Character)
| Key |
Type |
Description |
system.senses.darkvision |
Boolean |
Darkvision |
system.senses.blindsight |
Boolean |
Blindsight |
| etc. |
|
|
Combat
| Key |
Type |
Values |
Description |
system.zone |
String |
frontline, midline, backline |
Preferred combat zone |
system.size |
String |
|
Size category |
system.beingType |
String |
|
Being type |
Damage Modifiers
| Key |
Type |
Description |
system.immunities |
Array |
Damage immunities |
system.weaknesses |
Array |
Damage vulnerabilities |
system.resistances |
Array |
Damage resistances |
Flag-Based Effects (Favor/Hinder)
Favor and Hinder are handled via Active Effect flags, not data attributes.
Flag Format
flags.vagabond.favor.<category>.<type>
flags.vagabond.hinder.<category>.<type>
Skill Favor/Hinder
| Flag Key |
Description |
flags.vagabond.favor.skills.arcana |
Favor on Arcana checks |
flags.vagabond.hinder.skills.arcana |
Hinder on Arcana checks |
flags.vagabond.favor.skills.melee |
Favor on Melee attacks |
| etc. |
|
Attack Favor/Hinder
| Flag Key |
Description |
flags.vagabond.favor.attacks |
Favor on all attacks |
flags.vagabond.hinder.attacks |
Hinder on all attacks |
Save Favor/Hinder
| Flag Key |
Description |
flags.vagabond.favor.saves.reflex |
Favor on Reflex saves |
flags.vagabond.hinder.saves.reflex |
Hinder on Reflex saves |
flags.vagabond.favor.saves.endure |
Favor on Endure saves |
flags.vagabond.hinder.saves.endure |
Hinder on Endure saves |
flags.vagabond.favor.saves.will |
Favor on Will saves |
flags.vagabond.hinder.saves.will |
Hinder on Will saves |
Active Effect Change Modes
| Mode |
Value |
Description |
| CUSTOM |
0 |
Custom handling |
| MULTIPLY |
1 |
Multiply the value |
| ADD |
2 |
Add to the value |
| DOWNGRADE |
3 |
Use lower of current or new |
| UPGRADE |
4 |
Use higher of current or new |
| OVERRIDE |
5 |
Replace the value |
Common Patterns
Add bonus to stat:
{
"key": "system.stats.might.value",
"mode": 2,
"value": "1"
}
Set boolean flag:
{
"key": "system.senses.darkvision",
"mode": 5,
"value": "true"
}
Reduce crit threshold:
{
"key": "system.attacks.melee.critThreshold",
"mode": 2,
"value": "-1"
}
Grant Favor on skill:
{
"key": "flags.vagabond.favor.skills.detect",
"mode": 5,
"value": "Keen Senses"
}
Grant trained skill:
{
"key": "system.skills.survival.trained",
"mode": 5,
"value": "true"
}
Examples by Class Feature
Fighter - Valor (Crit Reduction)
[
{
"key": "system.attacks.melee.critThreshold",
"mode": 2,
"value": "-1"
},
{
"key": "system.attacks.brawl.critThreshold",
"mode": 2,
"value": "-1"
},
{
"key": "system.attacks.ranged.critThreshold",
"mode": 2,
"value": "-1"
},
{
"key": "system.attacks.finesse.critThreshold",
"mode": 2,
"value": "-1"
}
]
Orc - Hulking (+2 Item Slots)
{
"key": "system.itemSlots.bonus",
"mode": 2,
"value": "2"
}
Dwarf - Darkvision
{
"key": "system.senses.darkvision",
"mode": 5,
"value": "true"
}
Grant Mana
{
"key": "system.resources.mana.bonus",
"mode": 2,
"value": "3"
}
Speed Bonus
{
"key": "system.speed.bonus",
"mode": 2,
"value": "5"
}