Mechanics

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. Define none and Voyage falls back to its default stages.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 is required, everything else (mana, stamina, corruption, etc.) is optional. Each resource defines a current/max 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 — XP costs for leveling, skill learning chance, maximum skill level, and the difficulty check thresholds that translate difficulty labels (Easy/Hard/etc.) into numeric bonuses.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. Each trait bundles the starting capabilities the chosen 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 RulesDefines what happens when a character's health hits zero - whether death is permanent, and how the narrator plays the downing and recovery process.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 triggers for anything that must mechanically happen.Combat SettingsNumeric tuning for the combat system: XP rewards for defeating enemies, ability recharge timing, ability effectiveness bonus, NPC daily healing, and the canonical list of valid damage types for your world.