From cc71b79e7809084f3d544b12954627cd755cb09f Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 20:27:39 -0400 Subject: [PATCH] chore: cybernetic replacement cost; old unit likely becomes scrap --- docs/game-design/skills.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index b3f3611..d5ad252 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -96,7 +96,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** | **Armtech** | **Worn / carried** armor: plates, suits, hardshell, rigs—**swap-friendly** at hub or loadout like other **combat gear**; **gig-restricted** when equipped for fights ([Seams](#seams-gigs-skills)). **Does not** cover **body-integrated** implants (**Cybernetics**)—**no** fantasy overlap — **agreed** | | **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** the **swap-friendly** **Armtech** lane. Stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); **no** overlap with **Armtech** — **agreed**; strip/replace cost, clinic fiction — **open** | +| **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** the **swap-friendly** **Armtech** lane. Stays **active** across **gig** changes. | **Not gig-gated** — **agreed** ([Seams](#seams-gigs-skills)); **no** overlap with **Armtech** — **agreed**; **replace** has **cost**—removed unit **likely** becomes **scrap** (salvage / recovery loop) — **agreed** direction; fees, clinic fiction, exact yields — **open** | | **Rigging (gear)** | Drones, harnesses, tool mods—**non-combat** rigging. | Combat deployables **gig**-gated — **open** | | **Food synth** | Ration fab, street kitchens. | Skill at all? **open** | @@ -181,7 +181,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Topic | Direction | |--------|-----------| | **Combat gear** | **Gig-restricted.** Weapons, armor, and other **swap-friendly** combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](gigs.md#hub-swap), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. **Does not** apply to **semi-permanent** **Cybernetics** augments—see **Cybernetics / implants** row. | -| **Cybernetics / implants** | **Not gig-gated.** Augments from **Cybernetics** (**Make**) are **body-integrated** and **semi-permanent**: they remain **in play** when you change **main gig**, **sub-gig**, or combat loadout (e.g. an **ocular** implant does not come off at hub swap). **Crafting** stays **skill**/recipe/rep—never gig level. Removal, replacement, or tier-up may be **costly** and **fiction-heavy** (clinic, downtime)—**open**—but is **not** the same rhythm as re-banking a rifle. **Armtech** and **Cybernetics** **do not overlap**: **Armtech** is **easily swapped** worn armor and lives under **Combat gear** (**gig-restricted**); **Cybernetics** is **not** that bucket. | +| **Cybernetics / implants** | **Not gig-gated.** Augments from **Cybernetics** (**Make**) are **body-integrated** and **semi-permanent**: they remain **in play** when you change **main gig**, **sub-gig**, or combat loadout (e.g. an **ocular** implant does not come off at hub swap). **Crafting** stays **skill**/recipe/rep—never gig level. **Changing** an installed augment has **cost** (credits, clinic, downtime—**open**); the **replaced** piece **likely** comes out as **scrap** or salvage-grade material (feeds **Gather**/**Salvage**/**Refine** loops) rather than a clean reusable item—**agreed** direction, exact tables **open**. **Not** the same rhythm as re-banking a rifle. **Armtech** and **Cybernetics** **do not overlap**: **Armtech** is **easily swapped** worn armor and lives under **Combat gear** (**gig-restricted**); **Cybernetics** is **not** that bucket. | | **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. gunsmith), recipes, rep, facilities—never on owning a gig or its level. A character can **craft combat gear they cannot equip** (wrong gig, low gig level, etc.): valid for **trade**, **stock**, or **group play**. **Equip/activation** stays **gig-restricted** as above. | | **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Passive** potency can scale with **gig** match: e.g. a **medic**-tagged bonus applies if **main *or* sub-gig** matches (see [gigs.md](gigs.md)). Others use a **baseline**. **Active** abilities from consumables (if any) follow their own rules—**open**. Other items may have **no** gig hook—data-driven per item. | | **Rep / story** | **Hybrid.** **Faction / world reputation** stays **character-wide** where it fits (one person, one web of grudges). **Narrative** also includes **gig storylines** and **main-quest-style arcs** tied to a **gig**—mentor paths, employer chains, identity stories that assume you *are* that role for a chapter. State for those arcs is **per gig** (or per gig branch) on the same character; switching gigs does not erase character rep, but **gig plot progress** is its own track. | @@ -201,7 +201,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod |-------|-----------|--------| | Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed | | Combat gear | **Gig-restricted** equip/activation for **swap-friendly** loadout; non-combat tools **skill**-gated | Agreed | -| Cybernetics / implants | **Semi-permanent** augments from **Cybernetics** **Make**—**character-wide**, **not gig-gated**; persist across gig swap | Agreed | +| Cybernetics / implants | **Semi-permanent** augments—**character-wide**, **not gig-gated**; **replacement** costs and **likely** turns old unit into **scrap** / salvage feedstock | Agreed | | **Armtech** vs **Cybernetics** | **Armtech** = **swappable** worn armor (**combat gear**, gig-restricted); **Cybernetics** = **body-integrated** implants—**no** overlap | Agreed | | Crafting combat gear | **Skill**/recipe/rep (etc.) only—**not** gig or gig level; craft-for-others OK | Agreed | | Consumables | Baseline for all; **passive gig amp** from **main or sub** ([gigs.md](gigs.md)) | Agreed |