chore: v0 skill roster ideas by Gather/Process/Make/Tech/Social

pull/17/head
VinPropane 2026-04-03 19:50:21 -04:00
parent ebbe1f90b2
commit 714f98ae4f
2 changed files with 50 additions and 2 deletions

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@ -13,7 +13,7 @@ Neon Sprawls design work here starts from **concrete visions** of progression
| Document | Focus | Notes |
|----------|--------|--------|
| [progression.md](progression.md) | Shared **gig + skill** vision, vocabulary, links | Start here for progression |
| [skills.md](skills.md) | Non-combat **skills**; **gigs ↔ skills seams** | With [gigs.md](gigs.md) |
| [skills.md](skills.md) | Non-combat **skills**; seams; **v0 skill roster** by category | With [gigs.md](gigs.md) |
| [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships |
| [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
| *(add rows as files land)* | | |

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@ -55,6 +55,54 @@ New skills land here as **design + data** demand; a skill can sit in **multiple
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 bullet is a **candidate skill** (or tight cluster we might merge). Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning).
#### Gather — pull raw value from the world
- **Salvage** — wrecks, derelicts, e-waste pulls, stripped chrome.
- **Extraction** — mined or drilled feedstock (synth ores, rare earths, substrate for industry).
- **Reclaim** — urban scavenge: construction scrap, abandoned blocks, “legal gray” recovery.
- **Harvest (bio)** — cultured tissue, fungal mats, organics for chem or food chains (**open** how grim we want this).
- **Quarry / bulk** — aggregate and low-grade mass for concrete, fill, industrial bulk (**open** if distinct from Extraction).
#### Process — turn raw into workable intermediate
- **Refine** — smelt, purify, reduce ore and scrap to usable grades.
- **Synth-chem prep** — precursors, reagents, stable compounds for **Make** (stims, reactives, polymers).
- **Bioprocess** — ferment, culture, grow feedstock for medtech or consumables.
- **Composite work** — laminate layers, weave fibers, prep armtech “blanks” before final assembly.
- **Data scrub** — clean, normalize, or decrypt **datasets** that become a craft input (**Tech** overlap—pick one primary category).
#### Make — recipes, benches, finished goods
- **Gunsmith** — barrels, receivers, ballistics fab (ties [Seams](#seams-gigs--skills): craft without gig to *use*).
- **Armtech** — armor plates, suits, hardshell integration.
- **Synth-chem (product)** — finish stims, chems, consumables from **Process** outputs.
- **Medtech fab** — field kits, injectors, trauma foam—**craft** lane; **gig** Sawbones is *combat use*.
- **Rigging (gear)** — drones, harnesses, tool mods—**non-combat** rigging; combat deployables stay **gig**-gated (**open**).
- **Food synth** — ration fab, street kitchens (**open** if we skill it).
#### Tech — systems work that is not “todays gig kit”
- **Intrusion** — bypass doors, hijack non-combat systems, mission timers on networks (**combat** debuff/net attacks stay **gig**).
- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles.
- **Signal** — scan, trace, tap—**out of combat** or **instance objectives**; battlefield version **open** (gig vs skill).
- **Fabrication tech** — print circuits, micro-actuators—feeds **Make** or stands alone (**open**).
#### Social — only if we give real loops and XP
- **Negotiation** — better outcomes on prices, timers, aggression thresholds in supported content.
- **Fixer facework** — unlock alternate quest routes, call in markers (**open** vs pure rep).
- **Fence / laundering** — move hot goods with less heat (**economy risk** skill—**open**).
**Cross-cutting notes**
- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy; **Salvage** + **Reclaim** vs one **Scavenge** skill.
- **Cut / defer:** **Social** entire row if we decide rep-only; **Food synth** if not a loop.
- **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—align with decomposition when ready.
### XP, levels, curves
- **Server-authoritative** XP and level resolution ([E2.M2](../decomposition/modules/E2_M2_XpAwardAndLevelEngine.md)).
@ -102,7 +150,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod
| Topic | Status |
|-------|--------|
| Full launch **skill list** and names | Open |
| Full launch **skill list** and names | **Draft** roster by category in [Skill roster](#skill-roster-draft-ideas-by-category) |
| Social / negotiation as tracked skills | Open |
| Failure XP defaults per activity type | Open |
| Mastery respec rules | Open |