Mechanics
Success LevelsThe outcome bands an action's skill check can land in. Each tier is a score range with a player-facing name, narration instructions and an optional image, and one tier marks where success begins. Voyage rejects a world that leaves the section out.Relationship StagesOptional labels for the relationship-score bands the engine tracks on every NPC. Rename the stages and set their score ranges; players see these labels and the AI uses them as context. Leave the section out and Voyage fills in its default stages when the world is loaded in the editor.AttributesAttributes are the core stats of your system - strength, dexterity, intelligence, or whatever names fit your world. They drive skill-roll modifiers and optionally scale resource pools.ResourcesResources are the tracked bars in your game: health, mana, stamina, corruption, and so on. Exactly one resource carries
isHealth: true and is the health bar. Each resource defines a starting and maximum value, UI bar color, recharge rate, and usage instructions for the narrator.SkillsSkills are the rolled actions characters attempt, each tied to one attribute that contributes to the check total.Skill SettingsGlobal skill mechanics: skill XP costs and rewards, the chance to learn a new skill, level caps, and the per-type bonus added to skill checks.Level ProgressionPer-world level-up configuration: XP cadence, ability and attribute point awards, trait-pick pools, and milestone titles.TraitsTraits are the character creation choices (race, class, background, and any other categories you define), and can also be earned as level-up picks or applied by triggers. Each trait bundles the capabilities the character receives.Trait CategoriesCategories group traits together and control how many the player can pick from each group. Each category must be defined before traits can be assigned to it.Death RulesSets whether death is permanent, how the narrator plays a character's return from death, and how the story ends when the whole party dies.End of Game RulesThe narrator instructions for each way a run can end - a win, a loss, or a neutral end. They pair with the win-game/lose-game/end-game trigger effects: a trigger ends the game, and the matching endGame block tells the narrator how to write that final scene.Item SettingsDefines the equipment system: the name of your currency, the item categories that exist, the equipment slots characters have, and the items given to every player at the start of every game regardless of trait or story start.AbilitiesAbilities are named actions characters can attempt - magical powers, combat techniques, special manoeuvres. Each is gated behind skill or trait prerequisites and modifies how the engine resolves the resulting roll.TriggersConditional automations that fire effects when their conditions all pass. The primary mechanism for quest activation, state flags, world-mutation, and one-time narrator instructions. Triggers are deterministic where narrator instructions are probabilistic -- use a trigger for anything that must mechanically happen.Combat SettingsNumeric tuning for the combat system: combat XP, the cooldown and bonus given to abilities characters learn in play, NPC daily healing, and the list of valid damage types for your world.