# Progression (gigs + skills) Shared vision for **how characters grow** in Neon Sprawl: **combat** vs **everything else** use different systems that still live on **one avatar**. Detail docs: **[gigs.md](gigs.md)** (combat roles), **[skills.md](skills.md)** (non-combat skills and **gigs ↔ skills seams**). **Implementation note:** [Epic 2 — Skills and Progression Framework](../decomposition/epics/epic_02_skills_and_progression.md) (E2.M1–M4): **Slice 3** wires **gather/craft** to **skill** XP (E2.M2), **combat encounters** to **gig XP only**, and allows **mission reward** hooks to grant **skill** XP when scripted—**not** via the combat encounter pipe. **Gig** levels stay **per gig**; exact gig XP module ownership may sit beside E2.M2 or under Epic 5 until the gig data model is finalized. ## Vocabulary Use these terms in **design specs and tools** (fiction may say *job*, *contract*, *loadout*, etc.): | Term | Means | |------|--------| | **Gig** | The **combat role** (combat “class”): kit, tuning band, party expectations. **Not** for crafting or gathering. | | **Skill** | A **non-combat** trained capability only (gather, craft, intrusion loops, etc.). **Never** the combat gig. **Combat encounters** do not grant skill XP by default—only **gig XP** on the **main gig** ([gigs.md](gigs.md)). | | **Sub-gig** | **Secondary gig** on the same loadout as **main**—limited cross-gig abilities ([gigs.md](gigs.md) **Main gig + sub-gig**). Not crafting identity. | ## Why hybrid - **Gigs** answer “what are you on **this fight**?”—readable roles, **hub swap**, cyberpunk **contract** fantasy, without alts for combat variety. - **Skills** keep **economy and crafting** **open to every character** (independent of **gig**): anyone can raise gather/craft over time; “street doc” can mean high **Medtech fab** **skill** + rep, not only tonight’s gig. - **Specialist fantasy:** a player can **under-invest in gigs** and still **mainline the game** through **skills**—top gatherer, crafter, or tech, with **lots of options** to explore. The **skill roster** is meant to **grow** over time; see [skills.md](skills.md) **Pillars** and **Skill roster**. - **Mission rewards vs combat XP:** **Missions** (contracts, arcs, hand-ins) may **pay skill XP** as an explicit **reward**—separate from the **combat encounter** pipe. Default flow stays **fight → gig XP**; skill XP from an op is **“this job’s payout,”** not **“kills trained my fab skill.”** ## Where to read next | Topic | Document | |--------|-----------| | Gig roster, hub swap, sub-gig, XP, party/PvP notes | [gigs.md](gigs.md) | | Skill domains, categories, XP curves, gates, mastery | [skills.md](skills.md) | | **Seams** (combat gear vs craft, consumables, rep, alts) | [skills.md](skills.md) (section *Seams (gigs ↔ skills)*) | | Loose ideas | [brainstorm/](brainstorm/README.md) | | Folder index | [overview.md](overview.md) |