From 0fcedd5c09cf0e9f8fdb5745fd2fd06b6fdc672e Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 19:53:11 -0400 Subject: [PATCH] chore: expand Tech roster with hacking and cyber security skills --- docs/game-design/skills.md | 18 ++++++++++++------ 1 file changed, 12 insertions(+), 6 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 5bb5623..0de3acc 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -31,7 +31,7 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: | **Extraction** | Salvage, mining, harvesting, reclaiming scrap | | **Processing** | Refining, chemistry prep, material conversion | | **Fabrication** | Weaponsmith, armtech, synth-chem, cooking if we track it | -| **Tech / intrusion** | Non-combat hacking, bypass, diagnostics—**combat-facing** net actions stay **gig** | +| **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** | | **Support craft** | Medtech fabrication, field repair kits, augment maintenance (**open** naming) | | **Social / street** | Negotiation, street doc *craft*, fences—**only if** we give them real loops and XP (**open**) | @@ -50,7 +50,7 @@ New skills land here as **design + data** demand; a skill can sit in **multiple | **Gather** | Nodes, yields, field extraction | | **Process** | Refine (incl. fab-tech intermediates), batch, intermediate goods | | **Make** | Finished goods, recipes, bench work | -| **Tech** | Intrusion, electronics, rigging that isn’t a gig kit | +| **Tech** | Intrusion, netsec, counter-intrusion, electronics, signal—**not** combat gig kit | | **Social** | If we skill it: negotiation, contracts UI hooks (**open**) | Optional **secondary category** for UI sorting only—**primary** category in data drives balance defaults. @@ -85,11 +85,17 @@ Optional **secondary category** for UI sorting only—**primary** category in da - **Rigging (gear)** — drones, harnesses, tool mods—**non-combat** rigging; combat deployables stay **gig**-gated (**open**). - **Food synth** — ration fab, street kitchens (**open** if we skill it). -#### Tech — systems work that is not “today’s gig kit” +#### Tech — systems, hacking, and cyber security (non-gig) -- **Intrusion** — bypass doors, hijack non-combat systems, mission timers on networks (**combat** debuff/net attacks stay **gig**). -- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles. -- **Signal** — scan, trace, tap—**out of combat** or **instance objectives**; battlefield version **open** (gig vs skill). +**Skill** tech covers **prep**, **world interaction**, and **instance / downtime** work. **Combat** net attacks, debuffs, and “today’s gig kit” **ICE-breaking in a fight** stay **gig**-gated unless we deliberately duplicate (**open**). + +- **Intrusion** — bypass locks and access control, pivot through non-combat systems, progress **hack timers** and objectives (e.g. [brainstorm/hack-bodyguard](brainstorm/hack-bodyguard-missions.md)). +- **Netsec / hardening** — patch holes, segment networks, raise **defense** ratings for sites, convoys, or ally systems before/during downtime phases. +- **Counter-intrusion** — trace hostile processes, sever sessions, quarantine malware—**defensive** counterpart to **Intrusion** in supported content. +- **Exploit dev** — build or tune **payloads** and tools used by Intrusion (authorized pen-tests, heists, corps)—**open** vs folding into **Intrusion** mastery. +- **Crypto & identity** — break weak schemes, spoof or forge **credentials** where content allows; ties rep and legality (**open**). +- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles (physical layer adjacent to netsec). +- **Signal** — scan, trace, tap—RF and traffic analysis **out of combat** or in **objectives**; jamming in **combat** **open** (gig vs skill). #### Social — only if we give real loops and XP