2.2 KiB
2.2 KiB
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 (combat roles), skills.md (non-combat skills and gigs ↔ skills seams).
Implementation note: Epic 2 — Classless progression (E2.M1–M4) still describes skill XP machinery in decomposition; gig XP/levels are per gig—module text should be updated when 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. |
| Sub-gig | Secondary gig on the same loadout as main—limited cross-gig abilities (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 classless: anyone can raise gather/craft over time; “street doc” can mean high medic 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 Pillars and Skill roster.
Where to read next
| Topic | Document |
|---|---|
| Gig roster, hub swap, sub-gig, XP, party/PvP notes | gigs.md |
| Skill domains, categories, XP curves, gates, mastery | skills.md |
| Seams (combat gear vs craft, consumables, rep, alts) | skills.md (section Seams (gigs ↔ skills)) |
| Loose ideas | brainstorm/ |
| Folder index | overview.md |