diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 3c842d0..a50a88f 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -29,7 +29,7 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes: | Domain | Examples (illustrative) | |--------|-------------------------| -| **Extraction** | Pulling value from the world: **earth/subsurface** (mining, drilling), **wrecks & biology** (salvage, harvest), and **infra bulk** (quarry from **buildings / city stack**) when we treat that as its own gather skill vs geological **Extraction** | +| **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** | Refining, chemistry prep, material conversion | | **Fabrication** | Weaponsmith, armtech, synth-chem, cooking if we track it | | **Tech / intrusion** | Hacking, netsec, counter-intrusion, bypass, diagnostics—**combat-facing** net actions stay **gig** | @@ -66,10 +66,10 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | Skill | What it covers | Open / merge | |-------|----------------|--------------| -| **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — | +| **Salvage** | **Consumer goods and vehicles:** cars, ships, computers, other wrecked or discarded **products**; e-waste, stripped chrome—**not** structural building stock (that’s **Quarry**). | — | | **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — | | **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | Grim **concepts** in scope; **how we show it** and **target rating** are **vision-level**—see [overview.md](overview.md) | -| **Quarry / bulk** | **Salvage at civic scale** from **buildings and city infrastructure:** aggregate, structural demo recoverables, fill and mass for concrete—**built environment**, not the earth seam. | Intentionally **not** **Extraction** (earth vs **infra**); fine-grained urban scrap lives in **Salvage** vs bulk **Quarry** — **open** | +| **Quarry / bulk** | **Urban infrastructure** and **built-environment mass:** bricks, concrete, wooden building supplies, aggregate, fill, demo recoverables from **structures**—**not** consumer goods or vehicle wrecks (**Salvage**). | Intentionally **not** **Extraction** (earth seam vs **city stack**) | #### Process — turn raw into workable intermediate @@ -109,7 +109,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** **Cross-cutting notes** -- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy; **Salvage** vs **Quarry** boundary (wreck/chrome vs infra bulk) — **open**. +- **Merge candidates:** e.g. **Refine** + **Synth-chem prep** vs split by fantasy. **Salvage** vs **Quarry** split (**consumer goods / vehicles** vs **urban infrastructure** materials) — **agreed**. - **Cut / defer:** **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.