chore: format skill roster as per-category tables like gigs

pull/17/head
VinPropane 2026-04-03 19:59:40 -04:00
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@ -56,47 +56,57 @@ Optional **secondary category** for UI sorting only—**primary** category in da
### Skill roster (draft ideas by category)
**v0 — for examination, not a commit list.** Each bullet is a **candidate skill** (or tight cluster we might merge). The list below is a **solid opening roster**—on the order of **~1824** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree.
**v0 — for examination, not a commit list.** Each row is a **candidate skill** (or tight cluster we might merge). The tables below are a **solid opening roster**—on the order of **~1824** names depending on how we **merge or split** clusters—and we **expect to add more** as we approach launch. A **wide** skill set is intentional: it gives design and live ops room to grow **loops**, **biomes**, and **specialist fantasies** without collapsing everything into a tiny tree.
Final roster needs **stable IDs**, **XP sources**, and **gig/skill boundary** checks (especially **Tech** vs combat netrunning).
Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, **Skill** name plus **what it covers** and **open / merge** notes.
#### Gather — pull raw value from the world
- **Salvage** — wrecks, derelicts, e-waste pulls, stripped chrome.
- **Extraction** — mined or drilled feedstock (synth ores, rare earths, substrate for industry).
- **Reclaim** — urban scavenge: construction scrap, abandoned blocks, “legal gray” recovery.
- **Harvest (bio)** — cultured tissue, fungal mats, organics for chem or food chains (**open** how grim we want this).
- **Quarry / bulk** — aggregate and low-grade mass for concrete, fill, industrial bulk (**open** if distinct from Extraction).
| Skill | What it covers | Open / merge |
|-------|----------------|--------------|
| **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — |
| **Extraction** | Mined or drilled feedstock (synth ores, rare earths, substrate for industry). | — |
| **Reclaim** | Urban scavenge: construction scrap, abandoned blocks, “legal gray” recovery. | Merge vs **Salvage** → one **Scavenge**? **open** |
| **Harvest (bio)** | Cultured tissue, fungal mats, organics for chem or food chains. | Tone / how grim — **open** |
| **Quarry / bulk** | Aggregate and low-grade mass for concrete, fill, industrial bulk. | Distinct from **Extraction**? **open** |
#### Process — turn raw into workable intermediate
- **Refine** — smelt, purify, reduce ore and scrap to usable grades.
- **Fab tech** (*refine family*) — print circuits, micro-actuators, substrate prep—industrial intermediates that feed **Make** (**open** vs folding into **Refine** mastery only).
- **Synth-chem prep** — precursors, reagents, stable compounds for **Make** (stims, reactives, polymers).
- **Bioprocess** — ferment, culture, grow feedstock for medtech or consumables.
- **Composite work** — laminate layers, weave fibers, prep armtech “blanks” before final assembly.
- **Data scrub** — clean, normalize, or decrypt **datasets** that become a craft input (**Tech** overlap—pick one primary category).
| Skill | What it covers | Open / merge |
|-------|----------------|--------------|
| **Refine** | Smelt, purify, reduce ore and scrap to usable grades. | Merge vs **Synth-chem prep**? **open** |
| **Fab tech** | *Refine family:* print circuits, micro-actuators, substrate prep—industrial intermediates for **Make**. | Fold into **Refine** mastery only? **open** |
| **Synth-chem prep** | Precursors, reagents, stable compounds for **Make** (stims, reactives, polymers). | — |
| **Bioprocess** | Ferment, culture, grow feedstock for medtech or consumables. | — |
| **Composite work** | Laminate layers, weave fibers, prep armtech “blanks” before final assembly. | — |
| **Data scrub** | Clean, normalize, or decrypt **datasets** that become a craft input. | **Tech** overlap—pick one **primary** category |
#### Make — recipes, benches, finished goods
- **Gunsmith** — barrels, receivers, ballistics fab (ties [Seams](#seams-gigs--skills): craft without gig to *use*).
- **Armtech** — armor plates, suits, hardshell integration.
- **Synth-chem (product)** — finish stims, chems, consumables from **Process** outputs.
- **Medtech fab** — field kits, injectors, trauma foam—**craft** lane; **gig** Sawbones is *combat use*.
- **Rigging (gear)** — drones, harnesses, tool mods—**non-combat** rigging; combat deployables stay **gig**-gated (**open**).
- **Food synth** — ration fab, street kitchens (**open** if we skill it).
| Skill | What it covers | Open / merge |
|-------|----------------|--------------|
| **Gunsmith** | Barrels, receivers, ballistics fab. | [Seams](#seams-gigs--skills): craft without gig to *use* |
| **Armtech** | Armor plates, suits, hardshell integration. | — |
| **Synth-chem (product)** | Finish stims, chems, consumables from **Process** outputs. | — |
| **Medtech fab** | Field kits, injectors, trauma foam—**craft** lane. | **Gig** Sawbones = *combat use* |
| **Rigging (gear)** | Drones, harnesses, tool mods—**non-combat** rigging. | Combat deployables **gig**-gated — **open** |
| **Food synth** | Ration fab, street kitchens. | Skill at all? **open** |
#### Tech — systems, hacking, and cyber security (non-gig)
**Skill** tech covers **prep**, **world interaction**, and **instance / downtime** work. **Combat** net attacks, debuffs, and “todays gig kit” **ICE-breaking in a fight** stay **gig**-gated unless we deliberately duplicate (**open**).
**Skill** tech covers **prep**, **world interaction**, and **instance / downtime** work. **Combat** net attacks, debuffs, and **todays gig kit** **ICE-breaking in a fight** stay **gig**-gated unless we deliberately duplicate (**open**).
- **Intrusion** — bypass locks and access control, pivot through non-combat systems, progress **hack timers** and objectives (e.g. [brainstorm/hack-bodyguard](brainstorm/hack-bodyguard-missions.md)).
- **Netsec / hardening** — patch holes, segment networks, raise **defense** ratings for sites, convoys, or ally systems before/during downtime phases.
- **Counter-intrusion** — trace hostile processes, sever sessions, quarantine malware—**defensive** counterpart to **Intrusion** in supported content.
- **Exploit dev** — build or tune **payloads** and tools used by Intrusion (authorized pen-tests, heists, corps)—**open** vs folding into **Intrusion** mastery.
- **Crypto & identity** — break weak schemes, spoof or forge **credentials** where content allows; ties rep and legality (**open**).
- **Electronics** — repair boards, swap modules, bench diagnostics on devices and vehicles (physical layer adjacent to netsec).
- **Signal** — scan, trace, tap—RF and traffic analysis **out of combat** or in **objectives**; jamming in **combat** **open** (gig vs skill).
| Skill | What it covers | Open / merge |
|-------|----------------|--------------|
| **Intrusion** | Bypass locks and access control, pivot non-combat systems, **hack timers** / objectives. | e.g. [brainstorm/hack-bodyguard](brainstorm/hack-bodyguard-missions.md) |
| **Netsec / hardening** | Patch holes, segment networks, raise **defense** for sites, convoys, ally systems (downtime / prep). | — |
| **Counter-intrusion** | Trace hostile processes, sever sessions, quarantine malware—defensive counterpart to **Intrusion**. | — |
| **Exploit dev** | Build or tune **payloads** and tools for **Intrusion** (pen-tests, heists, corps). | Fold into **Intrusion** mastery? **open** |
| **Crypto & identity** | Break weak schemes; spoof or forge **credentials** where content allows. | Rep / legality hooks — **open** |
| **Electronics** | Repair boards, swap modules, bench diagnostics—physical layer next to netsec. | — |
| **Signal** | Scan, trace, tap—RF and traffic **out of combat** or in objectives. | **Combat** jamming: gig vs skill — **open** |
**Cross-cutting notes**