chore: passive consumable amp applies from main or sub-gig
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@ -35,7 +35,7 @@ Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these
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**Still open:**
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- **Combat gear:** almost certainly **main-gig–restricted** for equip; sub feeds **abilities** only—confirm in content pass.
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- **Consumables:** baseline for all; some items **amplify** on matching gig (e.g. medic)—does **sub-gig** count for amp? **Open.**
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- **Consumables (passive amp):** **Agreed** — **sub-gig** counts. **Passive** gig-tagged bonuses (e.g. extra healing from a med item when you’re a medic-type gig) apply if **either** **main** or **sub** matches the item’s gig hook. **Open:** if **both** match, **stack vs. single best** vs. **main wins**—pick at balance pass.
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- **PvP:** gig + sub balance, brackets, templates—**open.**
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- **UI:** two gig strips, sub ability styling, loadout summary for party—**open.**
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@ -83,7 +83,7 @@ Cyberpunk paint (netrunner overlay, street sam, corp tech, etc.) layers on these
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- **Combat gear:** **gig-restricted** equip; after hub swap, player **fixes loadout** for new main gig.
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- **Crafting** combat gear: **no gig requirement**—**skills** only; can craft for trade.
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- **Consumables:** anyone can use; some scale with **gig** match.
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- **Consumables:** anyone can use; **passive** amp checks **main or sub** (see **Main gig + sub-gig**).
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Detail: seams table in [skills.md](skills.md).
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@ -96,7 +96,7 @@ Detail: seams table in [skills.md](skills.md).
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| Combat progression | Per-gig tracks | Agreed |
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| Gig roster size & names | Small launch set; clear niches | Open |
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| Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed |
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| Sub-gig + consumable amp | — | Open |
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| Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed |
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| LFG / party tags | — | Open |
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| PvP gig rules | — | Open |
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@ -54,13 +54,13 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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|--------|-----------|
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| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](#gigs-combat), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. |
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| **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. gunsmith), recipes, rep, facilities—never on owning a gig or its level. A character can **craft combat gear they cannot equip** (wrong gig, low gig level, etc.): valid for **trade**, **stock**, or **group play**. **Equip/activation** stays **gig-restricted** as above. |
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| **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Potency can scale with gig:** e.g. a **medic** (or medic-adjacent gig) gets **bonus healing / duration / cleanse** from the same med consumable that others use at a **baseline**. Other consumables may have **no** gig hook, or hooks for other gigs—data-driven per item. |
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| **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Passive** potency can scale with **gig** match: e.g. a **medic**-tagged bonus applies if **main *or* sub-gig** matches (see [gigs.md](gigs.md)). Others use a **baseline**. **Active** abilities from consumables (if any) follow their own rules—**open**. Other items may have **no** gig hook—data-driven per item. |
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| **Rep / story** | **Hybrid.** **Faction / world reputation** stays **character-wide** where it fits (one person, one web of grudges). **Narrative** also includes **gig storylines** and **main-quest-style arcs** tied to a **gig**—mentor paths, employer chains, identity stories that assume you *are* that role for a chapter. State for those arcs is **per gig** (or per gig branch) on the same character; switching gigs does not erase character rep, but **gig plot progress** is its own track. |
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| **Alts / multi-gig mastery** | One avatar still reduces **alt** pressure for economy and story. **Maining every gig** is **not** a design problem for now: **gig leveling is intentionally slow**, so fully progressing (or “maxing”) every gig is a **long-term time investment**, not something handed out quickly. Players who put in that time **may** legitimately be strong in every gig on one character. **Revisit** only if pacing, live balance, or PvP show harm. |
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## Player-facing readability
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- **Combat:** UI shows **main gig**, **sub-gig**, levels/tracks, combat abilities, and **combat gear** the main gig can use (mismatched gear disabled or greyed). Consumable tooltips can show **baseline vs. boosted** values when the active gig gets an amplification.
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- **Combat:** UI shows **main gig**, **sub-gig**, levels/tracks, combat abilities, and **combat gear** the main gig can use (mismatched gear disabled or greyed). Consumable tooltips for **passive** amps can show **baseline vs. boosted** when **main or sub** matches the item’s gig hook.
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- **Non-combat / crafting:** **skill** list, XP sources, categories; crafting combat gear does **not** hide recipes behind gigs—only **skill**/recipe gates (optional UI hint if the product is unequippable for your current gig).
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- **Story:** journal or quest UI can separate **character / faction** threads from **gig** threads so players see which arc belongs to which gig.
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- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
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@ -72,7 +72,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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| Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed |
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| Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed |
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| Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed |
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| Consumables | Baseline for all; **gig can amplify** (e.g. medic + healing consumable) | Agreed |
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| Consumables | Baseline for all; **passive gig amp** from **main or sub** ([gigs.md](gigs.md)) | Agreed |
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| Rep / story | Character-wide **rep**; **gig**-scoped **storylines** and **main quests** (per-gig progress on one avatar) | Agreed |
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| Multi-gig mastery | **OK for now**; slow gig leveling makes “all gigs” a **time** goal, not a loophole | Agreed (revisit if balance/PvP needs) |
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| Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Agreed |
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