chore: cap grim skill concepts at non-adult-only presentation
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@ -68,7 +68,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **
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| **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — |
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| **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — |
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| **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — |
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| **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — |
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| **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** |
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| **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** |
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| **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** |
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| **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** |
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#### Process — turn raw into workable intermediate
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#### Process — turn raw into workable intermediate
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@ -204,6 +204,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed |
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| Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed |
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| 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 |
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| Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed |
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| Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed |
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| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
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| Epic 2 doc split | Align modules when gig data model is chosen | TBD |
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