diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 41a758c..b0fd9c2 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -230,6 +230,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | **Refine** vs **Synth-chem prep** | **Refine** = physical materials (ore, glass, steel, scrap metals → usable grades); **Synth-chem prep** = bio/chem streams (precursors, reagents, lab-oriented outputs) | Agreed | | **Refine** vs **Fab tech** | **Refine** = smelt/purify/grade **base** materials; **Fab tech** = fabricate **chips, PCBs, solenoids**, and similar **components**—may **consume** refined materials, does not **overlap** the refine loop | Agreed | | **Fab tech** vs **Data scrub** | **Fab tech** = **physical** fab; **Data scrub** = **abstract** data—datasets, **firmware wipes**, logical reuse of salvaged parts—not the same skill fantasy | Agreed | +| **Tech** category roster | **Solid** for v0 (table under **Tech** in [Skill roster](#skill-roster-draft-ideas-by-category)); **skill** vs **gig kit** split as documented; per-row **open** notes stay until implementation | Agreed | | Low-gig specialist | **Viable** to focus progression on **skills** (gather/craft/tech) with **low gig levels**; economy loops must not **hard-gate** on high gig rank | Agreed | | Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed | | **Food synth** | **Make** skill **kept**—rations, street kitchens, food economy loops | Agreed |