From 681b9a6a95da2a9bd00eeeacdd0606c4204a9dcb Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:38:37 -0400 Subject: [PATCH] chore: clarify Rigging vs Hardshell hybrid note in skills roster --- docs/game-design/skills.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 7563969..41a758c 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -101,7 +101,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | **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** | **Body-integrated** implants and augmentation: neural hooks, sensory suites, limb lines, organ-adjacent systems—**finished** installs from **Process** inputs (e.g. **Fab tech**, **Bioprocess**, **Harvest**, **Synth-chem**). **Semi-permanent** (e.g. **ocular** suite)—**not** swap-friendly **Hardshell** / **Softshell** / **Rigging** armor. Stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); **no** overlap with external armor skills — **agreed**; **replace** has **cost**—removed unit **likely** becomes **scrap** (salvage / recovery loop) — **agreed** direction; fees, clinic fiction, exact yields — **open** | -| **Rigging (gear)** | Drones, harnesses, carry systems, tool mods, and **powered / systems** armor **Manufacture**: exo-style frames, actuator-linked hardshell, tactical mechatronic rigs—**Fab tech**-heavy lane for **wearable** systems that are **not** plain **Hardshell** / **Softshell** fab. | **Craft** with skill—**no** gig; **combat deploy** / **combat activation** **gig-restricted** — **agreed** ([Seams](#seams-gigs-skills)); **non-combat** **use** gated by **intended specialty skill** when applicable ([Seams](#seams-gigs-skills)); vs **Hardshell** on hybrids — **open** | +| **Rigging (gear)** | Drones, harnesses, carry systems, tool mods, and **powered / systems** armor **Manufacture**: exo-style frames, actuator-linked hardshell, tactical mechatronic rigs—**Fab tech**-heavy lane for **wearable** systems that are **not** plain **Hardshell** / **Softshell** fab. | **Craft** with skill—**no** gig; **combat deploy** / **combat activation** **gig-restricted** — **agreed** ([Seams](#seams-gigs-skills)); **non-combat** **use** gated by **intended specialty skill** when applicable ([Seams](#seams-gigs-skills)); **hybrid** armor (rigid plate + powered frame—**Hardshell** × **Rigging**): **primary** skill per recipe / multi-step splits — **open** (see Make intro) | | **Food synth** | Ration fab, street kitchens, synth-food **Make** from **Harvest** / **Bioprocess** / **Synth-chem** inputs where recipes need them. | **Kept** in roster — **agreed** | **Make → gigs (combat):** **Vast majority** of **non-consumable** **Make** products are **gig-gated** when brought into **combat** (**equip**, **wear**, **deploy**). **Crafting** stays **skill**/recipe-only—e.g. anyone with **Rigging** can **build** a drone; **deploying** it in a fight needs a **gig** whose kit supports that **deploy** (**data-defined**). See [Seams](#seams-gigs-skills) **Combat gear** and **Make → combat (non-consumables)**.