From 193001c92b06014b8ea7edcec5ec41e691115cc1 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:06:48 -0400 Subject: [PATCH] chore: cap grim skill concepts at non-adult-only presentation --- docs/game-design/skills.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index afaf6b7..00a5f26 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -68,7 +68,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** |-------|----------------|--------------| | **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — | | **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — | -| **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | Grim tone **in scope** for cyberpunk; how explicit in UI, warnings, or regional rules — **open** | +| **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | **Concepts** stay **very grim**; **presentation** (UI, cinematics, props) stays **below adult-only explicit**—implication and noir, not graphic exploitation. Regional storefront rules still **open** | | **Quarry / bulk** | **Salvage at civic scale** from **buildings and city infrastructure:** aggregate, structural demo recoverables, fill and mass for concrete—**built environment**, not the earth seam. | Intentionally **not** **Extraction** (earth vs **infra**); fine-grained urban scrap lives in **Salvage** vs bulk **Quarry** — **open** | #### Process — turn raw into workable intermediate @@ -204,6 +204,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Social skills category | **No** dedicated **Social** skill family or tracked negotiation/fixer/fence skills—outcomes live in **rep**, **quests**, **economy**, and other systems if we need them | Agreed | | Low-gig specialist | **Viable** to focus progression on **skills** (gather/craft/tech) with **low gig levels**; economy loops must not **hard-gate** on high gig rank | Agreed | | Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed | +| Grim fiction vs presentation | **Concepts** can be **very grim**; **presentation** (UI, cinematics, props) stays **below adult-only explicit**—implication and noir, not graphic exploitation | Agreed | | Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed | | Epic 2 doc split | Align modules when gig data model is chosen | TBD |