From ae0ca367e120861f47cdb3f5477ea9fa4b011862 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:05:32 -0400 Subject: [PATCH] chore: document grim Harvest (bio) sourcing 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 b2d095f..afaf6b7 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -68,7 +68,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** |-------|----------------|--------------| | **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — | | **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)** | Cultured tissue, fungal mats, organics for chem or food chains. | Tone / how grim — **open** | +| **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 tone **in scope** for cyberpunk; how explicit in UI, warnings, or regional rules — **open** | | **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** | #### Process — turn raw into workable intermediate