This project models Soul Land Part 1 as a playable system. Characters hold personal state; referenced definitions hold reusable rules; computed values handle deterministic projections; layouts present what players need during play.
Core design
The shared resolution system is a d20 plus the relevant attribute modifier. Skills add a trained bonus, and techniques add mastery when appropriate. Difficulties are normally 10, 15, 20, or 25+. Direct opposition uses opposed rolls.
Human Spirit Masters and Soul Beasts share combat resolution but use different progression tracks. Humans use spirit levels and obtain rings through hunts or voluntary sacrifice. Soul Beasts use cultivation age and form their own rings naturally. A sacrifice is always voluntary, perfectly compatible, and normally grants a soul bone; the beast's body dissolves completely.
Stored versus computed
Store choices, current resources, references, mutable conditions, injuries, and personal notes. Compute titles, totals, capacities, ring counts, and other values reproducible from stored inputs. Do not write computed values back into data files.
Definition ownership
Martial Souls own affinities, inherent abilities, limitations, and resistances. Branches own combat identity, strengths, weaknesses, features, and matchups. Spirit Beasts own traits, attacks, defenses, age ranges, intelligence, transformation potential, sacrifice potential, and natural growth stages. Spirit Rings own the concrete ability granted by one ring. Techniques own their action contract and mastery progression. Equipment owns its category, uses, modifiers, and requirements.
Adding content
A new power should answer four questions: what can it do, when can it act, what resists it, and what limits it? Use references for shared definitions and arrays for repeated entries. Use stable enums and references for logic rather than display names.
Tuning
The major tuning knobs are the XP curve, attribute modifiers, HP, spirit energy, ring costs, cooldowns, condition durations, and absorption ages. Change related rules together and update the Player Handbook and GM instructions when a tuning constant changes.