chore: move fab tech into Process / refine family in skill roster
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@ -48,7 +48,7 @@ New skills land here as **design + data** demand; a skill can sit in **multiple
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| Category | Rough scope |
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|----------|-------------|
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| **Gather** | Nodes, yields, field extraction |
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| **Process** | Refine, batch, intermediate goods |
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| **Process** | Refine (incl. fab-tech intermediates), batch, intermediate goods |
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| **Make** | Finished goods, recipes, bench work |
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| **Tech** | Intrusion, electronics, rigging that isn’t a gig kit |
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| **Social** | If we skill it: negotiation, contracts UI hooks (**open**) |
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@ -70,6 +70,7 @@ Optional **secondary category** for UI sorting only—**primary** category in da
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#### Process — turn raw into workable intermediate
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- **Refine** — smelt, purify, reduce ore and scrap to usable grades.
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- **Fab tech** (*refine family*) — print circuits, micro-actuators, substrate prep—industrial intermediates that feed **Make** (**open** vs folding into **Refine** mastery only).
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- **Synth-chem prep** — precursors, reagents, stable compounds for **Make** (stims, reactives, polymers).
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- **Bioprocess** — ferment, culture, grow feedstock for medtech or consumables.
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- **Composite work** — laminate layers, weave fibers, prep armtech “blanks” before final assembly.
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@ -89,7 +90,6 @@ Optional **secondary category** for UI sorting only—**primary** category in da
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- **Intrusion** — bypass doors, hijack non-combat systems, mission timers on networks (**combat** debuff/net attacks stay **gig**).
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- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles.
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- **Signal** — scan, trace, tap—**out of combat** or **instance objectives**; battlefield version **open** (gig vs skill).
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- **Fabrication tech** — print circuits, micro-actuators—feeds **Make** or stands alone (**open**).
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#### Social — only if we give real loops and XP
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