chore: agree consumables baseline + gig amplification seam
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@ -56,13 +56,13 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
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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. A gig swap implies a **combat loadout change** (how automatic vs. manual is tied to [gig swap rules](#gigs-combat)—TBD). 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** | Usually shared inventory; **combat effect** may still be gig-gated (e.g. only medic gig gets full potency from a stim). |
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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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| **Rep / story** | Almost always **character-wide**; gigs change how you *express* it in combat. |
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| **Alts** | Hybrid should reduce alt pressure; if gig swap is too free, maining every gig becomes the new problem—tune swap cost or ramp. |
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## Player-facing readability
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- **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed).
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- **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the 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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- **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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- Use **gig** / **skill** consistently in specs and tools; flavor text can vary.
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@ -73,6 +73,7 @@ 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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| Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Proposed |
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| Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) |
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| Primary skill XP | Do the activity | Proposed |
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