Gameplay Properties
Gameplay Properties define the world's mechanical vocabulary. Open World Profile > Gameplay and define the system before assigning entity values.
These rules belong in the Codex beside lore, not in a separate game-design document. Play and entity sheets reuse the same keys.
Stats
Stats are named attributes used for checks, growth, and interaction logic. Keep the initial vocabulary small, usually no more than four stats.
Strength: melee power, carrying load, and forcing doors
Agility: dodging, stealth, climbing, and acting first
Magic: converts intent into spell effects and Mana costEvery entity stat key should already exist in Gameplay Properties.
Gauges
Gauges are dynamic conditions such as HP, Mana, Stamina, Sanity, Corruption, or Favor. Define triggers and recovery rather than only naming the bar.
HP: 0 means downed; restored by rest or treatment
Mana: regenerates 1 + Magic per turn outside cursed groundLevel
Level is the universal power and attribute unit. Entity levels, total stats, danger, and region difficulty should remain consistent with the world's leveling rules.
Rank System
Use one ordered ladder with at least five ranks. Each rank should explain what it can handle, what it unlocks, how factions react to it, and what remains dangerous.
Use one conceptual system. Do not mix colors, elements, military classes, and unrelated labels in the same ladder.
Currency and economy
Define what buys, hires, taxes, or creates debt. Add regional currencies only when exchange or political control matters to the story.
Power Reference
Provide concrete comparisons so later values stay calibrated.
Village guard: level 3-8
Veteran depth-runner: level 20-35
Regional champion: level 80-120Keep the vocabulary closed
Do not let an entity use a stat or gauge that has not been defined here. Add the world-level definition first, then assign values on entity sheets.