diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 343da2c..0466cee 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -31,9 +31,9 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: |--------|-------------------------| | **Extraction** | Pulling value from the world: **earth/subsurface** (mining, drilling), **consumer salvage & biology** (**Salvage**, **Harvest**), and **urban infrastructure materials** (**Quarry**) vs geological **Extraction** skill | | **Processing** | **Refine** (ores, glass, steel, scrap → material grades); **Fab tech** (physical PCBs, chips, solenoids); **Data scrub** (abstract data—datasets, firmware, logical unlock); **Synth-chem prep** (bio/chem); other conversion | -| **Fabrication** | Weaponsmith, armtech, synth-chem, cooking if we track it | +| **Fabrication** | Gunsmith, armtech, **cybernetics** (implants, augmentation), synth-chem products, medtech fab, cooking if we track it | | **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) | +| **Support craft** | Medtech fabrication, field repair kits; **implant install / tune** fiction may split **Cybernetics** **Make** vs bench maintenance (**open**) | New skills land here as **design + data** demand; a skill can sit in **multiple domains** in conversation before we assign its **primary category**. @@ -49,14 +49,14 @@ New skills land here as **design + data** demand; a skill can sit in **multiple |----------|-------------| | **Gather** | Nodes, yields, field extraction | | **Process** | **Refine**; **Fab tech** (physical fab); **Data scrub** (data/firmware); **Synth-chem prep** (bio/chem); batch; intermediate goods | -| **Make** | Finished goods, recipes, bench work | +| **Make** | Finished goods, recipes, bench work—**Gunsmith**, **Armtech**, **Cybernetics**, **Medtech fab**, etc. | | **Tech** | Intrusion, netsec, counter-intrusion, electronics, signal—**not** combat gig kit | Optional **secondary category** for UI sorting only—**primary** category in data drives balance defaults. ### Skill roster (draft ideas by category) -**v0 — for examination, not a commit list.** Each row is a **candidate skill** (or tight cluster we might merge). The tables below are a **solid opening roster**—on the order of **~17–23** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree. +**v0 — for examination, not a commit list.** Each row is a **candidate skill** (or tight cluster we might merge). The tables below are a **solid opening roster**—on the order of **~18–24** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree. Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning). @@ -96,6 +96,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | **Armtech** | Armor plates, suits, hardshell integration. | — | | **Synth-chem (product)** | Finish stims, chems, consumables from **Synth-chem prep** (and related **Process**) outputs. | — | | **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* | +| **Cybernetics** | **Implants, augmentation, chrome:** neural hooks, sensory suites, limb lines, organ-adjacent systems—**finished** installable augments from **Process** inputs (e.g. **Fab tech**, **Bioprocess**, **Harvest**, **Synth-chem**). | **Equip / slots** vs **combat loadout** and gig-gated combat chrome — **open** ([Seams](#seams-gigs-skills)); overlap with **Medtech fab** / **Armtech** fiction — **open** | | **Rigging (gear)** | Drones, harnesses, tool mods—**non-combat** rigging. | Combat deployables **gig**-gated — **open** | | **Food synth** | Ration fab, street kitchens. | Skill at all? **open** |