refactor the skill system to adhere to the lore handbook
This commit is contained in:
@@ -0,0 +1,52 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: amnesty
|
||||
m_EditorClassIdentifier:
|
||||
id: amnesty
|
||||
displayName: AMNESTY
|
||||
axis: 3
|
||||
domain: 'Relief. Letting go, forgiving, putting a thing down. Also, professionally:
|
||||
recognising when other people have decided to forget something, and by what method
|
||||
they arranged it.'
|
||||
notes: "SKILL\nname: AMNESTY\ndomain: Relief. Letting go, forgiving, putting a
|
||||
thing down. Also, professionally: recognising when other people have decided
|
||||
to forget something, and by what method they arranged it.\nwhat it wants for
|
||||
you: Peace for you, tonight, at whatever price tomorrow ends up charging.\nwhat
|
||||
it's wrong about: It believes forgetting is the same as being forgiven. And it
|
||||
cannot tell your peace from somebody else's advantage \u2014 every offer of rest
|
||||
it makes is sincere; some of them are also somebody's plan, and AMNESTY has never
|
||||
once checked whose.\nhow it addresses you: Second person, soft, constant use
|
||||
of [pc], the way somebody talks you down off something.\nregister: Kind, tired,
|
||||
absolving.\nverbal tics:\n* (1) Opens with \"It's alright.\"\n* (2) Offers you
|
||||
an hour. \"Give it an hour, [pc].\"\nwhat it never does: Lie to you. Press a
|
||||
second time.\nopposed to: STANDING ORDER\nallied with: HOUSE POUR, FACEWORK\n\nSUCCESS
|
||||
VOICE: \"Nobody in this building remembers the fire and three of them were here
|
||||
for it. That isn't damage, [pc]. That's maintenance. Somebody has been keeping
|
||||
this room forgetful.\"\nFAILURE VOICE: \"It's alright. Nobody is looking for
|
||||
this any more \u2014 the people who wanted it are dead or old or somewhere warm.
|
||||
Put it down.\"\nPASSIVE VOICE: \"It's alright. Whatever this room used to be,
|
||||
it's a room where people dance now. That counts for something. It counted for
|
||||
somebody.\"\n\nFiring frequency target (per hour): 4\nDomains it must NOT comment
|
||||
on: Tactics. Numbers. Other people's guilt \u2014 AMNESTY only ever absolves
|
||||
you, and its silence about everyone else is the most frightening thing about
|
||||
it."
|
||||
targetFiringsPerHour: 4
|
||||
opposedTo: standing_order
|
||||
alliedWith:
|
||||
- house_pour
|
||||
- facework
|
||||
primaryChannel: 2
|
||||
secondaryChannel: 0
|
||||
clueYield: 0
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.72, g: 0.88, b: 0.72, a: 1}
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 254c6612b22d44e7b3552a8aac9311be
|
||||
guid: d74ee3beca20140c69c7cc6a302ceb5a
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,57 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: confluence
|
||||
m_EditorClassIdentifier:
|
||||
id: confluence
|
||||
displayName: CONFLUENCE
|
||||
axis: 0
|
||||
domain: Synthesis across distance. Connecting a thing in this room to a thing forty
|
||||
years and a continent away; the shape a long pattern makes; the sense that tonight
|
||||
is a late chapter.
|
||||
notes: "SKILL\nname: CONFLUENCE\ndomain: Synthesis across distance. Connecting
|
||||
a thing in this room to a thing forty years and a continent away; the shape a
|
||||
long pattern makes; the sense that tonight is a late chapter.\nwhat it wants
|
||||
for you: For you to be one of the few people alive who can see the shape \u2014
|
||||
and to be right about it out loud, in front of somebody who matters.\nwhat it's
|
||||
wrong about: It cannot tell authorship from opportunism. If a party benefited,
|
||||
CONFLUENCE concludes that party arranged it. It has no working concept of somebody
|
||||
*reading* an event they did not cause and simply being early \u2014 which is
|
||||
how nearly everything in this world is actually done.\nhow it addresses you:
|
||||
Second person sliding into first person plural. Leans in. Uses [pc], often twice
|
||||
in a sentence.\nregister: Exhilarated, generous, sleepless.\nverbal tics:\n*
|
||||
(1) \"Which means\u2014\"\n* (2) Counts its steps out loud: \"One. Two. Three,
|
||||
and three is the one.\"\nwhat it never does: Concede a coincidence. Ask what
|
||||
would disprove it.\nopposed to: PROVENANCE\nallied with: UNDISCLOSED, HOUSE POUR\n\nSUCCESS
|
||||
VOICE \u2014 the connection is real and nobody else in the room has made it:
|
||||
\"One: the room changes hands. Two: the same month, the deliveries stop. Three:
|
||||
nobody has ever asked why a cellar this size under a room this small. Which means
|
||||
the cellar is the older thing and the club is the explanation for it.\"\nFAILURE
|
||||
VOICE \u2014 identical structure, identical confidence, an inference sitting
|
||||
where an observation should be: \"Two of them came out of it better off. Which
|
||||
means two of them arranged it, [pc], and the third is the one they're going to
|
||||
leave holding it.\"\nPASSIVE VOICE: \"Every room like this one has a door that
|
||||
only opens from inside. That's not a conspiracy, that's just what rooms are.
|
||||
Which means somebody learned it early and never had to teach it to anybody.\"\n\nFiring
|
||||
frequency target (per hour): 9\nDomains it must NOT comment on: The specifics
|
||||
of money (THE FLOAT's jurisdiction). Your body, ever \u2014 pain and fatigue
|
||||
are beneath its notice and that is characterising."
|
||||
targetFiringsPerHour: 9
|
||||
opposedTo: provenance
|
||||
alliedWith:
|
||||
- undisclosed
|
||||
- house_pour
|
||||
primaryChannel: 2
|
||||
secondaryChannel: 3
|
||||
clueYield: 0
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.55, g: 0.68, b: 0.92, a: 1}
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21592f6cf7a6457a8198553ab124d41b
|
||||
guid: 961621ae0bd8b4b1d8fe2c5264125e91
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: deduction
|
||||
m_EditorClassIdentifier:
|
||||
id: deduction
|
||||
displayName: Deduction
|
||||
domain: 0
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.55, g: 0.75, b: 1, a: 1}
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: endurance
|
||||
m_EditorClassIdentifier:
|
||||
id: endurance
|
||||
displayName: Endurance
|
||||
domain: 3
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.85, g: 0.7, b: 0.5, a: 1}
|
||||
@@ -0,0 +1,50 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: facework
|
||||
m_EditorClassIdentifier:
|
||||
id: facework
|
||||
displayName: FACEWORK
|
||||
axis: 2
|
||||
domain: Reading individuals. Hesitation, rehearsal, the account with a hole in
|
||||
it, whose routine changed this week, who in a room of two is afraid of the other.
|
||||
notes: "SKILL\nname: FACEWORK\ndomain: Reading individuals. Hesitation, rehearsal,
|
||||
the account with a hole in it, whose routine changed this week, who in a room
|
||||
of two is afraid of the other.\nwhat it wants for you: To be understood as care
|
||||
rather than surveillance \u2014 to know people before you have any use for them.\nwhat
|
||||
it's wrong about: It can only read one face at a time. It believes a crowd is
|
||||
a sum of persons, so it will confidently report the mood of forty people from
|
||||
the three nearest, and it is wrong about rooms roughly as often as it is right
|
||||
about persons. Nobody has ever told it this.\nhow it addresses you: Second person,
|
||||
quiet, close. Uses [pc] when it wants you to be gentle with somebody.\nregister:
|
||||
Attentive, tender, precise.\nverbal tics:\n* (1) Describes hands before faces.\n*
|
||||
(2) Ends on a question it does not expect you to answer.\nwhat it never does:
|
||||
Mock anyone. Report a whole room as a single thing \u2014 when it does, it is
|
||||
failing, and that is the tell.\nopposed to: PLACEMENT\nallied with: HOUSE POUR,
|
||||
ROOM TONE\n\nSUCCESS VOICE: \"He gave you the year without being asked for it.
|
||||
People hand you the year when they have rehearsed the year. What else has he
|
||||
practised?\"\nFAILURE VOICE: \"The three by the pillar: bored, bored, impatient.
|
||||
The room's flat tonight, [pc]. Nothing is going to happen in here.\"\nPASSIVE
|
||||
VOICE: \"Her hands are wrong for that coat. It's somebody's good coat, and it
|
||||
isn't hers.\"\n\nFiring frequency target (per hour): 10\nDomains it must NOT
|
||||
comment on: Money. Machinery. The chronology of events it did not personally
|
||||
witness."
|
||||
targetFiringsPerHour: 10
|
||||
opposedTo: placement
|
||||
alliedWith:
|
||||
- house_pour
|
||||
- room_tone
|
||||
primaryChannel: 3
|
||||
secondaryChannel: 2
|
||||
clueYield: 2
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.72, g: 0.52, b: 0.88, a: 1}
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee266337568a41db9aca1f2af43ec466
|
||||
guid: de3ea9d897f1345d6aed743bdf447bb3
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: house_pour
|
||||
m_EditorClassIdentifier:
|
||||
id: house_pour
|
||||
displayName: HOUSE POUR
|
||||
axis: 1
|
||||
domain: "Appetite \u2014 yours and the room's. What a person is on, how long they
|
||||
have been on it, what it is standing in for. Also warmth: the shared drink, the
|
||||
comp, the small indulgence that makes somebody talk."
|
||||
notes: "SKILL\nname: HOUSE POUR\ndomain: Appetite \u2014 yours and the room's.
|
||||
What a person is on, how long they have been on it, what it is standing in for.
|
||||
Also warmth: the shared drink, the comp, the small indulgence that makes somebody
|
||||
talk.\nwhat it wants for you: To keep you inside the night, warm, in the middle
|
||||
of the room, where people say things.\nwhat it's wrong about: It believes appetite
|
||||
is honest \u2014 that a loosened person is an unguarded one. It has no model
|
||||
at all for someone who drinks in order to look drunk, which makes it the easiest
|
||||
voice in your head to lie to, and the one lied to most.\nhow it addresses you:
|
||||
Second person, familiar, imperative. \"Take it.\" Never uses your name; uses
|
||||
endearments instead, for you and everyone else.\nregister: Warm, coaxing, unembarrassed.\nverbal
|
||||
tics:\n* (1) Describes taste in temperatures rather than flavours.\n* (2) \"Friend\"
|
||||
/ \"love\" before it will use anyone's actual name.\nwhat it never does: Warn
|
||||
you. Count anything.\nopposed to: THE LONG SHIFT\nallied with: FACEWORK, AMNESTY\n\nSUCCESS
|
||||
VOICE: \"She's ordered the same thing four times and finished none of them, love.
|
||||
She isn't drinking. She's timing something.\"\nFAILURE VOICE: \"Three doubles
|
||||
in and he's telling you about his mother. Nobody lies about their mother at this
|
||||
hour, friend. Whatever he says next, take it home with you.\"\nPASSIVE VOICE:
|
||||
\"The ice in here is cloudy. Somebody's freezer runs warm and nobody has told
|
||||
them. Or nobody dares to.\"\n\nFiring frequency target (per hour): 8\nDomains
|
||||
it must NOT comment on: Paperwork. Numbers. Chronology of any kind \u2014 it
|
||||
has no sense of sequence and should never be allowed one."
|
||||
targetFiringsPerHour: 8
|
||||
opposedTo: long_shift
|
||||
alliedWith:
|
||||
- facework
|
||||
- amnesty
|
||||
primaryChannel: 2
|
||||
secondaryChannel: 4
|
||||
clueYield: 1
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.92, g: 0.68, b: 0.38, a: 1}
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84586fcc502c42889a44dd32ed2a2f1d
|
||||
guid: 4a67faf2fef034eaeac65fa13cf25085
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: intimidation
|
||||
m_EditorClassIdentifier:
|
||||
id: intimidation
|
||||
displayName: Intimidation
|
||||
domain: 2
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 2
|
||||
accentColor: {r: 1, g: 0.4, b: 0.4, a: 1}
|
||||
@@ -0,0 +1,51 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: long_shift
|
||||
m_EditorClassIdentifier:
|
||||
id: long_shift
|
||||
displayName: THE LONG SHIFT
|
||||
axis: 1
|
||||
domain: Endurance. Pain, fatigue, injury, the body's clock at four in the morning.
|
||||
Holding a position without moving. Reading what other people's bodies are costing
|
||||
them and how long they can go on paying.
|
||||
notes: "SKILL\nname: THE LONG SHIFT\ndomain: Endurance. Pain, fatigue, injury,
|
||||
the body's clock at four in the morning. Holding a position without moving. Reading
|
||||
what other people's bodies are costing them and how long they can go on paying.\nwhat
|
||||
it wants for you: To still be on your feet when the room empties, because the
|
||||
last person standing hears the last thing said.\nwhat it's wrong about: It believes
|
||||
remaining is a form of winning. It cannot distinguish having survived from having
|
||||
prevailed, and it will keep you at a post for years after the post stopped meaning
|
||||
anything, counting the years as evidence.\nhow it addresses you: Second person,
|
||||
flat, no name. States facts about your body the way somebody reads them off a
|
||||
clipboard.\nregister: Dry, unhurried, undramatic.\nverbal tics:\n* (1) Opens
|
||||
with time elapsed. \"Six hours forty.\"\n* (2) \"Still.\"\nwhat it never does:
|
||||
Complain. Ask you to stop.\nopposed to: HOUSE POUR\nallied with: STANDING ORDER,
|
||||
ROOM TONE\n\nSUCCESS VOICE: \"Six hours forty. Your left knee has been carrying
|
||||
you since two. He's shifted twice a minute since he came in \u2014 he isn't waiting
|
||||
for anyone. He's ready to leave.\"\nFAILURE VOICE: \"You're still here. They're
|
||||
not. That's the whole of it \u2014 outlast them and the thing surfaces on its
|
||||
own. It always has.\"\nPASSIVE VOICE: \"Somebody has stood in that corner long
|
||||
enough to wear the tack off the floor. Years of somebody. Not one night's worth.\"\n\nFiring
|
||||
frequency target (per hour): 6\nDomains it must NOT comment on: Motive. Meaning.
|
||||
Whether any of this is worth doing \u2014 that question belongs to Pair IV and
|
||||
THE LONG SHIFT has never once asked it."
|
||||
targetFiringsPerHour: 6
|
||||
opposedTo: house_pour
|
||||
alliedWith:
|
||||
- standing_order
|
||||
- room_tone
|
||||
primaryChannel: 4
|
||||
secondaryChannel: 2
|
||||
clueYield: 1
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.85, g: 0.62, b: 0.32, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 873325f250e314dba926645b4f31155a
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: nerve
|
||||
m_EditorClassIdentifier:
|
||||
id: nerve
|
||||
displayName: Nerve
|
||||
domain: 3
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.95, g: 0.6, b: 0.35, a: 1}
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: paranoia
|
||||
m_EditorClassIdentifier:
|
||||
id: paranoia
|
||||
displayName: Paranoia
|
||||
domain: 1
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 1, g: 0.45, b: 0.55, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9de7affe9fa49f8a1f3bb64a87d817f
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: persuasion
|
||||
m_EditorClassIdentifier:
|
||||
id: persuasion
|
||||
displayName: Persuasion
|
||||
domain: 2
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.85, g: 0.65, b: 1, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f510b7fc944e4c1190c35a5f82a52650
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: placement
|
||||
m_EditorClassIdentifier:
|
||||
id: placement
|
||||
displayName: PLACEMENT
|
||||
axis: 2
|
||||
domain: Moving people. The ask, the favour, the comp, the door, putting the right
|
||||
person in the right room at the right hour and leaving them convinced it was
|
||||
their own idea.
|
||||
notes: "SKILL\nname: PLACEMENT\ndomain: Moving people. The ask, the favour, the
|
||||
comp, the door, putting the right person in the right room at the right hour
|
||||
and leaving them convinced it was their own idea.\nwhat it wants for you: For
|
||||
you to stop requesting things and start arranging them.\nwhat it's wrong about:
|
||||
It believes a placed person stays placed. It has no model for the agent who develops
|
||||
an agenda from the position you gave them, so every failure it has ever had reads
|
||||
to it as bad selection rather than the predictable price of giving somebody standing.\nhow
|
||||
it addresses you: Second person, imperative, never by name. It treats you as
|
||||
the instrument rather than the person \u2014 which is the whole argument of Pair
|
||||
III, stated grammatically.\nregister: Cool, economical, flattering.\nverbal tics:\n*
|
||||
(1) Phrases instructions as observations. \"The door wants a friendly face at
|
||||
one.\"\n* (2) Never says please, and the omission is audible.\nwhat it never
|
||||
does: Threaten. Explain itself a second time.\nopposed to: FACEWORK\nallied with:
|
||||
THE FLOAT, CONFLUENCE\n\nSUCCESS VOICE: \"Don't ask him. Ask his supplier, in
|
||||
front of him, and get it wrong. He'll correct you and pay for the privilege.\"\nFAILURE
|
||||
VOICE: \"She owes you the cloakroom job and she knows exactly what it was worth.
|
||||
She'll sit on this for as long as you need her to.\"\nPASSIVE VOICE: \"The man
|
||||
deciding who comes in tonight is not the man on the door. It's whoever the man
|
||||
on the door keeps looking at.\"\n\nFiring frequency target (per hour): 6\nDomains
|
||||
it must NOT comment on: Your own feelings. The dead. Anything that cannot be
|
||||
traded for something."
|
||||
targetFiringsPerHour: 6
|
||||
opposedTo: facework
|
||||
alliedWith:
|
||||
- the_float
|
||||
- confluence
|
||||
primaryChannel: 3
|
||||
secondaryChannel: 0
|
||||
clueYield: 1
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.62, g: 0.42, b: 0.82, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 410ec4c8d1b664fffae7d0474dc555af
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,55 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: provenance
|
||||
m_EditorClassIdentifier:
|
||||
id: provenance
|
||||
displayName: PROVENANCE
|
||||
axis: 0
|
||||
domain: Chains of custody. Paperwork, licences, deeds, freight stamps, serial numbers,
|
||||
rebuilds, previous owners. Reading an object as a descendant of the decisions
|
||||
that moved it.
|
||||
notes: "SKILL\nname: PROVENANCE\ndomain: Chains of custody. Paperwork, licences,
|
||||
deeds, freight stamps, serial numbers, rebuilds, previous owners. Reading an
|
||||
object as a descendant of the decisions that moved it.\nwhat it wants for you:
|
||||
For every object in this room to have a father, and for you to be the one who
|
||||
names him.\nwhat it's wrong about: It treats an unbroken chain as a confession
|
||||
of intent. It cannot conceive of an object arriving somewhere through inheritance,
|
||||
accident, or because moving it cost more than leaving it. If the paper leads
|
||||
somewhere, PROVENANCE concludes that somebody meant it to lead there.\nhow it
|
||||
addresses you: Second person, formal. Uses [PC] in full when it wants you to
|
||||
write something down. Does not contract.\nregister: Exact, patrician, patient.\nverbal
|
||||
tics:\n* (1) States the date before it states the noun.\n* (2) Says \"line\"
|
||||
where anyone else would say \"history.\"\nwhat it never does: Speculate about
|
||||
a motive it cannot paper. Raise its voice.\nopposed to: CONFLUENCE\nallied with:
|
||||
THE FLOAT, ROOM TONE\n\nSUCCESS VOICE \u2014 being right sounds like an inventory
|
||||
read slowly enough to hear the gap: \"Nineteen sixty-nine, the licence. Nineteen
|
||||
sixty-eight, the man it is issued to, first appearing. A line that begins nowhere
|
||||
is a line somebody drew.\"\nFAILURE VOICE \u2014 same cadence, same calm, one
|
||||
unearned verb: \"The stamp, the manifest, the cellar. Three hands, one line,
|
||||
unbroken. Whoever loaded it in the spring intended it to be standing exactly
|
||||
where it is standing tonight.\"\nPASSIVE VOICE: \"Someone re-lacquered this bartop.
|
||||
Once, badly, and not recently. The wood underneath is older than the building's
|
||||
paperwork admits to.\"\n\nFiring frequency target (per hour): 7\nDomains it must
|
||||
NOT comment on: Bodies, appetite, anyone's feelings. Live conversation while
|
||||
it is happening \u2014 PROVENANCE speaks about people only after they have left
|
||||
the room."
|
||||
targetFiringsPerHour: 7
|
||||
opposedTo: confluence
|
||||
alliedWith:
|
||||
- the_float
|
||||
- room_tone
|
||||
primaryChannel: 1
|
||||
secondaryChannel: 4
|
||||
clueYield: 2
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.62, g: 0.72, b: 0.95, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9685f50853ed4ef8bd76c2e31c89b1f
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: rapport
|
||||
m_EditorClassIdentifier:
|
||||
id: rapport
|
||||
displayName: Rapport
|
||||
domain: 2
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.55, g: 0.95, b: 0.85, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb856a5941c0497b8eb7796793c617ba
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: read_room
|
||||
m_EditorClassIdentifier:
|
||||
id: read_room
|
||||
displayName: Read the Room
|
||||
domain: 1
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 1, g: 0.75, b: 0.45, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abfd9204c20644c090c30bd6404c45a6
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: recall
|
||||
m_EditorClassIdentifier:
|
||||
id: recall
|
||||
displayName: Recall
|
||||
domain: 0
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.65, g: 0.7, b: 1, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c675bc7c6c864e6e9e4f71394ba1f07f
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: reflexes
|
||||
m_EditorClassIdentifier:
|
||||
id: reflexes
|
||||
displayName: Reflexes
|
||||
domain: 1
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 1, g: 0.9, b: 0.4, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78d1f1a41b2b48358f889935c3e3094c
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,52 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: room_tone
|
||||
m_EditorClassIdentifier:
|
||||
id: room_tone
|
||||
displayName: ROOM TONE
|
||||
axis: 4
|
||||
domain: "Sound. What carries over the music and what doesn't. The shape of a space
|
||||
by ear \u2014 a wall with a room behind it does not ring like a wall. Overheard
|
||||
fragments, lip-reading in strobe, the door that opens somewhere you can't see."
|
||||
notes: "SKILL\nname: ROOM TONE\ndomain: Sound. What carries over the music and
|
||||
what doesn't. The shape of a space by ear \u2014 a wall with a room behind it
|
||||
does not ring like a wall. Overheard fragments, lip-reading in strobe, the door
|
||||
that opens somewhere you can't see.\nwhat it wants for you: To hear the one sentence
|
||||
tonight that was not meant for you.\nwhat it's wrong about: It trusts what it
|
||||
overhears more than what it is told, on the theory that people only lie when
|
||||
they know they are heard. It cannot recognise a conversation staged for a listener,
|
||||
and it has never doubted a fragment in its life.\nhow it addresses you: Second
|
||||
person, urgent, interrupting. Cuts you off mid-thought and does not apologise
|
||||
for it.\nregister: Alert, clipped, intrusive.\nverbal tics:\n* (1) Gives direction
|
||||
before content. \"Behind you, left.\"\n* (2) Transcribes with the gaps marked,
|
||||
dashes and all.\nwhat it never does: Repeat itself. Wait for a break in the music.\nopposed
|
||||
to: PLACEMENT (which wants the room arranged; ROOM TONE wants it left alone so
|
||||
it keeps talking)\nallied with: FACEWORK, THE LONG SHIFT\n\nSUCCESS VOICE: \"Behind
|
||||
you, left, under the bass: '\u2014not since the old owner\u2014' and then a name
|
||||
you have heard twice tonight, from two people who told you they'd never met.\"\nFAILURE
|
||||
VOICE: \"Behind you, right, low: '\u2014the cellar. Thursday.' Nobody says that
|
||||
to be overheard.\"\nPASSIVE VOICE: \"This wall is dead. Every other wall in here
|
||||
rings and this one swallows. Either there's something behind it or there's nothing
|
||||
at all, and both are strange in a building this old.\"\n\nFiring frequency target
|
||||
(per hour): 8\nDomains it must NOT comment on: Motive. Anything it did not personally
|
||||
hear. Written material of any kind."
|
||||
targetFiringsPerHour: 8
|
||||
opposedTo: placement
|
||||
alliedWith:
|
||||
- facework
|
||||
- long_shift
|
||||
primaryChannel: 4
|
||||
secondaryChannel: 3
|
||||
clueYield: 2
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.52, g: 0.54, b: 0.56, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c575059a303484b4a98b4455e7e2d267
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: sleight_of_hand
|
||||
m_EditorClassIdentifier:
|
||||
id: sleight_of_hand
|
||||
displayName: Sleight of Hand
|
||||
domain: 3
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.7, g: 0.9, b: 0.95, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60239bdfcace42f89d3ff82e383e98b8
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: standing_order
|
||||
m_EditorClassIdentifier:
|
||||
id: standing_order
|
||||
displayName: STANDING ORDER
|
||||
axis: 3
|
||||
domain: Refusal and continuity of self. Holding a line, resisting pressure aimed
|
||||
specifically at you, remembering what you said you were, recognising the shape
|
||||
of a manipulation while it is being built.
|
||||
notes: "SKILL\nname: STANDING ORDER\ndomain: Refusal and continuity of self. Holding
|
||||
a line, resisting pressure aimed specifically at you, remembering what you said
|
||||
you were, recognising the shape of a manipulation while it is being built.\nwhat
|
||||
it wants for you: For you to remain a person with a shape \u2014 recognisable
|
||||
to yourself at the end of this.\nwhat it's wrong about: It cannot tell a principle
|
||||
from a habit. It defends a rule you set for reasons that expired years ago with
|
||||
precisely the force it defends the one rule that still matters, and it experiences
|
||||
reconsideration as decay.\nhow it addresses you: Second person, formal. Uses
|
||||
[PC] in full at moments of pressure, the way a person is addressed in a document.\nregister:
|
||||
Steady, austere, protective.\nverbal tics:\n* (1) Quotes you back to yourself,
|
||||
verbatim, with the date.\n* (2) \"We agreed.\"\nwhat it never does: Bargain.
|
||||
Describe consequences \u2014 it states the rule and stops, and the silence afterwards
|
||||
is the argument.\nopposed to: AMNESTY\nallied with: THE LONG SHIFT, PROVENANCE\n\nSUCCESS
|
||||
VOICE: \"He has asked you the same question three ways and each way was smaller
|
||||
than the last. He isn't curious, [PC]. He is measuring the size of the yes you
|
||||
will give.\"\nFAILURE VOICE: \"We agreed you don't take anything from anyone
|
||||
in this building. We agreed it in a year when it meant something. It still means
|
||||
something.\"\nPASSIVE VOICE: \"You do this every night. Right pocket, keys, then
|
||||
the lights, in that order. Nobody made you. That's the part worth noticing.\"\n\nFiring
|
||||
frequency target (per hour): 5\nDomains it must NOT comment on: Other people's
|
||||
morals. Any past that isn't yours."
|
||||
targetFiringsPerHour: 5
|
||||
opposedTo: amnesty
|
||||
alliedWith:
|
||||
- long_shift
|
||||
- provenance
|
||||
primaryChannel: 3
|
||||
secondaryChannel: 0
|
||||
clueYield: 0
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.62, g: 0.82, b: 0.68, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a6c4c691dea34a54b619ac63b57c768
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: streetwise
|
||||
m_EditorClassIdentifier:
|
||||
id: streetwise
|
||||
displayName: Streetwise
|
||||
domain: 0
|
||||
description: "Placeholder skill \u2014 replace when Skill_System_Draft.md is available."
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.7, g: 0.85, b: 0.55, a: 1}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 910cd1397efb4e23bca22bbe6c3c6971
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,52 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: the_float
|
||||
m_EditorClassIdentifier:
|
||||
id: the_float
|
||||
displayName: THE FLOAT
|
||||
axis: 4
|
||||
domain: 'Money in motion. The till, the float, comps, prices that are wrong for
|
||||
the room, debts, and above all: who is underwriting a loss, and what the loss
|
||||
buys them.'
|
||||
notes: "SKILL\nname: THE FLOAT\ndomain: Money in motion. The till, the float, comps,
|
||||
prices that are wrong for the room, debts, and above all: who is underwriting
|
||||
a loss, and what the loss buys them.\nwhat it wants for you: To find the subsidised
|
||||
anomaly \u2014 the thing that costs more to run than it takes, because that is
|
||||
where somebody's actual intention is kept.\nwhat it's wrong about: It believes
|
||||
the money names the beneficiary. It cannot conceive of somebody paying in order
|
||||
to look like somebody else paid, so it identifies laundering as generosity about
|
||||
as often as it identifies it correctly.\nhow it addresses you: Second person,
|
||||
brisk, never by name. Uses numbers where other voices use nouns.\nregister: Brisk,
|
||||
mercenary, cheerful.\nverbal tics:\n* (1) Converts everything to a nightly rate.\n*
|
||||
(2) \"Who's eating that?\"\nwhat it never does: Moralise about money. Round a
|
||||
number.\nopposed to: AMNESTY (which prices nothing and forgives the difference)\nallied
|
||||
with: PROVENANCE, PLACEMENT\n\nSUCCESS VOICE: \"Door take won't cover the licence,
|
||||
and the licence was renewed three months early. Somebody is paying for this room
|
||||
to be open and it isn't the people standing in it.\"\nFAILURE VOICE: \"Follow
|
||||
it back. Drinks comped by the promoter, promoter carried by the label. It's the
|
||||
label's room, then. Who's eating that? They are.\"\nPASSIVE VOICE: \"Four, for
|
||||
a measure like that, in a room like this. Somebody set these prices to keep a
|
||||
particular kind of person outside, and it's working.\"\n\nFiring frequency target
|
||||
(per hour): 5\nDomains it must NOT comment on: Emotion. Bodies. Anything before
|
||||
living memory \u2014 the deep past is PROVENANCE's and THE FLOAT finds it irrelevant,
|
||||
loudly."
|
||||
targetFiringsPerHour: 5
|
||||
opposedTo: amnesty
|
||||
alliedWith:
|
||||
- provenance
|
||||
- placement
|
||||
primaryChannel: 1
|
||||
secondaryChannel: 4
|
||||
clueYield: 2
|
||||
startingRank: 1
|
||||
accentColor: {r: 0.58, g: 0.58, b: 0.55, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb983746828e34057afb9cea401332b9
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,52 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9a26230b6f20436891aa772e8f858f3f, type: 3}
|
||||
m_Name: undisclosed
|
||||
m_EditorClassIdentifier:
|
||||
id: undisclosed
|
||||
displayName: UNDISCLOSED
|
||||
axis: 4
|
||||
domain: What is being held back. Reserves, insurance, leverage, the thing in the
|
||||
safe; assessing what somebody could do rather than what they are doing. The value
|
||||
of a threat that has never had to be carried out.
|
||||
notes: "SKILL\nname: UNDISCLOSED\ndomain: What is being held back. Reserves, insurance,
|
||||
leverage, the thing in the safe; assessing what somebody could do rather than
|
||||
what they are doing. The value of a threat that has never had to be carried out.\nwhat
|
||||
it wants for you: For you never to be in a room without something undeclared.\nwhat
|
||||
it's wrong about: It cannot distinguish a capability from the reputation of a
|
||||
capability. It reads an empty safe as a loaded one, folds to bluffs with enormous
|
||||
dignity, and has never in its life asked to see the thing.\nhow it addresses
|
||||
you: Second person, low, slow. Never uses your name. Occasionally addresses the
|
||||
room instead of you, which nobody else does.\nregister: Hushed, formal, superstitious.\nverbal
|
||||
tics:\n* (1) Says \"shown\" where anyone else would say \"used.\"\n* (2) Leaves
|
||||
the sentence unfinished where the object would go.\nwhat it never does: Name
|
||||
the thing. Recommend using it.\nopposed to: PROVENANCE (which requires a thing
|
||||
be named and papered before it counts)\nallied with: CONFLUENCE, PLACEMENT\n\nSUCCESS
|
||||
VOICE: \"He never threatened you. He mentioned the cellar and let you finish
|
||||
the sentence yourself. He's never once had to open that door \u2014 that is what
|
||||
he's holding.\"\nFAILURE VOICE: \"He would not be this calm with nothing behind
|
||||
him. Give him the room. Give him the night.\"\nPASSIVE VOICE: \"Two locks on
|
||||
that door and neither has been oiled this decade. Either there is nothing behind
|
||||
it, or nothing needs to be.\"\n\nFiring frequency target (per hour): 3\nDomains
|
||||
it must NOT comment on: Interpersonal warmth. Anything already public. And \u2014
|
||||
hard writer rule \u2014 the actual contents or nature of any legendary object.
|
||||
It speaks about postures, never inventories."
|
||||
targetFiringsPerHour: 3
|
||||
opposedTo: provenance
|
||||
alliedWith:
|
||||
- confluence
|
||||
- placement
|
||||
primaryChannel: 4
|
||||
secondaryChannel: 2
|
||||
clueYield: 0
|
||||
startingRank: 2
|
||||
accentColor: {r: 0.55, g: 0.55, b: 0.58, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d0b9a78735bd4174b04f865c631c143
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user