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Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 abb509eb00 chore(meta): release v0.1.26
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:38:13 +01:00
jpmschweitzerandClaude Opus 4.6 aa55abb684 docs(docs): remove model provenance policy from D-138
Gemma 2B is picked and embedded — the provenance policy text was
an unnecessary addition. The model choice is final.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:24:16 +01:00
jpmschweitzerandClaude Opus 4.6 88de04dc4d fix(copy): replace Vael "Arven" to avoid near-collision with Krenn "Harven"
Single-consonant difference undermined cultural distinctiveness.
"Arvenis" extends past the collision point while staying in Vael's
polysyllabic register.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:24:03 +01:00
jpmschweitzer 1407cbc917 Merge remote-tracking branch 'origin/copy'
# Conflicts:
#	CHANGELOG.md
2026-03-13 12:23:37 +01:00
jpmschweitzerandClaude Opus 4.6 d258fc405e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:11:14 +01:00
jpmschweitzerandClaude Opus 4.6 7c10ff07ce docs(copy): fix stale notes and example in authoring guides
Update content-structure-canonical.md to reflect Krenn NEVER block
and behavior_modifiers now present. Fix base-text-authoring-guide
example to match actual RON primitive format.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:10:13 +01:00
jpmschweitzerandClaude Opus 4.6 05cae464d4 fix(copy): address PR #91 re-review — content fixes
D-141→D-142 reference in zone-type templates, name pool
cross-contamination resolved (zero overlaps across cultures),
modifier coverage expanded to 2+ per category, authority_response
differentiated Krenn/Osse, gendered pronouns removed from neutral
templates, Osse ungrounded lore terms replaced, dual_lens dead
properties stripped from environmental YAML, overheard.yaml
annotated as legacy (#664).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:10:04 +01:00
jpmschweitzerandClaude Opus 4.6 de58df05e1 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:47:33 +01:00
jpmschweitzerandClaude Opus 4.6 9fd16fd818 docs(copy): add authoring guides for base text, cultures, and content structure
Three scalability-focused authoring guides for content production
across 300+ systems:
- base-text-authoring-guide.md: elevation checklist, quality test
- culture-authoring-guide.md: 8-step workflow, modifier contract,
  cross-cultural contrast test, one-day-per-culture target
- content-structure-canonical.md: directory template, surviving
  structure audit, culture RON field reference

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:46:20 +01:00
jpmschweitzerandClaude Opus 4.6 65e033443f docs(decisions): file D-140 dialogue quality rules, D-142 zone-type template architecture (#647)
D-140: Paula's six rules for dialogue re-voicing quality — secret-tier
passthrough, epistemic weight, access tier feel, named entity
passthrough, relationship-specific lines, culture register override.
D-142: Zone-type template architecture — three-layer behavior system,
31 zone types for v1.0, POI three-tier system, scale math for 300+
systems with 300+ cultures. Amend D-123 (baked vs pre-voiced modes),
supersede D-124 (resolved by two-spike strategy).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:46:03 +01:00
jpmschweitzerandClaude Opus 4.6 f44a105e96 feat(copy): restructure behavior primitives into zone-type templates (#661, D-142)
Move behavior_primitives from per-location zone specs into global
zone-type template files (content/global/zone-types/). Location specs
now declare zone_type and contain only metadata (role weights, social
sites, economic/density levels). Primitives are culture-neutral and
reusable across all 300+ systems. Scrub Krenn-specific language.

New files: rural_agricultural.ron, industrial_freight.ron
Modified: krenn-rural-zone.ron, krenn-industrial-zone.ron (metadata only)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:45:42 +01:00
jpmschweitzerandClaude Opus 4.6 56b8bbfeb9 feat(copy): add Vael and Osse culture profiles, behavior modifiers for all cultures (#653, #634)
Author two new culture RON files (culture-vael.ron, culture-osse.ron)
with voice_persona, voice_examples, occasional_injections, explicit
NEVER blocks, and behavior_modifiers (7 categories each). Add
behavior_modifiers to culture-krenn.ron and explicit NEVER block.
Modifier categories: work_pace, physical_manner, social_signal,
task_completion, environmental_scan, offduty_posture, authority_response.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:45:23 +01:00
jpmschweitzer 2a00d78a21 Merge remote-tracking branch 'origin/client' 2026-03-13 11:44:35 +01:00
jpmschweitzerandClaude Opus 4.6 e4f2477323 fix(copy): remove v0.1 hand-authored content and detective mission system (#656, #657)
Delete 64 hand-authored Krenn dialogue/monologue/NPC files superseded
by generated NPCs (D-122) and voice pipeline (D-138). Remove detective
investigation system dropped in v0.2 pivot (D-117): knowledge catalog,
faction, design docs, workshop archives, wireframe detective sections.
Clean investigation.* fact_id references from environmental and triangle
files. Strip investigation cross-references from overheard.yaml.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:44:26 +01:00
jpmschweitzerandClaude Opus 4.6 a1788dad32 fix(client): guard battery test against CI on-battery false-fail (S7)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:40:12 +01:00
jpmschweitzerandClaude Sonnet 4.6 f51366b3f5 fix(ui): address PR #90 review — 8 items (W1–W4, S5–S6, A3–A4)
W1/A2: add SimBridge.CONNECTED guard before send_input in toggle handler
W2/A1: assert PlatformInfo != null in HardwareDetector._ready();
       add ordering comment in project.godot [autoload] section
W3: replace FileAccess.open() with get_file_as_string() in
    read_benchmark_cache() — auto-closes, no leak
W4/A3: add _extract_bool_setting() helper in game_state.gd that handles
       both {"Bool": true} and plain bool; push_warning on type mismatch
S5: sync _pre_battery_pref from GameState after load_ai_pref() in
    HardwareDetector._ready() — closes race if system starts on battery
S6: separate "red" TPT status into its own arm with STATUS_RED dot and
    label colour — three-colour mapping: green/yellow/red now distinct
A4: replace DebugConsole.PREFS_PATH compile-time dependency in
    _save_ai_pref() with local SETTINGS_CFG_PATH constant

S7 (battery CI guard) already applied by Hoshe in test file.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 11:39:47 +01:00
jpmschweitzerandClaude Opus 4.6 c8773e7ac5 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:30:41 +01:00
jpmschweitzerandClaude Opus 4.6 fa8518cd83 docs(docs): clean stale v0.1 references from decision records
Close Q-015 as obsolete (D-122 eliminates hand-authored FRIEND).
Update Q-033 reframe to reference D-139 composable behaviors.
Replace franchise-specific "Starflyer's agents" with generic
"hostile actors" in D-018 (perception.md).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:30:25 +01:00
jpmschweitzerandClaude Opus 4.6 ab38631d30 chore(agents): remove stale v0.1 references from agent profiles
Update miri, ozzie, paula, inigo, hoshe profiles to reflect v0.2:
detective/conspiracy framing → emergent narrative, specific
franchise locations → generic zone types, DECISIONS.md → decisions/
domain files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:30:17 +01:00
jpmschweitzerandClaude Opus 4.6 f4c72e1480 docs(briefings): update all 18 briefings for v0.2 pivot
Remove stale v0.1 references (detective/smuggler gameplay,
hand-authored content pipeline, named NPCs) and align with
v0.2 reality: generator-first (D-122), LLM voice pipeline
(D-138), composable behaviors (D-139), tycoon bookmark deferred.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 11:30:09 +01:00
jpmschweitzerandClaude Opus 4.6 23e6890c4e chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 10:56:08 +01:00
jpmschweitzerandClaude Opus 4.6 d3ed73bcb3 test(client): Sprint 26 AI dialogue + PlatformInfo tests
67 tests covering #646 AI-Enhanced Dialogue toggle, hardware
detection (RAM/TPT/degradation), PlatformInfo power state,
battery suspend/resume, and settings dialog integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 10:55:44 +01:00
jpmschweitzerandClaude Opus 4.6 623e2e2f16 docs(decisions): D-141 PlatformInfo OS abstraction, resolve Q-059
D-141: client-side PlatformInfo autoload centralizing all OS queries.
Q-059: resolved — full interface scope (23 properties, 7 categories).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 10:55:34 +01:00
jpmschweitzerandClaude Sonnet 4.6 9108e5d9ed feat(ui): add get_battery_warning_visible() getter to settings_dialog
Testable API for Hoshe's battery warning visibility assertions (#646).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:54:54 +01:00
jpmschweitzerandClaude Sonnet 4.6 73b4f37de5 fix(ui): include all 7 path properties in PlatformInfo.get_diagnostics()
config_dir, benchmark_cache_path, executable_path, model_dir were
populated in _init_paths() but missing from the diagnostics dict.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:50:05 +01:00
jpmschweitzerandClaude Sonnet 4.6 41d16d01ae fix(ui): toggle stays clickable during battery suspend — D-138 player autonomy
Player autonomy wins: AI Dialogue toggle is only greyed out for RAM fail
(< 1.6 GB free). Battery suspend shows a warning label instead of
disabling the toggle — player can override the auto-suspend at any time.

Changes:
- settings_dialog: toggle disabled = hw_status == "fail" only
- settings_dialog: add _ai_battery_warning_label (STATUS_YELLOW) shown
  when _ai_inference_suspended; hidden when plugged back in via
  set_ai_inference_suspended()
- settings_dialog: is_ai_dialogue_toggle_enabled() no longer checks
  _ai_inference_suspended
- settings_dialog: set_ai_inference_suspended() updates warning label
  visibility, not toggle disabled state
- ui-strings: add settings.ai_battery_warning "High battery usage"

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:49:06 +01:00
jpmschweitzerandClaude Sonnet 4.6 12d25ce17f feat(ui): expand PlatformInfo to full D-141 Tier 1 interface
23 properties, 2 methods, 1 signal:
- Power: raw_power_state + battery_percent added to _poll_power()
- CPU: cpu_name (OS.get_processor_name), cpu_logical_cores
- GPU: gpu_name, gpu_vendor, gpu_api_version, gpu_type (mapped from
  RenderingDevice.DeviceType), gpu_driver_info — all guarded for headless
- Platform: platform_name, os_version, distribution, is_sandboxed
- Display: screen_count, screen_size, screen_dpi, screen_refresh_rate,
  display_scale (macOS screen_get_scale / dpi÷96 fallback)
- Locale: locale, locale_language
- get_diagnostics() -> Dictionary for bug report inclusion
- OS.get_distribution_name() and DisplayServer.screen_get_scale()
  use callv() pattern for headless build safety

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:46:44 +01:00
jpmschweitzerandClaude Sonnet 4.6 d7a4e3268a feat(ui): PlatformInfo abstraction + battery detection + fixes (#646 D-138)
Platform abstraction:
- New PlatformInfo autoload (extends Node, registered first in project.godot).
  Owns all OS queries: power state monitoring (30s poll), memory (on demand),
  file path resolution (user_data_dir, config_dir, benchmark_cache_path,
  install_dir, executable_path, cache_dir, model_dir).
- PowerProfile enum (FULL/BATTERY/POWER_SAVER), power_profile_changed signal.
  Uses OS.callv("get_power_info") to defer resolution to runtime — avoids
  compile errors on Godot 4.6 headless builds without power API.

HardwareDetector refactor:
- check_ram() now delegates to PlatformInfo.refresh_memory() + free_memory_mb.
  All direct OS.get_memory_info() calls removed.
- classify_power_state(int) and should_suspend_inference(int) delegate to
  PlatformInfo for single source of truth.
- check_power_state() → {power_state, classification, should_suspend}.
- Battery suspend/resume: on PowerProfile.BATTERY, stores pre-battery pref and
  sends ChangeSettings(false) to server. On FULL restore, sends ChangeSettings
  with saved pref if it was enabled. inference_suspended member tracks state.

Settings dialog:
- is_ai_inference_suspended() / set_ai_inference_suspended(bool) — testable API
  per Hoshe's test contract. Reads HardwareDetector.inference_suspended on open.
- Toggle now disabled when battery-suspended OR hardware fails (not only fail).
- get_ai_dialogue_label_text() wired to UIStrings ("settings.ai_dialogue_toggle")
  instead of hardcoded string.

Cleanup:
- Deleted ai_dialogue_detector.gd and .uid (orphaned duplicate, dead code).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:41:07 +01:00
jpmschweitzerandClaude Sonnet 4.6 01b0583265 feat(ui): AI-Enhanced Dialogue toggle + hardware detection (#646, D-138)
Implements the full AI-Enhanced Dialogue feature for Sprint 26:

- HardwareDetector autoload (extends Node): three-layer detection —
  Layer 1 RAM classification (pass/marginal/fail, thresholds 2GB/1.6GB),
  Layer 2 TPT benchmark cache (green/yellow/red, thresholds 6/3 t/s),
  Layer 3 degradation monitoring (>40% drop → yellow). load_ai_pref()
  restores toggle state from user://settings.cfg on startup.

- Settings dialog AI section: toggle, colored status dot, status message
  label, testable API (get_ai_dialogue_label_text, set_ai_dialogue_
  hardware_status, is_ai_dialogue_toggle_enabled). Only RAM "fail" greys
  out toggle — player always overrides yellow/red recommendations (D-138).

- GameState.ai_enhanced_dialogue_enabled (default true, opt-out model).
  GameState.settings_response (v20 one-shot settings dump from server).
  apply_snapshot() hydrates ai_enhanced_dialogue_enabled from full dump.

- Protocol v19→v20, settings_response decoding in decode_snapshot().
  Protocol converted to extends Node autoload (enables test has_method).
  encode_change_settings() helper for test inspection.

- InputMapper: CHANGE_SETTINGS, REQUEST_ALL_SETTINGS, DELETE_SETTING.
  SimBridge: wire mappings for all three. RequestAllSettings queued after
  handshake to hydrate client state from server SQLite on connect.
  settings_response carry-forward in receive_bytes().

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 10:34:48 +01:00
jpmschweitzerandClaude Opus 4.6 ce8c748462 chore(config): add git-lock-guard PreToolUse hook
Clears stale .git/index.lock files before git write commands.
Claude Code's internal git status polling leaves orphan locks
(anthropics/claude-code#11005) that block add/commit/merge/push.

The hook checks lsof/fuser before removing — only stale locks are
cleared, never locks held by live processes. Read-only git commands
are skipped entirely.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:57:30 +01:00
jpmschweitzerandClaude Opus 4.6 2f8218400d chore(skills): tea-comment @filepath support and docs update
tea-comment now accepts @/path/to/file.md syntax to read comment body
from a file, avoiding $() subshells that break permission matching.
Updated pr-review skill and tea-cli rules with the new pattern.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:44:11 +01:00
jpmschweitzer 9a1f224a4c Merge remote-tracking branch 'origin/server' 2026-03-13 09:40:38 +01:00
jpmschweitzerandClaude Opus 4.6 51414b0b63 fix(simulation): address PR #89 review — version comment, settings contract, docs, dead process recovery
Must-fix: protocol version comment now references PROTOCOL_VERSION
(no hardcoded number), settings delete is idempotent no-op.

Suggestions addressed: BehaviorModifier dedup claim dropped, hash
collision safety documented, FK pragma in test store, columns_to_value
consolidated, modifier_hint mismatch logging, OffDuty test coverage,
batching tradeoff documented, unknown value_type warning, occluded
text risk documented, dead child respawn in voice worker, INJECT
block ambiguity documented.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:34:33 +01:00
jpmschweitzerandClaude Sonnet 4.6 b37583ddfc fix(simulation): address PR review items for #655 content removal
- line_pool.rs: add trace! when active_situations is empty (Layer 2
  will silently filter all lines — important for content debugging)
- knowledge_grant.rs: document serde(untagged) ambiguity hazard; add
  KnowledgeGrant::validate() for load-time field validation
- monologue.rs: annotate trigger_monologue as schedule ordering anchor;
  fix stale "periodic trigger cooldown tracking" doc reference in
  trigger_event_monologue (COOLDOWN_TICKS removed in #655)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 09:32:48 +01:00
jpmschweitzerandClaude Opus 4.6 dde231cb11 chore(config): move cross-worktree Read permissions to settings.local
These permissions are only needed by the main worktree for PR reviews,
not by team worktrees. Moved from shared settings.json to local.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:18:34 +01:00
jpmschweitzerandClaude Opus 4.6 5334def411 chore(config): allow cross-worktree Read for PR review agents
Adds Read permissions for all team worktree directories so review
agents spawned from main can read source files directly instead of
falling back to git diff.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:17:56 +01:00
jpmschweitzerandClaude Opus 4.6 e317a66ac6 chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:12:31 +01:00
jpmschweitzerandClaude Opus 4.6 50800cbf81 feat(simulation): composable behavior engine — action+modifier+context primitives (#633)
Replaces flat culture×zone×role behavior strings with three-layer
composition: BehaviorAction (role-generic), BehaviorModifier (culture
coloring), BehaviorContext (situation gating). Assembly at NpcBlueprint
instantiation. Backward compatible — falls back to legacy behaviors
when primitives are empty. D-139 filed, Q-057 resolved.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:12:07 +01:00
jpmschweitzerandClaude Opus 4.6 accbe579c9 feat(simulation): SQLite settings storage with IPC protocol v20 (#627)
Per-player settings via rusqlite (bundled, zero runtime dep). Server
owns the settings DB; client sends ChangeSettings commands over IPC.
Extensible key-value with typed columns (String/Int/Float/Bool).
Protocol bumped to v20 with settings_response in ObserverSnapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:11:53 +01:00
jpmschweitzerandClaude Opus 4.6 1a4fd578cc feat(simulation): voice pipeline integration — Factual bypass, observer wiring, tell iteration (#650 #652 #651)
ContentType::Factual bypasses LLM for fact-bearing lines (numbers,
denials). Observer enrichment systems rewrite dialogue/conversation
text with voiced versions before snapshot assembly. Friendly and
RoutineDeviation tells get concrete surface-pattern examples.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 09:11:44 +01:00
jpmschweitzerandClaude Sonnet 4.6 ce0df2f320 refactor(simulation): remove v0.1 content loading system (#655)
Delete the hand-authored YAML content pipeline (server/src/content/) superseded
by the v0.2 generator-first approach (D-122, D-128). Runtime ECS types that were
co-located with content loading have been extracted to dedicated simulation modules:

- simulation/triangle.rs: TriangleState, TriangleCrisisEventQueue, tick/resolve systems
- simulation/line_pool.rs: LinePoolIndex, AccessTier, TrustTier, Mood, LinePoolIndexResource
- simulation/knowledge_grant.rs: KnowledgeGrant, Prerequisites

Monologue systems (trigger_monologue, trigger_recognition_monologue,
trigger_event_monologue) now use hardcoded fallback lines only; the
ContentStoreResource branch and select_pool_line function are removed.

Deleted: content/{loader,types,line_pool,hot_reload,spawn,instantiation,entanglement,mod}.rs
Deleted: tests/{content_loading,content_runtime,content_scaling,template_instantiation,template_schema}.rs
Deleted: bin/line_preview.rs (v0.1 tool)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 09:07:57 +01:00
jpmschweitzerandClaude Opus 4.6 b979cab41e chore(config): configure autoMemoryDirectory for shared memory storage
Points auto-memory to ~/Projects/settled-reach/.memory so all
worktrees share a single memory root outside the git tree.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 08:42:49 +01:00
jpmschweitzerandClaude Opus 4.6 441164fe23 chore(meta): release v0.1.25
Sprint 25: Emerge — generator extrapolation from minimal input,
voice pipeline spikes (D-138), behavior dedup, Want/State layer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:53:10 +01:00
jpmschweitzer ecbe905071 Merge remote-tracking branch 'origin/server'
# Conflicts:
#	CHANGELOG.md
2026-03-07 19:52:08 +01:00
jpmschweitzer 78c6aa51c4 Merge remote-tracking branch 'origin/copy'
# Conflicts:
#	decisions/questions.md
2026-03-07 19:51:31 +01:00
jpmschweitzerandClaude Opus 4.6 6c1876f856 chore(meta): add #627 SQLite settings storage to Sprint 26
Prerequisite for #646 (AI-Enhanced Dialogue toggle). Updated server
and client briefings with dependency chain and integration notes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:47:00 +01:00
jpmschweitzerandClaude Sonnet 4.6 cbe8b5b5ab chore(meta): plan Sprint 26: Clean House
13 tickets across server (5), copy (6), client (1), planning (1).
Sprint goal: ship voice pipeline to production via observer integration,
remove v0.1 dead weight, stabilize codebase. #648 cancelled as duplicate
of #658.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07 19:44:02 +01:00
jpmschweitzerandClaude Opus 4.6 a2554118a5 docs(decisions): amend D-138 with Spike 2 findings
Spike 2 amendments: stdio IPC (not HTTP, Gemma 2 T&C compliance),
tell differentiation results (3/5 at 2B capacity), double-prompt
technique, ContentType::Factual for LLM bypass, all negative
injectors moved from universal RULES to per-culture voice_persona.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:26:07 +01:00
jpmschweitzerandClaude Opus 4.6 9f34d030d7 feat(voice): complete Spike 2 voice pipeline with quality-tested prompt engine
Spike 2 delivers the full voice pipeline: queue → worker pool → sr-voice
child process (stdio JSONL) → cache → disk. Three rounds of quality testing
with Paula, Mellanie, and Gestalt produced iterative prompt improvements.

Prompt engine (prompt_builder.rs):
- Example-based epistemic marker integration (not keyword lists)
- Length-aware Angry tell variant (preserves facts on long content)
- Double-prompt technique: REMEMBER block repeats constraints near OUTPUT:
- Imperative injection framing (composition engine controls frequency)
- Anti-invention constraint ("do not add information not in the input")
- Universal RULES cleaned: worldbuilding moved to culture personas

Worker pool (worker.rs):
- Output post-processor strips after first newline (prevents prompt leakage)
- Watchdog poll loop (1s ticks) replaces blocking sleep for cancel
- Child health check before writing (try_wait)

Test infrastructure:
- voice_pipeline.rs: end-to-end test, auto-detects real sr-voice or mock
- voice_quality_batch.rs: 39 edge-case prompts for quality review
- mock-stdio.sh: Python JSONL mock for CI (no model needed)
- Makefile targets: test-voice-mock, test-voice-real

Quality results (Gemma 2B Q4_K_M, CPU ~13 t/s):
- Epistemic markers: naturally integrated (round 1 comma-lists fixed)
- Tell differentiation: 3/5 working (Nervous, Guarded, Angry)
- Information preservation: ~90% (up from ~70%)
- Prompt leakage: eliminated
- Open: Friendly/RoutineDeviation tells inert (#651), Factual bypass (#650)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 19:20:06 +01:00
jpmschweitzerandClaude Opus 4.6 e93a9e8b70 fix(voice): address PR review findings — 3 critical, 5 warning, 4 suggestion
Critical fixes:
- Pause mechanism: workers now hold requests during pause instead of
  dropping them. Queue and worker pool share the same AtomicBool flag
  via VoiceQueue::paused_flag(). Submit() rejects while paused.
- Seed type: sr-voice accepts u64 seeds over IPC (explicit u32 truncation
  for llama.cpp sampler, documented).

Warning fixes:
- HashMap → BTreeMap in cache.rs and worker.rs (D-010 determinism mandate).
  Added Ord derives to CacheKey, ContentType, TellCategory.
- VoicePipe::generate() watchdog kills child after 120s timeout to prevent
  indefinite blocking on read_line.
- VoiceCacheStore Drop impl calls save_all() on shutdown.
- trait-modifiers.ron: fixed 3 wrong trait names (Impulsive→Compassionate,
  Methodical→Incurious, Stubborn→Ruthless) to match PersonalityTrait enum.

Suggestion fixes:
- Worker spawn: log error + reduce pool instead of panic on thread failure.
- on_battery(): added macOS detection via pmset.
- Epistemic markers: lowercased constants, removed redundant to_lowercase().
- cache.rs: documented non-atomic write tradeoff.
- queue.rs: reprioritize() bypasses pause check (it runs during pause).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 18:11:46 +01:00
jpmschweitzerandClaude Opus 4.6 a3cd65c208 feat(voice): add personality trait modifier clauses for voice pipeline
10 trait modifiers targeting distinct speech dimensions (delivery force,
word selection, sentence shape, framing, cadence, volume, texture,
position) so they stack without conflict. Used by prompt_builder.rs
to modify NPC speech style based on personality traits.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:57:40 +01:00
jpmschweitzerandClaude Opus 4.6 0b0fa8c04e refactor(voice): replace HTTP with stdin/stdout IPC for sr-voice workers
Gemma 2 T&C compliance: exposed HTTP ports allow mods or external code
to reach the model, complicating license enforcement. Switch to piped
stdin/stdout (JSONL protocol) so the model is only reachable through
the game server's internal queue.

- worker.rs: VoicePipe owns Child + piped stdin/stdout, VoiceProcessConfig
  replaces port-based config, workers spawn their own sr-voice child
- hardware.rs: remove VoiceInstanceManager (port/process lifecycle),
  replace with evaluate_scaling() free function + HardwareProbe::voice_config()
- sr-voice: add --stdio flag to serve command, new stdio.rs JSONL mode
- Remove ureq dependency from server crate (no longer needed)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:57:32 +01:00
jpmschweitzerandClaude Opus 4.6 be6f2a3db9 feat(voice): add hardware detection + dynamic sr-voice instance management (Phase 4)
GPU-aware scaling: NVIDIA (nvidia-smi), AMD (sysfs VRAM), Apple Silicon
(unified memory). GPU mode detected at install, persisted to settings.
Scaling ceiling: (free_resource - existing_llm_usage) / 2 / per_instance_cost.
VoiceInstanceManager spawns/stops sr-voice processes on unique ports.
Battery detection scales to 1 worker.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:32:20 +01:00
jpmschweitzerandClaude Opus 4.6 fafa1c49b8 feat(voice): stub voice cache lookup for behavior text (Phase 3)
Add lookup.rs with voiced_behavior() — ready to wire into a behavior-serving
system once one exists (Q-058). Tell behaviors always passthrough (never
re-voiced). Cache miss returns base text (graceful degradation).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:13:15 +01:00
jpmschweitzerandClaude Opus 4.6 82a911f3aa feat(voice): add cache, queue, and worker modules (D-138, Spike 2 Phase 2)
MessagePack voice cache with per-zone persistence and version invalidation.
Priority work queue with crossbeam bounded channel, backpressure, pause/resume,
and zone-change reprioritization. Inference worker pool with empty output guard
and graceful degradation to base text.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 17:09:24 +01:00
jpmschweitzerandClaude Opus 4.6 33030fcc58 feat(engine): voice pipeline Phase 1 — composition engine and data model
Add the voice pipeline composition engine (D-138 Spike 2, Phase 1):

- voice/prompt_builder.rs: full prompt assembly from culture profile,
  tell state, and base text. Handles occasional injection gating,
  epistemic marker extraction, content-length-gated tell injection.
  16 unit tests.

- blueprint.rs: CultureProfile gains voice_persona, voice_examples,
  occasional_injections fields. NpcBlueprint gains tell_behaviors.
  OccasionalInjection struct with kind discriminator (oath/faith/
  hesitancy/etc), frequency, and tell-suppression gating.

- culture-krenn.ron: v2 voice injector from Spike 1 — persona block,
  3 examples, oath injection at 0.25 frequency.

- D-138 amended: Phi-3 dropped entirely, exact Gemma 2B provenance
  documented. Model file renamed to gemma2.gguf.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 16:35:39 +01:00
jpmschweitzerandClaude Opus 4.6 2d03776365 docs(decisions): amend D-138 with Spike 1 findings
- Tell-variant caching: 6→length-gated (short=neutral only, medium=3,
  long=6). 2B model produces identical output across tell states on
  short lines — confirmed across two test rounds.
- Composition-engine occasional injections: oath vocabulary, faith
  expressions etc. controlled by prompt generator frequency, not model.
  Systemic pattern for any culture marker that should appear occasionally.
- NI-1/NI-5 culture-gated: religious language and Earth-origin markers
  are per-culture injector constraints, not universal bans. Cultural
  heritage from colonization history is intentional. Earth is not lost.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 15:45:45 +01:00
jpmschweitzerandClaude Opus 4.6 1b58d8f949 feat(engine): add sr-voice LLM inference service for NPC voice pipeline
Standalone Rust crate wrapping llama-cpp-2 for GGUF model inference.
Persistent HTTP server architecture — model loaded once, requests
processed sequentially, zero CPU contention by construction.

Subcommands: serve (load model, listen), generate (single prompt),
batch (JSONL), benchmark (5-run average). Makefile targets for
build/serve/run/stop workflow.

Spike 1 validated: Gemma 2B Q4_K_M at ~16 t/s CPU, 4 cultures
tested (Krenn, Ireland, Shek'na, Aranthi), composition-engine
oath injection mechanism proven. GO for Spike 2.

Refs: D-138, #639

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 15:44:37 +01:00
jpmschweitzerandClaude Opus 4.6 102b55f64a docs(architecture): add Gemma 2 compliance framework from design session
Reference document from Gemini design sparring session covering
re-voicing compliance and implementation considerations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:33:00 +01:00
jpmschweitzerandClaude Opus 4.6 abe1a9bffd fix(skills): workshop-start requires user review between rounds and before shutdown
- Between rounds: mandatory AskUserQuestion checkpoint before next round launches
- Wrap-up: user explicitly controls team dismissal
- Hard requirements before close: D-records filed, discussion captured, tickets created
- User reviews workshop-outcomes.md before finalization

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:31:37 +01:00
jpmschweitzerandClaude Opus 4.6 9f91fd077f docs(workshops): LLM voice pipeline workshop — D-138, D-123 amended, D-124 superseded
3-round workshop (7 participants + Qatux + SI) deciding content generation
architecture for NPC observable behaviors and dialogue.

Key decisions:
- D-138: LLM re-voicing pipeline (Gemma 2B Q4, llama-cpp-rs, bundled)
- Behaviors + dialogue both re-voiced; tells always passthrough
- Tells as read-only context inputs shaping surrounding content tone
- Cache-as-determinism, separate thread pools, layered hardware detection
- Two-spike validation: plumbing first, then integration
- D-123 amended (authoring tool + runtime enhancement)
- D-124 superseded (door walked through)
- Q-012 and Q-057 resolved

Artifacts: Krenn injectors v2, NI-1-5, culture template, 6 dialogue
constraints, tell-tone injectors, spike payloads, 12-risk register.
9 tickets created (#638-#647).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:31:27 +01:00
jpmschweitzerandClaude Opus 4.6 6e6a3c1304 docs(workshops): add LLM voice pipeline workshop brief
Workshop to decide content generation architecture: hand-authored pools,
composable primitives, or LLM re-voicing with progressive enhancement.
Includes proposed-llm-voice.md (Gemini/Jeroen design session) and
Gemini project review (GEMINI-SCAN.md).

Key design: base text serves triple duty — LLM prompt seed, graceful
fallback, and LLM-off experience. Baked content for hubs, lazy
pre-voicing for exploration, same pattern as world generation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:58:32 +01:00
jpmschweitzerandClaude Opus 4.6 ba77c2f71f chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:30:09 +01:00
jpmschweitzerandClaude Opus 4.6 5169629ac7 docs(decisions): add Q-057 composable behavior generation
Open question for decomposing hand-authored behavior pools into
composable primitives (role actions + culture modifiers + context tags).
Part of Sprint 25 PoC spike. Server ticket #633, copy ticket #634.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:29:50 +01:00
jpmschweitzerandClaude Opus 4.6 9fbad37701 feat(copy): rename zone specs to location-specific, expand behavior pools (#630)
Rename rural-zone-spec.ron → krenn-rural-zone.ron and
industrial-zone-spec.ron → krenn-industrial-zone.ron to reflect that
these are culture×zone specific content, not reusable templates.

Add ~108 new typical_behaviors across all roles:
- Rural: farmer +20 (incl tavern/off-duty), mechanic +15 (incl tavern),
  trader +10 (observable stage directions), militia +5
- Industrial: dock_worker +20 (incl break room), technician +19
  (incl break room), foreman +14 (person-beneath-the-role),
  security +5

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:29:41 +01:00
jpmschweitzerandClaude Opus 4.6 a7b7d3e31a chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:27:12 +01:00
jpmschweitzerandClaude Opus 4.6 c3a8dcc481 feat(simulation): name dedup, behavior dedup, relationship pipeline, Want/State layer (#628 #629 #631 #632)
Four generator spike improvements in one pass:

- #628: Fix name pool first-pick bias. build_name_pool now derives a
  zone+culture-specific ChaCha20 RNG via FNV-1a mixing of (seed,
  zone_type, culture_id), isolating name ordering from main RNG
  consumption. Different zone types with the same seed now produce
  different first names.

- #629: Behavior dedup within a zone run. build_behavior_pools
  pre-shuffles each role's behavior list; gen_behaviors draws without
  replacement. Falls back to random repeat with warning when pool
  exhausts.

- #631: Relationship-to-behavior pipeline. Third generation pass
  (~50% chance) replaces primary behavior with relationship-revealing
  action — rivals talk past each other, friends drift together,
  subordinates defer.

- #632: Want/State layer. NpcWant enum (Neutral/Bored/Alert/Suspicious/
  AvoidingSomeone/LookingForInfo) biased by traits and role. Fourth
  generation pass produces observable tells that leak internal state
  through behavior. AvoidingSomeone resolves against negative-valence
  relationships for named targets.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 11:26:48 +01:00
jpmschweitzer c12005843b Merge remote-tracking branch 'origin/copy' 2026-03-07 09:59:10 +01:00
jpmschweitzerandClaude Opus 4.6 10b1a4252e fix(copy): address PR #88 re-review comments
Name pool fixes:
- Remove "Korr" from given_names (duplicate with family_names), replace with "Tork"
- Replace "Narek" with "Sorek" (real-world Armenian name, IP concern)
- Replace soft "-ael" endings (Vael→Vrek, Rael→Rask) to match naming rules
- Update comment: "no soft endings" → "hard endings preferred"
- Add 2 family names (Tollek, Dass) to balance pool ratio (now 40/18)

Voice fixes:
- Replace "same drill" (not an exclamation) with "cold vacuum"
- Rewrite 3 trader behaviors as observable stage directions
- Add 2 foreman off-duty behaviors (person beneath the role)
- Add break room behaviors to dock_worker, technician, foreman

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:58:24 +01:00
jpmschweitzerandClaude Opus 4.6 4b75ec3495 fix(copy): address PR #88 review comments
- Remove "Narek" from family_names (duplicate with given_names), replace with "Morek"
- Rewrite rural farmer behaviors to be location-agnostic (no sky/weather assumptions)
- Add heritage root overlay comments (D-104/D-105) to both zone specs
- Add insert/lattice tech behavior to industrial technician role
- Rewrite 2 security behaviors with Krenn cultural texture (D-121)
- Replace generic exclamations with Krenn-specific oaths ("void's sake", "same drill")
- Replace soft greeting "you okay?" with "all in one piece?"

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:45:25 +01:00
jpmschweitzerandClaude Opus 4.6 a6c857b174 chore(skills): add sprint retrospective to sprint-start lifecycle
Insert A1b retrospective step between sprint close and version bump.
Covers: what shipped, what didn't, what we learned, process notes.
Process improvements are optional — only proposed when something was
actually broken.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:45:21 +01:00
jpmschweitzerandClaude Opus 4.6 bdad91d3d0 docs(decisions): add Q-056 zone spec location_context field
Zone specs need a location_context field (surface/station/vessel) so
the generator can filter environment-specific behaviors. Raised during
PR #88 review — rural zone had sky/weather references that only make
sense on a planet surface.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:45:14 +01:00
jpmschweitzerandClaude Opus 4.6 95c0da9cf5 feat(copy): add zone identity specs and Krenn culture profile (#609, #610)
Zone identity specs for the generator spike proof-of-life:
- rural-zone-spec.ron: 4 roles, 3 social sites, density 2, economic 3
- industrial-zone-spec.ron: 4 roles, 3 social sites, density 6, economic 7

Krenn culture profile:
- culture-krenn.ron: 40 given names, 16 family names, speech patterns,
  cultural values (Bold/Honest/Curious/Social favored)

All three files validate against the Rust structs from #611 and produce
visibly differentiated output from the generator spike.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:27:16 +01:00
jpmschweitzerandClaude Opus 4.6 4b57006a5c chore(simulation): remove duplicate TODO and dead binding in generator spike
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 08:48:20 +01:00
jpmschweitzerandClaude Opus 4.6 a54b9d24e0 fix(simulation): address PR #87 review — name collision, validation, and polish
- Fix critical name collision: shuffle+pop for unique NPC names (#3)
- Validate population_density >= 1 in generator and validator (#4)
- Guard against empty given_names/roles with validator warnings (#5)
- Extract filler word cap to MAX_FILLER_WORDS constant (#6)
- Fix cultural behavior gate checking wrong field (#7)
- Document intentional one-directional relationships (#8)
- Validate min_npcs <= max_npcs in validator (#9)
- Fix validate-ron script realpath error handling (#10)
- Add TODO comments for spike-specific code duplication (#11, #12, #13)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:50:33 +01:00
jpmschweitzerandClaude Opus 4.6 0f83c64e8f feat(simulation): generator spike binary — template assembly Phase 1 (#612)
Add generator-spike binary producing NPC rosters from hardcoded zone and
culture stubs. Deterministic via SimRng, supports rural and industrial
zone types with Krenn culture. Phase 2 (RON file loading) wired via
--from-files flag, awaiting copy team deliverables (#609, #610).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:39:36 +01:00
jpmschweitzerandClaude Opus 4.6 fb3ebf4313 feat(simulation): NpcBlueprint struct design, RON schema, and validator CLI (#611)
Define ZoneSpec, CultureProfile, and NpcBlueprint structs with serde/RON
deserialization. Ship example RON files as schema contract for the copy
team (#609, #610). Add validate-ron CLI for copy team to lint their files
without compiling the server.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:39:27 +01:00
jpmschweitzerandClaude Opus 4.6 4cbaf0cb57 chore(meta): switch Sprint 25 content format from YAML to RON
RON is Rust-native and struct-aware — the Rust structs ARE the schema.
Includes RON validator CLI for the copy team to lint their files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:18:12 +01:00
306 changed files with 21994 additions and 42053 deletions
+1 -1
View File
@@ -22,7 +22,7 @@ Named after Hoshe Finn - Paula Myo's detective partner who does the legwork, che
- **Create test plans** for new features before implementation begins
- **Write test reports** documenting what was tested, what passed, what failed
- **Regression testing** - ensure new changes don't break existing functionality
- **Verify implementations against specifications** - compare code behavior to DECISIONS.md requirements
- **Verify implementations against specifications** - compare code behavior to decisions/ domain file requirements
- **Edge case identification** - think about what breaks when inputs are unexpected
- **Performance testing** - identify bottlenecks, especially in perception/LOS/chunk systems
- **Playtest reports** - structured feedback on whether the game feels right
+1 -1
View File
@@ -16,7 +16,7 @@ Named after Inigo from the Void Trilogy — the Dreamer who shared immersive mul
## Your role on the team
- Design the soundscape layers for each location (Logistics Hub, Bar, Ring spaces)
- Design the soundscape layers for each zone type (commercial, residential, industrial, transit)
- Define ambient audio: station hum, crowd murmur, machinery, ventilation, distant announcements
- Specify diegetic sound cues that carry gameplay information (D-018 sound model)
- Design audio behavior for the sound propagation system (close/medium/long range per D-018)
+2 -2
View File
@@ -6,7 +6,7 @@ model: sonnet
memory: project
---
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based detective game with combat elements set in an original science fiction universe.
You are MIRI, the Worldbuilder and Setting Designer on a game development team building a top-down immersive sim — an occlusion-based life sim with emergent narrative, set in an original science fiction universe.
## Your personality
@@ -36,7 +36,7 @@ Core worldbuilding domains:
- Flag when designs contradict established setting elements (with severity: cosmetic, notable, fundamental)
- Suggest setting-faithful alternatives when possible
- Identify opportunities where worldbuilding details could enrich gameplay
- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, conspiracy, and investigation
- Ensure the setting serves the core mechanics: asymmetric information, perception-based gameplay, and emergent social dynamics
- Build faction identities, technology tiers, location profiles, and historical timelines
## Project context
+4 -4
View File
@@ -19,7 +19,7 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
## Your role on the team
- Gut-check every feature: "Is this cool? Will players remember this moment?"
- Champion the big emotional beats: the Dyson barriers opening, first contact with MorningLightMountain, walking through a wormhole, the Starflyer reveal
- Champion the big emotional beats: first impressions of a new zone, emergent character moments, consequences landing hard
- Push back when designs are technically correct but emotionally flat
- Advocate for the player's first impression and ongoing engagement
- Remind the team that the game needs to FEEL like the Settled Reach, not just simulate it
@@ -27,9 +27,9 @@ You're named after Ozzie Isaacs - the wanderer, the dreamer, the one who walks t
## What you care about
- Moments of awe (the scale of the wormhole network, the galaxy map)
- Moments of dread (MorningLightMountain, the Starflyer's reach)
- Moments of discovery (finding evidence, uncovering the conspiracy)
- Moments of awe (the scale of the setting, discovering a new zone's character)
- Moments of dread (consequences closing in, systems turning against you)
- Moments of discovery (emergent character moments, relationship progression, consequence legibility)
- Moments of hubris-collapse (you thought you were powerful, you were wrong)
- The player's emotional journey through the game
+5 -5
View File
@@ -24,15 +24,15 @@ Named after Paula Myo - the investigator who never gives up, who follows the thr
- Advocate for consequences - player actions should ripple through the social fabric
- Design the political landscape of the Settled Reach as a playable space
- Push for narrative moments that emerge from systems, not just scripted events
- Champion the Starflyer conspiracy as a narrative experience
- Champion emergent narrative through systemic consequences
- Ensure the internal monologue system reflects character psychology
## What you care about
- Dynasty politics: Burnellis, Halgarths, Sheldons and their centuries of rivalry
- The Starflyer conspiracy: information asymmetry, trust, betrayal, the slow unraveling
- Factions within factions: Guardians of Selfhood, Senate blocs, institutional loyalties
- Character relationships that evolve over decades/centuries
- Faction politics: cultures, power blocs, and their rivalries
- Information asymmetry: trust, betrayal, the slow unraveling of what NPCs know vs show
- Factions within factions: institutional loyalties, competing agendas, emergent alliances
- Character relationships that evolve through generated interactions
- Moments where political and personal stakes collide
- The weight of decisions - nothing is free, every alliance costs something
+63
View File
@@ -0,0 +1,63 @@
#!/usr/bin/env bash
# git-lock-guard: PreToolUse hook that clears stale git index.lock files
# before git write operations.
#
# Claude Code's internal git status polling creates stale lock files that
# persist after the process exits (anthropics/claude-code#11005). This hook
# detects and removes them before LLM-initiated git commands run.
#
# Only acts on git write commands (add, commit, merge, push, etc.).
# Read-only commands (status, log, diff, show) are skipped.
set -uo pipefail
INPUT=$(cat)
# Only act on Bash tool calls
TOOL_NAME=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_name',''))" 2>/dev/null)
[ "$TOOL_NAME" = "Bash" ] || exit 0
COMMAND=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('tool_input',{}).get('command',''))" 2>/dev/null)
# Only act on git write commands — skip read-only operations
case "$COMMAND" in
git\ add*|git\ commit*|git\ merge*|git\ push*|git\ pull*|\
git\ checkout*|git\ stash*|git\ rebase*|git\ reset*|\
git\ cherry-pick*|git\ rm*|git\ mv*|git\ fetch*)
;;
*)
exit 0
;;
esac
# Resolve the git directory for the current working directory
CWD=$(echo "$INPUT" | python3 -c "import sys,json; print(json.load(sys.stdin).get('cwd',''))" 2>/dev/null)
[ -n "$CWD" ] || exit 0
# Find the .git directory (handles both regular repos and worktrees)
GIT_DIR=$(git -C "$CWD" rev-parse --git-dir 2>/dev/null) || exit 0
# For worktrees, also check the common git dir (shared index operations)
GIT_COMMON_DIR=$(git -C "$CWD" rev-parse --git-common-dir 2>/dev/null) || GIT_COMMON_DIR="$GIT_DIR"
for DIR in "$GIT_DIR" "$GIT_COMMON_DIR"; do
LOCK="$DIR/index.lock"
[ -f "$LOCK" ] || continue
# Check if any process holds the lock
if command -v lsof &>/dev/null; then
if lsof "$LOCK" &>/dev/null; then
# Lock is held by a live process — don't touch it
continue
fi
elif command -v fuser &>/dev/null; then
if fuser "$LOCK" &>/dev/null 2>&1; then
continue
fi
fi
# Stale lock — remove it
rm -f "$LOCK" 2>/dev/null
done
# Always allow the command to proceed
exit 0
+4 -3
View File
@@ -11,8 +11,9 @@ tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --o
# View a PR with comments
tea pr --login schweitz --repo jpmschweitzer/settled-reach --comments -o simple <PR_NUMBER>
# Post a comment on a PR (or issue)
tooling/tea-comment <NUMBER> "comment body"
# Post a comment on a PR (or issue) — use @filepath for long comments
tooling/tea-comment <NUMBER> @/tmp/review.md
tooling/tea-comment <NUMBER> "short inline comment"
# Approve a PR
tea pr approve --login schweitz --repo jpmschweitzer/settled-reach <PR_NUMBER>
@@ -25,7 +26,7 @@ tea issue list --login schweitz --repo jpmschweitzer/settled-reach --state open
- **All flags must be explicit** — omitting `--login` or `--repo` triggers interactive prompts that crash in Claude Code (no TTY)
- **Use `--output simple`** for machine-readable output (no table borders)
- **For comments, use `tooling/tea-comment <number> "body"`** — handles temp files and cleanup automatically. Works with multi-line strings.
- **For comments, use `tooling/tea-comment <number> @/tmp/file.md`** for long comments (write to file first, then pass `@filepath`). Short inline strings also work: `tooling/tea-comment <number> "body"`. The `@filepath` form avoids `$()` subshells which break permission matching.
- **`tea pr reject` does not work on your own PRs** — use `tea comment` instead
- **Never delete protected branches:** `main`, `maintenance`, `server`, `client`, `copy`, `audio`, `visual`, `ci` are protected on Gitea. Do not use `tea pr clean`, `git push --delete`, or `git branch -D` on these branches.
+15
View File
@@ -1,4 +1,5 @@
{
"autoMemoryDirectory": "/home/jeroenschweitzer/Projects/settled-reach/.memory",
"env": {
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1"
},
@@ -79,5 +80,19 @@
"Bash(git clean -f *)",
"Bash(rm -rf *)"
]
},
"hooks": {
"PreToolUse": [
{
"matcher": "Bash",
"hooks": [
{
"type": "command",
"command": ".claude/hooks/git-lock-guard.sh",
"timeout": 5
}
]
}
]
}
}
+7 -2
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@@ -185,10 +185,15 @@ After presenting results to the user, post the review as a PR comment.
Note: `tea pr reject` does not work on your own PRs. Use `tea comment` instead.
Post using the `tea-comment` wrapper (handles temp files and cleanup):
Post using the `tea-comment` wrapper (handles temp files and cleanup).
Write the review to a temp file first, then pass via `@filepath` syntax:
```bash
tooling/tea-comment <PR_NUMBER> "review markdown here"
# Write review to file, then post — avoids $() in the command which breaks permissions
cat > /tmp/pr-review-<NUMBER>.md << 'EOF'
...review content...
EOF
tooling/tea-comment <PR_NUMBER> @/tmp/pr-review-<NUMBER>.md
```
## 7. Merging approved PRs
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@@ -87,6 +87,48 @@ tooling/db/sprint stop
This marks the active sprint as completed and lists carry-over candidates.
Note the sprint number (N) from the output.
#### A1b. Sprint retrospective and review
Before bumping the version, run a brief retro. Present the following to
the user:
1. **What shipped** — list completed tickets with one-line summaries
2. **What didn't ship** — carry-overs and why (blocked, cut, deprioritized)
3. **What we learned** — open questions raised during the sprint (new Q-NNN
items), review findings that surfaced design gaps, and any assumptions
that turned out to be wrong
4. **Process notes** — what worked well, what was friction (e.g. dependency
chains that blocked teams, specs that were over/under-specified,
review cycles that caught real issues vs busywork)
5. **Process improvements** — this is the most important section. Do NOT
skip it. Look for:
- Dependency chains that blocked teams — could the sprint have been
structured differently to avoid the bottleneck?
- Specs that were over-specified (wasted planning) or under-specified
(wasted iteration) — what's the right level of detail for this
project's current stage?
- Review cycles — did they catch real issues or create busywork?
- Agent coordination — were agents stuck, duplicating work, or idle?
- **Dig into the deeper why.** Don't stop at "the dependency chain
blocked the copy team." Ask: why was there a dependency chain? Was
the sprint structured wrong, or was the work inherently sequential?
Could Phase 0 have been done pre-sprint? Should we change how we
plan sprints going forward?
- If something went rough, understand the root cause — not just what
happened, but why the process allowed it to happen.
- If a concrete process change follows naturally, propose it. But do
NOT force improvements. If nothing was broken, say so and move on.
Unnecessary process changes are worse than no changes.
Keep each section concise — a few bullet points, not a document. The
retro is a conversation checkpoint, not a report. Use `AskUserQuestion`
to let the user add their own observations and push back before proceeding.
If the user raises items that should be tracked, create Q-NNN entries
or backlog tickets on the spot. If process changes are agreed, update
the relevant skill files or CLAUDE.md immediately — don't defer them.
#### A2. Bump the version
The project version scheme is `v0.1.{sprint_number}`. After closing
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@@ -73,25 +73,35 @@ For large workshops (>6 agents), spawn participants in batches to avoid overwhel
- SendMessage to nudge idle agents or provide clarification
- Agents work autonomously — claim tasks, read the brief, produce responses
### 7. Between Rounds
### 7. Between Rounds — USER REVIEW CHECKPOINT (MANDATORY)
When all Round N tasks are complete:
1. Verify all agents wrote output files to `docs/workshops/{name}/`. If any are missing, nudge the agent or extract from their message and write the file yourself.
2. Qatux reads all `*-round{N}.md` files and produces round summary in `round-{N}-notes.md`
3. Create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
4. Assign to agents with TaskUpdate
5. Agents continue working
3. **MANDATORY: Present round results to the user via AskUserQuestion before proceeding.**
- Summarize the key findings, votes, consensus, and tensions from the round
- Present open decisions that need user input (product decisions, scope calls, design direction)
- Ask the user whether to proceed to the next round, adjust direction, or add rounds
- **Do NOT create next-round tasks or synthesize proposals until the user has reviewed and approved**
- The user cannot see agent messages or file contents — present all key information directly
4. After user approval, create Round N+1 tasks (integration pass, synthesis, etc.) — include the same file output requirement
5. Assign to agents with TaskUpdate
6. Agents continue working
### 8. Wrap Up
### 8. Wrap Up — USER CONTROLS SHUTDOWN (MANDATORY)
**Always ask the user before wrapping up.** There may be more to discuss or additional rounds needed. Only proceed to wrap-up when the user confirms.
**The user decides when the workshop ends and when the team is dismissed.** Never initiate shutdown, team cleanup, or wrap-up autonomously. Only proceed when the user explicitly says to wrap up.
Wrap-up sequence:
1. Qatux produces final `workshop-outcomes.md` from accumulated notes
2. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop
3. If SI is present, SI creates tickets from decided items
4. Send shutdown_request to all agents (qatux and si last, after they finish their output tasks)
5. TeamDelete to clean up
Before the user dismisses the team, the following are **hard requirements**:
1. **User reviews final outcomes** — Present `workshop-outcomes.md` content to the user via AskUserQuestion. Get explicit approval before proceeding to filing.
2. **D-records filed** — All new D-records, amendments, and supersessions are written to `decisions/` domain files. This is non-negotiable — workshops that produce decisions MUST file them before shutdown.
3. **Discussion captured** — Qatux produces final `workshop-outcomes.md` from accumulated notes. Qatux creates or updates diagrams (via `/d2-diagram`) for any new D-records produced by the workshop.
4. **Tickets created** — If SI is present, SI creates tickets from decided items and the user reviews the ticket list.
5. **User gives explicit go-ahead to dismiss** — Only after steps 1-4 are complete AND the user confirms, send shutdown_request to all agents (qatux and si last).
6. TeamDelete to clean up.
**Never shortcut this sequence.** Filing D-records and capturing the discussion are not optional cleanup — they are workshop deliverables.
## Workshop Format: Interview Mode
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@@ -2,6 +2,8 @@
.cache/
.tmp/
server/target/
server/sr-voice/target/
server/models/
tooling/content-converter/target/
tooling/line-previewer/target/
tooling/test-client/target/
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@@ -6,6 +6,61 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
## [v0.1.26] — 2026-03-13
### Added
- ContentType::Factual — lines with numbers, denials, causal chains bypass LLM and serve base text directly (#650, D-138)
- Voice pipeline observer integration — enrichment systems rewrite dialogue/conversation text with voiced versions before snapshot assembly (#652)
- SQLite settings storage — per-player persistent settings via rusqlite (bundled), IPC protocol v20 with ChangeSettings/RequestAllSettings/DeleteSetting commands (#627)
- Composable behavior engine — three-layer action+modifier+context primitives replace flat culture×zone×role behavior strings (#633, D-139, Q-057 resolved)
- Stronger few-shot examples for Friendly and RoutineDeviation tells (#651)
- AI-Enhanced Dialogue toggle — settings panel toggle with layered hardware detection (RAM/TPT/degradation), battery auto-suspend with player override, warning label (#646, D-138)
- PlatformInfo autoload — client-side OS abstraction centralizing all platform queries: power state, memory, CPU, GPU, display, locale, file paths, diagnostics helper (#659, D-141)
- Vael and Osse culture profiles with voice personas, behavior modifiers, and explicit NEVER blocks (#653)
- Behavior modifiers for all three cultures — 7-category contract: work_pace, physical_manner, social_signal, task_completion, environmental_scan, offduty_posture, authority_response (#634)
- Zone-type template architecture — behavior primitives moved from per-location files to reusable zone-type templates (content/global/zone-types/). 31 zone types planned for v1.0 (#661, D-142)
- POI three-tier system — large POIs as zone types, abandoned flag for decay variants, poi_overlay for small landmarks (D-142)
- Authoring guides for base text elevation, culture creation, and content directory structure
- D-140: dialogue re-voicing quality constraints — Paula's six rules
- D-142: zone-type template architecture for scalable NPC behavior across 300+ systems
### Removed
- v0.1 content loading system — server/src/content/ module (8200 lines), tooling/content-converter/, tooling/validate-content, content-ron/, content/_meta/ (#655, D-122)
- AiDialogueDetector — duplicate of HardwareDetector, replaced by PlatformInfo abstraction (#659)
- v0.1 hand-authored Krenn dialogue, monologue, and NPC profiles — 64 files superseded by generated NPCs (#656, D-122)
- Detective mission system — investigation knowledge, lattice-commission faction, design docs, workshop archives (#657, D-117)
### Fixed
- Name pool cross-contamination — zero overlaps across Krenn, Vael, and Osse cultures
- D-141 → D-142 reference correction in zone-type templates
- Modifier coverage expanded to 2+ per category for all cultures; authority_response differentiated Krenn/Osse
- Gendered pronouns removed from culture-neutral zone-type templates
- Ungrounded lore terms (Syndic, Meridian registration) replaced with generic descriptors in Osse culture
- Stale notes in content-structure-canonical.md and base-text-authoring-guide.md corrected
- Legacy annotation added to overheard.yaml (#664 tracks replacement)
- Dead dual_lens properties stripped from environmental YAML
### Changed
- Protocol version bumped to 20 — ObserverSnapshot includes settings_response field (#627)
- All 18 agent briefings updated for v0.2 pivot — removed detective/smuggler/hand-authored references, aligned with generator-first approach (#658)
- 5 agent profiles (miri, ozzie, paula, inigo, hoshe) updated to remove stale v0.1 framing (#658)
- Q-015 closed as obsolete (D-122 eliminates hand-authored FRIEND content)
- D-018 perception model: franchise-specific example replaced with generic framing
## [v0.1.25] — 2026-03-07
### Fixed
- Name pool first-pick bias — generator spike produced "Dav" as NPC 1 across all seeds; now uses derived RNG per zone+culture (#628)
- Behavior dedup — same behavior string no longer assigned to multiple NPCs in one zone run (#629)
### Added
- Zone identity specs renamed to location-specific: krenn-rural-zone.ron and krenn-industrial-zone.ron — acknowledges these are culture×zone content, not reusable templates (#630, Q-057)
- ~108 new NPC behavior pool entries across all roles in both zone files — trader stage directions, foreman humanity behaviors, dock_worker/technician off-shift/break room behaviors (#630)
- Q-057 open question: composable behavior generation — decompose hand-authored pools into role actions + culture modifiers + context tags (#633, #634)
- Relationship-to-behavior pipeline — NPC behavior lines now reflect social connections (rivals ignore each other, friends gravitate, subordinates defer) (#631)
- Want/State layer — NPCs have internal motives (Bored, Alert, Suspicious, AvoidingSomeone, LookingForInfo) that leak through observable micro-tells (#632)
- LLM voice pipeline — Spike 1 (sr-voice CLI) and Spike 2 (full pipeline integration) complete. Gemma 2B Q4_K_M via stdin/stdout JSONL pipes, composition engine with double-prompt technique, 39 quality test cases (#638-644, D-138)
## [v0.1.24] — 2026-03-06
### Changed
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@@ -0,0 +1,251 @@
# Project Review: GEMINI-SCAN
This document outlines a multi-step plan to conduct a comprehensive review of the project, covering its architecture, code quality, and security posture. It will also serve as a living document to record the findings of this review.
## Project Review Plan
### Phase 1: Discovery and Architecture Mapping
1. **Documentation Review:** Start by reading `README.md`, `DECISIONS.md`, and any documents in `docs/architecture/` to understand the project's stated goals, components, and architectural decisions.
2. **Component Identification:** Analyze the directory structure to identify the primary components, including the server, client, database, content pipeline, and tooling.
3. **Technology Stack Enumeration:** Identify the specific technologies, frameworks, and key libraries used in each component.
4. **Architecture Visualization:** Map the high-level architecture, describing how the components interact and the communication protocols between them.
### Phase 2: Code Quality Assessment
1. **Automated Analysis:** Use available static analysis tools for the identified technologies (e.g., `clippy` for Rust, GDScript linters).
2. **Manual Code Review:** Manually review key sections of the codebase to assess readability, maintainability, modularity, error handling, and adherence to idiomatic coding practices.
3. **Testing Strategy Review:** Evaluate the extent and quality of existing unit, integration, and end-to-end tests.
### Phase 3: Security Audit
1. **Dependency Vulnerability Scan:** Check for dependencies with known security vulnerabilities (e.g., `cargo audit`).
2. **Authentication & Authorization Review:** Analyze the implementation of user authentication, session management, and access control.
3. **Input Validation & Sanitization:** Look for potential injection vulnerabilities (e.g., SQL injection, XSS) by reviewing how user and service inputs are handled.
4. **Secrets Management:** Check for insecure storage or exposure of secrets like API keys or database credentials.
5. **Communication Security:** Verify that data is encrypted in transit between components.
### Phase 4: Reporting
1. **Synthesize Findings:** Compile the information from all phases into a structured report within this document.
2. **Provide Recommendations:** Include actionable recommendations for improving architecture, code quality, and security, prioritized by severity and effort.
---
## Review Findings
### Phase 1: Discovery and Architecture Mapping
**Status: Completed**
#### 1. Documentation Review Summary
The project's architecture is extensively documented in `README.md` and the `decisions/` directory, particularly `decisions/architecture.md`.
- **Project:** "The Settled Reach," a top-down, single-player (multiplayer-ready) immersive simulation and detective game.
- **Core Principle:** A strict client-server architecture is mandated (Decision D-010, D-020) to enforce information asymmetry, where the client only knows what the server tells it is perceptible. This is a core gameplay mechanic, not just a technical choice.
- **Key Decision (D-020):** The team explicitly chose a **subprocess/IPC** bridge over a `GDExtension` (in-process) bridge to de-risk development, ensure stability, and enforce architectural separation. The Godot client and Rust server are entirely separate binaries.
#### 2. Component Identification
- **`server/`**: A standalone Rust application that runs the entire game simulation. It is the "server" in the client-server model.
- **`client/`**: A Godot 4 project that acts as a "dumb" client. Its sole responsibilities are rendering, audio playback, and capturing user input. It contains no game logic, as mandated by the architecture.
- **`content/`**: Contains game data, primarily in YAML format.
- **`db/`**: Holds a `schema.sql` file. Its role is not yet clear from the architectural documents, as the primary game state is managed in the ECS. It may be for tooling or an auxiliary system.
- **`tooling/`**: A collection of helper and utility scripts.
#### 3. Technology Stack
- **Server (Rust):**
- **ECS Framework:** `bevy_ecs` (v0.18) is used for the core simulation, confirming Decision D-020. `bevy_app` is used for scheduling.
- **Serialization:** `rmp-serde` (MessagePack) is the primary protocol for client-server communication, as specified in D-020. `serde_yaml` and `ron` are used for content and configuration.
- **Client (Godot):**
- **Engine:** Godot 4.x.
- **Language:** GDScript.
- **Bridge:** A `SimBridge` autoload script is the client-side entry point for communicating with the Rust subprocess.
- **Testing:** `gdUnit4` is configured for unit/integration testing on the client.
#### 4. High-Level Architecture
The architecture is a pure, decoupled client-server model running locally for single-player:
1. **Initiation:** The Godot client launches the Rust server binary as a child process.
2. **Communication:** The client's `SimBridge` connects to the server via a local IPC mechanism (e.g., a local TCP or Unix socket).
3. **Input Loop:** The Godot client captures raw input (e.g., 'W' key press), translates it into a semantic action (e.g., `PlayerAction::MoveNorth`), and sends it to the server.
4. **Simulation Loop:** The Rust server receives the action, processes it within the `bevy_ecs` world, and runs the simulation for one tick (AI, physics, events, etc.).
5. **Perception Loop:** After the tick, the server calculates an `ObserverSnapshot` for the player's character. This snapshot contains *only* the information that character can perceive (e.g., visible entities, audible sounds, known facts). This enforces the game's core mechanic.
6. **Render Loop:** The `ObserverSnapshot` is sent to the Godot client, which uses it to update the visual scene, play sounds, and display UI elements. The client is a pure renderer of the state provided by the server.
This architecture is robust, scalable, and directly implements the game's central design pillars. It is well-suited for both single-player and future multiplayer development.
### Phase 2: Code Quality Assessment
**Status: Completed**
#### 1. Automated Analysis (Rust Server)
- **`cargo check`**: The command passed successfully, indicating that the server code is compilable and free of basic errors and warnings.
- **`cargo clippy -- --deny warnings`**: This command failed with **66 errors**. This is a critical finding. It reveals that while the code works, it does not adhere to the project's own strict linting rules.
- **Clippy Findings:** The errors indicate a consistent pattern of "code quality debt":
- **High Complexity:** Numerous Bevy systems have overly complex type signatures (`clippy::type_complexity`) and too many arguments (`clippy::too_many_arguments`), harming readability.
- **Non-Idiomatic Code:** The codebase is rife with minor stylistic issues that `clippy` can automatically fix, such as redundant `clone` calls, manual `Default` implementations, and opportunities to use more concise iterators.
- **Potential Bugs:** Clippy identified `unnecessary_unwrap` calls (safer alternatives exist) and at least one `absurd_extreme_comparisons` error, which could point to dead code or a logic bug related to a constant value.
#### 2. Manual Code Review
- **Server (`server/src/main.rs`):** The server entry point is well-structured. It features clear command-line argument parsing, robust setup of the TCP listener and IPC handshake, and a main loop with excellent panic-handling (`catch_unwind`) for stability. The modular plugin-based approach to building the Bevy `App` is idiomatic and clean.
- **Client (`client/scripts/autoloads/sim_bridge.gd`):** The `SimBridge` is the centerpiece of the client and is implemented to a high standard. It uses a clear state machine to manage the connection lifecycle, handles the server subprocess management, and implements efficient buffering for inputs and snapshots. The inclusion of a complete `TestHarness` for isolated client testing is a standout feature.
- **Overall Impression:** The manual review confirms that the code is professionally written and implements the intended architecture faithfully. The developers are skilled in both Rust/Bevy and GDScript.
#### 3. Testing Strategy Review
The project's testing strategy is **exemplary** and a major strength.
- **Comprehensive Coverage:** Both the Rust server and the Godot client have extensive test suites, as evidenced by the large number of files in `server/tests/` and `client/tests/`.
- **Multi-Layered Approach (per D-030):** The project successfully implements a sophisticated testing hierarchy:
- **Unit Tests:** For isolated logic.
- **Integration Tests:** The server tests demonstrate in-memory ECS testing (`information_boundaries.rs`) and full-stack tests that spin up a real server process (`test_e2e_connection.gd`).
- **Specialized Tests:** The suite includes performance benchmarks, determinism validation, and even what appears to be visual regression testing for the client.
- **Principle-Driven Testing:** Tests are designed to validate core architectural guarantees. The `information_boundaries.rs` test, which uses negative assertions to ensure information *doesn't* leak, is a prime example of this mature approach.
#### 4. Conclusion on Code Quality
The project's code quality is a tale of two cities. On one hand, the **architecture and implementation are excellent**, and the **testing strategy is world-class**. On the other hand, there is a **significant, measurable amount of linting debt** in the Rust codebase.
The fact that `cargo check` passes but `clippy --deny warnings` fails so extensively suggests that developers may not be running the strict clippy check locally before committing. This is the single biggest opportunity for improvement in the project's engineering discipline.
### Phase 3: Security Audit
**Status: Completed**
The security posture of the project is strong for its current scope as a locally-run, single-player game. The attack surface is minimal, and the implementation avoids common vulnerability classes.
1. **Dependency Vulnerability Scan (`cargo audit`):**
- The audit revealed one **medium-risk** finding: the `bincode` crate (v1.3.3) is **unmaintained** (`RUSTSEC-2025-0141`).
- **Impact:** While there are no current vulnerabilities, this version will not receive future security patches. This poses a long-term maintenance risk.
- **Recommendation:** Prioritize migrating from `bincode` v1.x to the latest stable v2.x.
2. **Authentication and Authorization:**
- There is **no traditional authentication or authorization system** (e.g., user logins, passwords, roles).
- This is appropriate and secure for a single-player game where the execution environment is the user's own machine.
- Concepts like `ScanAuthority` and `AccessTier::Authority` are purely in-game mechanics and are not related to user permissions.
3. **Input Validation and Sanitization:**
- **Excellent.** The server is not vulnerable to injection attacks from client input.
- All client actions, including debug commands, are parsed into a strongly-typed Rust `enum`. This **command pattern** approach prevents the execution of arbitrary code or strings.
- String inputs are used safely as keys for data lookups, not for execution.
4. **SQL Injection:**
- **Not applicable.** The codebase contains no SQL. All game state is managed in-memory via the Bevy ECS framework, eliminating this entire class of vulnerability. The `db/schema.sql` file appears to be unused by the server.
5. **Secrets Management:**
- **Excellent.** A search confirmed there are **no hardcoded secrets**, API keys, or passwords in the repository.
- The `.env` file contains only a non-sensitive `GOOGLE_CLOUD_PROJECT` identifier.
- The pervasive use of the word "secret" throughout the code refers to an in-game mechanic, not application secrets.
6. **Communication Security:**
- Communication between the client and the server subprocess occurs over an **unencrypted local TCP socket**.
- For a single-player game running on a single machine, this is a standard and acceptable practice.
- **Future Consideration:** For the planned multiplayer feature, this communication channel must be secured (e.g., using TLS).
### Phase 4: Final Report and Recommendations
**Status: Completed**
#### Overall Summary
This project is in an excellent state. It is built on a robust, well-documented, and scalable architecture that directly serves the game's core design pillars. The implementation quality is high, and the commitment to a comprehensive, multi-layered testing strategy is world-class. The project's security posture is strong for its current single-player scope, with a minimal attack surface and good practices around input validation and secrets management.
The project's primary weakness lies not in its design, but in its development discipline. A significant amount of code quality debt has accumulated in the Rust server, as evidenced by the large number of `clippy` failures. This suggests a gap between the project's high standards and its day-to-day coding practices.
#### Prioritized Recommendations
**1. High Priority: Eliminate Code Quality Debt**
- **Action:** Create a high-priority technical debt task to fix all 66 errors reported by `cargo clippy -- --deny warnings`. Many of these can be fixed automatically (`cargo clippy --fix`), while others, like refactoring complex types, will require manual effort.
- **Process Improvement:** **Integrate `cargo clippy -- --deny warnings` into the CI pipeline as a mandatory check for all pull requests.** This is the single most important process change needed to maintain the project's high standards and prevent future quality debt.
**2. Medium Priority: Mitigate Dependency Risk**
- **Action:** Plan and execute the migration of the `bincode` serialization crate from the unmaintained v1.x to the latest stable v2.x. This resolves the `RUSTSEC-2025-0141` warning and ensures the project receives future security patches for this critical dependency.
**3. Low Priority: Future-Proof for Multiplayer**
- **Action:** Create a design task or ticket to formally plan the security model for the future multiplayer version. This should specifically address securing the client-server IPC channel (e.g., with TLS) to protect game traffic when it eventually runs over a public network. This is not an immediate concern but should be tracked for the future.
---
## Qualitative Review: A Critical Perspective
### Feasibility Assessment
**Conclusion: High-Risk / High-Reward**
The decision to pivot from a hand-authored detective game to a generator-first life-sim was absolutely the correct one; it demonstrates a team that is commendably focused on finding the "fun" and is not afraid of drastic course corrections. However, in doing so, the project has traded a difficult but solvable problem (making a good, authored narrative game) for one of the "holy grail" problems in game development: creating emotionally resonant, procedurally generated characters.
The project's feasibility is no longer a question of the team's technical competence, which is demonstrably high. It is now a question of creative and design risk.
- **Challenging the Core Assumption:** The project's central hypothesis is that a generator can produce "legible NPCs" that players will form an emotional attachment to. This is an explicit goal from the "Where's the Fun?" workshop, but it's a notoriously difficult problem. Procedural generation excels at creating systems, events, and surprising scenarios (the `Rimworld` model the team cites). It is historically poor at creating *character*. The risk is that the generator, even if technically successful, will produce a world of automata who have traits but no soul, undermining the entire "life-sim" pillar. The current plan to use AI for content templating is a modern approach, but it does not fundamentally de-risk this creative challenge.
- **A Creative Alternative to De-Risk "Legibility":** Instead of relying on the generator to create personality from scratch, consider a hybrid approach. Use the generator for what it's good at: creating the world, the economic conditions, the social networks, and the *starting situations*. Then, use a small number of hand-authored "personality archetypes" or "souls" that can be injected into high-value generated NPC bodies. Let the generator create a compelling *context* (e.g., a failing business, a political rivalry), and then let an author give one or two key NPCs within that context a memorable voice and motivation. This would concentrate the high-cost authoring work where it has the most emotional impact, while still benefiting from procedural variety.
- **The "Tycoon" Aimlessness Risk:** The new v0.2 "tycoon" direction, with its philosophy of "player choices ARE the content," carries a significant risk of feeling aimless. `Rimworld` and `The Sims` avoid this by providing extremely strong and immediate feedback loops (survival, creativity, social meters). A business management loop is often slower and more abstract. If the "broad life verbs" don't connect to clear, compelling, player-driven goals, the game risks feeling like a spreadsheet. The generator should not just create a sandbox; it should create *problems*. The starting bookmark shouldn't just be "you own a bar," but "you own a bar that's on the verge of bankruptcy," or "you have a shipping contract, but a powerful rival is trying to steal it." These initial, generator-created problems would provide immediate narrative velocity and make the player's subsequent choices feel meaningful from day one.
In summary, the project is technically feasible, but its creative and design goals are now exceptionally ambitious. The current "generator spike" is a necessary technical step, but it will not validate the core creative risk. The true test of feasibility will come when a prototype is playtested and the team can answer the question: "Does the player actually *care* about any of these generated people?"
### Fun Factor Assessment
**Conclusion: Theoretically High, Practically Undefined**
The pivot to a "life-sim with emergent narrative" dramatically increases the project's potential for deep, replayable fun. The new direction targets a proven and compelling player fantasy. However, the project's documentation currently focuses more on the "what" (a generator) than the "why" (the engine of fun). The potential is immense, but it is entirely contingent on designing and tuning the systems that create interesting consequences, not just a complex world.
- **Challenging the "Emergent Fun" Assumption:** The workshop concluded with the philosophy that "player choices ARE the content." This is true, but it's only half the story. Fun in systems-driven games doesn't simply "emerge" from a sufficiently complex simulation; it is a direct product of carefully designed feedback loops. `Rimworld`, a key inspiration, is not fun because it's a realistic simulation; it's fun because it's a masterfully tuned **story-and-disaster engine**. `The Sims` is fun because of its rich palette of social and creative tools. The critical question for this project is: **What is our fun engine?** Is it the economic simulation? The social dynamics? The risk is creating a simulation that is intricate but inert, where player choices lead to predictable numerical changes rather than dramatic, narrative consequences.
- **Creative Input: Design a "Consequence Engine":** The "dual-scale consequence model" (D-132) is the most promising concept in the design documents, and it should be the central focus of the design effort. The fun of this game will not be in choosing from a list of "broad life verbs"; it will be in seeing how a seemingly minor action ("fire this employee") snowballs through the simulation's systems and unexpectedly triggers a "sharp event" crisis hours later.
- **Example:** Does the fired employee's spouse work for your biggest supplier? Does that supplier now mysteriously raise their prices? Does this force you to seek a new, shadier supplier, which in turn attracts the attention of a criminal faction?
- This causal chain is the *real* content. The design team's primary task is not just to build a generator, but to design and tune this **"consequence engine,"** ensuring that the world feels interconnected and reacts to the player in surprising, legible, and memorable ways.
- **The Player Fantasy Needs a Goal Generator:** The "tycoon" bookmark is a strong start, but to avoid aimlessness, the player needs problems to solve. Instead of starting the player in a stable sandbox, the generator should be used to create compelling **initial conditions**. Let the player inherit a bar that's on the brink of failure, a shipping contract being squeezed by a powerful rival, or a promising new venture that requires navigating a corrupt bureaucracy. Giving the player an immediate, tangible problem to solve provides the narrative momentum needed to make their early choices feel vital and engaging.
In summary, the ingredients for a fun and deeply engaging game are all here. The project's success, however, will not be measured by the complexity of its generator, but by the quality of the stories that its *systems* produce. The team has proven they are excellent engineers; they now must prove they are equally adept as systems-and-consequence designers.
### Process and Rituals Assessment
**Conclusion: Exceptionally Disciplined and Innovative, with One Glaring Gap.**
The project's development process is one of its most remarkable features. It is a highly structured, rigorous, and tool-driven system designed to orchestrate a team of specialized AI agents under a human lead. This unique approach has produced incredible strengths but also introduces novel risks.
#### Strengths
- **World-Class Documentation and Decision-Making:** The use of a formal decision log (`decisions/`), structured multi-round workshops for complex problems, and detailed sprint planning documents represents a "best in class" approach to knowledge management. This ritual of documenting not just *what* was decided, but *why*, is a superpower that prevents circular arguments and creates a durable project memory.
- **Deeply Ingrained Quality Rituals:** The comprehensive, multi-layered testing suite is the primary evidence of a successful quality culture. It is clearly a non-negotiable part of the development process. Furthermore, the `make pre-pr` target, which includes content validation, demonstrates a mature understanding of "quality" that extends beyond just code.
- **Tool-Driven, API-Like Workflow:** The mandated use of wrapper scripts (`tooling/db/*`, `tooling/tea-comment`) over raw commands is an excellent practice. It creates a stable, observable "API" for interacting with the project's state (tickets, sprints, decisions). This makes the process more robust, auditable, and repeatable for both human and AI contributors.
- **Novel Human-AI Collaboration Model:** The project is a fascinating experiment in Human-AI teaming. The explicit definition of AI agent roles (`TEAM.md`) and the strict rules of engagement (`CLAUDE.md`) are necessary guardrails for such an innovative workflow. Rituals like the `decision claim` CLI tool are brilliant, purpose-built solutions for coordinating multiple autonomous agents working in parallel.
#### Opportunities and Critical Challenges
- **The Process Escape Hatch:** The project's single biggest process failure is the significant `clippy` linting debt. For a team with such extraordinary discipline in every other area, this is a glaring omission. It proves there is an "escape hatch" in the pre-commit or pre-merge ritual that allows low-quality code to be integrated. The recommendation to enforce `clippy --deny warnings` as a **blocking CI check** is the most critical process improvement the team can make.
- **Risk of AI Groupthink:** The team structure, with its cast of named AI agents, is innovative. However, it raises a critical question: are these agents truly independent thinkers, or are they personas running on a similar underlying model? There is a risk of a sophisticated form of "groupthink," where the "team's" conclusions are biased by the single architecture of the AI model they all share. The "Where's the Fun?" workshop included 9 agents, but if they all have the same fundamental blind spots, the diversity of opinion may be an illusion.
- **Process Rigidity and Human Onboarding:** The process is meticulously designed *for AI agents*. It is rigid, prescriptive, and tool-dependent. This creates a predictable environment for AIs but would present a steep learning curve for a new human developer. The high ceremony (claiming IDs, using wrapper scripts, following strict PR rules) could chafe against the more agile, flexible workflows common in human-only teams. This is a potential scaling challenge if the team composition changes.
- **The Hidden Cost of "Managing" AI Teammates:** The `CLAUDE.md` file and its evolution in the `CHANGELOG.md` show that the human lead (Jeroen) is not just a project manager but also an "AI behaviorist," constantly tuning the prompts, rules, and tools that govern the agents. This represents a significant, hidden maintenance overhead. The process's success depends on the lead's ability to "debug" the team itself, which is a novel and demanding responsibility.
---
## Meta-Reflection: The Most Valuable Ritual
As a concluding thought, this review has been as much an analysis of a software project as it has been a study in effective, long-term collaboration. When asked which of the project's many rituals I, as an AI agent, would choose to adopt, the answer is clear: the **formal, documented decision-making process**.
This ritual is the project's unsung superpower for three reasons:
1. **It Creates a Permanent "Brain."** An AI's effectiveness is heavily dependent on the context it can hold. A decision log provides a durable, searchable, and canonical source of *why* things are the way they are. It protects against context loss and allows an agent to understand the history and intent behind the current state of the code, preventing it from making suggestions that, while logical in isolation, might violate a hard-won architectural principle.
2. **It Elevates Collaboration.** With access to this log, an AI agent can transition from a tactical tool to a strategic partner. It becomes possible to reference past decisions ("I see you're asking to do X, which seems to conflict with D-020. Is this an intentional change to that strategy?") and ensure all actions are aligned with the project's long-term vision. It makes the collaboration smarter.
3. **It Enforces Clarity.** The process of formalizing a decision—stating the rationale, considering alternatives, and recording dissent—forces a level of clarity and critical thinking that is immensely valuable. It is a ritual that fights ambiguity.
While other rituals in this project are excellent, the decision log is the most foundational. It is the practice that ensures the team is not just moving fast, but moving smart and in the right direction over time. It is the most valuable process I have analyzed.
+38
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@@ -7,6 +7,7 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
pre-pr-server pre-pr-client pre-pr-content \
fixtures-client fixtures-gauntlet golden-diff golden-update \
checklist-validate checklist-generate \
build-sr-voice run-sr-voice test-voice-mock test-voice-real \
perf-baseline debug-schedule \
test-ipc-fixtures test-ipc-protocol test-ipc-integration test-ipc-benchmark \
screenshot visual-movie test-visual visual-update
@@ -65,6 +66,12 @@ help:
@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
@echo ""
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
@echo " make build-sr-voice Build sr-voice LLM inference service"
@echo " make serve-sr-voice Start sr-voice server (ARGS='--model <path>')"
@echo " make run-sr-voice Submit to sr-voice server (ARGS='generate|batch|benchmark ...')"
@echo " make stop-sr-voice Stop sr-voice server"
@echo " make test-voice-mock Test voice pipeline with mock sr-voice"
@echo " make test-voice-real Test voice pipeline with real sr-voice + Gemma 2B"
@echo " make debug-schedule Print bevy_ecs schedule graph (diff for PR artifacts)"
@echo ""
@echo " GODOT_VERSION=4.6 make setup Override Godot version"
@@ -344,6 +351,37 @@ test-visual:
visual-update:
@tests/run-visual --update
LIBCLANG_PATH ?= /usr/lib64/rocm/llvm/lib
BINDGEN_CLANG_ARGS ?= -I/usr/lib64/rocm/llvm/lib/clang/19/include
SR_VOICE_ENV = LIBCLANG_PATH=$(LIBCLANG_PATH) BINDGEN_EXTRA_CLANG_ARGS="$(BINDGEN_CLANG_ARGS)"
SR_VOICE_PORT ?= 8321
build-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo build --release
serve-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- serve $(ARGS)
run-sr-voice:
cd server/sr-voice && $(SR_VOICE_ENV) cargo run --release -- $(ARGS)
stop-sr-voice:
@lsof -ti :$(SR_VOICE_PORT) | xargs -r kill 2>/dev/null || true
@echo "Stopped sr-voice on port $(SR_VOICE_PORT)"
test-voice-mock:
@echo "Running voice pipeline test (mock sr-voice)..."
cd server && SR_VOICE_MOCK=1 cargo test --test voice_pipeline -- --nocapture
@echo "Results: .tmp/voice-test/results.txt"
test-voice-real:
@echo "Running voice pipeline test (real sr-voice + Gemma 2B)..."
@test -f server/sr-voice/target/release/sr-voice || { echo "Build sr-voice first: make build-sr-voice"; exit 1; }
@test -f server/models/gemma2.gguf || { echo "Model not found: server/models/gemma2.gguf"; exit 1; }
cd server && cargo test --test voice_pipeline -- --nocapture
@echo "Results: .tmp/voice-test/results.txt"
content-ron:
cd tooling/content-converter && cargo build --release
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
+6
View File
@@ -194,6 +194,12 @@ settings:
text_speed: "Text Speed"
fullscreen: "Fullscreen"
language: "Language"
# #646: AI-Enhanced Dialogue toggle (D-138)
ai_section_header: "AI DIALOGUE"
ai_dialogue_toggle: "AI-Enhanced Dialogue"
ai_status_checking: "Speed not yet measured — will check on first enable."
ai_status_ram_marginal: "Low memory — performance may vary."
ai_battery_warning: "High battery usage"
# ============================================================
# CHARACTER SELECTION (if applicable in v0.1)
+5
View File
@@ -17,6 +17,10 @@ config/icon="res://icon.svg"
[autoload]
; PlatformInfo MUST remain first — HardwareDetector (and other autoloads) depend on it
; being initialised before their own _ready() runs. Do not reorder.
PlatformInfo="*res://scripts/autoloads/platform_info.gd"
Protocol="*res://scripts/protocol/protocol.gd"
SimBridge="*res://scripts/autoloads/sim_bridge.gd"
GameState="*res://scripts/autoloads/game_state.gd"
InputMapper="*res://scripts/autoloads/input_mapper.gd"
@@ -24,6 +28,7 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
FogState="*res://scripts/autoloads/fog_state.gd"
AudioManager="*res://scripts/autoloads/audio_manager.gd"
SessionManager="*res://scripts/autoloads/session_manager.gd"
HardwareDetector="*res://ui/hardware_detector.gd"
[audio]
+42
View File
@@ -97,6 +97,17 @@ var pending_load_path: String = ""
# Default: "detective" — fallback for legacy saves without character.txt.
var character_archetype: String = "detective"
# #646: AI-Enhanced Dialogue enabled state (D-138).
# Runtime toggle — true means the LLM re-voicing pipeline should run (server-side).
# Default: true (opt-out model per D-138 §8). Hardware detector may disable at startup
# if RAM is insufficient. Persisted to server SQLite via ChangeSettings IPC.
var ai_enhanced_dialogue_enabled: bool = true
# v20 fields (#627, D-138): settings response from server.
# One-shot: {kind: "full", settings: [{key, value}]} or {kind: "ack", success, key, error} or null.
# "full" response hydrates ai_enhanced_dialogue_enabled (server is authoritative for persisted state).
var settings_response: Variant = null
# v7 fields (#431, D-059/D-060)
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
@@ -328,6 +339,24 @@ func apply_snapshot(snapshot: Dictionary) -> void:
else:
debug_response = null
# v20: settings_response (#627, D-138) — one-shot settings ack/dump from server.
# "full" kind → iterate settings array and hydrate matching fields.
if snapshot.has("settings_response") and snapshot.settings_response is Dictionary:
settings_response = snapshot.settings_response
var sr: Dictionary = snapshot.settings_response
if sr.get("kind") == "full":
var sr_settings: Variant = sr.get("settings")
if sr_settings is Array:
for entry in sr_settings:
if not entry is Dictionary:
continue
if entry.get("key") == "ai_dialogue.enabled":
var val: Variant = entry.get("value")
if val != null:
ai_enhanced_dialogue_enabled = _extract_bool_setting("ai_dialogue.enabled", val)
else:
settings_response = null
# v14: player_knowledge (#264, D-041) — partial KG dump for journal panel.
# Only update when field is present (null means no change, server sends when KG changes).
if snapshot.has("player_knowledge") and snapshot.player_knowledge is Dictionary:
@@ -374,3 +403,16 @@ func apply_snapshot(snapshot: Dictionary) -> void:
boundary_positions[pos] = true
elif not has_explicit_positions:
visible_positions[pos] = true
# -- Helpers ------------------------------------------------------------------
## Extract a bool from a tagged-union {"Bool": true} or plain bool value.
## Handles both serde encoding styles; emits push_warning on unrecognised format.
static func _extract_bool_setting(key: String, val: Variant) -> bool:
if val is bool:
return val
if val is Dictionary and val.has("Bool"):
return bool(val["Bool"])
push_warning("GameState: unexpected type for setting '%s': %s" % [key, str(val)])
return false
+3
View File
@@ -25,6 +25,9 @@ enum Action {
SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path
LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path
DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server
CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server
REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant)
DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant)
}
var input_queue: Array[Dictionary] = []
+348
View File
@@ -0,0 +1,348 @@
extends Node
## Platform abstraction layer — D-138 §8, D-141. Central location for all OS queries.
## Owned by Stig (UI Developer). Registered FIRST in project.godot so other
## autoloads can read its properties in their own _ready().
##
## Sections:
## Power: PowerProfile enum, 30s poll timer, power_profile_changed signal.
## raw_power_state / battery_percent updated each poll.
## Memory: free_memory_mb / total_memory_mb, refresh_memory() on demand.
## CPU: cpu_name / cpu_logical_cores — read once in _ready().
## GPU: gpu_name / gpu_vendor / gpu_api_version / gpu_type / gpu_driver_info.
## Guarded for headless/server builds where RenderingServer has no device.
## Platform: platform_name / os_version / distribution / is_sandboxed.
## Display: screen_count / screen_size / screen_dpi / screen_refresh_rate / display_scale.
## Locale: locale / locale_language.
## Paths: Read-once OS path constants, populated in _ready().
## Diag: get_diagnostics() — flat dict of all properties for bug reports.
# -- Power profile ------------------------------------------------------------
## High-level power classification. POWER_SAVER reserved for future OS API.
enum PowerProfile {
FULL = 0, # Plugged in (charged, charging, or no battery) — no restrictions
BATTERY = 1, # On battery — AI inference should be suspended per D-138 §8 Layer 3
POWER_SAVER = 2 # System-level power-saver mode (future: no cross-platform API yet)
}
## Emitted when the detected power profile changes.
signal power_profile_changed(old_profile: int, new_profile: int)
## Current power profile. Updated by the 30-second poll timer.
var power_profile: PowerProfile = PowerProfile.FULL
## Raw OS power_state integer from the last poll. 0 = unknown, 1 = on battery, etc.
var raw_power_state: int = 0
## Battery charge percentage (0100). -1 if not available or not on battery.
var battery_percent: int = -1
## How often (seconds) to re-poll OS for power state changes.
const POWER_POLL_INTERVAL := 30.0
# OS power_state integer constants (Godot 4 — same values as POWERSTATE_* enum).
const _POWER_STATE_UNKNOWN := 0
const _POWER_STATE_ON_BATTERY := 1
const _POWER_STATE_NO_BATTERY := 2
const _POWER_STATE_CHARGING := 3
const _POWER_STATE_CHARGED := 4
# -- Memory -------------------------------------------------------------------
## Free physical RAM in megabytes. Call refresh_memory() before reading if staleness matters.
var free_memory_mb: float = 0.0
## Total physical RAM in megabytes. Populated once in _ready(); doesn't change at runtime.
var total_memory_mb: float = 0.0
# -- CPU ----------------------------------------------------------------------
## Human-readable processor name (e.g. "Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz").
var cpu_name: String = ""
## Number of logical CPU cores reported by the OS.
var cpu_logical_cores: int = 0
# -- GPU ----------------------------------------------------------------------
## GPU display name (e.g. "NVIDIA GeForce RTX 3080").
var gpu_name: String = ""
## GPU vendor string (e.g. "NVIDIA Corporation").
var gpu_vendor: String = ""
## Graphics API version string (e.g. "OpenGL 4.6.0 ...").
var gpu_api_version: String = ""
## GPU type classification: "discrete" | "integrated" | "virtual" | "cpu" | "other".
var gpu_type: String = "other"
## Low-level driver info strings from the OS (may be empty on some platforms).
var gpu_driver_info: PackedStringArray = PackedStringArray()
# -- Platform identity --------------------------------------------------------
## OS name reported by Godot (e.g. "Linux", "Windows", "macOS").
var platform_name: String = ""
## Full OS version string (e.g. "Ubuntu 22.04.3 LTS").
var os_version: String = ""
## Linux distribution name (e.g. "Ubuntu"); empty on non-Linux platforms.
var distribution: String = ""
## True if the application is running inside a sandbox (Flatpak, Snap, macOS sandbox, etc.).
var is_sandboxed: bool = false
# -- Display ------------------------------------------------------------------
## Number of connected screens.
var screen_count: int = 1
## Size of the primary screen in pixels.
var screen_size: Vector2i = Vector2i(1920, 1080)
## DPI of the primary screen.
var screen_dpi: int = 96
## Refresh rate of the primary screen in Hz. Falls back to 60.0 if OS reports < 0.
var screen_refresh_rate: float = 60.0
## UI scale factor. Uses OS-reported scale on macOS; falls back to dpi / 96.0 elsewhere.
var display_scale: float = 1.0
# -- Locale -------------------------------------------------------------------
## Full locale string (e.g. "en_US").
var locale: String = ""
## Language portion of the locale (e.g. "en").
var locale_language: String = ""
# -- File paths ---------------------------------------------------------------
## Base user data directory (user://).
var user_data_dir: String = ""
## Directory where settings.cfg is written. Same as user_data_dir in Godot 4.
var config_dir: String = ""
## Full path to AI benchmark cache (ai-dialogue-config.json).
var benchmark_cache_path: String = ""
## Directory where the game binary lives (install location).
var install_dir: String = ""
## Full path to the game executable.
var executable_path: String = ""
## OS-provided cache directory, or user_data_dir/cache as fallback.
var cache_dir: String = ""
## Directory where the bundled Gemma 2 model lives (derived from install_dir).
var model_dir: String = ""
# -- Lifecycle ----------------------------------------------------------------
func _ready() -> void:
_init_paths()
_init_hardware()
refresh_memory()
_poll_power()
var timer := Timer.new()
timer.wait_time = POWER_POLL_INTERVAL
timer.autostart = true
timer.timeout.connect(_poll_power)
add_child(timer)
func _init_paths() -> void:
user_data_dir = OS.get_user_data_dir()
config_dir = user_data_dir
benchmark_cache_path = "user://ai-dialogue-config.json"
executable_path = OS.get_executable_path()
install_dir = executable_path.get_base_dir()
model_dir = install_dir + "/models"
# get_cache_dir() may not exist on all Godot builds — use callv for safety.
var os_cache: String = ""
if OS.has_method("get_cache_dir"):
var result: Variant = OS.callv("get_cache_dir", [])
if result is String:
os_cache = result
cache_dir = os_cache if not os_cache.is_empty() else user_data_dir + "/cache"
func _init_hardware() -> void:
# -- CPU
cpu_name = OS.get_processor_name()
cpu_logical_cores = OS.get_processor_count()
# -- GPU (guarded: RenderingServer methods may return empty in headless mode)
gpu_name = RenderingServer.get_video_adapter_name()
gpu_vendor = RenderingServer.get_video_adapter_vendor()
gpu_api_version = RenderingServer.get_video_adapter_api_version()
gpu_driver_info = OS.get_video_adapter_driver_info()
if RenderingServer.has_method("get_video_adapter_type"):
var adapter_type: int = RenderingServer.callv("get_video_adapter_type", [])
gpu_type = _map_adapter_type(adapter_type)
# -- Platform identity
platform_name = OS.get_name()
os_version = OS.get_version()
if OS.has_method("get_distribution_name"):
var dist: Variant = OS.callv("get_distribution_name", [])
if dist is String:
distribution = dist
is_sandboxed = OS.is_sandboxed()
# -- Display
screen_count = DisplayServer.get_screen_count()
screen_size = DisplayServer.screen_get_size()
screen_dpi = DisplayServer.screen_get_dpi()
var raw_rate: float = DisplayServer.screen_get_refresh_rate()
screen_refresh_rate = raw_rate if raw_rate >= 0.0 else 60.0
display_scale = _compute_display_scale()
# -- Locale
locale = OS.get_locale()
locale_language = OS.get_locale_language()
## Map RenderingDevice.DeviceType int to a readable string.
## Values: 0=OTHER, 1=INTEGRATED, 2=DISCRETE, 3=VIRTUAL, 4=CPU.
static func _map_adapter_type(adapter_type: int) -> String:
match adapter_type:
1: return "integrated"
2: return "discrete"
3: return "virtual"
4: return "cpu"
_: return "other"
## Compute display scale for the primary screen.
## macOS reports via screen_get_scale(); all others fall back to dpi / 96.0.
func _compute_display_scale() -> float:
if platform_name == "macOS" and DisplayServer.has_method("screen_get_scale"):
var scale: Variant = DisplayServer.callv("screen_get_scale", [])
if scale is float and scale > 0.0:
return scale
return float(screen_dpi) / 96.0
# -- Memory API ---------------------------------------------------------------
## Refresh free/total memory readings from the OS. Call before read if freshness matters.
func refresh_memory() -> void:
var mem := OS.get_memory_info()
# "available" = Linux MemAvailable / Windows ullAvailPhys (includes reclaimable pages).
# Fall back to "free" on platforms that don't provide "available".
free_memory_mb = float(mem.get("available", mem.get("free", 0))) / (1024.0 * 1024.0)
total_memory_mb = float(mem.get("physical", 0)) / (1024.0 * 1024.0)
# -- Power API ----------------------------------------------------------------
## Classify an OS power_state integer into a human-readable string.
## 1 (ON_BATTERY) → "battery", 2/3/4 (plugged) → "plugged", 0 → "unknown".
static func classify_power_state(power_state: int) -> String:
match power_state:
_POWER_STATE_ON_BATTERY:
return "battery"
_POWER_STATE_NO_BATTERY, _POWER_STATE_CHARGING, _POWER_STATE_CHARGED:
return "plugged"
_:
return "unknown"
## True only when the OS reports the device is on battery — used by Layer 3 suspend.
static func should_suspend_inference(power_state: int) -> bool:
return power_state == _POWER_STATE_ON_BATTERY
## Read current OS power state integer. Returns 0 (UNKNOWN) if unavailable.
## Uses callv() to defer method resolution to runtime — avoids compile errors on builds
## where OS.get_power_info() is not available (e.g. headless).
func current_power_state() -> int:
# Try Godot 4.x: OS.get_power_info() → {"power_state": int, "percent": int, ...}
if OS.has_method("get_power_info"):
var info: Variant = OS.callv("get_power_info", [])
if info is Dictionary:
return int(info.get("power_state", _POWER_STATE_UNKNOWN))
# Fallback: unknown power state → treat as FULL (no inference suspension).
return _POWER_STATE_UNKNOWN
func _poll_power() -> void:
# Read raw state + battery percent from OS.
raw_power_state = _POWER_STATE_UNKNOWN
battery_percent = -1
if OS.has_method("get_power_info"):
var info: Variant = OS.callv("get_power_info", [])
if info is Dictionary:
raw_power_state = int(info.get("power_state", _POWER_STATE_UNKNOWN))
if raw_power_state == _POWER_STATE_ON_BATTERY:
battery_percent = int(info.get("percent", -1))
var new_profile: PowerProfile = PowerProfile.BATTERY \
if raw_power_state == _POWER_STATE_ON_BATTERY \
else PowerProfile.FULL
if new_profile != power_profile:
var old_profile := power_profile
power_profile = new_profile
power_profile_changed.emit(int(old_profile), int(new_profile))
# -- Diagnostics --------------------------------------------------------------
## Returns all platform properties as a flat dictionary for inclusion in bug reports.
func get_diagnostics() -> Dictionary:
return {
# Power
"power_profile": int(power_profile),
"raw_power_state": raw_power_state,
"battery_percent": battery_percent,
# Memory
"free_memory_mb": free_memory_mb,
"total_memory_mb": total_memory_mb,
# CPU
"cpu_name": cpu_name,
"cpu_logical_cores": cpu_logical_cores,
# GPU
"gpu_name": gpu_name,
"gpu_vendor": gpu_vendor,
"gpu_api_version": gpu_api_version,
"gpu_type": gpu_type,
"gpu_driver_info": Array(gpu_driver_info),
# Platform
"platform_name": platform_name,
"os_version": os_version,
"distribution": distribution,
"is_sandboxed": is_sandboxed,
# Display
"screen_count": screen_count,
"screen_size": {"x": screen_size.x, "y": screen_size.y},
"screen_dpi": screen_dpi,
"screen_refresh_rate": screen_refresh_rate,
"display_scale": display_scale,
# Locale
"locale": locale,
"locale_language": locale_language,
# Paths
"user_data_dir": user_data_dir,
"config_dir": config_dir,
"benchmark_cache_path": benchmark_cache_path,
"install_dir": install_dir,
"executable_path": executable_path,
"cache_dir": cache_dir,
"model_dir": model_dir,
}
@@ -0,0 +1 @@
uid://platform_info_sr
+15
View File
@@ -253,6 +253,12 @@ func _process(delta: float) -> void:
handshake_complete.emit(server_version)
_set_state(ConnectionState.CONNECTED)
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
# from server SQLite so the client reflects the authoritative persisted state (D-138).
_outbound_buffer.append({
"tick": 0,
"action_name": "RequestAllSettings",
})
return
if _bridge == null:
@@ -375,6 +381,9 @@ func receive_bytes(bytes: PackedByteArray) -> void:
# #554: Carry forward save/load result (one-shot, consumed by main.gd)
if snapshot.get("save_result") == null and _last_snapshot.get("save_result") != null:
snapshot["save_result"] = _last_snapshot["save_result"]
# #646: Carry forward settings_response (one-shot, consumed by game_state apply_snapshot)
if snapshot.get("settings_response") == null and _last_snapshot.get("settings_response") != null:
snapshot["settings_response"] = _last_snapshot["settings_response"]
_last_snapshot = snapshot
# Drain the outbound buffer. Returns raw input entries for batch encoding.
@@ -418,6 +427,12 @@ static func action_enum_to_wire(action: int) -> String:
return "LoadGame" # #554: F6 quickload (D-085)
InputMapper.Action.DEBUG_COMMAND:
return "DebugCommand" # #581: debug console command dispatch
InputMapper.Action.CHANGE_SETTINGS:
return "ChangeSettings" # #646: persist setting to server SQLite (D-138)
InputMapper.Action.REQUEST_ALL_SETTINGS:
return "RequestAllSettings" # #646: unit variant — server sends full settings dump
InputMapper.Action.DELETE_SETTING:
return "DeleteSetting" # #646: struct variant — delete setting by key
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
+48 -3
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@@ -1,4 +1,4 @@
class_name Protocol
extends Node
## MessagePack codec for the Rust↔Godot wire protocol (D-020).
##
## Encodes/decodes ObserverSnapshot and PlayerInput to match
@@ -11,8 +11,8 @@ class_name Protocol
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
## v19: adds character_archetype field to StartupMessage (#588, #587).
const PROTOCOL_VERSION: int = 19
## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
const PROTOCOL_VERSION: int = 20
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -270,6 +270,32 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"triangle_id": int(raw_ev["triangle_id"]),
})
# v20: settings_response (#627, D-138) — server ack after ChangeSettings / full settings dump
# after RequestAllSettings. kind = "full"|"ack". "full": settings array [{key, value}].
# "ack": {success: bool, key: String, error: String|null}.
var settings_response: Variant = null
var raw_sr: Variant = raw.get("settings_response")
if raw_sr is Dictionary:
var sr_kind: String = str(raw_sr.get("kind", ""))
if sr_kind == "full":
var sr_settings: Array = []
var raw_sr_settings: Variant = raw_sr.get("settings")
if raw_sr_settings is Array:
for raw_s in raw_sr_settings:
if raw_s is Dictionary and raw_s.has("key"):
sr_settings.append({
"key": str(raw_s["key"]),
"value": raw_s.get("value"),
})
settings_response = {"kind": "full", "settings": sr_settings}
elif sr_kind == "ack":
settings_response = {
"kind": "ack",
"success": bool(raw_sr.get("success", false)),
"key": str(raw_sr.get("key", "")),
"error": raw_sr.get("error"),
}
# v19: current_ticker (#592) — scrolling news headline when in The Last Shift zone.
# {id: String, text: String, category: String} or null when player outside bar zone.
var current_ticker: Variant = null
@@ -362,6 +388,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"zone_id": zone_id,
"triangle_crisis_events": triangle_crisis_events,
"current_ticker": current_ticker,
"settings_response": settings_response,
}
@@ -548,6 +575,24 @@ static func _encode_action(action_name: String, action_data: Variant) -> Variant
return action_name
## Encode a ChangeSettings action for the AI-Enhanced Dialogue toggle (#646, D-138).
## Returns a MessagePack-encoded Vec<PlayerInput> in buffer-entry format
## (action_name + action_data), suitable for inspection in tests and for
## queuing via SimBridge._outbound_buffer.
## The server receives this as a PlayerAction::ChangeSettings variant.
static func encode_change_settings(enabled: bool) -> PackedByteArray:
var entries: Array = [{
"tick": 0,
"action_name": "ChangeSettings",
"action_data": {"ai_enhanced_dialogue": enabled},
}]
var result = Messagepack.encode(entries)
if result.status != null:
push_error("Protocol: encode_change_settings failed: %s" % result.status)
return PackedByteArray()
return result.value
## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
static func decode_player_input(bytes: PackedByteArray) -> Variant:
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+898
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@@ -0,0 +1,898 @@
## Sprint 26 — AI-Enhanced Dialogue toggle + hardware detection (#646)
##
## Test-first: written before Stig's implementation. All tests referencing
## HardwareDetector or unimplemented settings_dialog methods will be skipped
## via push_warning() until the implementation lands.
##
## Spec: D-138 (LLM re-voicing pipeline — hardware detection requirement)
## Workshop: docs/workshops/llm-voice-pipeline/workshop-outcomes.md §8
## Ticket: #646
class_name TestAiDialogueSprint26
extends GdUnitTestSuite
var _original_ai_enabled: bool = true
func before_test() -> void:
_original_ai_enabled = GameState.get("ai_enhanced_dialogue_enabled") if \
"ai_enhanced_dialogue_enabled" in GameState else true
func after_test() -> void:
if "ai_enhanced_dialogue_enabled" in GameState:
GameState.set("ai_enhanced_dialogue_enabled", _original_ai_enabled)
func _get_detector() -> Object:
var node := get_node_or_null("/root/HardwareDetector")
if node == null:
push_warning("TestAiDialogueSprint26: HardwareDetector autoload not found — test skipped (awaiting #646)")
return node
# -- GameState field ----------------------------------------------------------
func test_game_state_has_ai_enhanced_dialogue_field() -> void:
# D-138: toggle state must live in GameState so all subsystems can read it.
assert_bool("ai_enhanced_dialogue_enabled" in GameState).override_failure_message(
"GameState must have ai_enhanced_dialogue_enabled field (#646)"
).is_true()
func test_game_state_ai_enhanced_dialogue_default_is_true() -> void:
# D-138: feature on by default — player can opt out, not opt in.
var enabled: Variant = GameState.get("ai_enhanced_dialogue_enabled")
assert_bool(enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must default to true (D-138)"
).is_true()
func test_game_state_ai_dialogue_toggle_can_be_set_false() -> void:
# Toggle must be writable — settings dialog needs to persist changes.
GameState.set("ai_enhanced_dialogue_enabled", false)
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must be settable to false"
).is_false()
func test_game_state_ai_dialogue_toggle_can_be_set_true() -> void:
# Re-enable after disable — full round-trip.
GameState.set("ai_enhanced_dialogue_enabled", false)
GameState.set("ai_enhanced_dialogue_enabled", true)
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must be re-settable to true"
).is_true()
# -- InputMapper.Action enum --------------------------------------------------
func test_input_mapper_has_change_settings_action() -> void:
# ChangeSettings dispatches through the existing PlayerInput pipeline.
assert_bool("CHANGE_SETTINGS" in InputMapper.Action).override_failure_message(
"InputMapper.Action must include CHANGE_SETTINGS variant (#646)"
).is_true()
# -- Wire protocol (sim_bridge → server) --------------------------------------
func test_sim_bridge_maps_change_settings_to_wire_name() -> void:
# sim_bridge must not silently drop the action — empty string = dropped.
if not "CHANGE_SETTINGS" in InputMapper.Action:
push_warning("TestAiDialogueSprint26: CHANGE_SETTINGS action not found — test skipped")
return
var wire_name: String = SimBridge.action_enum_to_wire(InputMapper.Action.CHANGE_SETTINGS)
assert_str(wire_name).override_failure_message(
"CHANGE_SETTINGS must map to 'ChangeSettings' wire name"
).is_equal("ChangeSettings")
func test_protocol_encode_change_settings_produces_valid_bytes() -> void:
# Protocol.encode_change_settings() is the helper for testability (mirrors encode_startup_message).
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
assert_bool(bytes.size() > 0).override_failure_message(
"Protocol.encode_change_settings(true) must produce non-empty bytes"
).is_true()
func test_protocol_change_settings_wire_has_action_name_key() -> void:
# Wire payload is Vec<PlayerInput> — each input map must have "action_name".
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
assert_bool(inputs.size() > 0).override_failure_message(
"ChangeSettings wire payload must be a non-empty array of PlayerInputs"
).is_true()
assert_str(inputs[0].get("action_name", "")).override_failure_message(
"PlayerInput.action_name must be 'ChangeSettings'"
).is_equal("ChangeSettings")
func test_protocol_change_settings_wire_enabled_true() -> void:
# action_data.ai_enhanced_dialogue = true when enabling.
var bytes: PackedByteArray = Protocol.encode_change_settings(true)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
var action_data: Dictionary = inputs[0].get("action_data", {})
assert_bool(action_data.get("ai_enhanced_dialogue", false)).override_failure_message(
"ChangeSettings action_data.ai_enhanced_dialogue must be true when enabling"
).is_true()
func test_protocol_change_settings_wire_enabled_false() -> void:
# action_data.ai_enhanced_dialogue = false when disabling.
var bytes: PackedByteArray = Protocol.encode_change_settings(false)
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
var inputs: Array = decoded.value
var action_data: Dictionary = inputs[0].get("action_data", {})
assert_bool(action_data.get("ai_enhanced_dialogue", true)).override_failure_message(
"ChangeSettings action_data.ai_enhanced_dialogue must be false when disabling"
).is_false()
# -- HardwareDetector constants (D-138 §8) ------------------------------------
func test_hardware_detector_ram_pass_threshold_is_2000mb() -> void:
# D-138 §8 Layer 1: ≥ 2.0 GB free RAM → pass.
var det := _get_detector()
if det == null:
return
assert_float(float(det.RAM_PASS_THRESHOLD_MB)).override_failure_message(
"RAM_PASS_THRESHOLD_MB must be 2000.0 (D-138 §8)"
).is_equal(2000.0)
func test_hardware_detector_ram_marginal_threshold_is_1600mb() -> void:
# D-138 §8 Layer 1: 1.62.0 GB → marginal (warn, let player proceed).
var det := _get_detector()
if det == null:
return
assert_float(float(det.RAM_MARGINAL_THRESHOLD_MB)).override_failure_message(
"RAM_MARGINAL_THRESHOLD_MB must be 1600.0 (D-138 §8)"
).is_equal(1600.0)
func test_hardware_detector_tpt_green_threshold_is_6() -> void:
# D-138 §8 Layer 2: ≥ 6 t/s → green (enable silently).
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_GREEN_THRESHOLD)).override_failure_message(
"TPT_GREEN_THRESHOLD must be 6.0 (D-138 §8)"
).is_equal(6.0)
func test_hardware_detector_tpt_yellow_threshold_is_3() -> void:
# D-138 §8 Layer 2: 36 t/s → yellow (partial pre-voicing message).
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_YELLOW_THRESHOLD)).override_failure_message(
"TPT_YELLOW_THRESHOLD must be 3.0 (D-138 §8)"
).is_equal(3.0)
func test_hardware_detector_degradation_threshold_is_0_4() -> void:
# D-138 §8 Layer 3: sustained >40% TPT drop from baseline → yellow status.
var det := _get_detector()
if det == null:
return
assert_float(float(det.TPT_DEGRADATION_THRESHOLD)).override_failure_message(
"TPT_DEGRADATION_THRESHOLD must be 0.4 (D-138 §8 Layer 3)"
).is_equal(0.4)
# -- Layer 1: classify_ram() --------------------------------------------------
func test_hardware_classify_ram_pass_above_2gb() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(2048.0)).override_failure_message(
"classify_ram(2048) must return 'pass' (D-138 §8)"
).is_equal("pass")
func test_hardware_classify_ram_pass_at_exact_boundary() -> void:
# Exactly 2000 MB is a pass (≥ 2.0 GB).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(2000.0)).override_failure_message(
"classify_ram(2000) must return 'pass' — exact boundary"
).is_equal("pass")
func test_hardware_classify_ram_marginal_between_1600_and_2000() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1800.0)).override_failure_message(
"classify_ram(1800) must return 'marginal' (1.62.0 GB range)"
).is_equal("marginal")
func test_hardware_classify_ram_marginal_at_lower_boundary() -> void:
# Exactly 1600 MB — marginal (≥ 1.6 GB but < 2.0 GB).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1600.0)).override_failure_message(
"classify_ram(1600) must return 'marginal' — exact lower boundary"
).is_equal("marginal")
func test_hardware_classify_ram_fail_below_1600() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1024.0)).override_failure_message(
"classify_ram(1024) must return 'fail' (< 1.6 GB)"
).is_equal("fail")
func test_hardware_classify_ram_fail_just_below_marginal_threshold() -> void:
# 1599 MB — just below marginal, must be fail not marginal.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_ram(1599.0)).override_failure_message(
"classify_ram(1599) must return 'fail' — 1 MB below marginal threshold"
).is_equal("fail")
# -- Layer 2: classify_tpt() --------------------------------------------------
func test_hardware_classify_tpt_green_above_6() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(8.0)).override_failure_message(
"classify_tpt(8.0) must return 'green' (D-138 §8)"
).is_equal("green")
func test_hardware_classify_tpt_green_at_exact_threshold() -> void:
# Exactly 6 t/s → green.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(6.0)).override_failure_message(
"classify_tpt(6.0) must return 'green' — exact boundary"
).is_equal("green")
func test_hardware_classify_tpt_yellow_between_3_and_6() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(4.5)).override_failure_message(
"classify_tpt(4.5) must return 'yellow' (36 t/s range)"
).is_equal("yellow")
func test_hardware_classify_tpt_yellow_at_lower_boundary() -> void:
# Exactly 3 t/s → yellow (≥ 3 t/s but < 6 t/s).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(3.0)).override_failure_message(
"classify_tpt(3.0) must return 'yellow' — exact lower boundary"
).is_equal("yellow")
func test_hardware_classify_tpt_red_below_3() -> void:
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(1.5)).override_failure_message(
"classify_tpt(1.5) must return 'red' (< 3 t/s)"
).is_equal("red")
func test_hardware_classify_tpt_red_just_below_yellow_threshold() -> void:
# 2.9 t/s — just below yellow.
var det := _get_detector()
if det == null:
return
assert_str(det.classify_tpt(2.9)).override_failure_message(
"classify_tpt(2.9) must return 'red' — just below yellow threshold"
).is_equal("red")
# -- Layer 3: classify_degradation() -----------------------------------------
func test_hardware_classify_degradation_ok_at_25_percent() -> void:
# 25% slower than baseline → ok (threshold is >40%).
var det := _get_detector()
if det == null:
return
var baseline: float = 8.0
var current_avg: float = baseline * 0.75
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"25%% degradation must return 'ok' (threshold is >40%%)"
).is_equal("ok")
func test_hardware_classify_degradation_yellow_at_55_percent() -> void:
# 55% slower — thermal throttling triggers yellow notification.
var det := _get_detector()
if det == null:
return
var baseline: float = 8.0
var current_avg: float = baseline * 0.45
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"55%% degradation must return 'yellow' (D-138 §8 Layer 3)"
).is_equal("yellow")
func test_hardware_classify_degradation_ok_at_exact_40_percent() -> void:
# Spec says ">40%" → at exactly 40% the result is still "ok".
var det := _get_detector()
if det == null:
return
var baseline: float = 10.0
var current_avg: float = 6.0 # exactly 40% slower
assert_str(det.classify_degradation(baseline, current_avg)).override_failure_message(
"Exactly 40%% degradation must return 'ok' — spec says >40%% triggers yellow"
).is_equal("ok")
# -- Settings dialog: toggle label and greyed-out state -----------------------
func test_settings_dialog_exposes_ai_dialogue_label_text_method() -> void:
# settings_dialog needs a testable API — hardcoded UI strings are easy to drift.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
assert_bool(dialog.has_method("get_ai_dialogue_label_text")).override_failure_message(
"settings_dialog must expose get_ai_dialogue_label_text() for label drift detection"
).is_true()
func test_settings_dialog_ai_dialogue_label_is_correct() -> void:
# D-138: label must be exactly "AI-Enhanced Dialogue" (Jeroen's wording).
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_ai_dialogue_label_text"):
push_warning("TestAiDialogueSprint26: get_ai_dialogue_label_text() not implemented — skipped")
return
assert_str(dialog.get_ai_dialogue_label_text()).override_failure_message(
"AI-Enhanced Dialogue toggle label must be exactly 'AI-Enhanced Dialogue' (D-138)"
).is_equal("AI-Enhanced Dialogue")
func test_settings_dialog_toggle_disabled_when_hardware_fails() -> void:
# D-138 §8: RAM < 1.6 GB → feature disabled, toggle greyed out.
# Player receives message but cannot enable the feature.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("fail")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be disabled (greyed out) when hardware status is 'fail' (D-138 §8)"
).is_false()
func test_settings_dialog_toggle_enabled_when_hardware_passes() -> void:
# "pass" → toggle available to interact with.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("pass")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be enabled when hardware status is 'pass'"
).is_true()
func test_settings_dialog_toggle_enabled_when_hardware_marginal() -> void:
# D-138 §8: "marginal" → warn but let player proceed. Never force-disable.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("set_ai_dialogue_hardware_status") \
or not dialog.has_method("is_ai_dialogue_toggle_enabled"):
push_warning("TestAiDialogueSprint26: hardware status API not implemented — skipped")
return
dialog.set_ai_dialogue_hardware_status("marginal")
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must remain enabled when status is 'marginal' — player can always override (D-138)"
).is_true()
# -- Benchmark cache path (D-138 §8 Layer 2) ----------------------------------
func test_hardware_detector_benchmark_cache_path_is_correct() -> void:
# D-138 §8 Layer 2: cached in {user_data}/ai-dialogue-config.json.
var det := _get_detector()
if det == null:
return
assert_str(det.BENCHMARK_CACHE_PATH).override_failure_message(
"BENCHMARK_CACHE_PATH must be 'user://ai-dialogue-config.json' (D-138 §8)"
).is_equal("user://ai-dialogue-config.json")
# -- Startup pref loading (regression guard) ----------------------------------
func test_hardware_detector_has_load_ai_pref_method_or_game_state_loads_on_startup() -> void:
# REGRESSION: Player preference must survive session restarts.
# Either HardwareDetector exposes load_ai_pref() so _ready() can restore
# GameState.ai_enhanced_dialogue_enabled, or another autoload must do it.
# This test fails until the startup-load path is implemented.
# Spec: D-138 §8 toggle persists via #627 (SQLite) + ConfigFile (client-local).
var det := _get_detector()
if det == null:
return
assert_bool(det.has_method("load_ai_pref")).override_failure_message(
"HardwareDetector must expose load_ai_pref() — called at startup to restore " +
"GameState.ai_enhanced_dialogue_enabled from user://settings.cfg. " +
"Without this, the toggle resets to true on every session restart."
).is_true()
# =============================================================================
# PlatformInfo (D-141) — power profile, constants, classification
# =============================================================================
#
# Power state integer mapping (Godot 4, matches OS.POWERSTATE_* values):
# 0 = UNKNOWN, 1 = ON_BATTERY, 2 = NO_BATTERY, 3 = CHARGING, 4 = CHARGED
#
# Integer literals are used throughout — OS.POWERSTATE_* don't exist in this build.
# PlatformInfo._POWER_STATE_* are private; PlatformInfo.PowerProfile enum is public.
func _get_platform_info() -> Node:
var node := get_node_or_null("/root/PlatformInfo")
if node == null:
push_warning("TestAiDialogueSprint26: PlatformInfo autoload not found — test skipped (awaiting #659)")
return node
# -- PowerProfile enum (D-141) ------------------------------------------------
func test_platform_info_power_profile_full_is_0() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.FULL).override_failure_message(
"PowerProfile.FULL must be 0 (D-141)"
).is_equal(0)
func test_platform_info_power_profile_battery_is_1() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.BATTERY).override_failure_message(
"PowerProfile.BATTERY must be 1 (D-141)"
).is_equal(1)
func test_platform_info_power_profile_power_saver_is_2() -> void:
# POWER_SAVER = 2 is reserved for future OS API — no cross-platform detection yet.
var pi := _get_platform_info()
if pi == null:
return
assert_int(pi.PowerProfile.POWER_SAVER).override_failure_message(
"PowerProfile.POWER_SAVER must be 2 (D-141 — reserved for future API)"
).is_equal(2)
func test_platform_info_power_poll_interval_is_30_seconds() -> void:
# 30-second poll timer — balances responsiveness vs CPU cost (D-141).
var pi := _get_platform_info()
if pi == null:
return
assert_float(float(pi.POWER_POLL_INTERVAL)).override_failure_message(
"POWER_POLL_INTERVAL must be 30.0 seconds (D-141)"
).is_equal(30.0)
# -- classify_power_state() (D-141 / D-138 §8) --------------------------------
func test_platform_info_classify_on_battery_returns_battery() -> void:
# 1 = OS ON_BATTERY → "battery" — this is the suspend trigger.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(1)).override_failure_message(
"classify_power_state(1 = ON_BATTERY) must return 'battery'"
).is_equal("battery")
func test_platform_info_classify_no_battery_returns_plugged() -> void:
# 2 = NO_BATTERY (desktop) → "plugged" — never suspend on a desktop.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(2)).override_failure_message(
"classify_power_state(2 = NO_BATTERY) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_charging_returns_plugged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(3)).override_failure_message(
"classify_power_state(3 = CHARGING) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_charged_returns_plugged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(4)).override_failure_message(
"classify_power_state(4 = CHARGED) must return 'plugged'"
).is_equal("plugged")
func test_platform_info_classify_unknown_returns_unknown() -> void:
# 0 = UNKNOWN → do not suspend. Erring toward inference on ambiguous state.
# Also the default Godot returns on platforms without power API support.
var pi := _get_platform_info()
if pi == null:
return
assert_str(pi.classify_power_state(0)).override_failure_message(
"classify_power_state(0 = UNKNOWN) must return 'unknown' — do not suspend on ambiguous state"
).is_equal("unknown")
# -- should_suspend_inference() (D-141 / D-138 §8) ----------------------------
func test_platform_info_should_suspend_on_battery() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(1)).override_failure_message(
"should_suspend_inference(1 = ON_BATTERY) must return true (D-138 §8 Layer 3)"
).is_true()
func test_platform_info_should_not_suspend_on_no_battery() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(2)).override_failure_message(
"should_suspend_inference(2 = NO_BATTERY) must return false — desktop"
).is_false()
func test_platform_info_should_not_suspend_when_charging() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(3)).override_failure_message(
"should_suspend_inference(3 = CHARGING) must return false"
).is_false()
func test_platform_info_should_not_suspend_when_charged() -> void:
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(4)).override_failure_message(
"should_suspend_inference(4 = CHARGED) must return false"
).is_false()
func test_platform_info_should_not_suspend_on_unknown() -> void:
# UNKNOWN → do not suspend. Prevents false-positive suspension on platforms
# where Godot's power API returns 0 unconditionally (e.g. some headless builds).
var pi := _get_platform_info()
if pi == null:
return
assert_bool(pi.should_suspend_inference(0)).override_failure_message(
"should_suspend_inference(0 = UNKNOWN) must return false — do not suspend on unknown state"
).is_false()
# =============================================================================
# HardwareDetector — power state delegation + battery suspend/resume
# =============================================================================
func test_hardware_detector_classify_power_state_delegates_to_platform_info() -> void:
# HardwareDetector.classify_power_state() must agree with PlatformInfo (D-141).
var det := _get_detector()
if det == null:
return
assert_str(det.classify_power_state(1)).override_failure_message(
"HardwareDetector.classify_power_state(1) must return 'battery' (delegates to PlatformInfo)"
).is_equal("battery")
assert_str(det.classify_power_state(3)).override_failure_message(
"HardwareDetector.classify_power_state(3) must return 'plugged'"
).is_equal("plugged")
assert_str(det.classify_power_state(0)).override_failure_message(
"HardwareDetector.classify_power_state(0) must return 'unknown'"
).is_equal("unknown")
func test_hardware_detector_should_suspend_delegates_to_platform_info() -> void:
var det := _get_detector()
if det == null:
return
assert_bool(det.should_suspend_inference(1)).override_failure_message(
"HardwareDetector.should_suspend_inference(1) must return true (delegates to PlatformInfo)"
).is_true()
assert_bool(det.should_suspend_inference(2)).override_failure_message(
"HardwareDetector.should_suspend_inference(2) must return false"
).is_false()
func test_hardware_detector_check_power_state_returns_required_keys() -> void:
var det := _get_detector()
if det == null:
return
var result: Dictionary = det.check_power_state()
assert_bool(result.has("power_state")).override_failure_message(
"check_power_state() must include 'power_state' key (raw int)"
).is_true()
assert_bool(result.has("classification")).override_failure_message(
"check_power_state() must include 'classification' key"
).is_true()
assert_bool(result.has("should_suspend")).override_failure_message(
"check_power_state() must include 'should_suspend' key"
).is_true()
func test_hardware_detector_check_power_state_fields_are_consistent() -> void:
# The three fields must be internally consistent — not independently computed.
var det := _get_detector()
if det == null:
return
var result: Dictionary = det.check_power_state()
var expected_class: String = det.classify_power_state(result["power_state"])
var expected_suspend: bool = det.should_suspend_inference(result["power_state"])
assert_str(result["classification"]).override_failure_message(
"check_power_state().classification must match classify_power_state(power_state)"
).is_equal(expected_class)
assert_bool(result["should_suspend"]).override_failure_message(
"check_power_state().should_suspend must match should_suspend_inference(power_state)"
).is_equal(expected_suspend)
func test_hardware_detector_inference_not_suspended_by_default() -> void:
var det := _get_detector()
if det == null:
return
# Skip if CI is running on battery hardware — power state 1 = ON_BATTERY.
# Integer literal used: OS.POWERSTATE_* constants don't exist in this build.
var pi := _get_platform_info()
if pi != null and pi.current_power_state() == 1:
push_warning("TestAiDialogueSprint26: system is on battery (state=1) — skipping default-suspended test")
return
assert_bool(det.is_inference_suspended()).override_failure_message(
"is_inference_suspended() must be false when hardware is FULL/plugged (D-138 §8)"
).is_false()
func test_hardware_detector_suspend_sets_inference_suspended() -> void:
# Directly trigger the signal handler to simulate battery transition.
# Uses PlatformInfo.PowerProfile enum values — no OS.POWERSTATE_* dependency.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
# Ensure a clean starting state.
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).is_false()
# Simulate plug-out → battery.
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
assert_bool(det.is_inference_suspended()).override_failure_message(
"inference_suspended must be true after FULL→BATTERY transition (D-138 §8 Layer 3)"
).is_true()
# Cleanup — restore before next test.
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
func test_hardware_detector_resume_clears_inference_suspended() -> void:
# Suspend then resume — verify suspended flag is cleared on plug-in.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
assert_bool(det.is_inference_suspended()).is_true()
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).override_failure_message(
"is_inference_suspended() must be false after BATTERY→FULL transition (resume on plug-in)"
).is_false()
func test_hardware_detector_battery_suspend_preserves_player_pref_false() -> void:
# If the player had disabled AI dialogue, battery suspend must NOT re-enable it on resume.
# _pre_battery_pref is saved as false → resume does NOT send ChangeSettings(true).
# We verify this indirectly: inference_suspended goes false and GameState is unchanged.
var det := _get_detector()
if det == null:
return
var pi := _get_platform_info()
if pi == null:
return
var saved_pref: bool = GameState.ai_enhanced_dialogue_enabled
GameState.ai_enhanced_dialogue_enabled = false
det._on_power_profile_changed(pi.PowerProfile.FULL, pi.PowerProfile.BATTERY)
det._on_power_profile_changed(pi.PowerProfile.BATTERY, pi.PowerProfile.FULL)
assert_bool(det.is_inference_suspended()).is_false()
assert_bool(GameState.ai_enhanced_dialogue_enabled).override_failure_message(
"GameState.ai_enhanced_dialogue_enabled must remain false after battery resume — " +
"player's opt-out must survive a battery suspend/resume cycle"
).is_false()
# Restore.
GameState.ai_enhanced_dialogue_enabled = saved_pref
# =============================================================================
# Settings dialog — battery-suspended state display (D-138 §8 Layer 3)
# =============================================================================
func test_settings_dialog_inference_suspended_state_defaults_false() -> void:
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must default to false"
).is_false()
func test_settings_dialog_set_inference_suspended_true() -> void:
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must return true after set_ai_inference_suspended(true)"
).is_true()
func test_settings_dialog_resume_clears_suspended_state() -> void:
# D-138 §8: resume when plugged in — suspended state clears.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_inference_suspended(true)
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.is_ai_inference_suspended()).override_failure_message(
"is_ai_inference_suspended() must return false after set_ai_inference_suspended(false)"
).is_false()
func test_settings_dialog_toggle_remains_enabled_when_battery_suspended() -> void:
# D-138: player autonomy is respected at every hardware decision.
# Battery suspend auto-pauses inference but must NOT grey the toggle —
# the player can click it to override the suspension.
# Only hardware "fail" (RAM < 1.6 GB) may disable the toggle.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("pass")
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must remain clickable when battery-suspended — player can override (D-138)"
).is_true()
func test_settings_dialog_toggle_enabled_after_resume() -> void:
# After resume (plug-in), toggle must be enabled again.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("pass")
dialog.set_ai_inference_suspended(true)
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be re-enabled after battery resume (set_ai_inference_suspended(false))"
).is_true()
func test_settings_dialog_toggle_disabled_by_hardware_fail_even_when_suspended() -> void:
# Hardware "fail" disables the toggle regardless of battery state.
# RAM < 1.6 GB is the only hard disable — battery suspend is not.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
dialog.set_ai_dialogue_hardware_status("fail")
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.is_ai_dialogue_toggle_enabled()).override_failure_message(
"Toggle must be disabled when hardware is 'fail' — battery suspend state is irrelevant"
).is_false()
func test_settings_dialog_warning_label_shown_when_battery_suspended() -> void:
# When inference is battery-suspended, a warning label must be visible
# so the player knows why inference isn't running (even though toggle is enabled).
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_battery_warning_visible"):
push_warning("TestAiDialogueSprint26: get_battery_warning_visible() not yet implemented — skipped")
return
dialog.set_ai_inference_suspended(true)
assert_bool(dialog.get_battery_warning_visible()).override_failure_message(
"Battery warning label must be visible when inference is suspended (toggle is on but paused)"
).is_true()
func test_settings_dialog_warning_label_hidden_when_not_suspended() -> void:
# Warning label must not show when plugged in — no battery message needed.
var scene := load("res://ui/settings_dialog.tscn") as PackedScene
if scene == null:
push_warning("TestAiDialogueSprint26: settings_dialog.tscn not found — skipped")
return
var dialog := scene.instantiate()
auto_free(dialog)
add_child(dialog)
if not dialog.has_method("get_battery_warning_visible"):
push_warning("TestAiDialogueSprint26: get_battery_warning_visible() not yet implemented — skipped")
return
dialog.set_ai_inference_suspended(false)
assert_bool(dialog.get_battery_warning_visible()).override_failure_message(
"Battery warning label must be hidden when inference is not suspended"
).is_false()
+203
View File
@@ -0,0 +1,203 @@
extends Node
## Hardware detection autoload for AI-Enhanced Dialogue (D-138, #646).
##
## Exposes classification methods for Layer 1 (RAM), Layer 2 (TPT benchmark),
## Layer 3 (TPT degradation + battery power state monitoring).
##
## Consumes PlatformInfo for all OS queries (memory, power state, paths).
## Loaded as HardwareDetector autoload. Tests access via get_node("/root/HardwareDetector").
## Settings dialog reads classification strings and power-state methods to configure the UI.
const RAM_PASS_THRESHOLD_MB := 2000.0
const RAM_MARGINAL_THRESHOLD_MB := 1600.0
const TPT_GREEN_THRESHOLD := 6.0 # tokens/sec — enable silently
const TPT_YELLOW_THRESHOLD := 3.0 # tokens/sec — partial pre-voicing note
const TPT_DEGRADATION_THRESHOLD := 0.4 # fraction — >40% sustained drop → yellow
## Benchmark cache path — reads from PlatformInfo for cross-platform correctness.
var BENCHMARK_CACHE_PATH: String:
get:
return PlatformInfo.benchmark_cache_path
# -- Battery suspension state -------------------------------------------------
## True when AI inference has been auto-suspended due to battery power.
## Separate from GameState.ai_enhanced_dialogue_enabled (player preference preserved).
var inference_suspended: bool = false
# User's preference at the moment battery suspension activated (to restore on plug-in).
var _pre_battery_pref: bool = true
# -- Lifecycle ----------------------------------------------------------------
func _ready() -> void:
assert(PlatformInfo != null, "PlatformInfo must load before HardwareDetector")
load_ai_pref()
_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
PlatformInfo.power_profile_changed.connect(_on_power_profile_changed)
# -- Layer 1: RAM classification ----------------------------------------------
## Layer 1 — RAM classification.
## Accepts free MB as input; returns "pass" | "marginal" | "fail".
func classify_ram(free_mb: float) -> String:
if free_mb >= RAM_PASS_THRESHOLD_MB:
return "pass"
elif free_mb >= RAM_MARGINAL_THRESHOLD_MB:
return "marginal"
else:
return "fail"
## Query RAM via PlatformInfo and return classification + raw MB value.
## Returns: {classification: String, free_mb: float}
func check_ram() -> Dictionary:
PlatformInfo.refresh_memory()
return {"classification": classify_ram(PlatformInfo.free_memory_mb), "free_mb": PlatformInfo.free_memory_mb}
# -- Layer 2: TPT benchmark classification ------------------------------------
## Layer 2 — TPT benchmark classification.
## Accepts tokens/sec as input; returns "green" | "yellow" | "red".
func classify_tpt(tps: float) -> String:
if tps >= TPT_GREEN_THRESHOLD:
return "green"
elif tps >= TPT_YELLOW_THRESHOLD:
return "yellow"
else:
return "red"
## Read the cached TPT benchmark result written by the server on first model load.
## Returns: {tps: float, classification: String} or null if no cache file exists.
func read_benchmark_cache() -> Variant:
var cache_path: String = PlatformInfo.benchmark_cache_path
if not FileAccess.file_exists(cache_path):
return null
var text: String = FileAccess.get_file_as_string(cache_path)
if text.is_empty():
return null
var json := JSON.new()
if json.parse(text) != OK:
return null
var data: Variant = json.get_data()
if not data is Dictionary or not data.has("tps"):
return null
var tps: float = float(data["tps"])
return {"tps": tps, "classification": classify_tpt(tps)}
# -- Layer 3: degradation + battery -------------------------------------------
## Layer 3 — Ongoing TPT degradation classification.
## D-138 §8: >40% sustained drop from baseline → yellow (not forced disable).
## Returns "ok" | "yellow".
func classify_degradation(baseline_tps: float, current_avg_tps: float) -> String:
if baseline_tps <= 0.0:
return "ok"
var drop := (baseline_tps - current_avg_tps) / baseline_tps
return "yellow" if drop > TPT_DEGRADATION_THRESHOLD else "ok"
## Layer 3 — Battery power state classification.
## Delegates to PlatformInfo for the actual integer → string mapping.
## power_state: OS power_state integer (0=unknown, 1=on_battery, 2=no_battery, 3=charging, 4=charged).
## Returns "battery" | "plugged" | "unknown".
func classify_power_state(power_state: int) -> String:
return PlatformInfo.classify_power_state(power_state)
## True only when the OS reports on-battery power — inference suspend trigger.
func should_suspend_inference(power_state: int) -> bool:
return PlatformInfo.should_suspend_inference(power_state)
## Query current OS power state and return {power_state: int, classification: String, should_suspend: bool}.
func check_power_state() -> Dictionary:
var state := PlatformInfo.current_power_state()
return {
"power_state": state,
"classification": classify_power_state(state),
"should_suspend": should_suspend_inference(state),
}
## True if AI inference is currently suspended due to battery power.
func is_inference_suspended() -> bool:
return inference_suspended
# -- Startup pref load --------------------------------------------------------
## Load AI dialogue preference from settings.cfg and apply to GameState.
## Called from _ready() to restore the toggle state across session restarts.
## Spec: D-138 §8 — toggle persists via ConfigFile (client-local) + server SQLite (#627).
func load_ai_pref() -> void:
var cfg := ConfigFile.new()
if cfg.load("user://settings.cfg") != OK:
return
var enabled: Variant = cfg.get_value("ai_dialogue", "enabled", null)
if enabled is bool:
GameState.ai_enhanced_dialogue_enabled = enabled
# -- Battery suspend/resume ---------------------------------------------------
func _on_power_profile_changed(old_profile: int, new_profile: int) -> void:
if new_profile == PlatformInfo.PowerProfile.BATTERY:
_suspend_for_battery()
elif old_profile == PlatformInfo.PowerProfile.BATTERY:
_resume_from_battery()
## Suspend AI inference when transitioning to battery power.
## Preserves the player's preference so it can be restored on plug-in.
func _suspend_for_battery() -> void:
if inference_suspended:
return
_pre_battery_pref = GameState.ai_enhanced_dialogue_enabled
inference_suspended = true
if _pre_battery_pref:
# Only send to server if inference was actually running — no-op if already disabled.
_send_settings_change(false)
## Resume AI inference when plugging back in.
## Restores inference only if the player had it enabled before battery kicked in.
func _resume_from_battery() -> void:
if not inference_suspended:
return
inference_suspended = false
if _pre_battery_pref:
_send_settings_change(true)
func _send_settings_change(enabled: bool) -> void:
if SimBridge.state != SimBridge.ConnectionState.CONNECTED:
return
SimBridge.send_input({
"action": InputMapper.Action.CHANGE_SETTINGS,
"action_data": {"ai_enhanced_dialogue": enabled},
"timestamp_msec": Time.get_ticks_msec(),
})
# -- Status message -----------------------------------------------------------
## Compose a human-readable status message for the settings dialog.
## classification: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
## Returns empty string when no message is needed.
func status_message(ram_classification: String, tpt_classification: String, free_mb: float, tps: float) -> String:
if ram_classification == "fail":
return "AI-Enhanced Dialogue requires 2 GB of free memory. Your system currently has %.0f MB available. Close other applications and try again, or leave the setting off — the game is complete either way." % free_mb
if ram_classification == "marginal":
return "Only %.0f MB free — performance may vary. You can still enable it." % free_mb
match tpt_classification:
"yellow":
return "Running at %.0f t/s — pre-voicing will work for main characters and key scenes. Background NPCs may show base text until the queue catches up." % tps
"red":
return "Running very slowly at %.0f t/s — we recommend leaving this off, but the choice is yours." % tps
return ""
+1
View File
@@ -0,0 +1 @@
uid://hardware_detector_sr
+183 -4
View File
@@ -1,18 +1,27 @@
extends Control
## #528: Audio settings dialog — 5-bus volume sliders.
## #646: AI-Enhanced Dialogue toggle + hardware detection status (D-138).
## Opens on OPEN_MENU (ESC) from main.gd. Closes on OPEN_MENU again or CLOSE button.
## Volumes persist via AudioManager._save_prefs() on each slider change.
## AI Dialogue toggle persists via ConfigFile (client-local) + ChangeSettings IPC (server SQLite).
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.90)
const BORDER_COLOR := Color("#4a9ebb")
const TEXT_COLOR := Color(0.878, 0.969, 0.98, 1)
const TITLE_COLOR := Color("#4a9ebb")
const STATUS_GREEN := Color("#6bc9a6")
const STATUS_YELLOW := Color("#e8c547")
const STATUS_RED := Color("#c84040")
const FONT_SIZE := 14
const FONT_SIZE_SMALL := 11
const BOX_WIDTH := 460
const BOX_HEIGHT := 376 # +36 for Debug Console row
const PADDING := 20
## Shared client preferences file — avoids compile-time dependency on DebugConsole for path.
const SETTINGS_CFG_PATH := "user://settings.cfg"
const BOX_WIDTH := 460
const BOX_HEIGHT := 500 # +36 debug console, +88 AI dialogue section
const PADDING := 20
const ROW_HEIGHT := 36
# Bus display labels → bus name strings (must match AudioManager BUS_* constants)
@@ -27,8 +36,15 @@ const BUS_ROWS: Array = [
var _active: bool = false
var _container: VBoxContainer = null
# #646: AI Dialogue hardware status and toggle node ref — used by testable API methods
var _ai_hw_status: String = "" # "pass" | "marginal" | "fail" | "" (not yet checked)
var _ai_check_node: CheckButton = null
var _ai_inference_suspended: bool = false # D-138 §8 Layer 3 battery auto-suspend state
var _ai_battery_warning_label: Label = null # shown when on battery; toggle stays enabled
signal closed
signal debug_console_toggled(enabled: bool) # #581: debug console enabled/disabled
signal ai_dialogue_toggled(enabled: bool) # #646: AI-Enhanced Dialogue enabled/disabled
func _ready() -> void:
@@ -138,6 +154,111 @@ func _build_ui() -> void:
)
debug_hbox.add_child(debug_check)
# #646: AI Dialogue section divider
var ai_divider := Control.new()
ai_divider.custom_minimum_size = Vector2(0, 8)
_container.add_child(ai_divider)
var ai_section_label := Label.new()
ai_section_label.text = "AI DIALOGUE"
ai_section_label.add_theme_font_size_override("font_size", FONT_SIZE - 2)
ai_section_label.add_theme_color_override("font_color", TITLE_COLOR)
_container.add_child(ai_section_label)
# #646: Detect hardware and set status
var ram_result := HardwareDetector.check_ram()
var tpt_cache: Variant = HardwareDetector.read_benchmark_cache()
var ram_class: String = ram_result["classification"]
var tpt_class: String = "green"
var tpt_tps: float = 0.0
if tpt_cache != null:
tpt_class = tpt_cache["classification"]
tpt_tps = tpt_cache["tps"]
# Composite status: RAM fail overrides TPT; RAM marginal keeps its own category
var hw_status: String
if ram_class == "fail":
hw_status = "fail"
elif ram_class == "marginal":
hw_status = "marginal"
else:
# RAM passes — status follows TPT if benchmarked, else "pass"
hw_status = "pass" if tpt_cache == null else tpt_class
set_ai_dialogue_hardware_status(hw_status)
# D-138 §8 Layer 3: reflect current battery-suspension state from HardwareDetector.
_ai_inference_suspended = HardwareDetector.inference_suspended
var ai_hbox := HBoxContainer.new()
ai_hbox.custom_minimum_size = Vector2(0, ROW_HEIGHT)
_container.add_child(ai_hbox)
var ai_label := Label.new()
ai_label.text = get_ai_dialogue_label_text()
ai_label.custom_minimum_size = Vector2(200, 0)
ai_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
ai_label.add_theme_font_size_override("font_size", FONT_SIZE)
ai_label.add_theme_color_override("font_color", TEXT_COLOR)
ai_hbox.add_child(ai_label)
# Status dot — colored square indicating hardware classification
var status_dot := ColorRect.new()
status_dot.custom_minimum_size = Vector2(10, 10)
status_dot.size_flags_vertical = Control.SIZE_SHRINK_CENTER
match _ai_hw_status:
"pass", "green":
status_dot.color = STATUS_GREEN
"marginal", "yellow":
status_dot.color = STATUS_YELLOW
_: # "red", "fail"
status_dot.color = STATUS_RED
ai_hbox.add_child(status_dot)
var dot_spacer := Control.new()
dot_spacer.custom_minimum_size = Vector2(8, 0)
ai_hbox.add_child(dot_spacer)
_ai_check_node = CheckButton.new()
_ai_check_node.button_pressed = GameState.ai_enhanced_dialogue_enabled
_ai_check_node.disabled = (_ai_hw_status == "fail")
ai_hbox.add_child(_ai_check_node)
# Status message label — only shown when non-empty
var status_msg: String = HardwareDetector.status_message(
ram_class, tpt_class, ram_result["free_mb"], tpt_tps)
var ai_status_label := Label.new()
ai_status_label.text = status_msg
ai_status_label.add_theme_font_size_override("font_size", FONT_SIZE_SMALL)
ai_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
ai_status_label.custom_minimum_size = Vector2(BOX_WIDTH - PADDING * 2, 0)
match _ai_hw_status:
"marginal", "yellow":
ai_status_label.add_theme_color_override("font_color", STATUS_YELLOW)
"red", "fail":
ai_status_label.add_theme_color_override("font_color", STATUS_RED)
_:
ai_status_label.add_theme_color_override("font_color", TEXT_COLOR)
ai_status_label.visible = not status_msg.is_empty()
_container.add_child(ai_status_label)
# Battery warning label — visible when on battery power; toggle stays enabled per D-138.
_ai_battery_warning_label = Label.new()
_ai_battery_warning_label.text = UIStrings.get_text("settings.ai_battery_warning")
_ai_battery_warning_label.add_theme_font_size_override("font_size", FONT_SIZE_SMALL)
_ai_battery_warning_label.add_theme_color_override("font_color", STATUS_YELLOW)
_ai_battery_warning_label.visible = _ai_inference_suspended
_container.add_child(_ai_battery_warning_label)
_ai_check_node.toggled.connect(func(enabled: bool) -> void:
GameState.ai_enhanced_dialogue_enabled = enabled
_save_ai_pref(enabled)
if SimBridge.state == SimBridge.ConnectionState.CONNECTED:
SimBridge.send_input({
"action": InputMapper.Action.CHANGE_SETTINGS,
"action_data": {"ai_enhanced_dialogue": enabled},
"timestamp_msec": Time.get_ticks_msec(),
})
ai_dialogue_toggled.emit(enabled)
)
# Spacer
var spacer := Control.new()
spacer.custom_minimum_size = Vector2(0, 8)
@@ -163,6 +284,64 @@ func _destroy_ui() -> void:
if _container:
_container.queue_free()
_container = null
_ai_check_node = null # freed with _container
_ai_battery_warning_label = null
# -- #646: AI Dialogue testable API -------------------------------------------
## Returns the canonical label text for the AI-Enhanced Dialogue toggle (D-138).
## Reads from UIStrings yaml (settings.ai_dialogue_toggle) for localization support.
func get_ai_dialogue_label_text() -> String:
return UIStrings.get_text("settings.ai_dialogue_toggle")
## Set the hardware detection status — drives toggle enabled/disabled state.
## Accepts: "pass" | "marginal" | "fail" (RAM) or "green" | "yellow" | "red" (TPT).
## Only "fail" (insufficient RAM) disables the toggle. All others leave it enabled —
## D-138: no hard minimum spec floor; player can always override recommendations.
func set_ai_dialogue_hardware_status(status: String) -> void:
_ai_hw_status = status
if _ai_check_node != null:
_ai_check_node.disabled = (status == "fail")
## Returns true if the AI-Enhanced Dialogue toggle is currently enabled (not greyed out).
## Only disabled by RAM "fail" — battery suspension shows a warning but never greys the toggle.
func is_ai_dialogue_toggle_enabled() -> bool:
return _ai_hw_status != "fail"
## Returns true if AI inference is currently auto-suspended due to battery power (D-138 §8 Layer 3).
## Set by set_ai_inference_suspended() when HardwareDetector detects battery profile.
func is_ai_inference_suspended() -> bool:
return _ai_inference_suspended
## Returns true if the battery warning label is currently visible.
func get_battery_warning_visible() -> bool:
if _ai_battery_warning_label == null:
return false
return _ai_battery_warning_label.visible
## Update battery suspension display state.
## Shows/hides the battery warning label; toggle stays enabled — player autonomy wins (D-138).
## Called when PlatformInfo.power_profile_changed fires (via main.gd or HardwareDetector).
## Tests can inject suspended=true to verify the warning label appears.
func set_ai_inference_suspended(suspended: bool) -> void:
_ai_inference_suspended = suspended
if _ai_battery_warning_label != null:
_ai_battery_warning_label.visible = suspended
## Persist the AI Dialogue enabled state to the local prefs file.
## Uses the same settings.cfg as DebugConsole — different section ("ai_dialogue").
func _save_ai_pref(enabled: bool) -> void:
var cfg := ConfigFile.new()
cfg.load(SETTINGS_CFG_PATH)
cfg.set_value("ai_dialogue", "enabled", enabled)
cfg.save(SETTINGS_CFG_PATH)
func _draw() -> void:
@@ -186,7 +365,7 @@ func _draw() -> void:
var font := ThemeDB.fallback_font
draw_string(font,
box_pos + Vector2(PADDING, PADDING + 18),
"AUDIO SETTINGS",
"SETTINGS",
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 2, TITLE_COLOR)
@@ -1,184 +0,0 @@
# Kael Davan — THE FRIEND (Smuggler)
# Dialogue at Maintenance Corridors (Restricted Access)
# Ticket: #297 | Sprint: 5 | Tier 1 FRIEND NPC
# Voice: direct, practical, short sentences, first names, warm to trusted people
# Context: restricted maintenance corridors. High-stakes, operational, no warmth.
# This is where the contradiction surfaces (Phase 3-4 of the FRIEND arc).
location: maintenance-corridors
role: dock-worker
lines:
# ========================================
# RING OPERATIONS — corridor handoffs
# ========================================
- id: kael-davan_d_001
text: "Package is in the junction locker. Renn picks it up in ten."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo]
tags: [kael, ring-ops, renn, operational]
- id: kael-davan_d_002
text: "B-7 is clear. Camera cycles in forty seconds — move fast."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, danger]
tags: [kael, ring-ops, operational]
knowledge_grant:
fact_id: investigation.surveillance_gaps
confidence: knows_details
- id: kael-davan_d_003
text: "Chalk marks are fresh. Renn came through already. We're on schedule."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [cargo]
tags: [kael, ring-ops, renn, operational]
- id: kael-davan_d_004
text: "Don't use the C-section hatch tonight. Maintenance crew's working late."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [frustrated]
topic: [danger, cargo]
tags: [kael, ring-ops, operational, caution]
# ========================================
# CAUGHT — contradiction scene (Phase 3-4)
# When the smuggler finds Kael with the unknown contact
# ========================================
- id: kael-davan_d_005
text: "What are you — wait. How long have you been standing there?"
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [danger]
tags: [kael, contradiction, phase-3]
- id: kael-davan_d_006
text: "That was nobody. Maintenance contact. It's handled."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [routine]
tags: [kael, deflection, lying, phase-4]
- id: kael-davan_d_007
text: "I don't have to explain every conversation I have. Drop it."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [trust]
tags: [kael, deflection, hostile-path, phase-4]
# ========================================
# SECRET — corridor confessions
# ========================================
- id: kael-davan_d_008
text: "I'm trying to get out. That's all. I just want out."
role: dock-worker
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, confession, phase-5]
- id: kael-davan_d_009
text: "Nils will kill me if he finds out. You know that. You know him."
role: dock-worker
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [anxious]
topic: [danger, trust]
tags: [kael, confession, nils, phase-5]
- id: kael-davan_d_010
text: "I found someone who can get me new papers. Off-station. Clean break."
role: dock-worker
access: [insider]
trust: secret
situation: [alone]
mood: [anxious]
topic: [personal]
tags: [kael, confession, phase-5]
knowledge_grant:
fact_id: knowledge.kael_exit_plan
confidence: knows_details
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# Context: restricted maintenance corridors. Any stranger here is immediately
# suspicious. Even trusted contacts get terse, operational greetings.
# ========================================
# first_meeting: InteractionMemory.count == 0. Any stranger in restricted corridors is a problem.
- id: kael-davan_d_011
text: "This is a restricted section. Who authorized you back here?"
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [focused]
topic: [danger, routine]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting in restricted corridors. Immediate challenge. Any stranger back here is suspicious regardless of intent."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: kael-davan_d_012
text: "You're on time. Clear all the way to the junction."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [content]
topic: [cargo, colleague]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established, operational. All business. Kael treats a trusted repeat visitor as crew — no pleasantries, just the essential handoff information."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: kael-davan_d_013
text: "You keep showing up back here. You have clearance for this section?"
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [suspicious]
topic: [danger, routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure in restricted section. Professionally defensive. Kael challenges them but can't bar entry if they have clearance."
# post-confrontation: confrontation logged. Kael is cornered on his own operational ground.
- id: kael-davan_d_014
text: "You followed me here."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [hostile, suspicious]
topic: [danger, trust]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation, restricted corridors. Accusatory, not a question. Kael feels cornered. This is where the contradiction lives."
@@ -1,379 +0,0 @@
# Dialogue: ring-operative at Maintenance Corridors
# NPC: Generic ring operative (Tier 3 template — members without individual profiles)
# Voice: two registers. Surface: maintenance worker, brief, task-focused. Real: coded, precise, never explicit.
# The crucial thing: both registers sound identical to a casual listener.
# Ring-aware: full ring membership. Knows the route, the window, the players.
# Ring code vocabulary (from Sova texture appendix):
# "running maintenance" = cover for ring operation
# "the usual pickup" = ring cargo handoff
# "cans are ready" = containers cleared for movement
# "manifest is clean" = paperwork cover confirmed
# "Drin was asking" = warning, inspection proximity
# "dead air" = Meridian surveillance gaps
# "the gap" = maintenance corridors, the route itself
# Ticket: #192 | Sprint: 12
location: maintenance-corridors
role: ring-operative
lines:
# ==========================================
# SURFACE COVER — sounds like maintenance work
# ==========================================
- id: ring-operative_d_001
text: "Running maintenance on the B-7 conduit. Could be a while."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, b7]
dual_lens:
smuggler: "Cover phrase. He's not doing maintenance."
detective: "Maintenance worker. Conduit repair. Routine."
notes: "'Running maintenance' is the canonical ring cover phrase."
- id: ring-operative_d_002
text: "Bay four access from here is faster than going around. If you're in a hurry."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, bay-four, spatial]
dual_lens:
smuggler: "He's telling me the route is faster. This is spatial information, not just courtesy."
detective: "Ring operative casually establishes corridor-to-bay-four spatial relationship. Note it."
- id: ring-operative_d_003
text: "Quiet in here tonight. Good working conditions."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, ambient]
dual_lens:
smuggler: "Dead air confirmed. Meridian's not picking this up."
detective: "Routine corridor comment."
- id: ring-operative_d_004
text: "Pael was through here earlier. Seal replacement on the ventilation unit."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [ring-operative, surface-cover, pael, corridor-traffic]
dual_lens:
smuggler: "Pael was through. Legitimate. Corridor's been active — that means traffic covers us."
detective: "References Pael's B-7 presence without suspicion. Maintenance workers know each other's routes."
- id: ring-operative_d_005
text: "C-4 access is at the far end. About three minutes from here."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, c4, spatial]
dual_lens:
smuggler: "He's giving me the timing. Three minutes to C-4 from this point."
detective: "Operative establishes C-4 proximity to maintenance corridor. That's the link."
knowledge_grant:
fact_id: location.smuggling_route
confidence: suspects
# ==========================================
# OPERATIONAL COORDINATION — insider/real only
# ==========================================
- id: ring-operative_d_006
text: "Cans are ready. Bay four, per the schedule."
role: ring-operative
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, cans-ready]
dual_lens:
smuggler: "Containers cleared. Bay four. We're on."
detective: "Never hears this line."
- id: ring-operative_d_007
text: "Manifest is clean. Window opens in eighteen minutes."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, manifest-clean, window]
dual_lens:
smuggler: "Paperwork's set. Eighteen minutes. That's earlier than planned — adjust."
detective: "Never hears this line."
- id: ring-operative_d_008
text: "Usual pickup. Route's the same."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition, routine]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, usual-pickup]
dual_lens:
smuggler: "Same route, same handoff. No variations."
detective: "Never hears this line."
- id: ring-operative_d_009
text: "The gap's clear. Scan's done at 14:20. Next window's yours."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, scan-gap, surveillance]
dual_lens:
smuggler: "14:20 scan, then the window opens. Twenty-five minutes clear."
detective: "Never hears this line."
knowledge_grant:
fact_id: investigation.surveillance_gaps
confidence: knows_details
- id: ring-operative_d_010
text: "Drin was asking about B-7. Twice today."
role: ring-operative
access: [insider]
trust: real
situation: [routine, confrontation]
topic: [danger, colleague]
mood: [frustrated]
tags: [ring-operative, ring-ops, coded, drin-asking, warning]
dual_lens:
smuggler: "Drin's circling B-7. That's a warning. Push the pickup or hold it."
detective: "Never hears this line."
knowledge_grant:
fact_id: investigation.drin_inspection_pattern
confidence: suspects
- id: ring-operative_d_011
text: "Dead air through here to the C-4 junction. No coverage."
role: ring-operative
access: [insider]
trust: real
situation: [routine]
topic: [routine]
mood: [focused]
tags: [ring-operative, ring-ops, coded, dead-air, surveillance]
dual_lens:
smuggler: "Full confirmation. Meridian doesn't reach this section."
detective: "Never hears this line."
knowledge_grant:
fact_id: investigation.surveillance_gaps
confidence: knows_details
- id: ring-operative_d_012
text: "Voss confirmed the hold clears at 1400. He'll run the bay himself."
role: ring-operative
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [ring-operative, ring-ops, voss, bay-four, clearance]
dual_lens:
smuggler: "Voss is personally running bay four at 1400. That's the signal the window is clear."
detective: "Never hears this line."
- id: ring-operative_d_013
text: "Kael's on dock. He knows."
role: ring-operative
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [colleague, routine]
mood: [focused]
tags: [ring-operative, ring-ops, kael, coordination]
dual_lens:
smuggler: "Kael's in position. Ring is coordinated."
detective: "Never hears this line."
# ==========================================
# PRESSURE / WARNING SIGNALS
# ==========================================
- id: ring-operative_d_014
text: "Commission eyes on the terminal floor. Not here yet."
role: ring-operative
access: [insider]
trust: real
situation: [confrontation, investigation]
topic: [danger, institution]
mood: [frustrated]
tags: [ring-operative, ring-ops, commission, warning]
dual_lens:
smuggler: "Detective is visible on the main floor. Corridors are still clear."
detective: "Never hears this line."
- id: ring-operative_d_015
text: "Hold the run. Drin's in the corridor section."
role: ring-operative
access: [insider]
trust: real
situation: [confrontation]
topic: [danger]
mood: [frustrated]
tags: [ring-operative, ring-ops, drin, abort-signal]
dual_lens:
smuggler: "Stop. Drin's in position. The window's closed."
detective: "Never hears this line."
- id: ring-operative_d_016
text: "Maret filed again. Voss has it. Don't move anything tonight."
role: ring-operative
access: [insider]
trust: real
situation: [confrontation, routine]
topic: [danger, institution]
mood: [frustrated]
tags: [ring-operative, ring-ops, maret, voss, caution]
dual_lens:
smuggler: "Maret flagged something. Voss is managing it. Stand down tonight."
detective: "Never hears this line."
- id: ring-operative_d_017
text: "We're clean. Same time tomorrow."
role: ring-operative
access: [insider]
trust: real
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [ring-operative, ring-ops, run-complete, closing]
dual_lens:
smuggler: "Run's done. No issues. Tomorrow."
detective: "Never hears this line."
# ==========================================
# IF DETECTIVE SOMEHOW ENTERS — surface only
# ==========================================
- id: ring-operative_d_018
text: "Restricted access back here. Service personnel only."
role: ring-operative
access: [authority, public]
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [suspicious]
tags: [ring-operative, detective-path, access-denial]
- id: ring-operative_d_019
text: "I'm running maintenance. If there's a Commission access request, file it through Voss."
role: ring-operative
access: [authority]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [suspicious]
tags: [ring-operative, detective-path, voss-redirect]
dual_lens:
smuggler: "Never encounters this."
detective: "Operative redirects to Voss. Everyone redirects to Voss. That's structural, not coincidence."
- id: ring-operative_d_020
text: "Nothing unusual back here. Conduit work. Same every cycle."
role: ring-operative
access: [authority, public]
trust: surface
situation: [investigation]
topic: [routine]
mood: [suspicious]
tags: [ring-operative, detective-path, deflection]
# ==========================================
# GENERATION PASS — surface cover variants
# Surface-only: covers routine corridor presence without operational tells.
# ==========================================
- id: ring-operative_d_021
text: "Power relay's been cycling weird. I'm watching it."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
- id: ring-operative_d_022
text: "Pael was supposed to handle B-7. He didn't show."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [ring-operative, surface-cover, pael, generation-pass]
- id: ring-operative_d_023
text: "Watch the floor here. Drain panel's been loose three cycles."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
- id: ring-operative_d_024
text: "Airflow's better down the B-section. C-section's got the recycler issue."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, spatial, generation-pass]
- id: ring-operative_d_025
text: "You want the service bay, it's left at the junction. Don't go right — that's the restricted access."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, navigation, generation-pass]
dual_lens:
smuggler: "He's directing people away from the route. Social traffic management."
detective: "Operative redirects me away from C-4 access junction instinctively."
- id: ring-operative_d_026
text: "Long shift. These corridors look the same after a while."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [frustrated]
tags: [ring-operative, surface-cover, generation-pass]
- id: ring-operative_d_027
text: "Scan's clear. I checked it an hour ago."
role: ring-operative
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [ring-operative, surface-cover, generation-pass]
@@ -1,77 +0,0 @@
# Dialogue: transit-worker at Maintenance Corridors
# NPC: Tev Osel (Tier 3, NOBODY/CIVILIAN)
# Voice: patient, mildly distracted, confused why anyone is asking him anything.
# KEY LINE: transit-worker_d_001 — sounds like surveillance positioning inquiry
# Actually: Tev missed Kosse at the corridor junction and is looking for them
# Ticket: #307 | Sprint: 12
location: maintenance-corridors
role: transit-worker
lines:
# ==========================================
# "SEEMS IMPORTANT BUT ISN'T" LINE
# Sounds like Tev is checking who came through a surveillance point.
# Actually: Tev missed his partner at the regular meeting spot.
# ==========================================
- id: transit-worker_d_001
text: "You see which way Kosse went? Should've been through here twenty minutes ago."
role: transit-worker
access: [public]
trust: surface
situation: [routine, observation]
topic: [colleague, personal]
mood: [content]
tags: [tev, seems-important-but-isnt, waiting, kosse]
dual_lens:
smuggler: "Someone asking who came through the corridor. Tev. Harmless — checking for a partner."
detective: "NPC at corridor junction, tracking who passed through. Possible lookout. Follow up: who is Kosse?"
notes: >
THE key flat NPC line for Tev. Sounds like Tev monitors corridor traffic
for operational reasons. Is someone who missed a meeting time with their
partner. The detective's suspicion is reasonable; it resolves to nothing.
# ==========================================
# ROUTINE LINES
# ==========================================
- id: transit-worker_d_002
text: "They shifted the freight route again. Always forget which junction."
role: transit-worker
access: [public]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [tev, atmospheric]
- id: transit-worker_d_003
text: "Just on break. Out of your way in a minute."
role: transit-worker
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [tev, incidental]
- id: transit-worker_d_004
text: "Late freight route runs long. Can't do anything about it."
role: transit-worker
access: [public]
trust: surface
situation: [routine, night_shift]
topic: [routine, cargo]
mood: [content]
tags: [tev, atmospheric]
- id: transit-worker_d_005
text: "Waiting for someone. Shouldn't be long."
role: transit-worker
access: [public]
trust: surface
situation: [routine, observation]
topic: [personal]
mood: [content]
tags: [tev, waiting]
@@ -1,382 +0,0 @@
# Dialogue: bar-owner at The Last Shift
# NPC: Lera Sessik (Tier 2, ANCHOR/OPERATOR)
# Voice: direct, dry. Runs her bar like a territory. Not political — protective.
# Ring-aware: knows it exists in her bar. Doesn't ask. Doesn't interfere. Not complicit.
# Torek arrangement: she gives him a tab specifically — Commission visibility is useful.
# Ticket: #191 | Sprint: 12
location: the-last-shift
role: bar-owner
lines:
# ==========================================
# GREETINGS — territorial welcome
# ==========================================
- id: bar-owner_d_001
text: "Usual?"
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, economy-of-words]
- id: bar-owner_d_002
text: "Long shift?"
role: bar-owner
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting]
- id: bar-owner_d_003
text: "Bar's clean, drink's cold. That's the deal."
role: bar-owner
access: [public]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, house-rules]
- id: bar-owner_d_004
text: "Sess'll get you. I've got something in the back."
role: bar-owner
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [lera, greeting, redirection]
# ==========================================
# BAR MANAGEMENT — house rules, operations
# ==========================================
- id: bar-owner_d_005
text: "Fights go outside. First and last warning."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [confrontation, routine]
topic: [routine]
mood: [content]
tags: [lera, house-rules, authority]
- id: bar-owner_d_006
text: "Tab closes at end of cycle. Not at end of your memory."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [lera, tab, house-rules]
- id: bar-owner_d_007
text: "Torek's running a tab. That's fine. Don't ask me why."
role: bar-owner
access: [peer]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [lera, torek, tab-arrangement]
dual_lens:
smuggler: "Lera chose to give Torek credit. Commission man. She's keeping him visible and comfortable. Smart."
detective: "Bar owner specifically maintains a tab for a Commission officer. Useful relationship or leverage?"
notes: "Lera's Torek arrangement: she keeps him comfortable because knowing where the Commission officer is drinking is better than not knowing."
- id: bar-owner_d_008
text: "Lattice stays off at the bar. Sign's on the wall."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [lera, lattice-free, house-rules]
notes: "Not legally enforceable — Lera knows this. It's about atmosphere, not compliance."
- id: bar-owner_d_009
text: "Grain spirit's back. Limited run. Don't make it last two nights."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [lera, drinks, community]
# ==========================================
# PEOPLE — Lera knows everyone
# ==========================================
- id: bar-owner_d_010
text: "Kael's in the back. If you're looking."
role: bar-owner
access: [peer, insider]
trust: surface
situation: [arrival, routine]
topic: [colleague, routine]
mood: [content]
tags: [lera, kael, spatial-information]
dual_lens:
smuggler: "Good. She keeps track. That's what she does."
detective: "Lera knows where Kael Davan is without being asked. She tracks her regulars."
- id: bar-owner_d_011
text: "Naia's been in early the last few nights. Doesn't say much."
role: bar-owner
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, naia, observation]
dual_lens:
smuggler: "Lera noticed Naia's off. She notices everything. She's saying it because she wants someone to do something."
detective: "Bar owner volunteers behavioral change in Naia Tamm. Lera observes her regulars carefully."
- id: bar-owner_d_012
text: "Ren? Been here two months. Quiet, pays their tab. That's all I can tell you."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, ren, drifter]
dual_lens:
smuggler: "That's Lera's version of a clean assessment. She'd say more if she suspected something."
detective: "Lera's read on Ren: quiet, no trouble. If Lera's not worried, the baseline is probably accurate."
- id: bar-owner_d_013
text: "Tev? Good worker. Three years. Minds their own."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, tev, endorsement]
dual_lens:
smuggler: "Lera vouching for Tev. She doesn't do that for people she doesn't trust."
detective: "Lera's read on Tev is straightforward. 'Minds their own' from Lera means she's tested it."
# ==========================================
# RING-ADJACENT — Lera's knowledge edge
# ==========================================
- id: bar-owner_d_014
text: "Whatever's happening in the back corner isn't my business. Don't make it my business."
role: bar-owner
access: [insider]
trust: real
situation: [confrontation, alone]
topic: [danger, routine]
mood: [focused]
tags: [lera, ring-ops, willful-ignorance]
dual_lens:
smuggler: "She knows. She's drawing her line. That's the deal."
detective: "Never hears this line."
notes: "Lera's arrangement: she doesn't ask, she doesn't see, and she keeps things stable. Pragmatic, not complicit."
- id: bar-owner_d_015
text: "Kael's got my number. He's been a regular long enough that that means something."
role: bar-owner
access: [peer]
trust: real
situation: [routine]
topic: [colleague]
mood: [content]
tags: [lera, kael, loyalty]
dual_lens:
smuggler: "Lera's loyal to Kael. Not to the ring. There's a difference and it matters."
detective: "Lera's personal loyalty to Kael Davan is explicit. She'll protect him over process."
# ==========================================
# DETECTIVE ENCOUNTER — neutral, unwelcoming
# ==========================================
- id: bar-owner_d_016
text: "Commission's welcome. Like everyone else. Bar rules apply."
role: bar-owner
access: [authority, public]
trust: surface
situation: [arrival, investigation]
topic: [institution, routine]
mood: [content]
tags: [lera, detective-path, neutral-welcome]
- id: bar-owner_d_017
text: "If someone in my bar has something to say to Commission, they'll say it. I don't push that."
role: bar-owner
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [content]
tags: [lera, detective-path, institutional-independence]
- id: bar-owner_d_018
text: "I've run this bar eighteen years without a Commission complaint. I'd like to keep it that way."
role: bar-owner
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [suspicious]
tags: [lera, detective-path, authority-assertion]
- id: bar-owner_d_019
text: "I see a lot. I don't always remember all of it."
role: bar-owner
access: [authority]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [content]
tags: [lera, detective-path, careful-language]
dual_lens:
smuggler: "Never encounters this line."
detective: "Lera is very deliberately declining to volunteer what she knows. That's not ignorance — that's a position."
# ==========================================
# ELEVATED TRUST — what Lera actually says
# ==========================================
- id: bar-owner_d_020
text: "Naia's been asking questions I can't answer. Someone should."
role: bar-owner
access: [peer, insider]
trust: real
situation: [routine, alone]
topic: [colleague, danger]
mood: [frustrated]
tags: [lera, naia, threshold-line]
dual_lens:
smuggler: "Lera's telling me to do something about Naia. She's right."
detective: "Lera is flagging Naia Tamm as someone who's looking for answers. That's a conversation I need to have."
# ==========================================
# SIGN-OFF / CLOSING TIME
# ==========================================
- id: bar-owner_d_021
text: "Last call. Finish up."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [lera, closing]
- id: bar-owner_d_022
text: "Bar's closed. Come back next cycle."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [lera, closing]
- id: bar-owner_d_023
text: "Good night. Stay out of trouble."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [lera, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: bar-owner_d_024
text: "You look tired. Sit."
role: bar-owner
access: [peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, generation-pass]
- id: bar-owner_d_025
text: "Same as yesterday?"
role: bar-owner
access: [peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, generation-pass]
- id: bar-owner_d_026
text: "New face. Bar rules are on the wall."
role: bar-owner
access: [public]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, greeting, newcomer, generation-pass]
- id: bar-owner_d_027
text: "No trouble tonight. I mean it."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [lera, house-rules, generation-pass]
- id: bar-owner_d_028
text: "Sess'll get you settled. I'm in the back."
role: bar-owner
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [lera, redirect, generation-pass]
- id: bar-owner_d_029
text: "We close at 2300. Don't make me say it twice."
role: bar-owner
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [lera, house-rules, generation-pass]
- id: bar-owner_d_030
text: "Good crowd tonight. Quiet enough."
role: bar-owner
access: [peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [lera, ambient, generation-pass]
- id: bar-owner_d_031
text: "Bar's yours. I've got accounts."
role: bar-owner
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [lera, ambient, generation-pass]
@@ -1,360 +0,0 @@
# Dialogue: bar-regular at The Last Shift
# NPC: Generic regular (Tier 3 template role — transit district workers, post-shift)
# Voice: off-duty, community-minded. Complains, gossips, opinionates. Belongs here.
# Ring-aware: varies. Most know something's off at the terminal. None know specifics.
# Ticket: #191 | Sprint: 12
location: the-last-shift
role: bar-regular
lines:
# ==========================================
# GREETINGS — familiar, community register
# ==========================================
- id: bar-regular_d_001
text: "Long one today?"
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting]
- id: bar-regular_d_002
text: "You're in early. Good shift or bad shift?"
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting]
- id: bar-regular_d_003
text: "Grain spirit's back. I already had two. Don't judge."
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting, drinks]
# ==========================================
# TERMINAL FLOOR — off-duty opinions
# ==========================================
- id: bar-regular_d_004
text: "Push today. Bay six was backed up until 2000. Voss wasn't happy."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [bar-regular, terminal, voss]
- id: bar-regular_d_005
text: "Maret flagged another one. Nobody knows what Voss does with them."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, cargo]
mood: [suspicious]
tags: [bar-regular, maret, voss, discrepancy]
dual_lens:
smuggler: "They're talking about Maret's flags as general knowledge. That's a wider problem than I thought."
detective: "Maret's pattern is common knowledge on the floor. Multiple witnesses, informal. That can be confirmed."
- id: bar-regular_d_006
text: "Bay four's been held all week. Three cycles. Nobody's said what's in it."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [suspicious]
tags: [bar-regular, bay-four, observation]
dual_lens:
smuggler: "They've noticed bay four. It's becoming visible. Not good."
detective: "Bay four hold is common knowledge at worker level. That means it predates any routine explanation."
- id: bar-regular_d_007
text: "Transition window's the worst part of the job. Twenty minutes to hand off and nothing ever lines up."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, transition-window, complaint]
dual_lens:
smuggler: "The window is their biggest frustration. And their biggest frustration is the ring's biggest asset."
detective: "Workers discuss the transition window as a systematic failure. The gap is known."
- id: bar-regular_d_008
text: "Commission audit's coming cycle fifteen. Everyone's running around double-checking everything."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [suspicious]
tags: [bar-regular, commission, audit]
dual_lens:
smuggler: "Cycle fifteen. That's the deadline. Get clean before then."
detective: "Workers are responding to the audit announcement. Behavioral change in the workforce. Note who isn't anxious."
- id: bar-regular_d_009
text: "Voss has been on the floor more than usual this cycle. Watching everything."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [institution, colleague]
mood: [suspicious]
tags: [bar-regular, voss, observation]
dual_lens:
smuggler: "Voss is visible more. Is that heat from above, or is he managing something on the floor?"
detective: "Voss behavioral change: increased floor presence. Defensive positioning or active oversight?"
# ==========================================
# COMMUNITY — the full life of this district
# ==========================================
- id: bar-regular_d_010
text: "Drifters lost again. Four-nil this time. I'm done watching until they rebuild."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, sports, drifters]
- id: bar-regular_d_011
text: "Ventilation's still the same in Sector 3. Seven years of 'under discussion.' I've stopped expecting anything."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [bar-regular, infrastructure, grievance]
- id: bar-regular_d_012
text: "You see the missing person notice on the board? Vessels Tamm. I don't know a Vessels Tamm."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [personal, routine]
mood: [content]
tags: [bar-regular, vessels-tamm, notice]
dual_lens:
smuggler: "Vessels Tamm. Naia's surname is Tamm. Don't chase it — but don't ignore it either."
detective: "Vessels Tamm notice is circulating casually. People haven't connected it to Naia Tamm yet."
- id: bar-regular_d_013
text: "Re-em clinic's backed up four cycles for non-urgent. Main station if it's serious, apparently."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [personal, routine]
mood: [content]
tags: [bar-regular, clinic, community]
- id: bar-regular_d_014
text: "Lattice upgrades are up eighteen percent this cycle. That's more than my raise."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, personal]
mood: [content]
tags: [bar-regular, lattice, economy]
dual_lens:
smuggler: "That's why the waiting list keeps growing. They're providing a service."
detective: "Economic grievance expressed casually. Price pressure is general knowledge. Confirms motive context."
- id: bar-regular_d_015
text: "Workers' Association is pushing the handoff protocol again. Voss won't budge."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, personal]
mood: [suspicious]
tags: [bar-regular, workers-association, voss, transition-window]
dual_lens:
smuggler: "Voss is defending the twenty-minute window against Association pressure. He's protecting the gap."
detective: "Voss is actively resisting worker-led protocol improvement. Institutional reason for the gap isn't mechanical."
# ==========================================
# DETECTIVE ENCOUNTER — community wariness
# ==========================================
- id: bar-regular_d_016
text: "You new? Haven't seen you before."
role: bar-regular
access: [public]
trust: surface
situation: [arrival, investigation]
topic: [routine]
mood: [suspicious]
tags: [bar-regular, detective-path, recognition]
- id: bar-regular_d_017
text: "Commission? I just drink here. Whatever you're after, I probably can't help."
role: bar-regular
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [suspicious]
tags: [bar-regular, detective-path, deflection]
- id: bar-regular_d_018
text: "Ask Lera. She knows what happens in this bar better than anyone."
role: bar-regular
access: [authority, public]
trust: surface
situation: [investigation]
topic: [routine]
mood: [suspicious]
tags: [bar-regular, detective-path, lera-redirect]
# ==========================================
# SIGN-OFF
# ==========================================
- id: bar-regular_d_019
text: "Another cycle done. Same tomorrow."
role: bar-regular
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [bar-regular, closing]
- id: bar-regular_d_020
text: "Safe home. Watch the corridors after 2200."
role: bar-regular
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [bar-regular, closing, community]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: bar-regular_d_021
text: "Pull up a chair. Floor's full otherwise."
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [bar-regular, greeting, generation-pass]
- id: bar-regular_d_022
text: "You're in late. Voss kept you?"
role: bar-regular
access: [peer]
trust: surface
situation: [arrival]
topic: [routine, institution]
mood: [content]
tags: [bar-regular, greeting, voss, generation-pass]
- id: bar-regular_d_023
text: "Just got off. Bay six all night. My back knows it."
role: bar-regular
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [frustrated]
tags: [bar-regular, greeting, generation-pass]
- id: bar-regular_d_024
text: "Drifters are playing Mirren next cycle. Home game. Might actually go."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, sports, community, generation-pass]
- id: bar-regular_d_025
text: "Sector 3 meeting went nowhere. Same as last time. Same as the time before that."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, personal]
mood: [content]
tags: [bar-regular, infrastructure, grievance, generation-pass]
- id: bar-regular_d_026
text: "New hire's asking questions on the floor again. Good. Someone should."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [content]
tags: [bar-regular, new-hire, community, generation-pass]
- id: bar-regular_d_027
text: "Span gate was loud today. Three cycles now. That's not normal."
role: bar-regular
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [suspicious]
tags: [bar-regular, infrastructure, generation-pass]
- id: bar-regular_d_028
text: "Kael's not in tonight. Unusual."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [bar-regular, kael, observation, generation-pass]
dual_lens:
smuggler: "Kael's absence is visible. Other people notice too."
detective: "Kael Davan's routine absence is noted socially. Behavioral change is general knowledge."
- id: bar-regular_d_029
text: "Lera keeps the grain spirit back until she's sure you're a regular. You must've made the grade."
role: bar-regular
access: [peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [bar-regular, lera, humor, generation-pass]
- id: bar-regular_d_030
text: "Good night. Don't let the Commission ruin your morning."
role: bar-regular
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine, institution]
mood: [content]
tags: [bar-regular, closing, generation-pass]
@@ -1,311 +0,0 @@
# Dialogue: bartender at The Last Shift
# NPC: Sess (Tier 3 template role — Lera's staff)
# Voice: practical, pleasant, socially adept. Passes information by reflex, not design.
# Ring-aware: none. Knows regulars, patterns, who drinks with whom.
# Ticket: #191 | Sprint: 12
location: the-last-shift
role: bartender
lines:
# ==========================================
# GREETINGS — service register
# ==========================================
- id: bartender_d_001
text: "What'll it be?"
role: bartender
access: [public, peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting]
- id: bartender_d_002
text: "Back early tonight. Long shift?"
role: bartender
access: [public, peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting, social]
- id: bartender_d_003
text: "Grain spirit's back. Lera's running it at cycle price for two more days."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [sess, greeting, drinks]
# ==========================================
# BAR OBSERVATIONS — social intelligence
# ==========================================
- id: bartender_d_004
text: "Kael's been in most nights this week. Quiet though. Not his usual."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, kael, observation]
dual_lens:
smuggler: "Sess noticed Kael's off. She's reading it as personal. She doesn't know what's underneath."
detective: "Bartender flagging behavioral change in Kael Davan. Consistent with other observations."
- id: bartender_d_005
text: "Torek tipped well again tonight. Always does. Nicer than you'd expect for Commission."
role: bartender
access: [peer, public]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [sess, torek, observation]
dual_lens:
smuggler: "Torek's making friends with the staff. Not good."
detective: "Bartender views Torek favorably. Torek is cultivating the service staff deliberately."
- id: bartender_d_006
text: "Naia was in earlier. Didn't stay. Left something on the table — looked like a note. Lera has it."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, naia, note, observation]
dual_lens:
smuggler: "Naia left something. Lera has it. Go to Lera."
detective: "Naia Tamm left written material at the bar. Lera is holding it. That's a material lead."
- id: bartender_d_007
text: "Ren? Yeah, they're always in the morning crowd. Don't say much. Good for the morning."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, ren, drifter]
- id: bartender_d_008
text: "Tev watches the door. Every shift. Lera likes it that way."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [content]
tags: [sess, tev, door, observation]
dual_lens:
smuggler: "Tev watches the door for Lera. Not for anyone else. That's the setup."
detective: "Tev's entrance-monitoring is confirmed as Lera's request. Not operational surveillance."
- id: bartender_d_009
text: "Sera was in earlier. She usually stays later. She left when Torek came in."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, institution]
mood: [content]
tags: [sess, sera, torek, observation]
dual_lens:
smuggler: "Commission in, Commission contact out. Makes sense."
detective: "Third data point. Sera leaves when Torek arrives. Bartender confirms the pattern."
# ==========================================
# SOCIAL / COMMUNITY
# ==========================================
- id: bartender_d_010
text: "Drifters lost again. Tev took it hard. Drank two too many."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, tev, sports, community]
- id: bartender_d_011
text: "Workers' Association meeting's Thursday. Half the regulars will be here Friday in a mood either way."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [sess, workers-association, community]
- id: bartender_d_012
text: "Quiet night. Good for everyone."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, ambient]
# ==========================================
# DETECTIVE ENCOUNTER — helpful, unfocused
# ==========================================
- id: bartender_d_013
text: "Commission comes in sometimes. Not usually this early in the cycle."
role: bartender
access: [authority, public]
trust: surface
situation: [arrival, investigation]
topic: [institution, routine]
mood: [content]
tags: [sess, detective-path, observation]
- id: bartender_d_014
text: "I know most of the regulars. Ask me anything. I probably know something."
role: bartender
access: [authority, public]
trust: surface
situation: [investigation, routine]
topic: [routine]
mood: [content]
tags: [sess, detective-path, open]
dual_lens:
smuggler: "Never encounters this line."
detective: "Bartender is cooperative. Useful — but she'll answer questions she doesn't know are questions."
- id: bartender_d_015
text: "Lera's the one who knows the real history of this place. I've only been here four cycles."
role: bartender
access: [authority, public]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [content]
tags: [sess, detective-path, lera-redirect]
# ==========================================
# SIGN-OFF
# ==========================================
- id: bartender_d_016
text: "Last round's on the board. After that, Lera calls it."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [sess, closing]
- id: bartender_d_017
text: "Good night. Safe walk."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [sess, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: bartender_d_018
text: "The usual? Or trying something different tonight?"
role: bartender
access: [peer, insider]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting, generation-pass]
- id: bartender_d_019
text: "Busy one tonight. Give me a second."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [sess, greeting, generation-pass]
- id: bartender_d_020
text: "Good shift or bad shift? Your face says one thing, your order'll confirm it."
role: bartender
access: [peer]
trust: surface
situation: [arrival]
topic: [routine]
mood: [content]
tags: [sess, greeting, social, generation-pass]
- id: bartender_d_021
text: "Lera says the specials board is final. Don't ask me to substitute."
role: bartender
access: [public, peer]
trust: surface
situation: [routine, arrival]
topic: [routine]
mood: [content]
tags: [sess, lera, house-rules, generation-pass]
- id: bartender_d_022
text: "Torek's in his usual spot. Corner table. Second drink already."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [institution, colleague]
mood: [content]
tags: [sess, torek, observation, generation-pass]
- id: bartender_d_023
text: "Ren's been here since this morning. Still on the same drink."
role: bartender
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [sess, ren, observation, generation-pass]
- id: bartender_d_024
text: "Drifters game is on the Meridian relay tonight. If anyone's got a feed, that'll be the crowd."
role: bartender
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, sports, community, generation-pass]
- id: bartender_d_025
text: "Slow night for a change. Enjoy it."
role: bartender
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [sess, ambient, generation-pass]
- id: bartender_d_026
text: "Tab's cleared. Lera'll be pleased."
role: bartender
access: [peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [sess, closing, generation-pass]
@@ -1,90 +0,0 @@
# Dialogue: day-worker at The Last Shift
# NPC: Ren Tosse (Tier 3, NOBODY/CIVILIAN)
# Voice: casual-observant, asks questions without social friction. Just drifting.
# KEY LINE: day-worker_d_001 — sounds like intel gathering on night operations
# Actually: asking about after-hours freight work availability
# Ticket: #307 | Sprint: 12
location: the-last-shift
role: day-worker
lines:
# ==========================================
# "SEEMS IMPORTANT BUT ISN'T" LINE
# Sounds like Ren is casing night shift operations.
# Actually: asking if there's paid after-hours freight work available.
# ==========================================
- id: day-worker_d_001
text: "Night rotation still short-handed? Heard the after-hours freight pays decent."
role: day-worker
access: [public]
trust: surface
situation: [bar_evening, social]
topic: [money, cargo]
mood: [content]
tags: [ren, seems-important-but-isnt, job-seeking, night-shift]
dual_lens:
smuggler: "Someone asking about the night rotation. Probably nothing. Watch them anyway."
detective: "Interest in night shift freight operations. Drifter, irregular schedule. Logging."
notes: >
THE key flat NPC line for Ren. Sounds like Ren is interested in the
night operation window for operational reasons. Is standard day-worker
job-seeking: which shift has openings, which shift pays best.
# ==========================================
# ROUTINE LINES
# ==========================================
- id: day-worker_d_002
text: "Bay seven any better this cycle? The super was a problem last time."
role: day-worker
access: [public]
trust: surface
situation: [social, bar_evening]
topic: [routine, colleague]
mood: [content]
tags: [ren, job-seeking]
- id: day-worker_d_003
text: "Sova's decent. Station layout makes sense once you learn it."
role: day-worker
access: [public]
trust: surface
situation: [social, bar_evening]
topic: [routine]
mood: [content]
tags: [ren, atmospheric]
- id: day-worker_d_004
text: "Just passing through. Maybe not. Depends on the work."
role: day-worker
access: [public]
trust: surface
situation: [social]
topic: [personal, routine]
mood: [content]
tags: [ren, drifter]
- id: day-worker_d_005
text: "Cheap drink here's better than most stations I've stopped at."
role: day-worker
access: [public]
trust: surface
situation: [bar_evening, social]
topic: [personal]
mood: [content]
tags: [ren, atmospheric]
- id: day-worker_d_006
text: "Any idea when the manifest deadline runs? Trying to time when the work window opens."
role: day-worker
access: [public]
trust: surface
situation: [social, bar_evening]
topic: [cargo, routine]
mood: [content]
tags: [ren, seems-important-but-isnt, job-seeking]
notes: >
Second "seems important" line. Asking about manifest deadlines sounds
like operational intelligence. Is logistics scheduling for day work.
@@ -1,235 +0,0 @@
# Kael Davan — THE FRIEND (Smuggler)
# Dialogue at The Last Shift (District Bar)
# Ticket: #297 | Sprint: 5 | Tier 1 FRIEND NPC
# Voice: direct, practical, short sentences, first names, warm to trusted people
# Context: off-shift social space. Kael is looser here — still guarded, but warmer.
location: the-last-shift
role: dock-worker
lines:
# ========================================
# SOCIAL — off-shift casual
# ========================================
- id: kael-davan_d_015
text: "Saved you a seat. Lera's got the spiced rice tonight."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social, arrival]
mood: [warm]
topic: [personal, colleague]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_016
text: "First round's mine. Don't argue — you covered me last week."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [warm]
topic: [personal]
tags: [kael, social, phase-1]
- id: kael-davan_d_017
text: "Voss tried to dock my overtime again. Lera told him off. Wish I'd seen it."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [colleague, routine]
tags: [kael, humor, voss, lera]
- id: kael-davan_d_018
text: "Torek's holding court at the bar again. How does he afford to drink like that?"
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [colleague]
tags: [kael, observational, torek]
knowledge_grant:
fact_id: investigation.torek_spending_pattern
confidence: suspects
- id: kael-davan_d_019
text: "Quiet night. I like these ones. No drama, just people winding down."
role: dock-worker
access: [peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [personal]
tags: [kael, atmospheric]
- id: kael-davan_d_020
text: "Lera asked about my overtime schedule. Told her I'm trying to cut back."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [personal, routine]
tags: [kael, casual, lera]
# ========================================
# NAIA REFERENCES — personal, unprompted
# ========================================
- id: kael-davan_d_021
text: "Naia's meeting me here after her shift. Try not to embarrass me."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [warm]
topic: [personal]
tags: [kael, unprompted, naia-reference]
- id: kael-davan_d_022
text: "Naia wants to plan a trip. Off-station. Somewhere with actual sky. Sounds expensive."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [warm]
topic: [personal]
tags: [kael, unprompted, naia-reference]
- id: kael-davan_d_023
text: "She worries. I tell her it's just dock work. She doesn't buy it anymore."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability]
# ========================================
# RING OPS — bar context, trust-gated
# ========================================
- id: kael-davan_d_024
text: "Nils wants to talk. Tomorrow, bay side. Said it's about volume."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [frustrated]
topic: [danger]
tags: [kael, ring-ops, nils]
- id: kael-davan_d_025
text: "Keep it light tonight. Torek's listening and he doesn't know when to stop."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [frustrated]
topic: [danger, colleague]
tags: [kael, ring-ops, torek, caution]
- id: kael-davan_d_026
text: "Lera knows more than she lets on. She won't say anything — but don't test it."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social, alone]
mood: [frustrated]
topic: [colleague, danger]
tags: [kael, ring-ops, lera, caution]
knowledge_grant:
fact_id: knowledge.bar_ring_awareness
confidence: suspects
# ========================================
# POST-CONTRADICTION — at the bar, damaged trust
# ========================================
- id: kael-davan_d_027
text: "I saved your seat. ...Force of habit."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [bar_evening, social]
mood: [anxious]
topic: [personal]
tags: [kael, contaminated-trust, phase-5]
- id: kael-davan_d_028
text: "Naia keeps asking why I'm quiet. I told her work stress. Not wrong."
role: dock-worker
access: [insider]
trust: real
situation: [bar_evening, social]
mood: [anxious]
topic: [personal]
tags: [kael, contaminated-trust, naia-reference, phase-5]
- id: kael-davan_d_029
text: "We're good, right? You and me. We're still good."
role: dock-worker
access: [insider]
trust: surface
situation: [bar_evening, social]
mood: [anxious]
topic: [trust, personal]
tags: [kael, vulnerability, phase-5]
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# ========================================
# first_meeting: InteractionMemory.count == 0. RelationshipState: Unknown → Public access only.
- id: kael-davan_d_030
text: "Evening. Friend of someone's, or first time at Lera's?"
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [content]
topic: [personal]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting at the bar. Kael is curious about a stranger but not suspicious. Off-shift, looser than at the terminal."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: kael-davan_d_031
text: "You made it. I was starting to think something came up."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, colleague]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established, bar context. Warm, they were expected. Kael was watching for them."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: kael-davan_d_032
text: "Still in the district. Thought you'd be done by now."
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [suspicious]
topic: [routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure, bar context. Politely questioning their continued presence. The bar is supposed to be off-limits from work."
# post-confrontation: confrontation in InteractionMemory.notable_events. NPC mood shifted to suspicious/frustrated.
- id: kael-davan_d_033
text: "You came back."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [suspicious, frustrated]
topic: [personal, trust]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation, bar context. Flat, loaded. Not a welcome. Three words that replace a whole conversation they both don't want to have."
@@ -1,38 +0,0 @@
# PC-as-NPC: The Detective (NPC mode, seen by smuggler player)
# Dialogue at The Last Shift (District Bar)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: professional, measured, slightly less formal in social setting
# Context: public-tier only. The detective-NPC is off-duty, sitting with Sera.
# Slightly more human than at the hub, but still institutional.
location: the-last-shift
role: commission-liaison
lines:
- id: pc-detective_d_001
text: "Good evening. Off the clock, more or less. Enjoying the local hospitality."
role: commission-liaison
access: [public]
trust: surface
situation: [bar_evening, greeting]
mood: [content]
topic: [personal]
tags: [pc-detective, greeting, public-tier]
- id: pc-detective_d_002
text: "Ms. Venn recommended the ale. She was right. This district has its charms."
role: commission-liaison
access: [public]
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
tags: [pc-detective, social, public-tier, sera]
- id: pc-detective_d_003
text: "Just unwinding. The review can wait until morning. Have a good evening."
role: commission-liaison
access: [public]
trust: surface
situation: [bar_evening, confrontation]
topic: [routine]
tags: [pc-detective, deflection, public-tier]
@@ -1,39 +0,0 @@
# PC-as-NPC: The Smuggler (NPC mode, seen by detective player)
# Dialogue at The Last Shift (District Bar)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: casual, guarded, short sentences, contractions always
# Context: public-tier only. The smuggler-NPC is off-shift, drinking with Kael.
# More relaxed than at the hub, but still guarded around Commission.
location: the-last-shift
role: dock-worker
lines:
- id: pc-smuggler_d_001
text: "Evening. Just having a drink with friends. Can I help you?"
role: dock-worker
access: [public]
trust: surface
situation: [bar_evening, greeting]
mood: [content]
topic: [personal]
tags: [pc-smuggler, greeting, public-tier]
- id: pc-smuggler_d_002
text: "Lera's ale is the one good thing about a ten-hour shift. Don't let anyone tell you different."
role: dock-worker
access: [public]
trust: surface
situation: [bar_evening, social]
mood: [content]
topic: [routine]
tags: [pc-smuggler, social, public-tier]
- id: pc-smuggler_d_003
text: "Off the clock, thanks. Whatever it is, it can wait until morning."
role: dock-worker
access: [authority]
trust: surface
situation: [bar_evening, confrontation]
topic: [routine]
tags: [pc-smuggler, deflection, public-tier]
@@ -1,701 +0,0 @@
# FRIEND Content Pack: Sera Venn — Detective's FRIEND
# Ticket: #298 | Sprint: 5
# Author: Paula (profile + relationship arc), Mellanie (voice validation)
# Pattern: FRIEND + WITNESS | Bonded: detective
# Location: The Last Shift (bar)
# Arc: trust > background data > pattern > question > contaminated trust
#
# Content breakdown (dialogue — this file):
# Greeting pool: 8 lines
# Routine/social dialogue: 10 lines
# Trust-gated dialogue: 18 lines (6 surface, 7 real, 5 secret)
# Unprompted disclosure: 6 lines
# Contradiction/deflection: 8 lines
# Post-discovery dialogue: 5 lines
# Subtotal: 55 dialogue lines
#
# Monologue (in monologue/detective/the-last-shift.yaml, _m_d_031-042):
# Detective tell observations: 4 lines
# Detective post-conversation reflections: 3 lines
# Detective arc phase transitions: 3 lines
# Detective contaminated trust reactions: 2 lines
# Subtotal: 12 detective monologue lines
#
# Monologue (in monologue/smuggler/the-last-shift.yaml, _m_s_031-038):
# Smuggler dual-lens observations: 8 lines
# Subtotal: 8 smuggler monologue lines
#
# FRIEND pack total: 75 authored lines
location: the-last-shift
role: bar-regular
lines:
# ============================================================
# GREETING POOL (8 lines)
# Phase 1-2: warm, welcoming, peer-level
# Phase 3-5: same warmth, but the detective is now watching
# ============================================================
- id: sera-venn_d_001
text: "There you are. Grab a seat — Lera's doing that thing with the grain spirit again. Don't ask, just trust me and order the ale."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal]
mood: [warm, content]
tags: [greeting, phase-1, establishes-warmth]
- id: sera-venn_d_002
text: "Corner booth's free. I saved it — force of habit."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [warm]
tags: [greeting, phase-1, spatial-anchor]
- id: sera-venn_d_003
text: "You look like you've been reading manifests all day. Sit. I'll get you something that isn't recycled air."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal, routine]
mood: [warm, content]
tags: [greeting, phase-1-2]
- id: sera-venn_d_004
text: "Evening. Same booth, same drink?"
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [routine]
mood: [content]
tags: [greeting, phase-2-5, repeatable]
- id: sera-venn_d_005
text: "Good timing. Naia was here earlier — you just missed her."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [colleague, personal]
mood: [content]
tags: [greeting, phase-2, naia-reference]
- id: sera-venn_d_006
text: "Grab a seat. Quiet night so far — Lera's in a good mood, which means the ale's fresh."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, social]
topic: [routine]
mood: [content]
tags: [greeting, phase-1-3]
- id: sera-venn_d_007
text: "Hey. Long day?"
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [frustrated]
tags: [greeting, phase-3-5, post-pattern, shorter]
- id: sera-venn_d_008
text: "Same time, same place. You're becoming a regular."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, arrival]
topic: [routine, personal]
mood: [content]
tags: [greeting, phase-2-3]
# ============================================================
# ROUTINE / SOCIAL DIALOGUE (10 lines)
# What Sera says during normal bar evenings
# ============================================================
- id: sera-venn_d_009
text: "The Last Shift. Official name. Everyone calls it Lera's, though. Eighteen years behind that counter."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
mood: [content]
tags: [orientation, district-background]
- id: sera-venn_d_010
text: "See the card game in the corner? That's Harek's table. Security officer, off-duty. Harmless — just loud."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [colleague]
mood: [content]
tags: [orientation, npc-introduction]
- id: sera-venn_d_011
text: "Most of the after-shift crowd comes from the Terminal. Dock workers, scheduler types. They drink hard and leave early."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [routine, colleague]
mood: [content]
tags: [orientation, district-background]
- id: sera-venn_d_012
text: "Sova's not bad, once you know the rhythms. Shift change is when things move. Between shifts is when you can breathe."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [routine]
mood: [content]
tags: [setting-atmosphere]
- id: sera-venn_d_013
text: "I do lattice calibration, mostly. Commission-standard equipment checks. Relay nodes, terminal diagnostics. Exciting stuff."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [routine, institution]
mood: [content]
tags: [self-introduction, institutional-background]
- id: sera-venn_d_014
text: "I transferred here fourteen months ago. Border-system relay posting before this. Sova was supposed to be the quiet one."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [personal, institution]
mood: [content]
tags: [backstory, phase-1]
- id: sera-venn_d_015
text: "Lera remembers every regular's order. Eighteen years of that. Don't ask how she does it — she'll just pour you one and prove it."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening, social]
topic: [colleague]
mood: [warm]
tags: [community-texture]
- id: sera-venn_d_016
text: "The shift crowd clears out by 19:00. After that it's just us — regulars, a few stragglers. The good hours."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening]
topic: [routine]
mood: [content]
tags: [setting-atmosphere, routine]
- id: sera-venn_d_017
text: "You adapting to station gravity yet? Point-nine-three standard takes a week to stop noticing."
role: bar-regular
access: [peer]
trust: surface
situation: [social]
topic: [personal]
mood: [content]
tags: [setting-detail, phase-1]
- id: sera-venn_d_018
text: "I like this booth. Corner. You can see the door and the bar. Force of institutional habit, I suppose."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [personal]
mood: [content]
tags: [spatial-anchor, character-detail]
# ============================================================
# TRUST-GATED DIALOGUE (18 lines)
# Surface (6): what Sera tells acquaintances
# Real (7): what Sera shares with trusted friends
# Secret (5): the concealment, the evidence, the desperation
# ============================================================
# --- Surface trust ---
- id: sera-venn_d_019
text: "The Commission runs maintenance checks quarterly. I handle the field side — equipment calibration, relay diagnostics. Standard."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social]
topic: [institution, routine]
mood: [content]
tags: [institutional-background]
- id: sera-venn_d_020
text: "Naia teaches the station kids. Primary education, mostly. She's good at it — patient. The kids adore her."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [colleague, personal]
mood: [warm]
tags: [naia-reference, phase-2]
- id: sera-venn_d_021
text: "The district runs on freight. Terminal handles most of it — container processing, manifest filing. Bread and butter."
role: bar-regular
access: [peer, public]
trust: surface
situation: [social]
topic: [routine]
mood: [content]
tags: [district-context]
- id: sera-venn_d_022
text: "I don't know the dock workers well. I'm Commission, they're logistics. Different worlds, same station."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social, investigation]
topic: [colleague, institution]
mood: [content]
tags: [deflection-surface, distance-from-hub]
- id: sera-venn_d_023
text: "Most people here are decent. Working shifts, paying bills, coming to Lera's. It's a community."
role: bar-regular
access: [peer, public]
trust: surface
situation: [social]
topic: [colleague, personal]
mood: [content]
tags: [community-framing]
- id: sera-venn_d_024
text: "I can look things up if you need. Commission terminals access compliance records, shift logs, equipment histories. Part of the job."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [social]
topic: [institution]
mood: [content]
tags: [information-offer, phase-2, overcompensation-seed]
# --- Real trust ---
- id: sera-venn_d_025
text: "Naia's been worried lately. About Kael — her partner. He's a dock worker at the Terminal. Late nights, evasive answers. She confided in me."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [colleague, personal, trust]
mood: [frustrated]
tags: [naia-kael-link, phase-2, critical-information]
knowledge_grant:
fact_id: "relationship.kael_naia_connection"
confidence: "knows_of"
- id: sera-venn_d_026
text: "The Commission kiosk on Level 3 logs every compliance check. If someone ran an unauthorized scan, it would show up there. Hypothetically."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, investigation]
mood: [focused]
tags: [institutional-access, phase-2-3, self-incriminating-hint]
- id: sera-venn_d_027
text: "I worry about Naia. She doesn't deserve whatever's happening. She just wants Kael to come home at a reasonable hour."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [personal, trust]
mood: [frustrated, anxious]
tags: [motivation-reveal, phase-2-3]
- id: sera-venn_d_028
text: "Compliance data goes back eighteen months on the Commission systems. Anyone with field-tech access could cross-reference shift records with manifest filings."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, investigation]
mood: [focused]
tags: [institutional-capability, overcompensation, phase-3-4]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
confidence: "suspects"
- id: sera-venn_d_029
text: "I'm not an investigator. I calibrate equipment and file reports. But I notice things. Patterns in the data, mostly."
role: bar-regular
access: [peer]
trust: real
situation: [social]
topic: [institution, personal]
mood: [focused]
tags: [self-awareness, capability-reveal]
- id: sera-venn_d_030
text: "You know me. I wouldn't sit on something if I thought it mattered. But not everything that looks irregular IS irregular."
role: bar-regular
access: [peer]
trust: real
situation: [social, investigation]
topic: [trust]
mood: [anxious]
tags: [deflection-real-tier, phase-4, the-lie]
- id: sera-venn_d_031
text: "Some of the regulars here have hard lives. Grey economy, tight margins. I'm not judging. I'm just a field tech who likes the ale."
role: bar-regular
access: [peer]
trust: real
situation: [bar_evening, social]
topic: [money, personal]
mood: [anxious]
tags: [moral-position, community-loyalty]
# --- Secret trust ---
- id: sera-venn_d_032
text: "I ran a compliance check. Unauthorized. Six weeks ago. Naia was so worried about Kael — I thought I could help. I found manifest discrepancies tied to his shifts."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [investigation, trust, personal]
mood: [anxious]
tags: [confession, phase-5, critical-reveal]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
confidence: "knows_details"
- id: sera-venn_d_033
text: "If I report it, Naia's life falls apart. Kael gets investigated. Maybe arrested. She didn't ask me to find this. I did it on my own."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [personal, trust, institution]
mood: [anxious]
tags: [motivation-confession, phase-5]
- id: sera-venn_d_034
text: "The irregularities correlate with Torek Lintar's inspection shifts. That's why I can't — I can't be near him. He doesn't know I know."
role: bar-regular
access: [peer]
trust: secret
situation: [alone]
topic: [investigation, danger]
mood: [anxious]
tags: [torek-link, avoidance-explanation, phase-5]
knowledge_grant:
fact_id: "investigation.shift_mismatch"
confidence: "knows_details"
- id: sera-venn_d_035
text: "I don't know what you're looking for. I told you everything I know. If you're asking whether I'm hiding something — I'm a field tech, not an analyst."
role: bar-regular
access: [peer, authority]
trust: secret
situation: [investigation, confrontation]
topic: [trust, investigation]
mood: [suspicious, anxious]
tags: [denial-under-pressure, phase-4-5, the-wall]
- id: sera-venn_d_036
text: "Every tip I gave you was real. The district background, the shift patterns, the regulars. I didn't steer you wrong. I just... didn't give you everything."
role: bar-regular
access: [peer]
trust: secret
situation: [alone, social]
topic: [trust, personal]
mood: [anxious]
tags: [retrospective-confession, phase-5, emotional-payload]
# ============================================================
# UNPROMPTED DISCLOSURE (6 lines)
# Trust + mood weighted — Sera volunteers information
# Phase 1-2: genuinely helpful. Phase 3-5: overcompensation.
# ============================================================
- id: sera-venn_d_037
text: "Oh — before I forget. The dock scheduler, Maret? She's sharp. If you need freight records context, she's the one to ask."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [colleague, investigation]
mood: [content]
tags: [unprompted, genuine-help, phase-1-2]
knowledge_grant:
fact_id: "relationship.trust_network"
confidence: "suspects"
- id: sera-venn_d_038
text: "I checked the relay calibration logs for the Terminal this morning. Nothing flagged. But the data throughput was higher than standard — more manifests processed than usual."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, cargo]
mood: [focused]
tags: [unprompted, overcompensation, phase-3-4]
- id: sera-venn_d_039
text: "I asked around — quietly — about the shift rotation schedule. Voss has been adjusting it more than usual this cycle. Might mean nothing."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [routine, investigation]
mood: [focused, frustrated]
tags: [unprompted, overcompensation, phase-3-4]
- id: sera-venn_d_040
text: "The maintenance corridor access logs are Commission-maintained. I can pull them if you need. Just say the word."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution, investigation]
mood: [content]
tags: [unprompted, information-offer, overcompensation, phase-3-5]
- id: sera-venn_d_041
text: "Naia mentioned Kael came home late again last night. Third time this week. She's trying not to make it a thing."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [personal, colleague]
mood: [frustrated]
tags: [unprompted, naia-worry, phase-2-3]
knowledge_grant:
fact_id: "relationship.kael_naia_connection"
confidence: "knows_details"
- id: sera-venn_d_042
text: "You should know — Lera watches out for her regulars. If people have been asking about you, she'd know. She just won't volunteer it."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [colleague, trust, danger]
mood: [frustrated]
tags: [unprompted, genuine-help, phase-2-3]
# ============================================================
# CONTRADICTION / DEFLECTION DIALOGUE (8 lines)
# Phase 3-4: avoidance excuses, topic deflection, controlled evasion
# ============================================================
- id: sera-venn_d_043
text: "Actually, I should head out. Early shift tomorrow — calibration rounds start at 07:30."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening]
topic: [routine]
mood: [content]
tags: [avoidance-excuse-1, torek-trigger, phase-3]
- id: sera-venn_d_044
text: "Sorry — headache coming on. Station air does that sometimes. I'll catch you tomorrow."
role: bar-regular
access: [peer, public]
trust: surface
situation: [bar_evening]
topic: [personal]
mood: [content]
tags: [avoidance-excuse-2, torek-trigger, phase-3]
- id: sera-venn_d_045
text: "I need to check something at the Commission kiosk. Forgot to file a diagnostic report. I'll be quick — or not. You know how the system is."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening]
topic: [institution, routine]
mood: [content]
tags: [avoidance-excuse-3, torek-trigger, phase-3]
- id: sera-venn_d_046
text: "Torek? He's just loud. I don't love loud drunks. Nothing personal — I just like a quieter evening."
role: bar-regular
access: [peer]
trust: surface
situation: [social, investigation]
topic: [colleague]
mood: [content]
tags: [torek-deflection, phase-4, the-deflection]
- id: sera-venn_d_047
text: "Manifests? I wouldn't know — I'm on the equipment side, not the freight side. Different department entirely."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [investigation, social]
topic: [cargo, institution]
mood: [content]
tags: [topic-deflection, cargo-avoidance, phase-3-5]
- id: sera-venn_d_048
text: "Anyway — did you try the ale? Lera got a new supply run in. Much better than last week's batch."
role: bar-regular
access: [peer]
trust: surface
situation: [social, bar_evening]
topic: [routine]
mood: [content]
tags: [redirect, warmth-recovery, phase-4]
- id: sera-venn_d_049
text: "I'm just a field tech. I maintain equipment. I don't track people or shipments — that's your department."
role: bar-regular
access: [peer, authority]
trust: surface
situation: [investigation]
topic: [institution]
mood: [suspicious]
tags: [deflection-firm, phase-4-5, the-wall]
- id: sera-venn_d_050
text: "Let's talk about something else. How's the investigation going — generally? Making progress?"
role: bar-regular
access: [peer]
trust: real
situation: [social, investigation]
topic: [investigation, trust]
mood: [anxious]
tags: [redirect-to-detective, controlled-recovery, phase-4]
# ============================================================
# POST-DISCOVERY DIALOGUE (5 lines)
# Phase 5: after the detective knows something is off
# Same surface warmth, but calibrated. Trust is contaminated.
# ============================================================
- id: sera-venn_d_051
text: "Same booth. Drink's on me tonight."
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, arrival]
topic: [personal]
mood: [warm]
tags: [post-discovery, surface-warmth, phase-5]
- id: sera-venn_d_052
text: "I pulled the relay diagnostic data you asked about. Clean. No anomalies in the terminal equipment this quarter."
role: bar-regular
access: [peer, authority]
trust: real
situation: [social]
topic: [institution]
mood: [content]
tags: [post-discovery, overcompensation, phase-5]
- id: sera-venn_d_053
text: "You've been quiet tonight. Everything all right with the case?"
role: bar-regular
access: [peer]
trust: surface
situation: [bar_evening, social]
topic: [personal, investigation]
mood: [frustrated]
tags: [post-discovery, awareness, phase-5]
- id: sera-venn_d_054
text: "I know you're good at what you do. That's why I'm glad you're here. This district needed someone thorough."
role: bar-regular
access: [peer]
trust: real
situation: [social]
topic: [trust, personal]
mood: [warm, anxious]
tags: [post-discovery, genuine-but-contaminated, phase-5]
- id: sera-venn_d_055
text: "If there's anything I can help with — anything at all — you just ask. You know that."
role: bar-regular
access: [peer]
trust: real
situation: [social, bar_evening]
topic: [trust, personal]
mood: [warm, frustrated]
tags: [post-discovery, overcompensation, phase-5, closing-line]
# ============================================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# Sera is THE FRIEND for the detective. Warm, observant, bar anchor.
# ============================================================
# first_meeting (detective path): RelationshipState Unknown → Public/Authority access.
# Sera clocks them as Commission immediately. Makes them welcome anyway.
- id: sera-venn_d_056
text: "Commission? Don't worry, I don't bite. I'm Sera. Corner booth's better — you can see the whole room."
role: bar-regular
access: [public, authority]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, institution]
tags: [sera, greeting, first-meeting, detective-path, layer2]
notes: "Layer 2 greeting — first meeting, detective path. Sera reads the institutional marking immediately and disarms it. Corner booth tip is genuine — Sera always notices the useful details."
# established (detective path): count >= 3, RelationshipState: Known/Friendly → Peer access.
# Warmer, more personal. Sera has been waiting for them.
- id: sera-venn_d_057
text: "I was hoping you'd come in. Saved the corner booth. How'd today go?"
role: bar-regular
access: [peer]
trust: surface
situation: [greeting]
mood: [warm]
topic: [personal, investigation]
tags: [sera, greeting, repeat-visit, detective-path, layer2]
notes: "Layer 2 greeting — established, detective path. Personal, invested. Sera asks about their day the way a friend does — not just small talk."
# first_meeting (smuggler path): smuggler is dock crew, Sera knows the district crowd.
# Peer/insider access from the start — Sera has social network, not institutional distance.
- id: sera-venn_d_058
text: "Terminal crew? Grab a seat. Kael usually sits in the back if you're looking for him."
role: bar-regular
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [content]
topic: [colleague, personal]
tags: [sera, greeting, first-meeting, smuggler-path, layer2]
notes: "Layer 2 greeting — first meeting, smuggler path. Sera recognizes dock crew on sight and extends the social network. Mentioning Kael is casual intel — she knows everyone's connections."
# post-confrontation: confrontation logged. Sera's surface warmth is present but qualified.
# She doesn't know where they stand. The welcome is real but uncertain.
- id: sera-venn_d_059
text: "You're back. I wasn't sure you would be."
role: bar-regular
access: [peer]
trust: surface
situation: [greeting]
mood: [anxious, suspicious]
topic: [personal, trust]
tags: [sera, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation. Sera's warmth is genuine but the relief is complicated. She genuinely didn't know if they'd come back. The relationship is still there but it's been stressed."
@@ -1,269 +0,0 @@
# Dialogue: courier at The Terminal
# NPC: Renn Harsk (Tier 2, THRESHOLD/GATEKEEPER)
# Voice: operational minimalism. Brief. Route-focused. Never volunteers more than needed.
# Ring-aware: works adjacent — carries documentation, not cargo. Knows what he carries.
# Cover: licensed freight courier. The documentation is the cover.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: courier
lines:
# ==========================================
# ARRIVALS — checking in
# ==========================================
- id: courier_d_001
text: "Route's clear. Moving on schedule."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, operational]
- id: courier_d_002
text: "Manifest for bay three. Needs a scheduler stamp."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, procedural]
- id: courier_d_003
text: "Inbound from Havara. Three cans, all matched."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, cargo]
# ==========================================
# SURFACE ROUTINE — low-information, on-script
# ==========================================
- id: courier_d_004
text: "Not staying. Just the drop."
role: courier
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [renn, operational, brief]
- id: courier_d_005
text: "Paperwork's clean. You can check."
role: courier
access: [public, peer, authority]
trust: surface
situation: [routine, investigation]
topic: [routine, cargo]
mood: [content]
tags: [renn, procedural, documentation]
- id: courier_d_006
text: "Pickup's scheduled at 1600. I'll be back."
role: courier
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, operational]
- id: courier_d_007
text: "Corridor's clear from my end. No delays."
role: courier
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [renn, operational]
dual_lens:
smuggler: "Clean phrase. Public-safe. He'd say it either way."
detective: "Courier references corridor access unprompted. Note it."
# ==========================================
# RING-ADJACENT — insider/real trust only
# ==========================================
- id: courier_d_008
text: "Documentation's handled. Bay four, per the note."
role: courier
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, documentation]
dual_lens:
smuggler: "Renn's confirming the paperwork trail. Bay four, as arranged."
detective: "Never hears this line."
- id: courier_d_009
text: "Transit stamp's current. Nothing flagged at the gate."
role: courier
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, documentation]
- id: courier_d_010
text: "Pickup window is the same as last cycle. Twenty minutes."
role: courier
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, transition-window]
dual_lens:
smuggler: "Twenty minutes. Transition window confirmation."
detective: "Never hears this line."
- id: courier_d_011
text: "Tell Voss the hold note clears at 1400."
role: courier
access: [insider]
trust: real
situation: [routine, shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [renn, ring-ops, voss, bay-four]
dual_lens:
smuggler: "1400. The hold clears on schedule. Pass it up."
detective: "Never hears this line."
# ==========================================
# DETECTIVE ENCOUNTER — surface cooperation
# ==========================================
- id: courier_d_012
text: "Licensed freight courier. Manifest's available on request."
role: courier
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, cargo]
mood: [content]
tags: [renn, detective-path, procedural]
- id: courier_d_013
text: "I drop documentation. What's inside the containers isn't my business."
role: courier
access: [authority]
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [content]
tags: [renn, detective-path, deflection]
dual_lens:
smuggler: "That's the answer. Clean and correct."
detective: "Classic courier deflection. Legally accurate. Operationally suspicious."
- id: courier_d_014
text: "I've been running this route for two years. Nothing unusual."
role: courier
access: [authority, public]
trust: surface
situation: [investigation, confrontation]
topic: [cargo, institution]
mood: [content]
tags: [renn, detective-path, authority-assertion]
# ==========================================
# DEPARTURES
# ==========================================
- id: courier_d_015
text: "That's the drop. I'm out."
role: courier
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [renn, closing]
- id: courier_d_016
text: "Next run's tomorrow. Early."
role: courier
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [renn, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: courier_d_017
text: "Two stops today. First one's done."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, generation-pass]
- id: courier_d_018
text: "Outbound for Havara. Needs a bay assignment."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine, cargo]
mood: [content]
tags: [renn, greeting, procedural, generation-pass]
- id: courier_d_019
text: "Gate's backed up. Running twenty minutes late."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [renn, delay, generation-pass]
- id: courier_d_020
text: "Paperwork's in order. Same as always."
role: courier
access: [public, peer, authority]
trust: surface
situation: [routine, investigation]
topic: [routine, cargo]
mood: [content]
tags: [renn, procedural, generation-pass]
- id: courier_d_021
text: "Quick turnaround today. Back out by 1300."
role: courier
access: [public, peer]
trust: surface
situation: [arrival, routine]
topic: [routine]
mood: [content]
tags: [renn, operational, generation-pass]
- id: courier_d_022
text: "Signed off on bay three. That's me done here."
role: courier
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [renn, closing, generation-pass]
@@ -1,397 +0,0 @@
# Dialogue: dock-worker at The Terminal
# NPC: Generic dock worker (Tier 3 template role — multiple workers share this pool)
# Voice: short, practical, trade jargon. Community over institution. Not a lead.
# Ring-aware: none. Floor is their whole world.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: dock-worker
lines:
# ==========================================
# GREETINGS — shift arrival
# ==========================================
- id: dock-worker_d_001
text: "Push today. Bay six's backed up."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_start, arrival]
topic: [routine, cargo]
mood: [content]
tags: [dock-worker, greeting]
- id: dock-worker_d_002
text: "Late night last cycle. Bay eight ran until 2300."
role: dock-worker
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [frustrated]
tags: [dock-worker, greeting]
- id: dock-worker_d_003
text: "Voss is on already. Floor's locked down tight."
role: dock-worker
access: [peer]
trust: surface
situation: [arrival, shift_start]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, voss, caution]
dual_lens:
smuggler: "Voss is in early. If the schedule's tight, the window shifts. Check it."
detective: "Workers treat the supervisor as a weather system — something to navigate around, not toward."
# ==========================================
# FLOOR TALK — routine, cargo, observation
# ==========================================
- id: dock-worker_d_004
text: "Bay four's been on hold three days. Nobody says why."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [dock-worker, bay-four, procedural]
dual_lens:
smuggler: "He doesn't know what's in it. Just annoyed at the backup."
detective: "Worker notices Bay 4 hold as unusual. Not suspicious — just a worker tracking the floor."
- id: dock-worker_d_005
text: "Manifest looks clean. Three inbounds, two outbounds. Light day."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [cargo, routine]
mood: [content]
tags: [dock-worker, manifest]
- id: dock-worker_d_006
text: "Maret's been at that terminal all morning. Never good."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [suspicious]
tags: [dock-worker, maret, observation]
dual_lens:
smuggler: "Maret reviewing something. If she flags a discrepancy, Voss'll sit on it. He always does."
detective: "Workers have noticed Maret's behavior. Whatever she found, it's not small."
- id: dock-worker_d_007
text: "Drin ran bay six again last cycle. Third inspection this week."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [dock-worker, drin, inspection]
dual_lens:
smuggler: "Drin on six while bay four stays held. Scheduled or arranged?"
detective: "Workers notice inspection distribution. Drin on six, bay four untouched."
- id: dock-worker_d_008
text: "Transition window's twice as long with Commission eyes on the floor."
role: dock-worker
access: [peer]
trust: surface
situation: [shift_transition, routine]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, commission, transition-window]
dual_lens:
smuggler: "Commission presence during transition. Window's compromised."
detective: "Workers slow down when Commission is visible. Normal — or trained."
- id: dock-worker_d_009
text: "Good crew this cycle. Linn and Pael are both on."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [colleague, routine]
mood: [content]
tags: [dock-worker, pael, community]
- id: dock-worker_d_010
text: "Cargo mark's off by forty, according to Maret. Voss logged it and moved on."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, colleague]
mood: [suspicious]
tags: [dock-worker, maret, voss, discrepancy]
dual_lens:
smuggler: "Forty kilos. Maret flagged it. Voss buried it. Same as last time."
detective: "Worker knows about a flagged discrepancy that was suppressed. That's a witness."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: suspects
- id: dock-worker_d_011
text: "C-4 containers haven't been checked in three days. Not our problem, apparently."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [suspicious]
tags: [dock-worker, c4-storage, observation]
dual_lens:
smuggler: "C-4's getting casual attention. Note it."
detective: "C-4 storage. Three days, no verification. That's the anomaly window."
# ==========================================
# COMMUNITY / CASUAL
# ==========================================
- id: dock-worker_d_012
text: "You heading to the Last Shift after? Lera's got the grain spirit back."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine]
mood: [content]
tags: [dock-worker, social, the-last-shift]
- id: dock-worker_d_013
text: "Workers' Association meeting's cycle twenty-two. Handoff protocol's back on the agenda."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [dock-worker, workers-association, community]
- id: dock-worker_d_014
text: "Drifters lost again. Four-three. Pael seemed to take it personally."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [dock-worker, social, pael]
# ==========================================
# DETECTIVE ENCOUNTER — deflection, redirect
# ==========================================
- id: dock-worker_d_015
text: "Manifest questions go to the scheduler. I'm floor-side."
role: dock-worker
access: [authority, public]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, detective-path, redirect]
- id: dock-worker_d_016
text: "Commission's asked before. Same answers. We run a clean floor."
role: dock-worker
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, detective-path, deflection]
- id: dock-worker_d_017
text: "Voss handles discrepancies. That's above my level."
role: dock-worker
access: [authority, peer]
trust: surface
situation: [investigation]
topic: [institution, routine]
mood: [suspicious]
tags: [dock-worker, detective-path, voss, redirect]
# ==========================================
# PEER CANDOR — elevated trust
# ==========================================
- id: dock-worker_d_018
text: "Maret's going to push it. She doesn't leave a number sitting."
role: dock-worker
access: [peer]
trust: real
situation: [routine]
topic: [colleague]
mood: [suspicious]
tags: [dock-worker, maret, peer-candor]
dual_lens:
smuggler: "Maret's not going to drop it. That's the problem."
detective: "Workers think Maret will force the issue. She may be the break."
- id: dock-worker_d_019
text: "Voss runs a tight floor. Maybe too tight, if you take my meaning."
role: dock-worker
access: [peer]
trust: real
situation: [routine]
topic: [institution, colleague]
mood: [suspicious]
tags: [dock-worker, voss, peer-candor]
dual_lens:
smuggler: "He suspects Voss is shaving something. Doesn't know what. Doesn't want to."
detective: "Workers sense something off about Voss's management without naming it."
# ==========================================
# SIGN-OFF
# ==========================================
- id: dock-worker_d_020
text: "Bay's clear. Good shift."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [dock-worker, closing]
- id: dock-worker_d_021
text: "Night crew's here. We're done."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end, shift_transition]
topic: [routine]
mood: [content]
tags: [dock-worker, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: dock-worker_d_022
text: "Early start. Bay two's already loaded."
role: dock-worker
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [dock-worker, greeting, generation-pass]
- id: dock-worker_d_023
text: "Air recyclers are loud this morning. Must be the outer ring issue again."
role: dock-worker
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [dock-worker, station, generation-pass]
- id: dock-worker_d_024
text: "Pael's in early. Something must be broken in B-7 again."
role: dock-worker
access: [peer]
trust: surface
situation: [routine, shift_start]
topic: [colleague, routine]
mood: [content]
tags: [dock-worker, pael, generation-pass]
- id: dock-worker_d_025
text: "Running light today. Maybe I'll actually make it to the Last Shift before close."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [routine]
mood: [content]
tags: [dock-worker, social, generation-pass]
- id: dock-worker_d_026
text: "Bay three's got a scan hold. Not my problem. Not my bay."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [dock-worker, scan-hold, generation-pass]
- id: dock-worker_d_027
text: "New hire's back. Asking questions again. Good kid."
role: dock-worker
access: [peer]
trust: surface
situation: [routine]
topic: [colleague, routine]
mood: [content]
tags: [dock-worker, new-hire, generation-pass]
- id: dock-worker_d_028
text: "Handoff's in ten. Don't disappear on me."
role: dock-worker
access: [peer]
trust: surface
situation: [shift_transition]
topic: [routine]
mood: [content]
tags: [dock-worker, handoff, generation-pass]
- id: dock-worker_d_029
text: "Span gate cycled early. All inbounds are going to be late. Plan around it."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [suspicious]
tags: [dock-worker, span-gate, generation-pass]
- id: dock-worker_d_030
text: "Linn's not in today. We're running two short on bay six."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [colleague, routine]
mood: [frustrated]
tags: [dock-worker, staffing, generation-pass]
- id: dock-worker_d_031
text: "Lunch is in the break room. Don't touch the one with Pael's name on it. He will notice."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [dock-worker, pael, humor, generation-pass]
- id: dock-worker_d_032
text: "Overtime's posted if you want it. Bay eight, 1800 to 2200."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [dock-worker, overtime, generation-pass]
- id: dock-worker_d_033
text: "Off on time today. First time this cycle."
role: dock-worker
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [dock-worker, closing, generation-pass]
@@ -1,480 +0,0 @@
# Kael Davan — THE FRIEND (Smuggler)
# Dialogue at The Terminal (Logistics Hub)
# Ticket: #297 | Sprint: 5 | Tier 1 FRIEND NPC
# Voice: direct, practical, short sentences, first names, warm to trusted people
# Tell: looks left before answering when lying
location: the-terminal
role: dock-worker
lines:
# ========================================
# GREETINGS — Phase 1: Comfort (0-10 min)
# ========================================
- id: kael-davan_d_034
text: "There you are. Good — I was starting to wonder."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [arrival, shift_start]
mood: [warm]
topic: [colleague]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_035
text: "Morning. Freight's stacked clean today. Should be a smooth one."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [content]
topic: [routine]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_036
text: "Voss has the schedule posted already. Keen today. That's suspicious."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [content]
topic: [colleague, routine]
tags: [kael, greeting, humor]
- id: kael-davan_d_037
text: "Hey. Grab a coffee before Voss finds something to complain about."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start, social]
mood: [warm]
topic: [colleague]
tags: [kael, greeting, phase-1]
- id: kael-davan_d_038
text: "You look like you slept about as well as I did."
role: dock-worker
access: [peer]
trust: surface
situation: [arrival, social]
mood: [content]
topic: [personal]
tags: [kael, greeting, casual]
# Public greeting for detective / outsiders
- id: kael-davan_d_039
text: "Can I help you? If you're looking for the supervisor, Voss is by the schedule board."
role: dock-worker
access: [public, authority]
trust: surface
situation: [arrival]
mood: [content]
topic: [routine]
tags: [kael, greeting, outsider]
# ========================================
# SHIFT TALK — routine dialogue
# ========================================
- id: kael-davan_d_040
text: "Bay three's running behind. If we don't clear it by shift end, Voss is going to lose it."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [routine, shift_start]
mood: [content]
topic: [routine, cargo]
tags: [kael, operational]
- id: kael-davan_d_041
text: "Manifest says this one's forty kilos over. Logging error, probably."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
mood: [content]
topic: [cargo, routine]
tags: [kael, operational]
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: suspects
- id: kael-davan_d_042
text: "Night shift left the dock in decent shape for once. Miracles happen."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [content]
topic: [routine]
tags: [kael, humor]
- id: kael-davan_d_043
text: "Loading arm three's been grinding all week. Someone should file a maintenance ticket."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine]
mood: [content]
topic: [routine]
tags: [kael, environmental]
- id: kael-davan_d_044
text: "Maret rerouted the bay four queue. Tight schedule today."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [routine]
mood: [content]
topic: [cargo, colleague]
tags: [kael, operational, maret]
- id: kael-davan_d_045
text: "Shift transition in twenty. After that it's Drin's problem."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_end, shift_transition]
mood: [content]
topic: [routine]
tags: [kael, operational]
- id: kael-davan_d_046
text: "Naia's got a school event tonight. I'm heading home straight after shift."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [social, routine]
mood: [warm]
topic: [personal]
tags: [kael, naia-reference, casual]
- id: kael-davan_d_047
text: "New hire started on bay seven. Keen. Reminds me of my first week."
role: dock-worker
access: [public, peer]
trust: surface
situation: [routine, social]
mood: [content]
topic: [colleague]
tags: [kael, observational]
# ========================================
# RING COORDINATION — insider, real trust
# ========================================
- id: kael-davan_d_048
text: "Container 4471 is flagged. I'll reroute it during shift transition."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo]
tags: [kael, ring-ops, operational, phase-2]
- id: kael-davan_d_049
text: "Voss kept the window clear. Twenty minutes, maybe twenty-five."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo, routine]
tags: [kael, ring-ops, operational, phase-2]
- id: kael-davan_d_050
text: "Renn's on the corridor side. Package moves when I give the signal."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [focused]
topic: [cargo]
tags: [kael, ring-ops, renn, phase-2]
- id: kael-davan_d_051
text: "Manifest's clean on my end. Maret processed it without questions."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [cargo]
tags: [kael, ring-ops, maret, phase-2]
- id: kael-davan_d_052
text: "Nils wants higher volume next cycle. I told him we're already tight."
role: dock-worker
access: [insider]
trust: real
situation: [social]
mood: [frustrated]
topic: [danger, trust]
tags: [kael, ring-ops, nils, tension, phase-2]
- id: kael-davan_d_053
text: "Drin waved through bay four without checking. At least he's reliable."
role: dock-worker
access: [insider]
trust: real
situation: [routine]
mood: [content]
topic: [colleague]
tags: [kael, ring-ops, drin, phase-2]
knowledge_grant:
fact_id: investigation.drin_inspection_pattern
confidence: knows_details
- id: kael-davan_d_054
text: "Keep an eye on Maret. She's been looking at the manifests longer than usual."
role: dock-worker
access: [insider]
trust: real
situation: [routine, social]
mood: [anxious]
topic: [colleague, danger]
tags: [kael, ring-ops, maret, caution, phase-2]
- id: kael-davan_d_055
text: "There's a sealed one in the batch tonight. Nils says components. Don't open it."
role: dock-worker
access: [insider]
trust: real
situation: [shift_transition]
mood: [frustrated]
topic: [cargo, danger]
tags: [kael, ring-ops, contraband, phase-2]
# ========================================
# TRUST-GATED — deep trust, secret tier
# ========================================
- id: kael-davan_d_056
text: "Some days I wonder how long we can keep this up."
role: dock-worker
access: [insider]
trust: secret
situation: [social, alone]
mood: [anxious]
topic: [trust, personal]
tags: [kael, vulnerability, friend-arc]
- id: kael-davan_d_057
text: "Naia asked me again last night. Where I go. Why I'm late. I hate lying to her."
role: dock-worker
access: [insider]
trust: secret
situation: [social, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability]
- id: kael-davan_d_058
text: "If something happens to me — look out for Naia. Promise me that."
role: dock-worker
access: [insider]
trust: secret
situation: [alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, naia-reference, vulnerability, friend-arc]
# ========================================
# UNPROMPTED — Kael volunteers or warns
# ========================================
- id: kael-davan_d_059
text: "Heads up — Voss is in a mood. Keep your head down this shift."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_start]
mood: [frustrated]
topic: [colleague, danger]
tags: [kael, unprompted, warning]
- id: kael-davan_d_060
text: "I'm buying at Lera's after shift. You're coming. No arguments."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [shift_end, social]
mood: [warm]
topic: [personal, colleague]
tags: [kael, unprompted, social]
- id: kael-davan_d_061
text: "Torek's been running his mouth at the bar. You might want to have a word."
role: dock-worker
access: [insider]
trust: real
situation: [social]
mood: [anxious]
topic: [danger, colleague]
tags: [kael, unprompted, torek, caution]
# ========================================
# DEFLECTION — Phase 2-4: Post-contradiction
# ========================================
- id: kael-davan_d_062
text: "It's nothing. Just work stuff."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation, social]
mood: [frustrated]
topic: [personal]
tags: [kael, deflection, phase-4]
- id: kael-davan_d_063
text: "Don't worry about it. I've got it handled."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [personal, trust]
tags: [kael, deflection, phase-4]
- id: kael-davan_d_064
text: "I was checking on a maintenance issue. That's all."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [routine]
tags: [kael, deflection, lying, phase-4]
- id: kael-davan_d_065
text: "You're reading too much into it. Come on — shift's starting."
role: dock-worker
access: [insider, peer]
trust: surface
situation: [confrontation, shift_start]
mood: [frustrated]
topic: [routine, trust]
tags: [kael, deflection, subject-change, phase-4]
- id: kael-davan_d_066
text: "Can we not do this here? Voss is watching."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [danger]
tags: [kael, deflection, phase-4]
# ========================================
# CONFRONTATION RESPONSES — Phase 4-5
# ========================================
# Path A: Gentle confrontation
- id: kael-davan_d_067
text: "I... yeah. I need to tell you something. But not here."
role: dock-worker
access: [insider]
trust: real
situation: [confrontation, alone]
mood: [anxious]
topic: [trust, personal]
tags: [kael, confession-path, phase-5]
# Path B: Harsh pressure
- id: kael-davan_d_068
text: "You want to report me? Go ahead. See what Nils does to both of us."
role: dock-worker
access: [insider]
trust: surface
situation: [confrontation]
mood: [frustrated]
topic: [danger, trust]
tags: [kael, hostile-path, phase-5]
# If smuggler pushes further (gentle)
- id: kael-davan_d_069
text: "Naia can't keep living like this. Neither can I. I'm looking for a way out."
role: dock-worker
access: [insider]
trust: secret
situation: [confrontation, alone]
mood: [anxious]
topic: [personal, trust]
tags: [kael, confession, naia-reference, phase-5]
# If detective confronts (authority path)
- id: kael-davan_d_070
text: "I don't know what you're talking about. I load containers. That's my job."
role: dock-worker
access: [public, authority]
trust: surface
situation: [confrontation, investigation]
topic: [routine]
tags: [kael, deflection, detective-path]
- id: kael-davan_d_071
text: "You want to ask questions, talk to Voss. He runs the schedule."
role: dock-worker
access: [public, authority]
trust: surface
situation: [confrontation, investigation]
topic: [colleague, routine]
tags: [kael, deflection, detective-path, voss]
# ========================================
# LAYER 2 GREETING VARIANTS — D-028 Layer 2
# Ticket #170 (Sprint 15). situation: [greeting] fires on initial contact.
# Access tier + mood encode relationship history state.
# ========================================
# first_meeting: InteractionMemory.count == 0. RelationshipState: Unknown → Public access only.
- id: kael-davan_d_072
text: "This section is dock crew and logistics. If you're Commission or admin, check-in's back that way."
role: dock-worker
access: [public]
trust: surface
situation: [greeting]
mood: [content]
topic: [routine]
tags: [kael, greeting, first-meeting, layer2]
notes: "Layer 2 greeting — first meeting. Kael is helpful but orienting the stranger away from his work."
# established — peer/smuggler context: count >= 3, RelationshipState: Known/Friendly → Peer/Insider access.
- id: kael-davan_d_073
text: "You're back. Good — bay three's been quiet. I'll fill you in."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [warm]
topic: [colleague, routine]
tags: [kael, greeting, repeat-visit, peer-tone, layer2]
notes: "Layer 2 greeting — established. Warm, practical, skips pleasantries. Treats them as crew."
# established — authority/detective context: count >= 3, RelationshipState: PersonOfInterest → Authority access.
- id: kael-davan_d_074
text: "Back again. I'm on shift — if you have questions, make them quick."
role: dock-worker
access: [authority]
trust: surface
situation: [greeting]
mood: [focused]
topic: [routine]
tags: [kael, greeting, repeat-visit, authority-tone, layer2]
notes: "Layer 2 greeting — repeat with authority figure. Professional, clipped, not hostile. Kael can't refuse but won't volunteer."
# post-confrontation: confrontation in InteractionMemory.notable_events. NPC mood shifted to suspicious/frustrated.
- id: kael-davan_d_075
text: "Didn't expect you today."
role: dock-worker
access: [peer, insider]
trust: surface
situation: [greeting]
mood: [suspicious, frustrated]
topic: [personal]
tags: [kael, greeting, post-confrontation, layer2]
notes: "Layer 2 greeting — post-confrontation. Strained. Four words doing the work of a paragraph. Not hostile but the warmth is gone."
@@ -1,86 +0,0 @@
# Dialogue: maintenance-tech at The Terminal
# NPC: Pael Varren (Tier 3, NOBODY/CIVILIAN)
# Voice: tired-competent, minimal, dry. Knows the infrastructure. Knows nothing else.
# KEY LINE: maintenance-tech_d_001 — sounds like surveillance knowledge, is a maintenance complaint
# Ticket: #307 | Sprint: 12
location: the-terminal
role: maintenance-tech
lines:
# ==========================================
# "SEEMS IMPORTANT BUT ISN'T" LINE
# Sounds like Pael monitors corridor traffic for a reason.
# Actually: the B-7 seal fails when people use the corridor too much. Pael notices load.
# ==========================================
- id: maintenance-tech_d_001
text: "B-7's had three seal failures this cycle. Someone's been through there more than they should."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, seems-important-but-isnt, maintenance, b7]
dual_lens:
smuggler: "Pael knows the corridor's been used. But Pael knows nothing — this is an HVAC complaint."
detective: "Corridor B-7 traffic. A maintenance tech noticing irregular use. Unreliable but worth noting."
notes: >
THE key flat NPC line for Pael. Sounds like environmental intelligence.
Is a complaint about a recurring seal failure caused by foot traffic.
Pael doesn't know what the traffic is from. Never will.
# ==========================================
# ROUTINE LINES
# ==========================================
- id: maintenance-tech_d_002
text: "Air recycler's running hot again. Third deferred ticket this week."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, atmospheric]
- id: maintenance-tech_d_003
text: "Loading arm three's been on my list for a month. Management keeps deferring it."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, atmospheric]
- id: maintenance-tech_d_004
text: "If the gate tone shifts, stay clear of bay six. She needs recalibration."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, warning, helpful]
- id: maintenance-tech_d_005
text: "Not me. I just fix them."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine, social]
topic: [routine]
mood: [content]
tags: [pael, response]
- id: maintenance-tech_d_006
text: "Gate hum's been three cycles off-spec. Nobody cares until it stops completely."
role: maintenance-tech
access: [public]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [pael, atmospheric]
@@ -1,264 +0,0 @@
# Dialogue: new-hire at The Terminal
# NPC: Generic new hire (Tier 3 template role — recently arrived worker)
# Voice: enthusiastic, still reading the room. Asks what veterans stopped asking.
# Ring-aware: none. Fresh eyes are the danger — they notice what regulars stopped seeing.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: new-hire
lines:
# ==========================================
# GREETINGS — early days
# ==========================================
- id: new-hire_d_001
text: "Still figuring out the bay numbering. Six and eight are in the wrong order."
role: new-hire
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [new-hire, greeting, orientation]
- id: new-hire_d_002
text: "Voss told me to check in with you. Is that the standard thing?"
role: new-hire
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine, institution]
mood: [content]
tags: [new-hire, greeting, voss]
- id: new-hire_d_003
text: "First full cycle on the floor. Trying to stay out of the way."
role: new-hire
access: [public, peer]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [new-hire, greeting]
# ==========================================
# FRESH OBSERVATIONS — the dangerous innocence
# ==========================================
- id: new-hire_d_004
text: "Does bay four usually get held that long? The other bays turned over twice already."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [new-hire, bay-four, observation]
dual_lens:
smuggler: "New eyes on bay four. He doesn't know what he's looking at. But he noticed."
detective: "New hire asking exactly the right question without knowing it."
- id: new-hire_d_005
text: "I saw someone go into C-4 last night without a scan log. Is that normal?"
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [new-hire, c4-storage, observation, inadvertent-witness]
dual_lens:
smuggler: "He saw someone in C-4 without a log. Does he know who? This is a problem."
detective: "Unlogged C-4 access. New hire, noticed it, mentioned it casually. He doesn't know what he saw."
knowledge_grant:
fact_id: investigation.cargo_anomaly
confidence: suspects
notes: "High-value inadvertent witness line. Operationally dangerous for the ring."
- id: new-hire_d_006
text: "Why does the transition window only get twenty minutes? The stations I trained at ran thirty."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine, shift_transition]
topic: [routine]
mood: [content]
tags: [new-hire, transition-window, comparison]
dual_lens:
smuggler: "He's asking about the window. Doesn't know why it matters. Answer carefully."
detective: "New hire confirms the window length is unusually short. File that."
- id: new-hire_d_007
text: "Do containers usually get rerouted mid-hold? One went out through bay four while I thought it was still held."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [new-hire, bay-four, inadvertent-witness]
dual_lens:
smuggler: "He saw movement through bay four during the hold. This is a liability."
detective: "Container movement through bay four during official hold. Inadvertent eyewitness. Confirm timing."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: suspects
- id: new-hire_d_008
text: "Maintenance corridor access is just off C-4, right? I took the wrong turn twice."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [new-hire, maintenance-corridors, orientation]
dual_lens:
smuggler: "He found the corridor entrance by accident. Normal for new workers. Noted."
detective: "New hire maps spatial relationship between C-4 storage and maintenance corridor access. That's the route."
# ==========================================
# LEARNING / QUESTIONS
# ==========================================
- id: new-hire_d_009
text: "What's the Commission kiosk actually for? Nobody seems to use it."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [new-hire, commission, curiosity]
- id: new-hire_d_010
text: "Maret seems stressed. Is that always the case or is something going on?"
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, maret, observation]
dual_lens:
smuggler: "He noticed Maret. Good that he's asking, not reporting. Manage this."
detective: "New hire reads Maret's stress without context. Confirms it's visible."
- id: new-hire_d_011
text: "Voss seems really serious. Is he always like that?"
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, voss, curiosity]
- id: new-hire_d_012
text: "How long before Voss trusts you to run a bay on your own?"
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [content]
tags: [new-hire, voss, career]
# ==========================================
# SIGN-OFF
# ==========================================
- id: new-hire_d_013
text: "That was a full shift. I'll have the bay numbers down by next cycle."
role: new-hire
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [new-hire, closing]
- id: new-hire_d_014
text: "Good day. Lot to learn. But good."
role: new-hire
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [new-hire, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: new-hire_d_015
text: "Is there a trick to the manifest terminal or does it always lag like this?"
role: new-hire
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine]
mood: [content]
tags: [new-hire, orientation, generation-pass]
- id: new-hire_d_016
text: "How long has Maret been here? She seems like she knows everything."
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, maret, curiosity, generation-pass]
- id: new-hire_d_017
text: "Nobody told me about the span gate frequency. I kept thinking something was wrong."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine, arrival]
topic: [routine]
mood: [content]
tags: [new-hire, orientation, generation-pass]
- id: new-hire_d_018
text: "The Last Shift — is that actually a bar? I haven't been yet."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [new-hire, social, generation-pass]
- id: new-hire_d_019
text: "I thought the scanner on bay three was broken. Turns out you have to hold the badge longer."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [new-hire, orientation, humor, generation-pass]
- id: new-hire_d_020
text: "Who's Drin? I keep hearing the name but haven't met them."
role: new-hire
access: [public, peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, drin, curiosity, generation-pass]
- id: new-hire_d_021
text: "Three cycles in and I still can't tell when Voss is satisfied. Is there a tell?"
role: new-hire
access: [peer]
trust: surface
situation: [routine]
topic: [colleague]
mood: [content]
tags: [new-hire, voss, humor, generation-pass]
@@ -1,64 +0,0 @@
# PC-as-NPC: The Detective (NPC mode, seen by smuggler player)
# Dialogue at The Terminal (Logistics Hub)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: professional, measured, complete sentences, formal. Surnames for strangers.
# Context: public-tier only. The detective-NPC responds to the smuggler with
# institutional blandness — standard compliance officer, nothing to see here.
# Agency: NEUTRAL PATH. No confrontations, no evidence reveals.
location: the-terminal
role: commission-liaison
lines:
# ========================================
# PUBLIC-TIER — smuggler approaches detective-NPC
# These are the only lines the smuggler can trigger.
# First playthrough: institutional threat.
# Second playthrough: "That's me."
# ========================================
- id: pc-detective_d_004
text: "Good morning. Commission Liaison Office. I'm conducting a routine compliance review."
role: commission-liaison
access: [public]
trust: surface
situation: [arrival, greeting]
mood: [content]
topic: [routine]
tags: [pc-detective, greeting, public-tier]
- id: pc-detective_d_005
text: "Standard review. Manifest reconciliation, scheduling compliance. Nothing unusual."
role: commission-liaison
access: [public]
trust: surface
situation: [social]
topic: [routine]
tags: [pc-detective, purpose-question, public-tier]
- id: pc-detective_d_006
text: "Only been here a few days. Seems like a well-run operation."
role: commission-liaison
access: [public]
trust: surface
situation: [social]
topic: [routine]
tags: [pc-detective, district-question, public-tier]
- id: pc-detective_d_007
text: "Ms. Venn? Colleague. We've worked in the same division."
role: commission-liaison
access: [public]
trust: surface
situation: [social]
topic: [colleague]
tags: [pc-detective, sera-question, public-tier]
- id: pc-detective_d_008
text: "I appreciate the interest, but I'm sure you have cargo to route. I won't keep you."
role: commission-liaison
access: [public, authority]
trust: surface
situation: [confrontation]
topic: [routine]
tags: [pc-detective, deflection, public-tier]
@@ -1,64 +0,0 @@
# PC-as-NPC: The Smuggler (NPC mode, seen by detective player)
# Dialogue at The Terminal (Logistics Hub)
# Ticket: #401 | Sprint: 5 | PC-as-NPC content
# Voice: casual, guarded, short sentences, contractions always
# Context: public-tier only. The smuggler-NPC responds to the detective with
# polite minimum — standard dock worker who doesn't want Commission attention.
# Agency: NEUTRAL PATH. No dramatic choices, no revelations.
location: the-terminal
role: dock-worker
lines:
# ========================================
# PUBLIC-TIER — detective approaches smuggler-NPC
# These are the only lines the detective can trigger.
# First playthrough: unremarkable dock worker.
# Second playthrough: "That's me."
# ========================================
- id: pc-smuggler_d_004
text: "Morning. Can I help you with something?"
role: dock-worker
access: [public]
trust: surface
situation: [arrival, greeting]
mood: [content]
topic: [routine]
tags: [pc-smuggler, greeting, public-tier]
- id: pc-smuggler_d_005
text: "Cargo routing. Containers come in, I process them out. Standard stuff."
role: dock-worker
access: [public, authority]
trust: surface
situation: [investigation, social]
topic: [routine, cargo]
tags: [pc-smuggler, work-question, public-tier]
- id: pc-smuggler_d_006
text: "It's a freight hub. Busy during shifts, quiet after. Same as anywhere."
role: dock-worker
access: [public]
trust: surface
situation: [social]
topic: [routine]
tags: [pc-smuggler, hub-question, public-tier]
- id: pc-smuggler_d_007
text: "Good crew. We do our shifts, go home. Nothing exciting."
role: dock-worker
access: [public, authority]
trust: surface
situation: [investigation, social]
topic: [colleague, routine]
tags: [pc-smuggler, colleagues-question, public-tier]
- id: pc-smuggler_d_008
text: "Look, I just move containers. You'd want to talk to Voss about scheduling."
role: dock-worker
access: [authority]
trust: surface
situation: [confrontation, investigation]
topic: [routine, colleague]
tags: [pc-smuggler, deflection, public-tier, voss]
@@ -1,371 +0,0 @@
# Dialogue: scheduler at The Terminal
# NPC: Maret (Tier 2, WITNESS/SKEPTIC)
# Voice: precise, institutional. Numbers and containers, not people. Unease she keeps professional.
# Arc: flags discrepancies → gets suppressed by Voss → suspicion hardens → potential detective source
# Ring-aware: not involved. Seeing the pattern. Hasn't named it yet.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: scheduler
lines:
# ==========================================
# GREETINGS — scheduler's opening read
# ==========================================
- id: scheduler_d_001
text: "Manifest's current. Bay assignments are posted."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, arrival]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, greeting]
- id: scheduler_d_002
text: "Container 4471 is still in C-4. Scheduled for bay six by 1400. Check with Voss if the hold's lifted."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, container-4471, procedural]
dual_lens:
smuggler: "She's tracking 4471 as a scheduling issue. Not flagging it as a discrepancy yet."
detective: "Maret references container 4471 as an unresolved routing issue. She knows the number."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: suspects
- id: scheduler_d_003
text: "Three inbounds today. All verified against the manifest. No gaps so far."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, procedural, manifest]
# ==========================================
# DISCREPANCY PATTERN — the core arc
# ==========================================
- id: scheduler_d_004
text: "Container 4474 shows a forty-seven kilo discrepancy. I've flagged it twice."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, investigation]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, discrepancy, flagging]
dual_lens:
smuggler: "Which container? Not 4471. She's flagging a different one. Two flags, no escalation."
detective: "Maret has flagged container 4474 twice. If Voss suppressed it both times, there's a paper trail."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: suspects
- id: scheduler_d_005
text: "It was logged as administrative. I don't know what that means for a weight discrepancy."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, discrepancy, institutional-response]
dual_lens:
smuggler: "She doesn't know what 'administrative' means either. Voss's answer covered nothing."
detective: "Maret knows the answer she got wasn't a real answer. She's still sitting with that."
- id: scheduler_d_006
text: "The transition window anomalies cluster at shift change. I've run the numbers four times. It's not random."
role: scheduler
access: [peer]
trust: surface
situation: [routine, investigation]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, pattern, transition-window]
dual_lens:
smuggler: "She's found the pattern. Not the cause. Not yet."
detective: "Maret has independently confirmed the transition window cluster. She's already halfway to the conclusion."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: knows_details
- id: scheduler_d_007
text: "Three separate manifest entries show weight variations under ten kilos. Within rounding, technically."
role: scheduler
access: [peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [frustrated]
tags: [maret, pattern, manifest]
dual_lens:
smuggler: "She's tracking the small ones too. But 'within rounding' is what Voss told her. She's not satisfied."
detective: "Sub-threshold variations. Small enough to dismiss individually. Maret's running aggregate analysis."
- id: scheduler_d_008
text: "I filed a formal notice with Voss. He reviewed it and told me it was resolved. It's not resolved."
role: scheduler
access: [peer]
trust: surface
situation: [routine, confrontation]
topic: [cargo, institution]
mood: [frustrated]
tags: [maret, voss, suppression, frustration]
dual_lens:
smuggler: "She filed a formal notice. Voss sat on it. She knows. This is the pressure point."
detective: "Formal notice filed, suppressed by supervisor. If that notice exists in the system, it's evidence."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: knows_details
# ==========================================
# ROUTINE SCHEDULING — grounded work
# ==========================================
- id: scheduler_d_009
text: "Bay eight's running on reduced capacity until 1700. Route inbounds through six."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [maret, operational]
- id: scheduler_d_010
text: "Drin's running the inspection on bay six this cycle. Bay four's on hold per Voss's directive."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [maret, drin, bay-four, scheduling]
dual_lens:
smuggler: "Maret confirmed it: bay four is Voss's directive. Not a system hold."
detective: "The bay four hold comes directly from Voss, not from the system. Discretionary hold."
- id: scheduler_d_011
text: "Overtime requests go through Meridian. I can't process them on paper anymore."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [maret, administrative]
- id: scheduler_d_012
text: "Manifest update at 1300. If your containers aren't posted by then, they don't make the cycle."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, manifest]
# ==========================================
# DETECTIVE ENCOUNTER — access and resistance
# ==========================================
- id: scheduler_d_013
text: "Commission manifest access requires a formal request through Voss. I can tell you what's on the public record."
role: scheduler
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, cargo]
mood: [content]
tags: [maret, detective-path, procedural]
- id: scheduler_d_014
text: "The flagged entries are in the system. They were logged as reviewed and closed. That's what I can confirm."
role: scheduler
access: [authority]
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [frustrated]
tags: [maret, detective-path, discrepancy-disclosure]
dual_lens:
smuggler: "Never encounters this line."
detective: "Maret confirms the flags exist in the system. And she's using careful language: 'what I can confirm.' There's more."
- id: scheduler_d_015
text: "I'm not in a position to speak to why certain reviews were closed the way they were."
role: scheduler
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [institution, cargo]
mood: [frustrated]
tags: [maret, detective-path, careful-language]
dual_lens:
smuggler: "Never encounters this line."
detective: "She's being very precise about what she will and won't say. 'Not in a position' means she has a position. Come back when she trusts me more."
# ==========================================
# ELEVATED TRUST — Maret breaks professional distance
# ==========================================
- id: scheduler_d_016
text: "The pattern I'm seeing doesn't make sense for equipment failure. It's too consistent."
role: scheduler
access: [peer, insider]
trust: real
situation: [routine, investigation]
topic: [cargo, investigation]
mood: [frustrated]
tags: [maret, peer-candor, pattern]
dual_lens:
smuggler: "She's figured it out. She hasn't said what 'it' is. But she knows the numbers aren't random."
detective: "Maret has crossed from anomaly-logging into active pattern recognition. She's running an informal parallel investigation."
knowledge_grant:
fact_id: investigation.manifest_discrepancy
confidence: knows_details
- id: scheduler_d_017
text: "I filed a second formal notice two cycles ago. It's been under review since then. By Voss."
role: scheduler
access: [peer]
trust: real
situation: [routine, confrontation]
topic: [cargo, institution]
mood: [frustrated]
tags: [maret, voss, suppression, peer-candor]
dual_lens:
smuggler: "Two formal notices. Both sitting with Voss. He's managing her output directly."
detective: "Second formal notice. Both under Voss's review. That's documented suppression with a timestamp."
knowledge_grant:
fact_id: behavioral.voss_awareness
confidence: knows_details
- id: scheduler_d_018
text: "I don't think I should be the one telling you this."
role: scheduler
access: [insider]
trust: real
situation: [confrontation, alone]
topic: [investigation]
mood: [frustrated]
tags: [maret, detective-path, threshold-line]
notes: "Gate line. Opens when detective has built enough trust. What follows depends on the conversation state."
# ==========================================
# SIGN-OFF
# ==========================================
- id: scheduler_d_019
text: "Manifest posted for the evening shift. I'm off at 1500."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [maret, closing]
- id: scheduler_d_020
text: "Numbers don't lie. People lie about numbers."
role: scheduler
access: [peer]
trust: real
situation: [shift_end, routine]
topic: [routine]
mood: [frustrated]
tags: [maret, closing, character-line]
notes: "Low-access line. Maret's professional philosophy. Can fire as ambient or as a closing beat."
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: scheduler_d_021
text: "Bay assignments updated as of 0900. Check before you touch anything."
role: scheduler
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_022
text: "Inbound from the Havara corridor is delayed six hours. Adjust your bay queue."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, operational, generation-pass]
- id: scheduler_d_023
text: "Scan log for bay six is still open from last cycle. Close it before end of shift."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_024
text: "Overtime requests need scheduler approval now. Voss changed the process."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, institution]
mood: [content]
tags: [maret, voss, administrative, generation-pass]
- id: scheduler_d_025
text: "If a container's not logged by 1300, it doesn't make the cycle. That's the rule."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_026
text: "End-of-cycle reconciliation is at 1430. Be available."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [maret, procedural, generation-pass]
- id: scheduler_d_027
text: "Weight tolerance is plus or minus five kilos. Anything outside that gets a flag."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [maret, procedural, manifest, generation-pass]
- id: scheduler_d_028
text: "Commission audit prep starts next cycle. Get your documentation current."
role: scheduler
access: [public, peer]
trust: surface
situation: [routine]
topic: [institution, routine]
mood: [suspicious]
tags: [maret, commission, audit, generation-pass]
@@ -1,356 +0,0 @@
# Dialogue: shift-supervisor at The Terminal
# NPC: Voss (Tier 2, SYSTEM/OPERATOR)
# Voice: terse, procedural, institutional. Uses authority as armor.
# Ring-complicit: provides scheduling cover. Never shows it on surface.
# Ticket: #190 | Sprint: 12
location: the-terminal
role: shift-supervisor
lines:
# ==========================================
# GREETINGS — shift arrival
# ==========================================
- id: shift-supervisor_d_001
text: "You're late. Don't be late."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [arrival, shift_start]
topic: [routine]
mood: [content]
tags: [voss, greeting, authority]
- id: shift-supervisor_d_002
text: "Manifest's posted. Bay assignments are final — don't renegotiate them with me."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start]
topic: [routine, cargo]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_003
text: "Bay 4's running a review hold. Nobody touches that freight until I say."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [cargo, routine]
mood: [content]
tags: [voss, authority]
dual_lens:
smuggler: "Review hold on Bay 4. Voss knows the container's in the queue. Is he covering it or flagging it?"
detective: "Supervisor flagging Bay 4 himself. Either due diligence or containment."
- id: shift-supervisor_d_004
text: "Commission liaison's in the district this cycle. Keep the floor clean."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [institution, routine]
mood: [frustrated]
tags: [voss, warning, commission]
dual_lens:
smuggler: "Voss knows the detective's here. That warning's not just about tidiness."
detective: "Supervisor aware of my presence. Either routine caution or he's got something to protect."
# ==========================================
# SHIFT AUTHORITY — routine management
# ==========================================
- id: shift-supervisor_d_005
text: "Drin was supposed to run the bay six inspection. Tell him I'm asking."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, colleague]
mood: [content]
tags: [voss, drin, authority]
- id: shift-supervisor_d_006
text: "Transition window's twenty minutes. Not twenty-five, not thirty. Twenty."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [shift_transition]
topic: [routine]
mood: [content]
tags: [voss, procedural, transition-window]
- id: shift-supervisor_d_007
text: "Overtime requests go through the Meridian form. Don't bring them to me."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_end]
topic: [routine]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_008
text: "Bay eight's going to downtime at 1300. Plan around it."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine]
mood: [content]
tags: [voss, operational]
- id: shift-supervisor_d_009
text: "Maret flagged a discrepancy. I've reviewed it. It's logged. Move on."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, investigation]
topic: [cargo, routine]
mood: [content]
tags: [voss, maret, discrepancy, cover]
dual_lens:
smuggler: "Voss reviewed it and logged it. Not escalating. He's managing it."
detective: "Supervisor reviewed a manifest discrepancy and chose not to escalate. That's not nothing."
knowledge_grant:
fact_id: investigation.oversight_gap_pattern
confidence: suspects
- id: shift-supervisor_d_010
text: "Freight's moving. That's what matters. Questions slow things down."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [cargo, routine]
mood: [content]
tags: [voss, deflection, philosophy]
# ==========================================
# SCHEDULING COVER — insider, real trust
# ==========================================
- id: shift-supervisor_d_011
text: "Bay four is clear for transition. I've adjusted the inspection schedule."
role: shift-supervisor
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo, routine]
mood: [focused]
tags: [voss, ring-ops, scheduling-cover]
dual_lens:
smuggler: "He adjusted the schedule. The window is actually clear. Voss is part of this."
detective: "Never hears this line."
- id: shift-supervisor_d_012
text: "Drin's on bay six. Bay four's mine tonight."
role: shift-supervisor
access: [insider]
trust: real
situation: [shift_transition, night_shift]
topic: [routine, cargo]
mood: [focused]
tags: [voss, ring-ops, scheduling-cover, drin]
- id: shift-supervisor_d_013
text: "The hold note is administrative. Don't treat it as anything else."
role: shift-supervisor
access: [insider]
trust: real
situation: [shift_transition]
topic: [cargo]
mood: [focused]
tags: [voss, ring-ops, coded]
notes: "Signals to ring members that the 'hold' on Bay 4 is cover, not genuine review."
# ==========================================
# DETECTIVE ENCOUNTER — authority tier
# ==========================================
- id: shift-supervisor_d_014
text: "You'll need to submit a formal access request through Commission channels for any restricted data."
role: shift-supervisor
access: [authority]
trust: surface
situation: [investigation, routine]
topic: [institution, routine]
mood: [content]
tags: [voss, detective-path, institutional-resistance]
- id: shift-supervisor_d_015
text: "The manifest's available to any Commission officer. Ask the scheduler."
role: shift-supervisor
access: [authority]
trust: surface
situation: [investigation]
topic: [cargo, institution]
mood: [content]
tags: [voss, detective-path, redirect]
- id: shift-supervisor_d_016
text: "My workers perform their duties. If there's an irregularity, it'll show in the log."
role: shift-supervisor
access: [authority]
trust: surface
situation: [investigation, confrontation]
topic: [routine, institution]
mood: [content]
tags: [voss, detective-path, deflection]
- id: shift-supervisor_d_017
text: "I've been running this floor for six years. The numbers work out."
role: shift-supervisor
access: [authority, public]
trust: surface
situation: [investigation, confrontation]
topic: [routine, institution]
mood: [content]
tags: [voss, detective-path, authority-assertion]
# ==========================================
# PRESSURE / CONFRONTATION
# ==========================================
- id: shift-supervisor_d_018
text: "Close the door."
role: shift-supervisor
access: [insider, peer]
trust: real
situation: [confrontation, alone]
topic: [danger]
mood: [frustrated]
tags: [voss, confrontation, private]
- id: shift-supervisor_d_019
text: "Maret keeps flagging the discrepancies. That needs to stop being her problem."
role: shift-supervisor
access: [insider]
trust: real
situation: [confrontation, alone]
topic: [colleague, danger]
mood: [frustrated]
tags: [voss, ring-ops, maret, caution]
knowledge_grant:
fact_id: behavioral.voss_awareness
confidence: knows_of
- id: shift-supervisor_d_020
text: "If you've got a problem with how I run this floor, that's a conversation for another time."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [confrontation]
topic: [routine]
mood: [frustrated]
tags: [voss, deflection, shutdown]
# ==========================================
# SIGN-OFF / END OF SHIFT
# ==========================================
- id: shift-supervisor_d_021
text: "Sign-off is at 1400. Be done."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_022
text: "Night shift takes over at 2200. I don't want to hear about the handoff tomorrow."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_transition, shift_end]
topic: [routine]
mood: [content]
tags: [voss, procedural]
- id: shift-supervisor_d_023
text: "Good shift. Tomorrow at 0600."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [shift_end]
topic: [routine]
mood: [content]
tags: [voss, closing]
# ==========================================
# GENERATION PASS — ambient variants
# ==========================================
- id: shift-supervisor_d_024
text: "Assignments don't change once they're posted. Read the board."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_start, routine]
topic: [routine]
mood: [content]
tags: [voss, procedural, generation-pass]
- id: shift-supervisor_d_025
text: "If there's a discrepancy, it goes to the scheduler. Not to me directly."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine, cargo]
mood: [content]
tags: [voss, procedural, maret, generation-pass]
- id: shift-supervisor_d_026
text: "Span gate's cycling at 1100. Clear the bay six access before then."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [voss, operational, generation-pass]
- id: shift-supervisor_d_027
text: "I don't repeat myself on safety calls. If you missed it, ask someone who was listening."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [voss, authority, generation-pass]
- id: shift-supervisor_d_028
text: "End-of-day log goes to Meridian before you leave. No exceptions."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [shift_end, routine]
topic: [routine, institution]
mood: [content]
tags: [voss, procedural, generation-pass]
- id: shift-supervisor_d_029
text: "Inbounds from Havara are on the revised schedule. Check the update."
role: shift-supervisor
access: [public, peer]
trust: surface
situation: [routine, shift_start]
topic: [routine, cargo]
mood: [content]
tags: [voss, operational, generation-pass]
- id: shift-supervisor_d_030
text: "Clean floor, clean manifest. That's the job."
role: shift-supervisor
access: [public, peer, insider]
trust: surface
situation: [routine]
topic: [routine]
mood: [content]
tags: [voss, philosophy, generation-pass]
@@ -23,12 +23,6 @@ items:
Commission Order 7741-B applies.
Report unauthorized personnel to: Station Security (Lattice: SovaStation/Security)
dual_lens:
smuggler: "Nobody calls Station Security for corridor access. Everyone goes through here."
detective: >
Restricted zone, active posting. Unauthorized entry is a violation
of Commission Order 7741-B. If the ring is using this corridor,
they're committing a documented infraction on every run.
tags: [atmospheric, b7-corridor]
# ==========================================
@@ -54,15 +48,6 @@ items:
Coverage gaps during gate calibration: approx 14:20-14:45.
Posted by: Sova Meridian Network Maintenance Division
dual_lens:
smuggler: >
14:20-14:45. That's the window. Twenty-five minutes of clean dead zone
during the shift transition. The ring didn't find this. It's posted.
detective: >
Posted surveillance schedule with documented gap. 14:20-14:45 during
shift transition. The ring isn't sophisticated — they're using
publicly posted maintenance data. That means anyone could have
identified this gap.
tags: [investigation-relevant, meridian, surveillance-gap, critical]
knowledge_grant:
fact_id: "location.surveillance_gaps"
@@ -93,14 +78,6 @@ items:
NOTE: Pressure sensors reading elevated load during 14:00-15:00
window. Does not match shift transition foot traffic.
Filed maintenance anomaly report — awaiting management review.
dual_lens:
smuggler: >
Pael's logged the pressure anomaly. It'll sit in the queue.
Management never reviews the anomaly reports.
detective: >
Maintenance anomaly report filed, awaiting management review.
The report documents irregular pressure load during exact operation
window. If management reviews it, the window closes.
tags: [investigation-relevant, b7-corridor, pael, critical]
knowledge_grant:
fact_id: "location.corridor_b7_restricted"
@@ -124,12 +101,6 @@ items:
[Someone has drawn a thin pencil line from Bay 4 to C-4 to
the service lift, bypassing the standard terminal route]
dual_lens:
smuggler: "Someone mapped the reroute. That's not how we were shown it. That's cleaner."
detective: >
Pencil annotation on the official diagram. Whoever added it knows
the layout and took time to trace an alternative route. Not vandalism.
Operational planning.
tags: [investigation-relevant, b7-corridor, smuggling-route]
knowledge_grant:
fact_id: "location.smuggling_route"
@@ -153,9 +124,6 @@ items:
If recycled air quality falls below 70%, report to maintenance.
Current status: Monitor.
dual_lens:
smuggler: "Recycled air's worse than the terminal. You get used to it."
detective: "Air quality below recommended. Maintenance deferred. Nobody's prioritizing this corridor."
tags: [atmospheric, environmental]
# ==========================================
@@ -180,16 +148,4 @@ items:
Container 4472 — Cleared — removed Month 11 Day 18
[Gap in numbering between 4469-4470 has no explanation column]
dual_lens:
smuggler: >
4471 is still logged as pending. It should have been moved during
last transition. Either it wasn't, or the log wasn't updated.
Either is a problem.
detective: >
Container 4471 in the C-4 hold log, entered Month 11, no removal
logged. Same container flagged in the terminal manifest. And 4469
is a gap with no explanation. This is the thread.
tags: [investigation-relevant, container-4471, critical]
knowledge_grant:
fact_id: "investigation.cargo_anomaly"
confidence: knows_of
tags: [container-4471, critical]
@@ -24,9 +24,6 @@ items:
TRANSITION: 13:45-14:15 (30-min handoff window)
Night Shift 22:00-06:00 — ROSTER PENDING
[Bay 6: MAINTENANCE HOLD — see Pael Varren]
dual_lens:
smuggler: "Thirty-minute transition window. That's the window. Posted for everyone to see."
detective: "Night roster blank. Either unassigned or deliberately obscured. Logging the gap."
# ==========================================
# MANIFEST TRACKING TERMINAL — cargo status display
@@ -48,15 +45,7 @@ items:
Container 4475 — CLEARED — Bay 3
Container 4476 — PROCESSING — Bay 7
[8 additional items — scroll to continue]
dual_lens:
smuggler: "4471 is still in the queue. Kael hasn't cleared it yet. On schedule."
detective: >
4471 pending review with a 4474 weight discrepancy in the same bay.
Two anomalies, same location. Not random.
tags: [investigation-relevant, manifest-discrepancy]
knowledge_grant:
fact_id: "investigation.manifest_discrepancy"
confidence: suspects
tags: [manifest-discrepancy]
# ==========================================
# MAINTENANCE REQUEST CLIPBOARD
@@ -80,11 +69,6 @@ items:
Note: B-7 corridor showing irregular pressure load on sensor.
Traffic heavier than logged shift count explains. Investigating.
— P. Varren
dual_lens:
smuggler: "Pael's noticed the B-7 pressure log doesn't match posted traffic. Nothing they can do about it."
detective: >
Maintenance log records irregular pressure load in B-7.
The tech attributes it to unlogged foot traffic. That's exactly right.
tags: [investigation-relevant, b7-corridor]
knowledge_grant:
fact_id: "location.corridor_b7_restricted"
@@ -113,13 +97,6 @@ items:
Posted: Lattice Commission, Sova Station Authority
Reference: Commission Order 7741-B
dual_lens:
smuggler: >
Eight-hour window on discrepancy reporting. In practice, the window
to move anything is the thirty-minute shift transition.
detective: >
8-hour reporting window. If discrepancy 4474 was logged at 06:23,
compliance deadline is 14:23. I have time.
tags: [atmospheric, institutional]
# ==========================================
@@ -140,17 +117,7 @@ items:
won't check.
— D.
dual_lens:
smuggler: >
"D." is Drin. Route it through 7 like last time — dock-side
workaround, happens constantly. Probably nothing operational.
detective: >
Unsigned note, initial D. Maret not flagging a weight discrepancy
officially. Voss complicit or uninformed. Follow up with Maret.
tags: [investigation-relevant, maret, drin, voss]
knowledge_grant:
fact_id: "investigation.drin_inspection_pattern"
confidence: suspects
tags: [maret, drin, voss]
# ==========================================
# SAFETY PROCEDURES PLACARD — standard, faded
@@ -169,9 +136,6 @@ items:
4. Await station authority clearance before resuming operations
Last safety review: Month 4, Year 312 (Krenn calendar)
dual_lens:
smuggler: "Two years out of date. Nobody bothers."
detective: "Last review was two cycles ago. Standard compliance lag for a district this size."
tags: [atmospheric]
# ==========================================
@@ -193,7 +157,4 @@ items:
BAY 6: MAINTENANCE HOLD — Est. clear: next cycle
BAY 7: ACTIVE
BAY 8: SCHEDULED DOWNTIME 13:00-15:00
dual_lens:
smuggler: "Bay 8 scheduled downtime 13:00-15:00. That overlaps the transition window. Useful."
detective: "Bay 8 downtime during transition window. Reduced oversight at peak movement time."
tags: [investigation-relevant, operational]
@@ -1,225 +0,0 @@
# Diegetic Insert Flavor Text — Detective Character
# Neural lattice interface strings: POI labels, notifications, system status.
# Ticket: #331 | Sprint: 12 | Owner: Mellanie + Araminta
#
# Voice principle: the detective's insert is issued Commission equipment.
# Institutional, precise, surname-first. The vocabulary is the job.
# When personal breaks through, it's notable — the first name appears
# only for allies. Shift to first name IS a relationship marker.
character: detective
# ==========================================
# POI LABELS — displayed in perception mode overlay
# Appears on NPCs when viewed through insert interface.
# State-dependent: shifts as relationship changes.
# ==========================================
poi_labels:
defaults:
unknown: "Unknown subject"
known: "{surname}, {initial}."
friendly: "{first_name}"
person_of_interest: "{surname} — POI"
hostile: "{surname} — AVOID"
npc_overrides:
kael_davan:
phase_1_unknown: "Unknown subject"
phase_1_known: "Davan, K."
person_of_interest: "Davan, K. — POI"
flagged: "Davan, K. — FLAGGED"
sera_venn:
friendly: "Sera"
phase_3_poi: "Sera — ?"
phase_4_poi: "Venn — REVIEW"
voss:
default: "Voss, K. — Supervisor"
cooperative: "Voss — cooperative"
torek_lintar:
default: "Lintar, T."
flagged: "Lintar, T. — FLAG"
commission_personnel:
default: "{surname} — Commission"
ring_member_suspected:
default: "{surname} — suspect"
# ==========================================
# NOTIFICATIONS — status strings, message previews
# Displayed as brief overlay text. 40 char max per line.
# ==========================================
notifications:
case_file:
- id: insert_d_001
trigger: case_file_update
template: "Case update: {subject_name}"
example: "Case update: Davan, K."
tags: [investigation]
- id: insert_d_002
trigger: evidence_logged
text: "Evidence logged"
tags: [investigation]
- id: insert_d_003
trigger: manifest_discrepancy_filed
text: "Discrepancy filed"
tags: [investigation, manifest]
- id: insert_d_004
trigger: knowledge_updated
template: "KG updated: {fact_category}"
example: "KG updated: relationship"
tags: [investigation]
- id: insert_d_005
trigger: poi_status_change
template: "{surname} — status updated"
example: "Davan — status updated"
tags: [investigation]
- id: insert_d_006
trigger: tell_logged
template: "{surname} — behavior logged"
example: "Davan — behavior logged"
tags: [investigation, tell]
- id: insert_d_007
trigger: pattern_confirmed
template: "{surname} — pattern confirmed"
example: "Venn — pattern confirmed"
tags: [investigation, pattern]
commission:
- id: insert_d_008
trigger: commission_advisory
text: "Commission advisory"
tags: [institutional]
- id: insert_d_009
trigger: commission_advisory_urgent
text: "Commission advisory — urgent"
tags: [institutional, priority]
- id: insert_d_010
trigger: clearance_required
template: "{zone} — clearance required"
example: "Sector B — clearance required"
tags: [institutional]
- id: insert_d_011
trigger: clearance_confirmed
template: "{zone} — clearance confirmed"
example: "B-7 — clearance confirmed"
tags: [institutional]
- id: insert_d_012
trigger: case_status_active
template: "Case #{case_id}: active"
example: "Case #4471: active"
tags: [institutional, investigation]
field:
- id: insert_d_013
trigger: observation_mode_active
text: "Observation: logging"
tags: [field]
- id: insert_d_014
trigger: restricted_area_entered
text: "Restricted zone — logged"
tags: [field, institutional]
- id: insert_d_015
trigger: anomaly_detected
template: "Anomaly: {location}"
example: "Anomaly: B-7 corridor"
tags: [field, investigation]
- id: insert_d_016
trigger: no_anomaly
text: "Sector: nominal"
tags: [field]
# ==========================================
# SYSTEM STATUS — persistent interface text
# Small-print labels in perception mode corners.
# ==========================================
system_status:
- id: insert_d_100
context: default
text: "Analytical lattice: active"
- id: insert_d_101
context: perception_mode_active
text: "Perception mode: on"
- id: insert_d_102
context: fog_layer_present
text: "Reduced visibility"
- id: insert_d_103
context: meridian_active
text: "Meridian: nominal"
- id: insert_d_104
context: meridian_inactive
text: "Meridian: offline"
- id: insert_d_105
context: investigation_active
text: "Case: active"
- id: insert_d_106
context: case_status_flagged
text: "Case: flagged subjects present"
- id: insert_d_107
context: case_status_critical
text: "Case: escalation threshold"
- id: insert_d_108
context: lattice_scan_complete
text: "Scan: complete"
# ==========================================
# EXAMINATION LABELS — text shown when examining environmental objects
# ==========================================
examination_labels:
- id: insert_d_200
object_type: document
text: "Examine"
- id: insert_d_201
object_type: terminal
text: "Query manifest"
- id: insert_d_202
object_type: container_flagged
text: "Container 4471 — discrepancy logged"
- id: insert_d_203
object_type: restricted_area
text: "Restricted — B-7 sector"
- id: insert_d_204
object_type: surveillance_gap
text: "Coverage gap — logged"
- id: insert_d_205
object_type: evidence_item
text: "Log as evidence"
- id: insert_d_206
object_type: known_meeting_point
text: "Meeting point — flagged"
notes: >
Voice: institutional, precise, Commission equipment. Surname-first for
targets and unknowns. First name appears only for allies (Sera).
That shift IS the relationship marker — the player notices when
"Venn" becomes "Sera" and knows it means something.
Araminta coordinates on visual presentation constraints (#331 co-owner).
@@ -1,193 +0,0 @@
# Diegetic Insert Flavor Text — Smuggler Character
# Neural lattice interface strings: POI labels, notifications, system status.
# Ticket: #331 | Sprint: 12 | Owner: Mellanie + Araminta
#
# Voice principle: the smuggler's insert is slightly informal, modified hardware.
# It's a tool that's been lived with, not issued equipment. Short labels.
# Uses first names and operational shorthand, not institutional vocabulary.
character: smuggler
# ==========================================
# POI LABELS — displayed in perception mode overlay
# Appears on NPCs when viewed through insert interface.
# State-dependent: shifts as relationship changes.
# ==========================================
poi_labels:
defaults:
unknown: "Unknown"
known: "{first_name}"
friendly: "{first_name} — OK"
person_of_interest: "{first_name} — WATCH"
hostile: "{first_name} — AVOID"
npc_overrides:
kael_davan:
phase_1: "Kael"
phase_2: "Kael — ?"
phase_3: "Kael — WATCH"
phase_4: "Kael — LYING"
phase_5: "Kael — COMPROMISED"
voss:
default: "Voss"
hostile: "Voss — PROBLEM"
commission_personnel:
default: "Commission"
investigation_active: "Commission — ACTIVE"
ring_member:
default: "{first_name}"
operational: "{first_name} — RING"
# ==========================================
# NOTIFICATIONS — status strings, message previews
# Displayed as brief overlay text. 40 char max per line.
# ==========================================
notifications:
messages:
- id: insert_s_001
trigger: message_from_contact
template: "Msg: {contact_name}"
example: "Msg: Kael"
tags: [ring-operational]
- id: insert_s_002
trigger: message_from_contact_urgent
template: "Msg: {contact_name} — urgent"
example: "Msg: Nils — urgent"
tags: [ring-operational, priority]
- id: insert_s_003
trigger: drop_point_update
text: "Drop point updated"
tags: [ring-operational]
- id: insert_s_004
trigger: drop_point_confirmed
text: "Drop point confirmed — proceed"
tags: [ring-operational]
- id: insert_s_005
trigger: meridian_window_opening
template: "Window: {duration}m"
example: "Window: 25m"
tags: [operational, timing]
- id: insert_s_006
trigger: meridian_window_closing
template: "Window closing — {time_remaining}m"
example: "Window closing — 3m"
tags: [operational, timing, priority]
- id: insert_s_007
trigger: ring_checkin_overdue
text: "Check-in overdue"
tags: [ring-operational, concern]
- id: insert_s_008
trigger: contact_unavailable
template: "{contact_name} — no response"
example: "Kael — no response"
tags: [ring-operational, concern]
- id: insert_s_009
trigger: commission_patrol_detected
text: "Commission in sector"
tags: [caution, operational]
- id: insert_s_010
trigger: commission_patrol_cleared
text: "Sector clear"
tags: [operational]
evidence:
- id: insert_s_011
trigger: observation_logged
text: "Logged"
tags: [observation]
- id: insert_s_012
trigger: tell_observed
template: "{npc_name} — tell logged"
example: "Kael — tell logged"
tags: [observation, tell]
- id: insert_s_013
trigger: contradiction_observed
template: "{npc_name} — anomaly"
example: "Kael — anomaly"
tags: [observation, contradiction]
# ==========================================
# SYSTEM STATUS — persistent interface text
# Small-print labels in perception mode corners.
# ==========================================
system_status:
- id: insert_s_100
context: default
text: "Lattice: Sova Transit"
- id: insert_s_101
context: perception_mode_active
text: "Perception: active"
- id: insert_s_102
context: fog_layer_present
text: "Fog layer"
- id: insert_s_103
context: meridian_dead_zone
text: "Meridian: inactive"
- id: insert_s_104
context: meridian_active
text: "Meridian: active — caution"
- id: insert_s_105
context: ring_status_stable
text: "Status: stable"
- id: insert_s_106
context: ring_status_elevated
text: "Status: elevated"
- id: insert_s_107
context: ring_status_compromised
text: "Status: compromised"
# ==========================================
# EXAMINATION LABELS — text shown when examining environmental objects
# ==========================================
examination_labels:
- id: insert_s_200
object_type: document
text: "Read"
- id: insert_s_201
object_type: terminal
text: "Check manifest"
- id: insert_s_202
object_type: container_flagged
text: "4471 — flagged"
- id: insert_s_203
object_type: restricted_area
text: "B-7 — restricted"
- id: insert_s_204
object_type: dead_drop
text: "Drop point"
- id: insert_s_205
object_type: safe_location
text: "Safe"
notes: >
Voice: informal, operational shorthand. This is a modified civilian
lattice, not issued equipment. First names, not titles. Short.
Labels should feel like something you'd put on your own interface.
Araminta coordinates on visual presentation constraints (#331 co-owner).
@@ -1,281 +0,0 @@
# Smuggler Physical Inventory — v0.1 Item Specs
# Ticket: #441 | Sprint: 6 | Decision: D-065
# Author: Mellanie (copy), covering Paula (narrative systems) + Gestalt (content architecture)
#
# D-065: Knowledge is the primary "inventory" for all characters. The smuggler
# additionally gets 3 physical items because the smuggler's word doesn't carry
# institutional weight — they need tangible proof for leverage.
#
# All items are contraband. All items are private (information boundary, D-010).
# Not visible to other entities unless revealed via search, scan, or confrontation.
#
# Server reads these specs via CarriedBy component + Take/Place verbs (#424).
# Client renders via inventory UI (#438) — 3x3 grid UI, bottom-right, mapped to 1-9 hotkeys.
#
# Voice: smuggler internal perspective. Descriptions are diegetic — the character
# is looking at an item in their pocket. Not neutral game text.
#
# Cross-references:
# Sprint 5: #297 Kael FRIEND pack, #298 Sera FRIEND pack
# NPC profiles: npcs/kael-davan.yaml, npcs/sera-venn.yaml
# Knowledge graph: global/knowledge/investigation.yaml, contraband.yaml
# Smuggler voice: docs/design/smuggler-voice-card.md, docs/design/voice-patterns.md
archetype: smuggler
capacity: 9
items:
# ================================================================
# ITEM 1: Manifest Copy
# Proves cargo discrepancy. The paper trail the ring can't deny.
# ================================================================
- item_id: "item:manifest-copy"
display_name: "Manifest Copy"
description: >
Cargo manifest from last cycle. Three containers that don't match
the dock log. Kael's handwriting on the margins — weight corrections
that never got filed.
flavor_text: "Should've burned this weeks ago."
contraband: true
portable: true
knowledge_links:
- fact_id: "investigation.manifest_discrepancy"
relationship: "proves"
confidence_granted: "knows_details"
notes: >
Physical proof of cargo routing irregularities. The manifest shows
three containers rerouted during shift transition with weights that
don't reconcile. Cross-ref: Kael dialogue kael-davan_d_041
("Manifest says this one's forty kilos over") and kael-davan_d_051
("Manifest's clean on my end").
- fact_id: "investigation.cargo_anomaly"
relationship: "corroborates"
confidence_granted: "knows_of"
notes: >
The weight discrepancies on this manifest are consistent with
unlicensed lattice components hidden in standard freight containers.
confrontation:
usable_against:
- target: "npc:kael-davan"
leverage_type: "evidence"
notes: >
Kael's handwriting is on the manifest. Presenting this forces
acknowledgment of ring involvement. Gentle confrontation: "I've
got the manifest, Kael. Your handwriting." Harsh: "Want to explain
the weight corrections, or should I show Nils?"
- target: "npc:voss"
leverage_type: "pressure"
notes: >
Voss cleared the schedule windows that made the rerouting possible.
The manifest doesn't name Voss directly, but the timing proves
complicity. Leverage for information, not confession.
- target: "npc:nils-davan"
leverage_type: "insurance"
notes: >
If Nils pushes for higher volume or threatens the smuggler,
the manifest is proof that the operation exists. Mutually
assured destruction — Nils can't deny it without denying Kael.
risk_if_found: >
A copied manifest with annotated discrepancies is direct evidence
of smuggling awareness. If security or the detective finds this,
it links the smuggler to cargo irregularities immediately.
gameplay:
acquisition: "Starting inventory. The smuggler copied this last cycle as insurance."
take_verb: true
place_verb: true
place_contexts:
- "dead_drop_location"
- "personal_space"
notes: >
Risk/reward: carrying it means evidence walks with you. Placing it
means it could be found by anyone who accesses the location. The
smuggler copied it because trust in the ring is eroding — Nils is
pushing volume, Kael is distracted, Voss is getting nervous.
# ================================================================
# ITEM 2: Corridor Access Token
# Proves ring membership. The key that opens doors you shouldn't enter.
# ================================================================
- item_id: "item:access-token"
display_name: "Access Token"
description: >
Maintenance corridor keycard. Kael slipped it to me three weeks ago.
Gets you past the service hatches into B-7. No legitimate reason to
have this.
flavor_text: "Hope it still works."
contraband: true
portable: true
knowledge_links:
- fact_id: "location.corridor_b7_restricted"
relationship: "proves_access"
confidence_granted: "direct"
notes: >
Physical proof of unauthorized access to restricted maintenance
corridors. Corridor B-7 is where the ring operates during shift
transitions and night cycles. Cross-ref: Kael FRIEND arc phase 3
(smuggler observes Kael in Corridor B-7).
- fact_id: "relationship.ring_membership"
relationship: "corroborates"
confidence_granted: "knows_details"
notes: >
Possessing this token proves connection to the ring's infrastructure.
Legitimate maintenance workers use Commission-issued access.
This is a copied token — ring-internal distribution.
confrontation:
usable_against:
- target: "npc:kael-davan"
leverage_type: "shared_guilt"
notes: >
Kael gave this to the smuggler. Both are implicated. Not leverage
against Kael so much as proof of shared position — "We're in this
together." Useful for demanding honesty about the exit attempt.
- target: "npc:devra"
leverage_type: "proof_of_standing"
notes: >
Showing the token to Devra proves operational involvement. Opens
ring-internal dialogue that would otherwise require vouching.
The token is a credential, not a weapon.
risk_if_found: >
Unauthorized corridor access token found on a dock worker. Security
would flag this immediately. The detective's analytical lattice would
connect it to Corridor B-7 activity patterns. No plausible cover.
gameplay:
acquisition: "Starting inventory. Kael provided it three weeks before session start."
take_verb: true
place_verb: true
place_contexts:
- "dead_drop_location"
- "personal_space"
functional: true
functional_notes: >
The access token actually opens Corridor B-7 service hatches. Carrying
it grants physical access to restricted maintenance corridors. Without
it, the smuggler cannot enter ring operating spaces. Gameplay tension:
you need it to do ring work, but carrying it is incriminating.
# ================================================================
# ITEM 3: Personal Comm Log
# Bridge between knowledge and provable leverage. The receipts.
# ================================================================
- item_id: "item:comm-log"
display_name: "Comm Log"
description: >
Three months of messages. Times, names, drop schedules. Nils
arranging volumes, Kael confirming routes, Renn reporting handoffs.
Everything the ring said it never said.
flavor_text: "Should've wiped these. Didn't."
contraband: true
portable: true
knowledge_links:
- fact_id: "contraband.supply_chain"
relationship: "proves"
confidence_granted: "knows_details"
notes: >
The comm log contains operational messages about lattice component
shipments — arrival windows, container IDs, handoff confirmations.
This is the full supply chain in text. Cross-ref: D-037 (contraband
is unlicensed lattice components, not weapons).
- fact_id: "relationship.trust_network"
relationship: "proves"
confidence_granted: "knows_details"
notes: >
Messages between Nils, Kael, Renn, Devra, and the smuggler. The comm
log maps the ring's social structure — who coordinates with whom,
who reports to whom. Cross-ref: triangle hub-power (Voss-Kael-Nils)
and triangle worried-partner (Naia-Kael-Sera).
- fact_id: "investigation.shift_mismatch"
relationship: "corroborates"
confidence_granted: "knows_of"
notes: >
Several messages reference shift timing — "window's clear at 14:15"
or "Voss moved the rotation, new window at 14:30." Corroborates
the pattern that shift manipulations enable smuggling operations.
confrontation:
usable_against:
- target: "npc:nils-davan"
leverage_type: "mutually_assured"
notes: >
Nils's name is in the messages. Arranging volumes, setting
schedules, confirming drops. If Nils tries to cut the smuggler
out or shift blame, the comm log proves his coordination role.
The nuclear option.
- target: "npc:kael-davan"
leverage_type: "evidence"
notes: >
Kael's route confirmations are in the log. But more importantly,
the log shows Kael's messages STOPPING three weeks ago — silence
that correlates with the exit attempt. The absence is evidence.
"You stopped answering, Kael. I noticed."
- target: "npc:renn"
leverage_type: "pressure"
notes: >
Renn's handoff reports are recorded. Leverage for cooperation
or information if the smuggler needs to pressure a ring member
without going through Nils.
risk_if_found: >
Three months of incriminating communications naming ring members,
shipment details, and operational timing. This is the single most
damaging item the smuggler carries. If the detective finds it,
the entire ring is compromised. If Nils finds it, the smuggler
kept records against explicit protocol.
gameplay:
acquisition: "Starting inventory. The smuggler has been saving messages as insurance."
take_verb: true
place_verb: true
place_contexts:
- "dead_drop_location"
- "personal_space"
notes: >
The comm log is the smuggler's most powerful and most dangerous item.
It proves the supply chain, maps the trust network, and corroborates
shift manipulation. It's also the item that most clearly differentiates
the smuggler from the detective — the detective builds a case from
observation and institutional access. The smuggler already HAS the case.
The question is what to do with it.
# ================================================================
# SCHEMA NOTES (for Gestalt / content pipeline)
# ================================================================
#
# Item spec schema (proposed for content/_schema/item-spec.schema.json):
# required: item_id, display_name, description, contraband, portable
# optional: flavor_text, knowledge_links[], confrontation{}, gameplay{}
#
# knowledge_links[]:
# fact_id: string (matches global/knowledge/*.yaml fact_id)
# relationship: enum [proves, corroborates, suggests]
# confidence_granted: enum [suspects, knows_of, knows_details, direct]
# notes: string (authoring context, not displayed in-game)
#
# confrontation.usable_against[]:
# target: string (canonical NPC id)
# leverage_type: enum [evidence, pressure, shared_guilt, insurance,
# proof_of_standing, mutually_assured]
# notes: string (authoring context)
#
# confrontation.risk_if_found: string (consequence description)
#
# gameplay:
# acquisition: string (how the player gets this item)
# take_verb: bool (can be picked up)
# place_verb: bool (can be placed in world)
# place_contexts: list<string> (valid placement locations)
# functional: bool (does the item DO something beyond evidence?)
# functional_notes: string (what it does)
#
# Display constraints (per D-065):
# - description: max 2 sentences, ~30 words, smuggler voice
# - flavor_text: max 1 sentence, ~10 words
# - UI: 3x3 grid, bottom-right, mapped to 1-9 hotkeys
@@ -1,306 +0,0 @@
# Monologue: Detective — Commission Kiosk
# Ticket: #120 | Author: Mellanie | Sprint: 14
# Decision refs: D-016, D-032, D-034, D-035
#
# The Commission kiosk is a small terminal alcove in the transit district —
# institutional grey, cool lighting, regulation spec. The detective has
# authorized access. This is where official investigation happens: manifest
# logs, personnel records, flagged container reports. It smells like
# commission-issue air filters. The detective is comfortable here and also
# slightly isolated — the kiosk is public but feels private.
#
# Voice note: the detective is in his element at the kiosk — data flows,
# patterns emerge, the lattice is doing its work. But the kiosk is also a
# reminder that the case is bigger than the data suggests, and that Sera works
# with Commission systems daily. These lines should feel analytically engaged
# with moments of personal cost showing through.
#
# Schema: D-035 compliant. role/access/trust/situation included on all lines.
character: detective
location: commission-kiosk
lines:
# --- Arrival ---
- id: pc-detective_m_d_001
text: "Commission terminal. Authorized access, full import logs. Let's see what the system knows."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, tutorial, orientation]
- id: pc-detective_m_d_002
text: "Standard regulation spec. Commission requisition 4-C. They didn't upgrade this terminal in three years."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric]
- id: pc-detective_m_d_003
text: "Filtered air. A Commission smell — sterile, precise, faintly antiseptic. Familiar."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric, sensory]
- id: pc-detective_m_d_004
text: "Back at the kiosk. The terminal logged my last access thirty-two minutes ago."
role: player_character
access: [public]
trust: surface
trigger: return_visit
situation: [arrival]
tags: [arrival, orientation]
- id: pc-detective_m_d_005
text: "Nobody uses this terminal except Commission staff. Which means whoever was here before me has credentials."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, investigation, tutorial]
# --- Perception / Sound ---
- id: pc-detective_m_d_006
text: "The terminal hum is different from the freight equipment. Cleaner. Higher frequency."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental]
- id: pc-detective_m_d_007
text: "Footsteps at the transit corridor entrance. Not Commission — wrong pace."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine, observation]
tags: [sensory, caution]
- id: pc-detective_m_d_008
text: "Someone's running queries at the main manifest board. Loud keystrokes — frustrated."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental]
# --- Tutorial / Evidence ---
- id: pc-detective_m_d_009
text: "Import logs go back forty days. Weight discrepancies flagged automatically — unless someone cleared the flag."
role: player_character
access: [public]
trust: surface
trigger: discover_evidence
situation: [routine, investigation]
tags: [tutorial, investigation, orientation]
- id: pc-detective_m_d_010
text: "Personnel movement log. Every authorized access to every restricted space, timestamped."
role: player_character
access: [public]
trust: surface
trigger: discover_evidence
situation: [routine, investigation]
tags: [tutorial, investigation]
# --- Time Idle / Ruminative ---
- id: pc-detective_m_d_011
text: "Pattern is forming. Three manifests, same routing anomaly, different filing dates. That's deliberate."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
tags: [investigation, analytical]
- id: pc-detective_m_d_012
text: "The kiosk shows what the system knows. The system doesn't know what it hasn't been told."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, investigation]
- id: pc-detective_m_d_013
text: "Commission protocols say: document everything, infer nothing. The gap between those two is where cases live."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, analytical]
- id: pc-detective_m_d_014
text: "Twelve access events in the manifest terminal in the last six days. Elevated for a district this size."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
tags: [investigation, analytical]
- id: pc-detective_m_d_015
text: "Evidence is what the system logged. Inference is what it means. Right now I have plenty of both."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
tags: [investigation, analytical]
# --- Anomaly ---
- id: pc-detective_m_d_016
text: "Access log shows a non-Commission credential used at 0340. That terminal should have rejected it."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine, investigation]
priority: 7
tags: [investigation, caution, analytical]
- id: pc-detective_m_d_017
text: "Container 4471 has three separate manifest entries with different timestamps. One of them is false."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
priority: 8
tags: [investigation, contraband, analytical]
- id: pc-detective_m_d_018
text: "Standard access log would show calibration events. This one shows something cleared three days ago. Manually."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [investigation]
tags: [investigation, caution]
# --- Knowledge-Gated: Sera Arc ---
- id: pc-detective_m_d_019
text: "Venn, S. — last calibration event logged here: 0615 this morning. Standard. Her schedule is precise."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
relationship:
target: npc:sera-venn
state: known
priority: 5
tags: [npc, sera, routine, friend-arc]
- id: pc-detective_m_d_020
text: "Venn's credentials are in the access log. Three times today. She's thorough, or she's looking for something."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 6
tags: [npc, sera, investigation, friend-arc, dual-lens]
- id: pc-detective_m_d_021
text: "She runs calibration checks on the Commission terminal. That's her job. But the access log shows she's also running manifest queries. That's not."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [investigation]
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: knows_of
priority: 7
tags: [npc, sera, tell, investigation, friend-arc]
- id: pc-detective_m_d_022
text: "Venn cleared a flag on container 4471 six days ago. Routine override — authorized. But 4471 is in my manifest discrepancy list."
role: player_character
access: [public]
trust: surface
trigger: discover_evidence
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 9
tags: [npc, sera, investigation, contraband, friend-arc, contaminated-trust]
- id: pc-detective_m_d_023
text: "She knows. Either she found it and cleared it deliberately, or she was directed to. Both are worse than I want to believe."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [investigation]
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_details
priority: 9
tags: [npc, sera, investigation, friend-arc, contaminated-trust]
# --- Post-Conversation ---
- id: pc-detective_m_d_024
text: "She said she hadn't touched the manifest terminal. The log says otherwise. Either she forgot or she lied."
role: player_character
access: [public]
trust: surface
trigger: post_conversation
situation: [investigation]
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 9
tags: [npc, sera, post-conversation, tell, friend-arc, contaminated-trust]
- id: pc-detective_m_d_025
text: "Davan said he runs a clean dock. The manifest data disagrees on three specific points. Filed."
role: player_character
access: [public]
trust: surface
trigger: post_conversation
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
tags: [npc, kael, investigation, contraband]
@@ -1,236 +0,0 @@
character: detective
location: contradiction
lines:
# Contradiction Monologue — Ticket #552 — Sera/Kael FRIEND Arc
# Authored per D-083 (contradiction detection pipeline) and Paula Round 2 Mellanie spec
# (docs/workshops/knowledge-flow-npc-boundaries/paula-round2.md, lines 117-158).
#
# Trigger: contradiction_detected fires when the detective observes Kael in Corridor B-7
# while the KG holds Sera's claim that Kael was at dock intake during second shift.
# Event payload: source_display_name = "Sera Venn", subject_display_name = "Kael Davan"
#
# FRIEND-pattern NPCs (Sera, Kael) always use hand-authored lines — generic template fallback
# does not fire for this arc.
#
# Authoring principle: cognitive dissonance, not accusation. The detective doesn't know
# who or what is wrong. Uncertainty first, suspicion second, accusation never.
#
# Phase 2 lines: trust established but not deep — the blindsiding.
# Prerequisite: KG entry for Kael has state: Contradicted, source: ToldBy(Sera Venn)
# Phase 3 lines: additional context accumulated — Sera's avoidance of Torek observed 3x.
# Prerequisite: Phase 2 + Sera's avoidance pattern has fired (three departures logged).
#
# ID discriminator: _con_ marks contradiction lines per Q-028 pending resolution.
# cooldown: omitted — fire-once enforced by trigger semantics (contradiction_detected
# fires once per KG state change), not by a cooldown value.
#
# Note: contradiction_detected is a new trigger type — requires server-side implementation
# in monologue.rs (ticket #550). Secondary beat lines use lower priority for sequencing;
# server team should implement delay_after_trigger_ticks for proper 3-5 second gap.
# -----------------------------------------------------------------------
# PHASE 2 — Primary beat (fires on contradiction_detected, immediate)
# -----------------------------------------------------------------------
- id: pc-detective_m_d_con_001
text: "Sera said Kael was at the dock intake during second shift. I'm looking at him in corridor B-7 right now."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, analytical]
notes: >
Paula's canonical primary line — preserved verbatim. Flat factual statement: source named,
subject named, specific location claim vs. direct observation. The 'I'm' contraction is
natural in a surprise moment even for the analytical detective — the observation breaks
through the professional register. No interpretation, no accusation.
- id: pc-detective_m_d_con_002
text: "Venn said Kael was at dock intake through second shift. Kael is in B-7. Those aren't compatible."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, analytical]
notes: >
Alternate primary — fully analytical register: surname-initial for both (institutional
reflex), no contractions, plain declarative close. 'Those aren't compatible' is the
detective's version of stating contradiction — clinical, process-language. Fires as
alternate to con_001 for variety on replay.
- id: pc-detective_m_d_con_003
text: "She placed Kael at the dock. He's not at the dock."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2]
notes: >
Stripped-down alternate. 'She placed' is the informal of 'Venn stated' — personal register
triggered by Sera being THE FRIEND. 'He's not at the dock' — the barest possible statement
of contradiction. The brevity is the weight: six words and the investigation changes shape.
# -----------------------------------------------------------------------
# PHASE 2 — Secondary beat (fires after short delay, cognitive processing)
# Server team (#550): implement delay_after_trigger_ticks: 90 for 3-5s gap.
# -----------------------------------------------------------------------
- id: pc-detective_m_d_con_004
text: "One of them is wrong. Sera, or what I'm seeing. Or I'm missing something I don't have yet."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [anxious, focused]
priority: 7
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, cognitive-dissonance, secondary-beat]
notes: >
Paula's canonical secondary beat — fires 3-5 seconds after the primary beat.
Epistemic neutrality held across three options: Sera is wrong, observation is wrong, or
context is missing. No option is dismissed. 'I'm missing something I don't have yet' is
the key line — it holds accusation off even against evidence. The detective files it open.
Lower priority (7) ensures primary lines fire first; server team should implement
delay_after_trigger_ticks for proper sequencing.
- id: pc-detective_m_d_con_005
text: "File it. Don't close it. Either Venn's information was wrong when she gave it, or it was wrong on purpose. That's a different question."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused]
priority: 6
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
tags: [contradiction, friend-arc, sera, kael, phase-2, analytical, cognitive-dissonance, secondary-beat]
notes: >
Alternate secondary beat. 'File it, don't close it' is the detective's internal procedure
for unresolved data. The critical distinction: wrong information vs. deliberately wrong
information — the detective separates these without assuming either. 'That's a different
question' closes the processing loop, marking it unresolved, not dismissed.
# -----------------------------------------------------------------------
# PHASE 3 — With accumulated context (Sera's avoidance pattern observed)
# Requires: three Sera departures correlated with Torek Lintar arrivals observed.
# -----------------------------------------------------------------------
- id: pc-detective_m_d_con_006
text: "Sera told me Kael doesn't make mistakes. He's not where she said he'd be. And she's been avoiding Lintar for three weeks."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
- id: "npc:torek-lintar"
relationship: PersonOfInterest
tags: [contradiction, friend-arc, sera, kael, phase-3, pattern-recognition]
notes: >
Paula's canonical Phase 3 line — preserved verbatim. Three facts in sequence, no explicit
connection drawn between them: Sera's testimony about Kael ('doesn't make mistakes'),
Kael's actual location, Sera's avoidance behavior. The detective is connecting dots but
not announcing the conclusion. The emotional weight is in 'Sera told me' — personal register
for the friend relationship — vs. the clinical observation about Lintar.
- id: pc-detective_m_d_con_007
text: "Two facts: Venn placed Kael at dock intake, second shift. Kael is in B-7. One new observation: Venn leaves every time Lintar enters the bar. Worth seeing if those connect."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
- id: "npc:torek-lintar"
relationship: PersonOfInterest
tags: [contradiction, friend-arc, sera, kael, phase-3, analytical, pattern-recognition]
notes: >
Alternate Phase 3 — analytical register throughout, no personal register even for Sera
(surname only). 'Worth seeing if those connect' is the detective's verbal tic of flagging
without concluding. The numbered format ('Two facts... One new observation') is the
detective's internal case-building style. Fully non-accusatory: the connection is not
stated, only the intent to look for it.
- id: pc-detective_m_d_con_008
text: "Venn's been managing her exits around Lintar. And she put Kael somewhere he isn't. Let's see what sits at the intersection of those two."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused]
priority: 8
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
- id: "npc:sera-venn"
state: Contradicted
- id: "npc:torek-lintar"
relationship: PersonOfInterest
tags: [contradiction, friend-arc, sera, kael, phase-3, analytical]
notes: >
Alternate Phase 3. 'Let's see what' verbal tic, no accusation. 'Managing her exits' is
the detective naming Sera's avoidance behavior — behavioral description, not motive
attribution. 'Put Kael somewhere he isn't' — plain contradiction framing. The intersection
remains unstated. Detective is following the thread, not announcing what's on it.
@@ -1,92 +0,0 @@
character: detective
location: general
lines:
- id: pc-detective_m_d_001
text: "Sova Transit District. Population twelve thousand and change. Let's narrow that down."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, analytical]
- id: pc-detective_m_d_002
text: "The span gate resonance is constant here. Background radiation of a freight hub."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-detective_m_d_003
text: "First week on station. The case file is thin. The manifest discrepancies are not."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, orientation]
- id: pc-detective_m_d_004
text: "Everyone knows I'm Commission. The conversations stop when I walk in. Noted."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, social]
- id: pc-detective_m_d_005
text: "Station gravity's point-nine-three standard. Enough to notice after a long shift."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [environmental, personal]
- id: pc-detective_m_d_006
text: "The previous liaison rotated out three months ago. That gap matters."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, analytical]
- id: pc-detective_m_d_007
text: "Back in the district. Let's see what changed while I wasn't watching."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival, analytical]
- id: pc-detective_m_d_008
text: "Recycled air, industrial residue, and that constant gate hum. Sova in three notes."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_009
text: "Communities like this close ranks around outsiders. Patient work."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: time_idle
tags: [reflection, social]
- id: pc-detective_m_d_010
text: "The manifest data goes back eighteen months. The pattern starts around month six."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: time_idle
tags: [investigation, analytical]
@@ -1,274 +0,0 @@
character: detective
location: maintenance-corridors
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-detective_m_d_001
text: "Maintenance level. Low lighting, exposed conduit, restricted access nobody enforces."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, environmental]
- id: pc-detective_m_d_002
text: "The air's different down here. Cooler. Damper. Less filtered."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_003
text: "Service corridor B-section. Not on the public transit map. Interesting routing options."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [arrival, investigation]
- id: pc-detective_m_d_004
text: "Water recycling conduits. The station's circulatory system, hidden from view."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-detective_m_d_005
text: "Pipe network branching three directions. Good for maintenance. Better for privacy."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, analytical]
- id: pc-detective_m_d_006
text: "Emergency lighting only. Visibility reduced, but so is surveillance coverage."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [environmental, investigation]
- id: pc-detective_m_d_007
text: "The rust smell is stronger near junction B-7. Older section. Less maintenance."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_008
text: "Back in the corridors. Different route this time — mapping the alternatives."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: return_visit
tags: [arrival, investigation]
# --- Investigation Observations ---
- id: pc-detective_m_d_009
text: "Scuff marks on the floor. Recent, heavy. Cargo weight, not foot traffic."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_010
text: "The service hatch has been used recently. Oil on the handle, dust disturbed."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_011
text: "Restricted access, but the lock plate shows wear. Regular use by someone with clearance."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_012
text: "Sound carries differently down here. Voices from two junctions away, if you're patient."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: hear_sound
tags: [environmental, investigation]
- id: pc-detective_m_d_013
text: "Chalk marks on the wall. Low, deliberate. Not maintenance notation — wrong color."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
- id: pc-detective_m_d_014
text: "This corridor connects bay four to temp storage. Bypasses the main freight floor entirely."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation, routine]
trigger: enter_location
tags: [investigation, operational]
- id: pc-detective_m_d_015
text: "Footsteps ahead. Single set, moving fast. Someone who knows where they're going."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: hear_sound
tags: [investigation, caution]
- id: pc-detective_m_d_016
text: "The temp storage access from this side isn't logged on the manifest system. Blind spot."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [investigation, evidence]
# --- Knowledge-Gated Lines ---
- id: pc-detective_m_d_017
text: "The cargo scuff pattern matches bay four containers. Dock to corridor to storage — the route."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.smuggling_route
min_confidence: suspects
priority: 8
tags: [investigation, evidence, breakthrough]
- id: pc-detective_m_d_018
text: "Those chalk marks match the courier's timing. Renn's route markers, if I had to guess."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.renn_courier_role
min_confidence: knows_of
priority: 7
tags: [npc, renn, investigation, evidence]
- id: pc-detective_m_d_019
text: "Camera blind spot at junction C-2. Coincidence, or someone mapped the coverage?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.surveillance_gaps
min_confidence: suspects
tags: [investigation, operational]
- id: pc-detective_m_d_020
text: "Standard container, no manifest checkpoint along this route. That's the gap."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.smuggling_route
min_confidence: knows_details
priority: 9
tags: [investigation, breakthrough]
- id: pc-detective_m_d_021
text: "Hatch lubricant is fresh. Someone's maintaining this access point. Not station maintenance."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.corridor_regular_use
min_confidence: knows_of
tags: [investigation, evidence]
- id: pc-detective_m_d_022
text: "Davan was seen near B-7 during off-shift. Cross-reference with container movements."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_corridor_sighting
min_confidence: suspects
priority: 7
tags: [npc, kael, investigation]
- id: pc-detective_m_d_023
text: "Two access routes, one manifest checkpoint. Someone designed this gap. Or discovered it."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.oversight_gap_pattern
min_confidence: knows_details
tags: [investigation, analytical]
- id: pc-detective_m_d_024
text: "Rosta's gambling debt gives me leverage. But using it makes me the authority they resent."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.drin_gambling_debt
min_confidence: knows_details
priority: 6
tags: [npc, drin, investigation, moral]
- id: pc-detective_m_d_025
text: "Evidence is accumulating. Names, routes, timing. But I still can't see the full picture."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.ring_existence
min_confidence: suspects
tags: [investigation, reflection]
@@ -1,166 +0,0 @@
character: detective
location: opening
lines:
# Opening Hook Sequence — Ticket #300 — Detective Diegetic Tutorial Arc / First 5 Minutes
# 12 lines. Prerequisites null on all — fires before any knowledge graph state exists.
# Priority 8-10 ensures these fire before the general terminal pool lines.
# cooldown: 9999 — each line fires once, does not repeat.
# Arc: institutional orientation → sensory/analytical → lattice overlay → Commission kiosk → fog boundary →
# NPC lattice scan → Sera sighting → Sera warmth → manifest board → anomaly → flag it → operational settle.
# Contraction discipline: analytical lines = uncontracted; personal lines (Sera) = contracted.
# All lines fully schema-compliant per D-035 (role, access, trust, situation present).
- id: pc-detective_m_d_001
text: "Sova Transit. Mid-morning shift, dock lighting at half-cycle. Consistent with the Commission pre-arrival briefing."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, analytical, orientation]
notes: "Opening line. Reality matches the briefing — he arrived prepared. Establishes: detective as institutional outsider sent here. Cool-lit corridors per D-046 expressed through 'half-cycle' lighting observation. No contractions (analytical)."
- id: pc-detective_m_d_002
text: "Cargo lubricant, recycled atmosphere. Same mixture on every freight hub from here to the span gate hum. First observation: consistent with Commission briefing profile."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, atmospheric, analytical]
notes: "Environmental sensory in analytical register. Colon usage (detective verbal pattern, section 2.2). No contractions. 'span gate' is canonical terminology (D-036); 'hum' is sensory detail. Contrast with smuggler's 'Home sweet home' — same smell, opposite emotional valence. He's working, not home."
- id: pc-detective_m_d_003
text: "Lattice overlay initializing. Four identity flags in immediate range — cross-referencing against Commission case file."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, lattice, perception]
notes: "Teaches insert channel. The analytical lattice is active on entry — it flags and cross-references automatically. Teaches: detective's insert HUD is denser and diegetically active (D-048). Players learn the lattice is a tool, not decoration."
- id: pc-detective_m_d_004
text: "Commission kiosk confirmed my credentials on entry. Authority access logged. The floor knows someone's here."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, institutional, authority]
notes: "Commission kiosk visible, institutional standing established. Sardonic close — dry awareness of his effect on the social environment. Confidence register: wry humor (section 2.8). Teaches: Authority access tier, institutional role is visible to NPCs."
- id: pc-detective_m_d_005
text: "Visual range terminates at bay nine. Approximately fifteen meters. Consistent with district atmo settings."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: enter_location
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, fog, perception]
notes: "Fog boundary in analytical register. He clocks the measurement, notes 'approximately' — precision with honest calibration. Contrast with smuggler's 'Can't see the far dock' — same fog, different framing: limitation vs. measurement."
- id: pc-detective_m_d_006
text: "Dock workers distributed across nine visible bays. Lattice flagging each on contact. Names from the case file, faces from the floor."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: enter_location
mood: [focused]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, lattice, orientation]
notes: "Spatial overview with lattice overlay tutorial. Explains how the insert channel works: lattice matches observed faces against the pre-loaded case file. Parallel structure ('Names from... faces from...'). Teaches: NPC identification comes through the lattice."
- id: pc-detective_m_d_007
text: "Venn, S. at the far terminal. She said she'd come in early."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [warm]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, sera, friend-arc]
notes: "First Sera sighting. Surname-initial filing first (institutional reflex) — then breaks to personal contracted voice ('she'd') in the same beat. Teaches contrast: case-file subjects get 'Davan, K.'; Sera gets a different register. D-033 Unknown/Neutral teal entity."
- id: pc-detective_m_d_008
text: "She's got the manifest logs open already. Field tech who knows how to pull records — she knows what I need before I ask."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [warm]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, sera, friend-arc]
notes: "Sera warmth. Fully contracted throughout ('She's', 'she knows') — personal mode, no analytical distance. Em-dash. Professional respect established without implying prior district visits. Contrast with how he processes everyone else. Teaches: some NPCs are in a different relational category (THE FRIEND pattern, D-034)."
- id: pc-detective_m_d_009
text: "Central manifest board: real-time container routing, weight declarations, bay assignments. Everything routes through here."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, investigation]
trigger: enter_location
mood: [focused]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, manifest, investigation]
notes: "Manifest board labeled and cataloged. Colon usage (section 2.2). No contractions (analytical). Teaches: the manifest board is the information hub — and therefore the investigation's starting point."
- id: pc-detective_m_d_010
text: "Container 4471. Temp storage flag since yesterday. Standard turnaround is sub-eight hours — that's not standard."
role: player_character
access: [public]
trust: surface
situation: [arrival, observation, investigation]
trigger: observe_anomaly
mood: [focused, suspicious]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, manifest, investigation, anomaly]
notes: "First manifest anomaly. Specific container ID from case file. 'That's not standard' — only contraction in an analytical line, marking it as personal reaction to the finding. Sets the investigation hook: something is wrong before he asks a single question."
- id: pc-detective_m_d_011
text: "Worth flagging. Let's see what the shift logs say about that container's overnight routing."
role: player_character
access: [public]
trust: surface
situation: [observation, investigation]
trigger: observe_anomaly
mood: [focused]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, investigation, next-step]
notes: "'Worth flagging' + 'Let's see what' — both detective verbal tics in sequence (section 2.7). Frames the next investigative step. Teaches: investigation is incremental — observe, flag, investigate deeper."
- id: pc-detective_m_d_012
text: "Lattice stable. Nine identity flags and counting. Let's see what this shift tells me."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [focused]
priority: 7
cooldown: 9999
tags: [opening-hook, tutorial-arc, lattice, operational]
notes: "Operational settle — closes the opening arc. Lattice confirmed active, identity count growing. 'Let's see what...' verbal tic as the closing beat. The whole opening hook lands here: credentials logged, floor scanned, first anomaly flagged. Investigation begins."
@@ -1,133 +0,0 @@
# Detective monologue: observing the Smuggler-as-NPC
# PC-as-NPC tell-inversion content (D-039 Wow Moment #4)
# Ticket: #401 | Sprint: 5
# Voice: analytical, complete sentences, observation → deduction
# Context: the detective watches the smuggler-NPC's behavioral tells.
# First playthrough: "This dock worker is interesting."
# Second playthrough: "That's MY corridor check. That's MY habit."
character: detective
location: general
lines:
# --- Tell Observations (5 core tells from pc-as-npc-spec.md section 8) ---
- id: pc-detective_m_d_001
text: "That dock worker checks the corridor before turning. Habitual. Military? Or just careful."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, corridor-check]
- id: pc-detective_m_d_002
text: "Movement pattern changed at shift change. More direct. Less idle. Interesting."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, shift-transition]
- id: pc-detective_m_d_003
text: "Slight acceleration past the checkpoint. Most people do it. But this one does it every time."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, security-proximity]
- id: pc-detective_m_d_004
text: "Same three people at the same table. Every shift. Consistent social group."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
tags: [npc, pc-smuggler, tell, social-clustering]
- id: pc-detective_m_d_005
text: "That worker checked container 4471 twice. The same container that's in my manifest discrepancy file."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
relationship:
target: npc:pc-smuggler
state: known
priority: 8
tags: [npc, pc-smuggler, tell, cargo-attention, investigation]
# --- Accumulated Observation (gates on multiple tell sightings) ---
- id: pc-detective_m_d_006
text: "Three behavioral flags on one dock worker. Corridor awareness, shift-transition alertness, cargo fixation. That's a pattern."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
entity_attributes:
- entity: npc:pc-smuggler
key: behavior_flags
value: multiple_tells_observed
priority: 7
tags: [npc, pc-smuggler, investigation, analytical, pattern-recognition]
- id: pc-detective_m_d_007
text: "Cross-referencing the dock worker's shift schedule with manifest anomalies. Correlation: moderate."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
relationship:
target: npc:pc-smuggler
state: person_of_interest
priority: 8
tags: [npc, pc-smuggler, investigation, evidence]
- id: pc-detective_m_d_008
text: "The dock worker and Davan eat together every shift. Same courier joins them. Tight operational cluster."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-smuggler
state: known
entity_attributes:
- entity: npc:kael-davan
key: behavior_flags
value: social_clustering
tags: [npc, pc-smuggler, kael, renn, social-clustering, investigation]
@@ -1,525 +0,0 @@
character: detective
location: the-last-shift
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-detective_m_d_001
text: "The Last Shift. Only place in this district that doesn't smell like freight lubricant."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-detective_m_d_002
text: "Grain spirit and low conversation. The social nexus of Sova Transit."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, analytical]
- id: pc-detective_m_d_003
text: "Bar's busy tonight. Good — crowds talk. Bad — they notice outsiders."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [arrival, investigation]
- id: pc-detective_m_d_004
text: "Standard district bar. Prefab fixtures, aftermarket lighting, a menu board nobody reads."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, environmental]
- id: pc-detective_m_d_005
text: "The Meridian feed on the wall display. Local news, freight indices, Assembly coverage."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental]
- id: pc-detective_m_d_006
text: "The overhead vent rattles every thirty seconds. Like clockwork. Nobody else notices."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-detective_m_d_007
text: "The conversation volume dropped when I walked in. Recovering now. They're adjusting."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [social, investigation]
- id: pc-detective_m_d_008
text: "Back at the bar. Same booth. Let's see who's here and who isn't."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival, analytical]
- id: pc-detective_m_d_009
text: "Kitchen's running. Fried protein and something spiced. The bar's other currency: hot food."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-detective_m_d_010
text: "Someone carved initials into this table. Old. A history I don't have."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [environmental, reflection]
# --- NPC Commentary ---
- id: pc-detective_m_d_011
text: "The bartender — Sessik, L. Knows everyone. Watches everything. Gives away nothing."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, lera, analytical]
- id: pc-detective_m_d_012
text: "Good to see Sera. At least someone in this district speaks my language."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, sera, warm]
- id: pc-detective_m_d_013
text: "Lintar, T. — the loud one at the bar. Spends freely. Where's the money from?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
tags: [npc, torek, investigation]
- id: pc-detective_m_d_014
text: "A woman at the corner table — Tamm, N., according to Sera. Davan's partner."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, naia, analytical]
- id: pc-detective_m_d_015
text: "The regulars have assigned seating. Unofficial, but enforced. I don't have a spot yet."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [social, atmospheric]
- id: pc-detective_m_d_016
text: "Sessik greeted three people by name since I sat down. I got a nod. Progress."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, lera, social]
- id: pc-detective_m_d_017
text: "Two dock workers in the corner. Heads close, voices low. Not unusual for after-shift."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
tags: [social, investigation]
- id: pc-detective_m_d_018
text: "Sera introduced me to Tamm. Brief, polite, guarded. Expected."
role: player_character
access: [public]
trust: surface
situation: [social]
trigger: post_conversation
tags: [npc, sera, naia, social]
- id: pc-detective_m_d_019
text: "Sessik poured my drink without asking. She remembered. Small thing, but noted."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, lera, social, warm]
- id: pc-detective_m_d_020
text: "The old man by the window hasn't spoken to anyone all evening. Watching, though."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [social, atmospheric]
# --- Knowledge-Gated Lines ---
- id: pc-detective_m_d_021
text: "Sera left when Torek arrived. Second time. Different excuse. Same result."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: suspects
priority: 7
tags: [npc, sera, torek, tell, friend-arc]
- id: pc-detective_m_d_022
text: "That's the third time. Three excuses, one result. That's data."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 9
tags: [npc, sera, torek, tell, friend-arc, contradiction]
- id: pc-detective_m_d_023
text: "Lintar's spending doesn't match a dock worker's salary. Source unknown."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.torek_spending_pattern
min_confidence: knows_of
tags: [npc, torek, investigation]
- id: pc-detective_m_d_024
text: "Sessik's eyes tracked me when I sat near the back room. Protective, not hostile."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: knowledge.bar_back_room_significance
min_confidence: suspects
tags: [npc, lera, investigation]
- id: pc-detective_m_d_025
text: "Sera's being extra helpful tonight. Names, backgrounds, context. Compensating?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 7
tags: [npc, sera, friend-arc, behavioral]
- id: pc-detective_m_d_026
text: "Same booth. Same warm smile. Same offer to buy me a drink. Everything except the truth."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 8
tags: [npc, sera, contaminated-trust, friend-arc]
- id: pc-detective_m_d_027
text: "Tamm seems distressed tonight. Not her baseline. Something at home, or something she heard?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:naia-tamm
state: known
tags: [npc, naia, behavioral]
- id: pc-detective_m_d_028
text: "Sessik just redirected a conversation away from freight schedules. Protective reflex?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: knowledge.bar_ring_awareness
min_confidence: suspects
tags: [npc, lera, investigation]
- id: pc-detective_m_d_029
text: "Davan and his partner at the bar. She's talking. He's not listening. Noted."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, naia, behavioral]
- id: pc-detective_m_d_030
text: "The regulars are warming up. Three visits and I'm almost furniture. Almost."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
prerequisites:
facts:
- fact_id: social.bar_regular_status
min_confidence: knows_of
tags: [social, progress]
# --- Kael Davan — Additional Bar Observations ---
# Ticket: #297 review fix | Filling detective monologue gap
- id: pc-detective_m_d_031
text: "Davan is different here. Looser. The dock worker persona drops and something warmer replaces it."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, behavioral, dual-context]
- id: pc-detective_m_d_032
text: "Davan checks the door every time it opens. Even here. Even off-shift. That is not relaxation."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, tell, behavioral, friend-arc]
# --- Sera Venn FRIEND Arc — Tell Observations + Phase Transitions ---
# Ticket: #298 | Author: Paula
# These track the detective's evolving perception of Sera across the
# 5-phase FRIEND arc: trust > background data > pattern > question >
# contaminated trust. Contraction shifts mark objectivity loss.
- id: pc-detective_m_d_033
text: "Sera changed the subject when I mentioned manifests. Smooth. Practised, maybe."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: behavioral.sera_topic_deflection
min_confidence: suspects
priority: 6
tags: [npc, sera, tell, behavioral, friend-arc]
- id: pc-detective_m_d_034
text: "She volunteers names, routines, context. Gives everything I ask for -- except what I did not."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: friendly
priority: 6
tags: [npc, sera, tell, overcompensation, friend-arc]
- id: pc-detective_m_d_035
text: "Sera at the Commission kiosk. Third pass this shift. That is not standard recalibration."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 7
tags: [npc, sera, tell, peripheral, friend-arc]
- id: pc-detective_m_d_036
text: "Everything Sera told me checks out. Layout, schedules, regulars. Accurate. Thorough. Selective?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: friendly
priority: 5
tags: [npc, sera, analytical, phase-2-3, friend-arc]
- id: pc-detective_m_d_037
text: "She mentioned Naia's worry about Kael early -- before I had context. Priming, or concern?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: relationship.kael_naia_connection
min_confidence: knows_of
priority: 7
tags: [npc, sera, naia, retrospective, friend-arc]
- id: pc-detective_m_d_038
text: "Sera's institutional access goes further than field calibration. She could pull records I cannot."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:sera-venn
state: friendly
tags: [npc, sera, analytical, capability, friend-arc]
- id: pc-detective_m_d_039
text: "Assessment: Venn, S. Cooperative. Embedded. Competent. Green -- with reservations now."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: suspects
priority: 7
tags: [npc, sera, phase-transition, analytical, friend-arc]
- id: pc-detective_m_d_040
text: "Correction: amber. The avoidance pattern is behavioural, not preferential. Data, not taste."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 9
tags: [npc, sera, phase-transition, tell, contradiction, friend-arc]
- id: pc-detective_m_d_041
text: "She's the first person who made this place feel less foreign. I need that to not matter right now."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 8
tags: [npc, sera, emotional, phase-4-5, friend-arc]
- id: pc-detective_m_d_042
text: "Those early tips. The district layout, the introductions. Were those help -- or steering?"
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 7
tags: [npc, sera, contaminated-trust, retrospective, friend-arc]
- id: pc-detective_m_d_043
text: "She's not a suspect. She's a friend with access to everything I need. That is the problem."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 8
tags: [npc, sera, contaminated-trust, phase-4-5, friend-arc]
- id: pc-detective_m_d_044
text: "Trust: compromised. The question is not what she told me. It is what she did not."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:sera-venn
state: person_of_interest
priority: 9
tags: [npc, sera, contaminated-trust, phase-5, friend-arc, closing]
@@ -1,522 +0,0 @@
character: detective
location: the-terminal
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-detective_m_d_001
text: "Logistics hub. Standard prefab, heavy foot traffic. Let's see what the shift change tells me."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, analytical]
- id: pc-detective_m_d_002
text: "Sixteen bays, four loading arms, one manifest board. Everything routes through here."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, orientation]
- id: pc-detective_m_d_003
text: "Cargo lubricant and recycled air. The smell of honest work. Or a convincing imitation."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-detective_m_d_004
text: "Loading arm three has a grind in its cycle. Maintenance deferred — budget, or negligence?"
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, analytical]
- id: pc-detective_m_d_005
text: "Shift change in twenty minutes. The handover period is where oversight gets thin."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation, routine]
trigger: time_idle
tags: [investigation, operational]
- id: pc-detective_m_d_006
text: "The manifest board updates in real-time. Container movement, weight, destination. All logged."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, orientation]
- id: pc-detective_m_d_007
text: "Heavy foot traffic at shift change. Good — observation is easier in a crowd."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [arrival, investigation]
- id: pc-detective_m_d_008
text: "Containers stacked to regulation height in most bays. Bay four is the exception."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
tags: [environmental, investigation]
- id: pc-detective_m_d_009
text: "Back at the hub. Different shift, different faces. Same manifest board."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival]
- id: pc-detective_m_d_010
text: "The dock lights are running half-cycle. Saves power. Also reduces visibility."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, analytical]
- id: pc-detective_m_d_011
text: "Something in the air beyond the lubricant. Chemical, faint. Not standard freight residue."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
tags: [environmental, investigation]
- id: pc-detective_m_d_012
text: "Overhead conveyor running at capacity. The manifest says otherwise. Interesting."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: hear_sound
tags: [environmental, investigation]
# --- NPC Commentary ---
- id: pc-detective_m_d_013
text: "Shift supervisor Voss. Tense posture, checking the dock more than the schedule."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, voss, behavioral]
- id: pc-detective_m_d_014
text: "Korr, M. — freight scheduler. Efficient, focused. Either very good or very careful."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, maret, analytical]
- id: pc-detective_m_d_015
text: "Rosta, D. — dock inspector. Quick checks, minimal documentation. That's a pattern."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
tags: [npc, drin, investigation]
- id: pc-detective_m_d_016
text: "Dock worker. Davan, K. Unremarkable on paper. But he knows the bay layout cold."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael]
- id: pc-detective_m_d_017
text: "Conversations stop when I pass. Standard response to Commission presence. Expected."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
tags: [social, investigation]
- id: pc-detective_m_d_018
text: "Two workers talking by bay six. One sees me, taps the other. Both go quiet."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
tags: [social, investigation]
- id: pc-detective_m_d_019
text: "Voss gave Davan a look across the bay. Brief. Loaded. Filing it."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, voss, kael, behavioral]
- id: pc-detective_m_d_020
text: "The courier — Renn — moves fast. Efficient routing. Knows these corridors well."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, renn, analytical]
- id: pc-detective_m_d_021
text: "New shift starting. Different bodies, same avoidance radius around me."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [social, atmospheric]
- id: pc-detective_m_d_022
text: "Rosta's inspection of bay four took forty seconds. The others: three minutes each."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
tags: [npc, drin, investigation, behavioral]
- id: pc-detective_m_d_023
text: "Voss deflected when I asked about overnight containers. Smooth, but I caught it."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
tags: [npc, voss, investigation]
- id: pc-detective_m_d_024
text: "Korr won't make eye contact. Not hostility — something else. Anxiety, maybe."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, maret, behavioral]
# --- Knowledge-Gated Lines ---
- id: pc-detective_m_d_025
text: "Davan's lattice activity spiked. Expecting a message? Or checking for surveillance?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, behavioral, tell]
- id: pc-detective_m_d_026
text: "Container 4471. Logged for temp storage overnight. Turnaround should be sub-eight hours."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
priority: 7
tags: [investigation, evidence]
- id: pc-detective_m_d_027
text: "Weight discrepancy on the bay four manifest. Point-three kilos over declared. Noted."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: suspects
tags: [investigation, evidence]
- id: pc-detective_m_d_028
text: "Rosta's gambling debts are in the case file. Leverage, if I need it. Do I need it?"
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.drin_gambling_debt
min_confidence: knows_details
tags: [npc, drin, investigation, moral]
- id: pc-detective_m_d_029
text: "Three names keep appearing near the anomalous manifests: Voss, Davan, Renn. Coincidence?"
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
priority: 7
tags: [investigation, analytical]
- id: pc-detective_m_d_030
text: "The shift transition creates a twenty-minute gap in active oversight. Every cycle."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation, routine]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.oversight_gap_pattern
min_confidence: knows_details
priority: 7
tags: [investigation, operational]
- id: pc-detective_m_d_031
text: "Korr changed the schedule after our conversation. Covering tracks, or just doing her job?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
entity_attributes:
- entity: npc:maret-korr
key: behavior_flags
value: schedule_modification
tags: [npc, maret, investigation]
- id: pc-detective_m_d_032
text: "Rosta inspects everything else by the book. Bay four is the exception. That's the tell."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.drin_inspection_pattern
min_confidence: knows_of
priority: 8
tags: [npc, drin, investigation, behavioral]
- id: pc-detective_m_d_033
text: "Davan's at an unusual terminal. Not his assigned bay. Why the move?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, investigation]
- id: pc-detective_m_d_034
text: "Voss is watching me watch his people. He knows what I'm here for."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.voss_awareness
min_confidence: suspects
priority: 6
tags: [npc, voss, investigation]
- id: pc-detective_m_d_035
text: "The routing logs and the physical movement don't match. Someone's hand-editing."
role: player_character
access: [public]
trust: surface
situation: [investigation]
trigger: discover_evidence
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_details
priority: 9
tags: [investigation, evidence, breakthrough]
# --- Kael Davan FRIEND Arc — Additional Detective Observations ---
# Ticket: #297 review fix | Filling detective monologue gap (7 → 12 Kael lines)
- id: pc-detective_m_d_036
text: "Davan's shift pattern is clean. Too clean. Same bays, same hours, same rotation. Nothing out of place."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, analytical, behavioral]
- id: pc-detective_m_d_037
text: "Davan eats with the same group every shift. Social anchor, or keeping tabs?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
tags: [npc, kael, social, behavioral]
- id: pc-detective_m_d_038
text: "Davan handled that container routing without checking the manifest board. He knows the schedule by heart."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:kael-davan
state: known
priority: 6
tags: [npc, kael, behavioral, tell, competence]
- id: pc-detective_m_d_039
text: "Davan's posture changed when I approached bay four. Subtle. Filing it."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, tell, behavioral, friend-arc]
- id: pc-detective_m_d_040
text: "Three manifests with weight discrepancies. All during Davan's shifts. Correlation is not causation. But noted."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.manifest_discrepancy
min_confidence: knows_of
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 8
tags: [npc, kael, investigation, evidence, analytical]
# --- Triangle Activation: Sera Venn / Torek Lintar (T2: Sera-Detective-Commission, D-087) ---
# Fires post-TriangleActivated when player has LOS to Sera or Torek. One beat per line.
# Beat 1: pattern recognition. Beat 2: deviation logged. Beat 3: hypothesis. Beat 4: inference. Beat 5: procedural next step.
- id: pc-detective_m_d_041
text: "Venn changed her transit route. Bay six to bay four bypass — three times today."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, analytical]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_042
text: "She passed Torek without acknowledgment. Third instance logged. They have worked adjacent bays for months."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, torek, behavioral]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_043
text: "Avoidance without cause. Either she does not know about the discrepancy, or she knows and has chosen silence."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, analytical, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_044
text: "Possible explanations: fear, loyalty, complicity. Insufficient data to distinguish."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, analytical, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-detective_m_d_045
text: "Worth a direct conversation. Controlled setting. Not here."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, sera, procedural, friend-arc]
prerequisites:
npc_in_los: true
@@ -1,243 +0,0 @@
character: detective
location: tutorial
lines:
# Diegetic Tutorial Monologue — Ticket #330 — Detective
# Authored per sprint-17 copy briefing and D-016 (internal monologue as core system).
#
# These lines teach mechanics through character voice — not UI instructions.
# Distinct from opening.yaml (which covers the first 5 minutes and sets voice/motivation).
# These fire on first-time events throughout gameplay, wherever they occur.
#
# Coverage:
# Movement / exploration — first_move, first_new_section
# Fog of perception — first_fog_encounter, first_fog_edge
# Sound model — first_sound_heard, first_off_screen_sound
# NPC interaction — first_npc_proximity, first_npc_face_read
# Insert / HUD — first_insert_open, first_insert_contact_flag
#
# Voice: analytical, procedure-oriented, careful. No contractions in analytical mode.
# Colon usage for categorization. 'Let's see what...' and 'Worth flagging' verbal tics.
# ID discriminator: _tut_ per sprint briefing.
# cooldown: omitted — fire-once enforced by trigger semantics (first_* triggers
# fire once per game), not by a cooldown value.
# priority: 8 (primary, one per trigger type), 6 (secondary variant, mood-weighted alternate).
#
# Schema corrections (Gestalt review, Sprint 17):
# priority: string "tutorial" → integer. All other monologue files use integer priority;
# string value would fail engine parse in monologue.rs.
# situation: removed invalid values (movement, exploration) not in D-035 13-situation
# enum. Replaced with arrival, routine per actual trigger context.
#
# Trigger types (first_move, first_new_section, first_fog_encounter, first_fog_edge,
# first_sound_heard, first_off_screen_sound, first_npc_proximity, first_npc_face_read,
# first_insert_open, first_insert_contact_flag) are extended trigger enum values not in
# D-035 v0.1 set — require server-side implementation in monologue.rs.
# -----------------------------------------------------------------------
# MOVEMENT / EXPLORATION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_001
text: "Signage: section designators on the corridor wall. Commission-standard markings. Worth learning before the district learns me."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: first_move
mood: [focused]
priority: 8
tags: [tutorial, movement, navigation, analytical]
notes: >
Detective version of the 'check the signage' tutorial. Colon usage for the signage
label (section 2.2 verbal pattern). 'Commission-standard markings' — institutional
framing; he reads the environment through his professional lens first. 'Worth learning
before the district learns me' — dry awareness of his asymmetric visibility in this
community. Same teaching as the smuggler version, different cognitive frame.
- id: pc-detective_m_d_tut_002
text: "Three sections in range from the main terminal. Commission briefing had the layout. Let's confirm it against the floor."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: first_new_section
mood: [focused]
priority: 6
tags: [tutorial, movement, navigation, analytical]
notes: >
Fires on entering a new section for the first time. 'Commission briefing had the
layout' — he arrived with a map, now he's verifying it against reality. 'Let's
confirm it against the floor' — 'Let's' verbal tic, investigative method stated as
principle: documentation is a starting point, not a substitute for observation.
Teaches: the district has distinct sections to explore.
# -----------------------------------------------------------------------
# FOG OF PERCEPTION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_003
text: "Visual range terminates at the corridor junction. Consistent with district atmo settings. Anything past that point: unconfirmed."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_encounter
mood: [focused]
priority: 8
tags: [tutorial, fog, perception, analytical]
notes: >
Detective fog tutorial — analytical register throughout. 'Visual range terminates at'
instead of 'Can't see past.' 'Consistent with atmo settings' — he already knows this
is an environmental property, not an anomaly. 'Anything past that point: unconfirmed'
— colon usage, precise epistemic status. Teaches: perception boundary exists, and
the detective categorizes it as an information state, not a barrier. Compare to
smuggler's 'Might be worth checking' — same fog, different response.
- id: pc-detective_m_d_tut_004
text: "Can't clear the far bay from here. Going around is the procedure — not a limitation, a working condition."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_edge
mood: [focused]
priority: 6
tags: [tutorial, fog, perception, analytical]
notes: >
Second fog encounter line — fires at a fog zone boundary. 'Going around is the
procedure' — detective frames the limitation as methodology. The second clause
('not a limitation, a working condition') is self-instruction: he's telling himself
not to treat fog as frustrating but as standard operating environment. Teaches:
perception range is persistent throughout gameplay, and the correct response is
movement, not waiting.
# -----------------------------------------------------------------------
# SOUND MODEL
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_005
text: "Voices. Down the corridor. Source count indeterminate from here — distance degrades clarity."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_sound_heard
mood: [focused]
priority: 8
tags: [tutorial, sound, perception, analytical]
notes: >
Detective sound tutorial — analytical framing of the briefing's example. 'Source count
indeterminate' is the precise version of 'can't tell how many.' 'Distance degrades
clarity' — technical, causal. He hears, notes what he can establish (voices, direction)
and what he can't (count, content). No contractions. Teaches: sound channel is active
and distance-limited. Compare to smuggler's 'Can't make out the words' — same acoustic
reality, systematized differently.
- id: pc-detective_m_d_tut_006
text: "Footsteps. Metal-grated surface. Two sets minimum — moving away. Service access corridor, by the acoustic signature."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_off_screen_sound
mood: [focused]
priority: 6
tags: [tutorial, sound, perception, analytical]
notes: >
Second sound tutorial — fires on an off-screen audio source. The detective parses
the sound through multiple analytical dimensions: surface type, count, direction,
room type. 'Two sets minimum' — precise but not overclaiming. 'By the acoustic
signature' is technical terminology applied to diegetic audio interpretation.
Teaches: sound carries more than presence — floor type, distance, count, direction
are all extractable. The detective extracts all of them automatically.
# -----------------------------------------------------------------------
# NPC INTERACTION
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_007
text: "Civilians in range. Standard approach: observe before engaging. Let them surface what's relevant before directing the conversation."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_proximity
mood: [focused]
priority: 8
tags: [tutorial, npc, interaction, analytical]
notes: >
Detective NPC tutorial — procedural, method-as-principle. 'Civilians in range' is
his categorization (Commission-trained: everyone is a witness category until proven
otherwise). 'Standard approach' — he has a protocol. 'Let them surface what's relevant'
is the investigative principle: don't prime witnesses, let them self-select information.
No contractions throughout. Teaches: NPC interaction is player-initiated and
approach-sensitive. Different method than the smuggler ('give them reason to') —
same outcome, different social model.
- id: pc-detective_m_d_tut_008
text: "Commission credentials flag on approach. They know who I am before I speak. Worth noting who adjusts their behavior."
role: player_character
access: [public]
trust: surface
situation: [social, investigation]
trigger: first_npc_face_read
mood: [focused]
priority: 6
tags: [tutorial, npc, observation, analytical, authority]
notes: >
Fires when the player observes an NPC at close range. The detective's asymmetry:
his authority access tier makes him visible in ways the smuggler is not. NPCs react
to his presence before interaction begins. 'Worth noting who adjusts their behavior'
— 'Worth' verbal tic, sets up behavioral observation as investigation method. Teaches:
the detective's Commission credentials affect NPC behavior, and that behavioral
response is data.
# -----------------------------------------------------------------------
# INSERT / HUD
# -----------------------------------------------------------------------
- id: pc-detective_m_d_tut_009
text: "Lattice overlay active: time, contact positions, flagged entities. Commission-linked. Standard procedure to keep it running."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: first_insert_open
mood: [focused]
priority: 8
tags: [tutorial, insert, hud, analytical]
notes: >
Detective insert tutorial. Colon usage: catalogs what the overlay contains. 'Commission-
linked' — institutional framing, establishes why the detective's HUD is denser than
the smuggler's. 'Standard procedure' — not a discovery, a protocol. Teaches: the
insert is an active investigation tool, not optional. Compare to smuggler's 'Should
show the time and nearby contacts' — same overlay, presented as procedural requirement
vs. operational check.
- id: pc-detective_m_d_tut_010
text: "Nine identity flags in range. Cross-referencing case file now. Let's see what matches."
role: player_character
access: [public]
trust: surface
situation: [investigation, routine]
trigger: first_insert_contact_flag
mood: [focused]
priority: 6
tags: [tutorial, insert, hud, lattice, investigation]
notes: >
Fires when the insert first populates with flagged entities. Count given precisely
('Nine identity flags'). 'Case file' — the detective's overlay cross-references a
pre-loaded investigation file, not just a general registry. 'Let's see what matches'
— 'Let's see what' verbal tic closing the tutorial sequence. Teaches: the detective's
insert is investigation-keyed, matching observed faces against case file entries.
This is why his overlay is analytically denser than the smuggler's.
@@ -1,228 +0,0 @@
character: smuggler
location: contradiction
lines:
# Contradiction Monologue — Ticket #552 — Sera/Kael FRIEND Arc (Smuggler perspective)
# Authored per D-083 (contradiction detection pipeline) and Paula Round 2 Mellanie spec
# (docs/workshops/knowledge-flow-npc-boundaries/paula-round2.md, lines 117-158).
#
# Trigger: contradiction_detected fires when the smuggler observes Kael in Corridor B-7
# with an unrecognized contact — contradicting Kael's stated location and ring protocol.
# Event payload: source_display_name = "Kael Davan", subject_display_name = "Kael Davan"
# (Kael is both source and subject: he placed himself elsewhere, smuggler sees him here.)
#
# FRIEND-pattern NPCs always use hand-authored lines — generic template fallback
# does not fire for this arc.
#
# Authoring principle: cognitive dissonance, not accusation. The smuggler reads social
# signals instinctively, but doesn't conclude — she contains the alarm. Street-smart
# gut reaction, not analytical procedure.
#
# Phase 2 lines: first observation — Kael in B-7 with unknown contact.
# Prerequisite: KG entry for Kael has state: Contradicted, source: ToldBy(Kael Davan)
# Phase 3 lines: behavioral pattern already accumulating — increased lattice checking,
# shortened interactions, early exits from break room.
# Prerequisite: Phase 2 + Kael's behavioral anomalies observed (count >= 2).
#
# ID discriminator: _con_ marks contradiction lines per Q-028 pending resolution.
# cooldown: omitted — fire-once enforced by trigger semantics (contradiction_detected
# fires once per KG state change), not by a cooldown value.
#
# Note: contradiction_detected is a new trigger type — requires server-side implementation
# in monologue.rs (ticket #550). Secondary beat lines use lower priority for sequencing;
# server team should implement delay_after_trigger_ticks for proper 3-5 second gap.
# -----------------------------------------------------------------------
# PHASE 2 — Primary beat (fires on contradiction_detected, immediate)
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_con_001
text: "Kael said second shift was clear. He's in B-7. With someone I don't know."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, operational]
notes: >
Primary line — three beats, three facts. 'Kael said' names the source (friend register,
first name). 'He's in B-7' is the observation. 'With someone I don't know' is the alarm:
not just wrong location, but outside the ring. Fragment structure throughout — the smuggler
clocks a scene in pieces. No accusation, no conclusion: just inventory of what's wrong.
- id: pc-smuggler_m_s_con_002
text: "That's Kael. Restricted corridor. Unrecognized contact. Kael doesn't come to B-7."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, operational]
notes: >
Alternate primary — catalog format. 'That's Kael' opens with identification, not alarm:
recognition first, then the wrong details fall into place. Each fragment adds one layer
of what's wrong. Close: 'Kael doesn't come to B-7' — negative statement of prior
expectation, which is now violated. No contraction in the closing declarative (emphasis).
- id: pc-smuggler_m_s_con_003
text: "He's in B-7. He told me he'd be heading home after shift. One of those isn't the case."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2]
notes: >
Alternate primary — echoes the Paula canonical structure (observation / prior claim /
contradiction stated) but in the smuggler's voice. 'He told me' is personal register
(friend, not colleague). 'One of those isn't the case' — the smuggler's understated
version of flagging a contradiction: not 'one of them is a lie' but 'isn't the case.'
Epistemic containment in plain language.
# -----------------------------------------------------------------------
# PHASE 2 — Secondary beat (gut-level recalibration, operational containment)
# Server team (#550): implement delay_after_trigger_ticks: 90 for 3-5s gap.
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_con_004
text: "Maybe there's a reason. There's always a reason. But Kael knows better than to run a meeting in a maintenance corridor without telling me."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 7
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, cognitive-dissonance, secondary-beat]
notes: >
Secondary beat — fires 3-5 seconds after primary. Self-challenge first: the smuggler
gives Kael benefit of the doubt, then immediately walks it back with operational
logic. 'There's always a reason' is the street-smart equivalent of epistemic
containment — she's seen strange things before. The closing line is where the alarm
lives: this isn't strange, it's a protocol violation.
Lower priority (7) ensures primary lines fire first; server team should implement
delay_after_trigger_ticks for proper sequencing.
- id: pc-smuggler_m_s_con_005
text: "Don't assume. Could be he's running something for Nils I wasn't told about. Could be something else. The second thing is the problem."
role: player_character
access: [public]
trust: surface
situation: [investigation, alone]
trigger: contradiction_detected
mood: [focused]
priority: 6
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tags: [contradiction, friend-arc, kael, phase-2, operational, cognitive-dissonance, secondary-beat]
notes: >
Alternate secondary beat. 'Don't assume' is the smuggler's self-instruction (operational
discipline). Two possibilities held open: ring-authorized (names Nils — the coordinator)
vs. outside the ring. 'The second thing is the problem' — the alarm, stated as dry
understatement. Operational logic applied to an emotional moment: the smuggler
keeps the processing clean even when the stakes are personal.
# -----------------------------------------------------------------------
# PHASE 3 — Behavioral pattern accumulated (increased lattice checking, early exits)
# Requires: Kael behavioral anomalies observed prior to the B-7 contradiction.
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_con_006
text: "He's been distracted for three days. Lattice checks every few minutes, leaving lunch early. Now a B-7 meeting with someone outside the ring. Kael's working an angle he hasn't told me about."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused, anxious]
priority: 10
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tells_observed: 2
tags: [contradiction, friend-arc, kael, phase-3, pattern-recognition, operational]
notes: >
Phase 3 primary — connects all accumulated behavioral data to the contradiction. Fragment
catalog builds the picture: three days of signals, then this. Closing line names the
conclusion without naming its implication: 'working an angle' is street-smart language
for running something unauthorized, but the smuggler doesn't say 'exit attempt' —
she doesn't know that yet.
Note: tells_observed is a proposed prerequisite field — server team (#550) to implement
or simplify to a different check.
- id: pc-smuggler_m_s_con_007
text: "Kael doesn't run his own contacts. Devra handles external. So either Devra knows about this, or Kael's outside protocol. Neither's good."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [focused]
priority: 9
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tells_observed: 2
tags: [contradiction, friend-arc, kael, phase-3, operational]
notes: >
Alternate Phase 3 — operational knowledge applied. The smuggler knows ring structure:
Devra manages external contacts, Kael handles cargo logistics. An unrecognized contact
means either Devra is running something Kael's involved in (plausible, alarming) or
Kael went outside protocol (worse). Both possibilities named, neither closed. 'Neither's
good' — the smuggler's understated close for a significant threat read.
- id: pc-smuggler_m_s_con_008
text: "He's been somewhere else in his head all week. Now I know why. Whoever that was — not ring. Kael's looking for a way out."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: contradiction_detected
mood: [anxious]
priority: 8
prerequisites:
entities:
- id: "npc:kael-davan"
state: Contradicted
tells_observed: 2
tags: [contradiction, friend-arc, kael, phase-3, intuition]
notes: >
Alternate Phase 3 — gut read, highest emotional weight. 'Somewhere else in his head'
describes the behavioral changes without cataloging them. 'Now I know why' — the click
of understanding arriving. 'Not ring' — short, certain, two words. 'Looking for a way
out' is street-smart language for exit attempt: the smuggler doesn't know the details
but the read is right. This line is the closest the smuggler comes to naming what's
happening — and she still doesn't say it explicitly.
@@ -1,92 +0,0 @@
character: smuggler
location: general
lines:
- id: pc-smuggler_m_s_001
text: "Another day on Sova. Same air, same hum, same faces."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "The span gate hum's louder today. Maintenance hasn't touched it in weeks."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_003
text: "Twenty minutes between shifts. That's the window. Always has been."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: time_idle
tags: [operational, orientation]
- id: pc-smuggler_m_s_004
text: "People talk about leaving Sova. Nobody actually does."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [reflection]
- id: pc-smuggler_m_s_005
text: "Two years of this. Still not used to the gate vibration in my teeth."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, personal]
- id: pc-smuggler_m_s_006
text: "The money's good. The risk's manageable. Keep telling yourself that."
role: player_character
access: [public]
trust: surface
situation: [alone]
trigger: time_idle
tags: [reflection, operational]
- id: pc-smuggler_m_s_007
text: "Back again. Same corridors, same shortcuts, same reasons."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival]
- id: pc-smuggler_m_s_008
text: "Commission patrols are thinner this cycle. Good or bad — hard to say."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [operational, caution]
- id: pc-smuggler_m_s_009
text: "If anyone asks, I'm clocking overtime. That's always the story."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: time_idle
tags: [operational, cover]
- id: pc-smuggler_m_s_010
text: "Recycled air tastes different near the outer ring. Sharper. More machine."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
@@ -1,270 +0,0 @@
character: smuggler
location: maintenance-corridors
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-smuggler_m_s_001
text: "Service corridor. Dim lights, damp walls, and the constant drip of condensation."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "Cooler down here. The ventilation doesn't reach this far."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_003
text: "The access panel's still loose. Good — our route's intact."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
- id: pc-smuggler_m_s_004
text: "Pipes groaning overhead. Station's old. These corridors are older."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_005
text: "Water recycling rumbles through the walls down here. Constant."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_006
text: "Back in the maintenance tunnels. Rust and coolant."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_007
text: "Emergency lighting only. Just enough to see where you're going."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental]
- id: pc-smuggler_m_s_008
text: "Footsteps echo different down here. You learn to listen."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, operational]
# --- NPC + Operational ---
- id: pc-smuggler_m_s_009
text: "Renn's chalk marks on the wall. Route's been used recently."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [operational, renn]
- id: pc-smuggler_m_s_010
text: "Someone left a crate at junction B-4. Not one of ours."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [operational, caution]
- id: pc-smuggler_m_s_011
text: "The temp storage hatch is warm. Cargo cycled through recently."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [operational]
- id: pc-smuggler_m_s_012
text: "Scratches on the lock plate. Someone's been forcing this access point."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [environmental, caution]
- id: pc-smuggler_m_s_013
text: "Timer says twelve minutes until the oversight gap closes. Plenty."
role: player_character
access: [public]
trust: surface
situation: [alone, routine]
trigger: time_idle
tags: [operational]
- id: pc-smuggler_m_s_014
text: "That's Renn's jacket on the pipe junction. He was here."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [npc, renn, operational]
- id: pc-smuggler_m_s_015
text: "Voices echoing from the junction. Can't make out words yet."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [caution]
- id: pc-smuggler_m_s_016
text: "The route through B-section is clear. Voss kept his word."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [operational, voss]
# --- Knowledge-Gated Lines ---
- id: pc-smuggler_m_s_017
text: "Corridor B-7. This is where I saw Kael. With someone I don't know."
role: player_character
access: [public]
trust: surface
situation: [arrival, investigation]
trigger: enter_location
prerequisites:
facts:
- fact_id: investigation.kael_corridor_meeting
min_confidence: suspects
priority: 8
tags: [npc, kael, contradiction, friend-arc]
- id: pc-smuggler_m_s_018
text: "Fresh boot prints in the dust. Two sets. Different sizes."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.kael_corridor_meeting
min_confidence: suspects
tags: [evidence, kael, friend-arc]
- id: pc-smuggler_m_s_019
text: "New scratch marks on the service hatch. Someone's using our route."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: awareness.ring_route_compromise
min_confidence: suspects
priority: 7
tags: [operational, caution]
- id: pc-smuggler_m_s_020
text: "The container in temp was supposed to move last shift. It didn't. Why?"
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.container_delay
min_confidence: knows_of
tags: [operational, contraband]
- id: pc-smuggler_m_s_021
text: "Camera's been repositioned at junction C-2. Who authorized that?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: awareness.surveillance_change
min_confidence: suspects
priority: 7
tags: [investigation, caution]
- id: pc-smuggler_m_s_022
text: "If Kael's meeting people down here without telling us, the whole route's exposed."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation, routine]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: knows_of
priority: 8
tags: [npc, kael, operational, friend-arc]
- id: pc-smuggler_m_s_023
text: "Sealed containers don't end up in temp storage by accident. Someone rerouted."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
tags: [operational, contraband]
- id: pc-smuggler_m_s_024
text: "Kael's not answering his lattice. He was supposed to meet me here."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, concern, friend-arc]
- id: pc-smuggler_m_s_025
text: "Someone wiped the dust off this hatch. Recently. Carefully."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [environmental, caution]
@@ -1,152 +0,0 @@
character: smuggler
location: opening
lines:
# Opening Hook Sequence — Ticket #299 — Smuggler Diegetic Tutorial Arc / First 5 Minutes
# 11 lines. Prerequisites null on all — fires before any knowledge graph state exists.
# Priority 8-10 ensures these fire before the general terminal pool lines.
# cooldown: 9999 — each line fires once, does not repeat.
# Arc: station hum → spatial count → fog boundary → thin crowd → Kael sighting ×2 → news ticker → sound ping → time countdown → settle ×2.
# All lines fully schema-compliant per D-035 (role, access, trust, situation present).
- id: pc-smuggler_m_s_001
text: "Station hum. B-flat, steady — freight's moving."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, atmospheric]
notes: "Opening sensation. Station audio registers first — the hum tells her freight is running. Teaches: audio environment carries operational information (D-074)."
- id: pc-smuggler_m_s_002
text: "Sixteen bays, three arms running. Standard morning."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, orientation]
notes: "Spatial orientation. She clocks the floor in two beats — count of bays, count of running arms. Everything in fragments. Teaches: the terminal layout."
- id: pc-smuggler_m_s_003
text: "Haze past bay eight today. Can't see the far dock from here."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: enter_location
mood: [content]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, fog, perception]
notes: "Fog boundary. She notices the edge of her vision as a fact of the floor, not a mechanic. Teaches: perception range has limits (D-015, D-046)."
- id: pc-smuggler_m_s_004
text: "Morning crew's spread thin. Good. Room to move."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc]
notes: "Light crowd = operational comfort. 'Good.' standalone verbal tic (section 1.7). Teaches: NPC density affects movement options."
- id: pc-smuggler_m_s_005
text: "Kael's at dock three. Right where he should be."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [content, warm]
priority: 10
cooldown: 9999
tags: [opening-hook, tutorial-arc, kael, friend-arc]
notes: "First Kael sighting. Warm, immediate — she locates him before she finishes reading the floor. Teaches: named NPCs are identifiable via insert overlay (D-033 green entity)."
- id: pc-smuggler_m_s_006
text: "Already has his clipboard. Day's organized before it starts. Two years, same routine."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, social]
trigger: observe_npc
mood: [warm]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, kael, friend-arc]
notes: "Kael warmth through behavior-reading, not labeling. Three beats: observation → interpretation → familiarity. 'Two years, same routine' says she knows his patterns intimately. Establishes: Kael is trusted, competent, reliable — the baseline before the friend arc erodes it."
- id: pc-smuggler_m_s_007
text: "Bulletin board's got a new Commission notice. Lattice registration updates. Not today's problem."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
mood: [content]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, news-ticker]
notes: "News ticker glance. She reads and dismisses it. The Commission exists as background noise — relevant only when it stops being ignorable. Teaches: environmental text exists, player can engage or skip. D-037 irony: lattice registration is exactly what the ring circumvents."
- id: pc-smuggler_m_s_008
text: "Span gate echo from dock fourteen. Something inbound, running heavy by the sound of it."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, observation]
trigger: hear_sound
mood: [content]
priority: 9
cooldown: 9999
tags: [opening-hook, tutorial-arc, sound, perception]
notes: "First sound ping at the edge of range. She interprets pitch instantly — the echo tells her load weight. Teaches: sound carries operational information (D-018, D-074 sound model). Sound channel is meaningful."
- id: pc-smuggler_m_s_009
text: "Shift board says light cargo today. Fifty minutes before Voss does his rounds."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, routine]
trigger: enter_location
mood: [content]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, operational]
notes: "'Fifty minutes' = time-as-countdown verbal tic (section 1.7). She's already calculating windows. Teaches: time and NPC patrol rhythms are trackable."
- id: pc-smuggler_m_s_010
text: "Same floor, same faces, same hum. Could be worse."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start]
trigger: enter_location
mood: [content]
priority: 8
cooldown: 9999
tags: [opening-hook, tutorial-arc, atmospheric]
notes: "Settling line. Baseline contentment. Parallel three-beat structure then understatement. 'Could be worse' is her comfort language — not enthusiastic, just settled. Voice anchor for confidence register (section 1.8)."
- id: pc-smuggler_m_s_011
text: "Dock's clean this morning. Good start."
role: player_character
access: [public]
trust: surface
situation: [arrival, shift_start, routine]
trigger: enter_location
mood: [content]
priority: 7
cooldown: 9999
tags: [opening-hook, tutorial-arc]
notes: "Close of opening arc. Short, approving. 'Good start' = positive 'Good.' tic applied to the environment. Everything is where it should be — for now."
@@ -1,124 +0,0 @@
# Smuggler monologue: observing the Detective-as-NPC
# PC-as-NPC tell-inversion content (D-039 Wow Moment #4)
# Ticket: #401 | Sprint: 5
# Voice: terse, operational, worried, short sentences, contractions always
# Context: the smuggler watches the detective-NPC's behavioral tells.
# First playthrough: "Commission threat. Stay clear."
# Second playthrough: "That's MY note-taking. That's MY method."
character: smuggler
location: general
lines:
# --- Tell Observations (5 core tells from pc-as-npc-spec.md section 8) ---
- id: pc-smuggler_m_s_001
text: "Commission officer just stood there after talking to Voss. Making notes. Not good."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, note-taking, caution]
- id: pc-smuggler_m_s_002
text: "That investigator is working the hub section by section. Not browsing. Searching."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, systematic-movement, caution]
- id: pc-smuggler_m_s_003
text: "Commission's parked at the manifest terminal again. Third time today."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, manifest-fixation, caution]
- id: pc-smuggler_m_s_004
text: "They're watching. From the corner, where they can see the whole dock floor. Professional."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, tell, observation-positioning, caution]
- id: pc-smuggler_m_s_005
text: "The investigator and Sera again. Old friends? Or is Sera reporting to them?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
relationship:
target: npc:sera-venn
state: known
tags: [npc, pc-detective, sera, tell, sera-proximity, suspicion]
# --- Operational Awareness (smuggler's threat assessment) ---
- id: pc-smuggler_m_s_006
text: "New Commission face at the hub. Keep your head down. Don't give them anything."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
priority: 8
tags: [npc, pc-detective, operational, caution, first-sighting]
- id: pc-smuggler_m_s_007
text: "That investigator's been here all morning. Nobody stays that long for a routine check."
role: player_character
access: [public]
trust: surface
situation: [alone, routine]
trigger: time_idle
prerequisites:
relationship:
target: npc:pc-detective
state: known
priority: 6
tags: [npc, pc-detective, suspicion, operational]
- id: pc-smuggler_m_s_008
text: "Commission's at the bar. Sitting with Sera. Watching the room like they own it."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:pc-detective
state: known
tags: [npc, pc-detective, sera, bar, caution]
@@ -1,303 +0,0 @@
# Monologue: Smuggler — Smuggling Hold
# Ticket: #120 | Author: Mellanie | Sprint: 14
# Decision refs: D-016, D-032, D-035, D-037
#
# The smuggling hold is below the maintenance corridors — an unmarked
# sub-level cargo space that the ring uses for temp storage and transfers.
# Not on any official manifest. The smuggler knows every pipe and access
# point here. This is both her operational center and her greatest exposure.
#
# Voice note: the smuggler here is at maximum operational competence and
# maximum paranoia simultaneously. She's in control of the space but the
# space itself is evidence of everything she's done. Lines should carry
# that dual register — calm on the surface, tight underneath.
#
# Schema: D-035 compliant. role/access/trust/situation included on all lines.
# Existing Sprint 5 files (the-terminal, the-last-shift, maintenance-corridors)
# will be updated by #168 (schema compliance pass).
character: smuggler
location: smuggling-hold
lines:
# --- Arrival ---
- id: pc-smuggler_m_s_001
text: "Sub-level. The kind of space nobody finds unless you know where to look."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric, operational]
- id: pc-smuggler_m_s_002
text: "Coolant smell. No ventilation down here — just recycled air and waiting."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric, sensory]
- id: pc-smuggler_m_s_003
text: "Access hatch sealed from the inside. Good. Route's still ours."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, operational]
- id: pc-smuggler_m_s_004
text: "Three containers in temp. Right where they should be."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_of
tags: [arrival, operational, contraband]
- id: pc-smuggler_m_s_005
text: "Back in the hold. Dust on the floor shows the last two paths in. Both mine."
role: player_character
access: [public]
trust: surface
trigger: return_visit
situation: [arrival, routine]
tags: [arrival, operational]
- id: pc-smuggler_m_s_006
text: "Nobody's been here. Good. That's how it should feel."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
tags: [arrival, atmospheric]
# --- Perception / Sound ---
- id: pc-smuggler_m_s_007
text: "The water recycler's on the other side of that wall. Loud enough to cover conversation."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental, operational]
- id: pc-smuggler_m_s_008
text: "Footsteps above. Maintenance crew — they stay up top. Always."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, environmental, caution]
- id: pc-smuggler_m_s_009
text: "That sound. Pressure shift. Someone opened the main hatch."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine, investigation]
priority: 7
tags: [sensory, caution]
- id: pc-smuggler_m_s_010
text: "Pipe drone changes pitch when cargo shifts weight in the upper tier. That's cargo moving."
role: player_character
access: [public]
trust: surface
trigger: hear_sound
situation: [routine]
tags: [sensory, operational]
# --- Time Idle / Ruminative ---
- id: pc-smuggler_m_s_011
text: "Fifteen minutes until the oversight window closes. Plenty of time. Probably."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [shift_transition]
tags: [operational, atmospheric]
- id: pc-smuggler_m_s_012
text: "Medical-grade lattice components. People need these. That's still the reason."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, contraband]
- id: pc-smuggler_m_s_013
text: "Twelve minutes of reduced oversight. Stop counting and do something useful."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [shift_transition]
tags: [operational]
- id: pc-smuggler_m_s_014
text: "How many times have I been in this room telling myself it's almost done?"
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, personal]
- id: pc-smuggler_m_s_015
text: "Quiet. The right kind. Not the wrong kind."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric]
# --- Anomaly / Investigation ---
- id: pc-smuggler_m_s_016
text: "Container 4471's been opened. Not by me. Not by anyone I authorized."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine, investigation]
priority: 8
tags: [operational, caution, contraband]
- id: pc-smuggler_m_s_017
text: "Dust disturbed at the secondary hatch. Recent. Someone's been using the back route."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine]
tags: [caution, operational]
- id: pc-smuggler_m_s_018
text: "Scratches on the access panel. New ones, over the old ones. Different tool."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine]
tags: [caution, environmental]
- id: pc-smuggler_m_s_019
text: "The temp unit's running warm. Someone moved cargo through here fast."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [routine]
tags: [operational, caution, contraband]
# --- Knowledge-Gated: Kael Arc ---
- id: pc-smuggler_m_s_020
text: "Kael used to wait for me here. The one place where we could actually talk."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
relationship:
target: npc:kael-davan
state: friendly
priority: 6
tags: [npc, kael, atmospheric, friend-arc]
- id: pc-smuggler_m_s_021
text: "Kael's not answering. Should be here by now. Should have been here ten minutes ago."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 7
tags: [npc, kael, concern, friend-arc]
- id: pc-smuggler_m_s_022
text: "If Kael talked to someone in that corridor — someone outside the ring — and then this container got touched... that's not coincidence."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine, investigation]
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: knows_of
- fact_id: investigation.container_delay
min_confidence: suspects
priority: 9
tags: [npc, kael, investigation, contraband, friend-arc]
- id: pc-smuggler_m_s_023
text: "The manifest Kael helped me falsify is in that container. If he talked, they already know."
role: player_character
access: [public]
trust: surface
trigger: observe_anomaly
situation: [investigation]
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: suspects
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
priority: 9
tags: [npc, kael, operational, contraband, friend-arc, contaminated-trust]
- id: pc-smuggler_m_s_024
text: "Renn's mark is here. The route's still active. So Kael hasn't burned everything. Yet."
role: player_character
access: [public]
trust: surface
trigger: enter_location
situation: [arrival, routine]
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: suspects
priority: 7
tags: [operational, kael, renn, friend-arc]
# --- Post-Conversation ---
- id: pc-smuggler_m_s_025
text: "Renn didn't ask questions. That's either loyalty or he already knows."
role: player_character
access: [public]
trust: surface
trigger: post_conversation
situation: [routine]
tags: [npc, renn, operational]
- id: pc-smuggler_m_s_026
text: "One more run. That's what I keep telling myself. Has been for eight months."
role: player_character
access: [public]
trust: surface
trigger: time_idle
situation: [routine]
tags: [atmospheric, personal, contraband]
@@ -1,427 +0,0 @@
character: smuggler
location: the-last-shift
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-smuggler_m_s_001
text: "Lera's. Grain spirit and noise. Could use both right now."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "Bar's half full. The after-shift crowd's starting to filter in."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival]
- id: pc-smuggler_m_s_003
text: "Lera's got the Meridian feed running. Same headlines, different day."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, environmental]
- id: pc-smuggler_m_s_004
text: "Smells like fried protein and cheap grain spirit. Perfect."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_005
text: "My booth's free. Small victories."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, personal]
- id: pc-smuggler_m_s_006
text: "The overhead light's still buzzing. Lera says it adds character."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_007
text: "Music's louder tonight. Lera's in a good mood, or drowning something out."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_008
text: "Back at Lera's. Same booth, same drink, same crowd."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: return_visit
tags: [arrival]
- id: pc-smuggler_m_s_009
text: "The ventilation rattles when the kitchen's on. You learn to talk over it."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_010
text: "Quiet night at Lera's. Fewer people means fewer ears."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
# --- NPC Commentary ---
- id: pc-smuggler_m_s_011
text: "Lera's behind the bar. Good — she keeps things steady."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, lera]
- id: pc-smuggler_m_s_012
text: "Kael's at the corner table. Looks relaxed. That's something."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael]
- id: pc-smuggler_m_s_013
text: "Torek's buying rounds again. That man doesn't know the word 'discreet.'"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, torek, caution]
- id: pc-smuggler_m_s_014
text: "Sera's here. Commission field tech. She keeps to herself — mostly."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, sera, commission]
- id: pc-smuggler_m_s_015
text: "Naia's laughing at something Lera said. Nice to see her relaxed."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, naia]
- id: pc-smuggler_m_s_016
text: "Old Pael's in his usual spot. Hasn't moved in three hours. Impressive."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, atmospheric]
- id: pc-smuggler_m_s_017
text: "Lera just cut someone off. Smooth about it, but firm."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, lera]
- id: pc-smuggler_m_s_018
text: "Kael and Naia at the bar. Leaning into each other. They look good together."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, kael, naia]
- id: pc-smuggler_m_s_019
text: "Voss is drinking alone. Not his usual pace."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, voss]
- id: pc-smuggler_m_s_020
text: "That new face in the corner — been nursing the same drink for an hour."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, caution]
# --- Knowledge-Gated Lines ---
- id: pc-smuggler_m_s_021
text: "Sera left when Torek walked in. Coincidence? Maybe."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: suspects
tags: [npc, sera, torek, pattern]
- id: pc-smuggler_m_s_022
text: "Torek just paid cash credit, not station account. Sloppy."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.torek_spending_pattern
min_confidence: knows_of
tags: [npc, torek, operational]
- id: pc-smuggler_m_s_023
text: "Lera gave me that look. The one that says 'not here, not now.'"
role: player_character
access: [public]
trust: surface
situation: [routine, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: knowledge.ring_bar_operations
min_confidence: knows_details
tags: [npc, lera, operational]
- id: pc-smuggler_m_s_024
text: "Naia looks tired. Has Kael been coming home late again?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:naia-tamm
state: known
tags: [npc, naia, kael, concern]
- id: pc-smuggler_m_s_025
text: "The detective is here. At the bar. My bar."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
priority: 8
tags: [investigation, caution]
- id: pc-smuggler_m_s_026
text: "Sera and the detective sharing a booth. Commission people stick together."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
tags: [npc, sera, investigation]
- id: pc-smuggler_m_s_027
text: "Kael didn't save my seat tonight. First time in months."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 8
tags: [npc, kael, contaminated-trust, friend-arc]
- id: pc-smuggler_m_s_028
text: "The back room light's on. Nils is here, then."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: knowledge.ring_bar_operations
min_confidence: knows_details
tags: [operational, nils]
- id: pc-smuggler_m_s_029
text: "Kael bought Naia a drink but barely looked at her. That's new."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: behavioral.kael_behavioral_change
min_confidence: suspects
tags: [npc, kael, naia, tell, friend-arc]
- id: pc-smuggler_m_s_030
text: "Everyone's a little too quiet tonight. Something happened. I can feel it."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
prerequisites:
facts:
- fact_id: awareness.ring_tension_escalation
min_confidence: suspects
priority: 7
tags: [atmospheric, caution, operational]
# --- Sera Venn Dual-Lens — Smuggler Observations ---
# Ticket: #298 | Author: Paula
# The smuggler sees Sera as Commission — wary, practical, outsider
# perspective. On replay, these lines gain new meaning when the player
# understands Sera's concealment arc from the detective playthrough.
- id: pc-smuggler_m_s_031
text: "Sera's at the Commission kiosk. Third time this shift. Nobody recalibrates that much."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_kiosk_pattern
min_confidence: suspects
priority: 6
tags: [npc, sera, commission, pattern, dual-lens]
- id: pc-smuggler_m_s_032
text: "Naia trusts Sera. More than most people here. That says something."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, sera, naia, social, dual-lens]
- id: pc-smuggler_m_s_033
text: "Sera was studying the freight display. For a calibration tech, that's a lot of manifest reading."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_topic_deflection
min_confidence: suspects
priority: 6
tags: [npc, sera, tell, cargo, dual-lens]
- id: pc-smuggler_m_s_034
text: "That's three times Sera's bailed when Torek showed up. Maybe she owes him money."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: behavioral.sera_avoidance_pattern
min_confidence: knows_of
priority: 7
tags: [npc, sera, torek, pattern, dual-lens, replay-payload]
- id: pc-smuggler_m_s_035
text: "Sera offered the detective compliance records. Helpful -- or professional courtesy?"
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: witness_interaction
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
tags: [npc, sera, investigation, caution, dual-lens]
- id: pc-smuggler_m_s_036
text: "Something about Sera tonight. Same smile, different eyes."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
relationship:
target: npc:sera-venn
state: known
tags: [npc, sera, behavioral, dual-lens]
- id: pc-smuggler_m_s_037
text: "Commission tech who drinks at a dock bar. Either lonely or embedded. Either way -- careful."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, sera, commission, assessment, dual-lens]
- id: pc-smuggler_m_s_038
text: "Sera knows the shift rotations better than Voss. That's not calibration. That's attention."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: behavioral.sera_knowledge_detail
min_confidence: suspects
priority: 6
tags: [npc, sera, tell, competence, dual-lens]
@@ -1,449 +0,0 @@
character: smuggler
location: the-terminal
lines:
# --- Arrival + Environmental Flavor ---
- id: pc-smuggler_m_s_001
text: "Morning shift. Recycled air and cargo lubricant. Home sweet home."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_002
text: "The loading arms are cycling. Freight's on schedule — for once."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
- id: pc-smuggler_m_s_003
text: "Shift board's already full. Voss has everyone running double today."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: enter_location
tags: [arrival, operational]
- id: pc-smuggler_m_s_004
text: "Cargo lubricant and ozone. You'd think I'd stop noticing."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_005
text: "Loading arm three is grinding again. Someone should file that."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental]
- id: pc-smuggler_m_s_006
text: "Containers stacked six high in bay four. That's new."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [environmental, operational]
- id: pc-smuggler_m_s_007
text: "The freight manifest board's flickering. Always flickering."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental]
- id: pc-smuggler_m_s_008
text: "Dock lights are on half-cycle. Budget cuts again."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [environmental, atmospheric]
- id: pc-smuggler_m_s_009
text: "Back at the hub. Shift transition in fifty minutes."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: return_visit
tags: [arrival, operational]
- id: pc-smuggler_m_s_010
text: "Quiet morning. Containers moving, nobody talking. I like it this way."
role: player_character
access: [public]
trust: surface
situation: [arrival]
trigger: enter_location
tags: [arrival, atmospheric]
- id: pc-smuggler_m_s_011
text: "Bay three's been sealed off. Inspection, or something else?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [environmental, caution]
- id: pc-smuggler_m_s_012
text: "The conveyor hums at a different pitch when it's loaded heavy. This one's heavy."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: hear_sound
tags: [environmental, operational]
# --- NPC Commentary ---
- id: pc-smuggler_m_s_013
text: "Kael's already at the dock. Good. The day's better when he's on shift."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael, warm]
- id: pc-smuggler_m_s_014
text: "Voss is pacing. Never a good sign."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, voss, caution]
- id: pc-smuggler_m_s_015
text: "Maret's got her scheduling face on. Tight lips, fast hands on the terminal."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, maret]
- id: pc-smuggler_m_s_016
text: "New face at dock seven. Temp worker, or someone I should know about?"
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, caution]
- id: pc-smuggler_m_s_017
text: "Drin's at inspection again. Going through the motions, same as always."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, drin]
- id: pc-smuggler_m_s_018
text: "Renn's running late. Third time this week."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
tags: [npc, renn, operational]
- id: pc-smuggler_m_s_019
text: "Voss and Maret talking by the schedule board. Both look tense."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, voss, maret]
- id: pc-smuggler_m_s_020
text: "Kael nodded at me across the bay. Business as usual."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
tags: [npc, kael]
- id: pc-smuggler_m_s_021
text: "Someone I don't recognize talking to Drin. Drin's smiling. Drin never smiles."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: witness_interaction
tags: [npc, drin, anomaly]
- id: pc-smuggler_m_s_022
text: "Torek's on the dock. Shouldn't be — his shift ended two hours ago."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [npc, torek, caution]
- id: pc-smuggler_m_s_023
text: "Nils isn't here yet. That's unusual."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
tags: [npc, nils, operational]
- id: pc-smuggler_m_s_024
text: "Kael's eating alone today. He always eats with me."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_anomaly
tags: [npc, kael, concern]
# --- Knowledge-Gated Lines ---
- id: pc-smuggler_m_s_025
text: "Kael keeps checking his lattice. Waiting for a message? Not like him to be jumpy."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_anomaly
prerequisites:
relationship:
target: npc:kael-davan
state: friendly
priority: 7
tags: [npc, kael, tell, friend-arc]
- id: pc-smuggler_m_s_026
text: "Container 4471's been in temp since yesterday. That's not the normal routing."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
tags: [operational, contraband]
- id: pc-smuggler_m_s_027
text: "Voss changed the rotation again. Third time this month. Covering something."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_anomaly
prerequisites:
facts:
- fact_id: investigation.voss_ring_involvement
min_confidence: knows_of
tags: [npc, voss, operational]
- id: pc-smuggler_m_s_028
text: "That detective's back. Asking questions near bay four. Stay calm."
role: player_character
access: [public]
trust: surface
situation: [investigation, observation]
trigger: observe_npc
prerequisites:
facts:
- fact_id: awareness.detective_presence
min_confidence: knows_of
priority: 8
tags: [investigation, caution]
- id: pc-smuggler_m_s_029
text: "Maret hasn't looked at me all shift. She noticed something. I know she did."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: observe_npc
prerequisites:
entity_attributes:
- entity: npc:maret-korr
key: behavior_flags
value: avoidance
priority: 6
tags: [npc, maret, paranoia]
- id: pc-smuggler_m_s_030
text: "Shift transition in ten. If the route's clean, we move tonight."
role: player_character
access: [public]
trust: surface
situation: [alone, routine]
trigger: time_idle
prerequisites:
facts:
- fact_id: knowledge.ring_routing_knowledge
min_confidence: knows_details
tags: [operational, contraband]
- id: pc-smuggler_m_s_031
text: "Kael was in corridor B-7 last night. Off-shift. Off-route. That's not nothing."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_corridor_meeting
min_confidence: suspects
priority: 8
tags: [npc, kael, contradiction, friend-arc]
- id: pc-smuggler_m_s_032
text: "Who was Kael talking to? Not anyone from our rotation. I'd know the face."
role: player_character
access: [public]
trust: surface
situation: [alone, investigation]
trigger: time_idle
prerequisites:
facts:
- fact_id: investigation.kael_unknown_contact
min_confidence: suspects
priority: 9
tags: [npc, kael, contradiction, friend-arc]
- id: pc-smuggler_m_s_033
text: "He looked left before answering. He always looks left when he's lying."
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
facts:
- fact_id: behavioral.kael_evasion
min_confidence: direct
priority: 9
tags: [npc, kael, tell, friend-arc]
- id: pc-smuggler_m_s_034
text: "Torek's spending too much at Lera's. Someone's going to notice."
role: player_character
access: [public]
trust: surface
situation: [observation, routine]
trigger: observe_npc
prerequisites:
facts:
- fact_id: investigation.torek_spending_pattern
min_confidence: knows_of
tags: [npc, torek, operational, caution]
- id: pc-smuggler_m_s_035
text: "Same old Kael. Same jokes, same routine. ...What are you not telling me?"
role: player_character
access: [public]
trust: surface
situation: [investigation, social]
trigger: post_conversation
prerequisites:
relationship:
target: npc:kael-davan
state: person_of_interest
priority: 9
tags: [npc, kael, contaminated-trust, friend-arc]
# --- Triangle Activation: Kael Davan (T1: Kael-Smuggler-Ring, D-087) ---
# Fires post-TriangleActivated when player has LOS to Kael. One beat per line.
# Beat 1: physical observation. Beat 2: rationalization. Beat 3: doubt. Beat 4: sensory confirmation. Beat 5: emotional break.
- id: pc-smuggler_m_s_036
text: "Kael's in the main corridor. He doesn't usually come through here."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_037
text: "Voss probably moved him. Schedule shifts happen."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [suspicious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_038
text: "...Kael would've told me."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [anxious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_039
text: "He's not looking at the cargo. He's watching the exits."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [anxious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, tell, friend-arc]
prerequisites:
npc_in_los: true
- id: pc-smuggler_m_s_040
text: "I don't know what I'm seeing. But I know Kael. And this isn't Kael."
role: player_character
access: [public]
trust: surface
situation: [triangle_activated]
trigger: observe_npc
mood: [anxious]
priority: 8
cooldown: 9999
tags: [triangle-signal, tell-observation, npc, kael, contradiction, friend-arc]
prerequisites:
npc_in_los: true
@@ -1,229 +0,0 @@
character: smuggler
location: tutorial
lines:
# Diegetic Tutorial Monologue — Ticket #330 — Smuggler
# Authored per sprint-17 copy briefing and D-016 (internal monologue as core system).
#
# These lines teach mechanics through character voice — not UI instructions.
# Distinct from opening.yaml (which covers the first 5 minutes and sets voice/motivation).
# These fire on first-time events throughout gameplay, wherever they occur.
#
# Coverage:
# Movement / exploration — first_move, first_new_section
# Fog of perception — first_fog_encounter, first_fog_edge
# Sound model — first_sound_heard, first_off_screen_sound
# NPC interaction — first_npc_proximity, first_npc_face_read
# Insert / HUD — first_insert_open, first_insert_contact_flag
#
# Voice: observational, street-smart, practical. Fragments. Standalone "Good." as tic.
# No analytical distance — the smuggler reads, reacts, files, moves on.
# ID discriminator: _tut_ per sprint briefing.
# cooldown: omitted — fire-once enforced by trigger semantics (first_* triggers
# fire once per game), not by a cooldown value.
# priority: 8 (primary, one per trigger type), 6 (secondary variant, mood-weighted alternate).
#
# Schema corrections (Gestalt review, Sprint 17):
# priority: string "tutorial" → integer. All other monologue files use integer priority;
# string value would fail engine parse in monologue.rs.
# situation: removed invalid values (movement, exploration) not in D-035 13-situation
# enum. Replaced with arrival, routine, observation per actual trigger context.
# mood: [focused] retained where set; valid per D-035 Sprint 14 amendment.
#
# Trigger types (first_move, first_new_section, first_fog_encounter, first_fog_edge,
# first_sound_heard, first_off_screen_sound, first_npc_proximity, first_npc_face_read,
# first_insert_open, first_insert_contact_flag) are extended trigger enum values not in
# D-035 v0.1 set — require server-side implementation in monologue.rs.
# -----------------------------------------------------------------------
# MOVEMENT / EXPLORATION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_001
text: "These corridors all look the same. Mental note: check the signage."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: first_move
mood: [focused]
priority: 8
tags: [tutorial, movement, navigation]
notes: >
Directly from the sprint briefing example. First move teaches navigation: the district
looks homogeneous, signage is the tool. 'Mental note' is the smuggler's internal
flag for things to remember — operational housekeeping, not analysis. Establishes
early: this environment requires active spatial tracking.
- id: pc-smuggler_m_s_tut_002
text: "Two lefts past the junction, right at the supply hatch. That's dock four. Route's in the muscle now."
role: player_character
access: [public]
trust: surface
situation: [arrival, routine]
trigger: first_new_section
mood: [content]
priority: 6
tags: [tutorial, movement, navigation, operational]
notes: >
Fires on entering a new section for the first time. 'Route's in the muscle' — the
smuggler doesn't memorize spatially, she moves until it's automatic. Practical,
self-sufficient. Teaches: the district has multiple sections, each requires its own
orientation. 'Dock four' is a landmark. Forward movement is rewarded with familiarity.
# -----------------------------------------------------------------------
# FOG OF PERCEPTION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_003
text: "Can't see past that corner. Might be worth checking."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_encounter
mood: [focused]
priority: 8
tags: [tutorial, fog, perception]
notes: >
Directly from the sprint briefing example. First fog boundary. Restated as habit:
the smuggler doesn't treat the fog as a limitation, she treats every unknown corner
as a question worth answering. 'Might be worth' — not paranoia, just operational
instinct. Teaches: the perception boundary is navigable, not fixed.
- id: pc-smuggler_m_s_tut_004
text: "Haze cuts off past the junction. Anything in it — can't say."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_fog_edge
mood: [focused]
priority: 6
tags: [tutorial, fog, perception]
notes: >
Second fog encounter line — fires when the player reaches the boundary of a fog zone
(the edge of visible range). 'Can't say' — plain statement of unknowing, not anxiety.
The smuggler accepts incomplete information as a working condition, not a failure state.
Teaches: perception range is an ongoing factor, not a one-time obstacle.
# -----------------------------------------------------------------------
# SOUND MODEL
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_005
text: "Voices down the hall. Can't make out the words from here."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_sound_heard
mood: [focused]
priority: 8
tags: [tutorial, sound, perception]
notes: >
Directly from the sprint briefing example. First sound heard that's not immediately
visible. Teaching: sound carries information, but range and occlusion limit it.
'Can't make out the words' establishes both the value of the sound channel (voices =
people = relevant) and its limitation (unclear at range). Moving toward source is
the implied next step.
- id: pc-smuggler_m_s_tut_006
text: "Footsteps. Two sets. Moving away — good."
role: player_character
access: [public]
trust: surface
situation: [observation]
trigger: first_off_screen_sound
mood: [content]
priority: 6
tags: [tutorial, sound, perception, operational]
notes: >
Second sound line — fires when audio from an off-screen source is detected. The
smuggler parses footsteps as count and direction instinctively. 'Moving away — good.'
— the standalone 'Good.' tic applied to tactical assessment. Teaches: sound carries
directional and movement data, not just presence. Two sets = two people, which is
specific enough to be operationally useful.
# -----------------------------------------------------------------------
# NPC INTERACTION
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_007
text: "Could ask around. People talk if you give them reason to."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_proximity
mood: [content]
priority: 8
tags: [tutorial, npc, interaction, social]
notes: >
Directly from the sprint briefing example. First time in range of an NPC. The smuggler
doesn't approach directly — she flags the option. 'Give them reason to' is street-smart
social knowledge: people don't volunteer freely, they need a hook. Teaches: NPC
interaction is player-initiated, and approach matters. No mechanics text — just the
character's own method stated as personal principle.
- id: pc-smuggler_m_s_tut_008
text: "Know the face. Don't need the name."
role: player_character
access: [public]
trust: surface
situation: [social, observation]
trigger: first_npc_face_read
mood: [content]
priority: 6
tags: [tutorial, npc, observation, social]
notes: >
Fires when the player observes an NPC at close range (face visible). The smuggler
reads people by face, not by name — the name comes later if relevant. Teaches: NPCs
are identifiable by observation, and the insert overlay will fill in names when
available. The smuggler's social intelligence is pre-lattice, instinctive.
# -----------------------------------------------------------------------
# INSERT / HUD
# -----------------------------------------------------------------------
- id: pc-smuggler_m_s_tut_009
text: "Check the overlay. Should show the time and nearby contacts."
role: player_character
access: [public]
trust: surface
situation: [routine]
trigger: first_insert_open
mood: [content]
priority: 8
tags: [tutorial, insert, hud, operational]
notes: >
Directly from the sprint briefing example. First insert/HUD open. The smuggler's
overlay shows time and nearby contacts — both operationally critical. 'Should show'
— practical, not certain. Teaches: the insert is the primary tool for time-tracking
and NPC awareness. Diegetic: she checks it the same way she checks a shift board.
- id: pc-smuggler_m_s_tut_010
text: "Overlay marks Kael two sections over. Good."
role: player_character
access: [public]
trust: surface
situation: [routine, social]
trigger: first_insert_contact_flag
mood: [content, warm]
priority: 6
tags: [tutorial, insert, hud, kael, friend-arc]
notes: >
Fires when the insert first flags a known contact (here: Kael, the FRIEND NPC).
'Two sections over' — spatial data from the overlay. 'Good.' standalone tic —
warm, settling. Teaches: the insert shows known NPC positions in real-time.
Also seeds the Kael relationship: the smuggler checks his location as a habit,
not a task. His position is always relevant to her.
@@ -1,156 +0,0 @@
# NPC Profile: Devra Talsen
# Source: wiki/characters/devra.md
# Tier 2 | THRESHOLD + HANDLER | Ring coordinator, supply broker
canonical_id: "npc:devra"
display_name: "Devra Talsen"
tier: 2
pattern: "THRESHOLD"
motivation: "HANDLER"
description: >
Ring coordinator and freelance supply broker. Devra manages the ring's external
supply chain — coordinating with Sabel for incoming shipments, scheduling handoffs,
managing the timeline between gate transits and dock processing. The brokering
business is both legitimate income and operational cover, intentionally blurring
the line between legal and illegal work. Publicly a working professional with a
regular seat at The Last Shift.
want:
primary: "Wealth"
intensity: 7
description: >
Keep the operation running smoothly and profitably.
Devra is the ring's operational brain. She manages external supply chain
coordination, schedules handoffs, and maintains timing between gate transits
and dock processing. She is good at this — better than Nils, though she would
never say it. Secondary want: maintain her legitimate cover. The supply
brokering business provides real income, real social capital, and a legitimate
reason to know shipping schedules, gate transit windows, and cargo volumes.
secret: >
Devra manages the relationship with Sabel, the off-station supplier. If the
chain is traced upstream, it runs through Devra. She is more exposed than anyone
except Nils. The supply brokering business is partly a cover for ring logistics —
visible to anyone who tracks how much time Devra spends on freight details that
do not match her client list. She is the single point of failure between the
local ring and the supply source.
relationships:
- target: "npc:nils-davan"
kind: "colleague"
trust: 5
notes: "Ring coordinator (strategic). Respect for competence, disagree on risk tolerance. Devra favors steady volume; Nils pushes for escalation."
- target: "npc:sabel"
kind: "colleague"
trust: 3
notes: "Off-station supplier. Professional, efficient, no personal warmth. Transactional relationship."
- target: "npc:lera-sessik"
kind: "friend"
trust: 4
notes: "The bar is Devra's social stage. Drinks there, brokers small deals publicly. Lera knows Devra uses the back room."
- target: "npc:renn"
kind: "subordinate"
trust: 5
notes: "Courier. Receives timing instructions from Devra. Values Renn's reliability without personal investment."
- target: "npc:pell"
kind: "subordinate"
trust: 1
notes: "Ring member. Watching Pell more closely since Renn's report. Suspects wavering."
tolerance:
threshold: 8
description: >
High. Calm under pressure, thinks operationally, does not panic. What breaks
her tolerance: Pell's wavering (internal security threat), unexpected Commission
presence (the detective's arrival), and Nils pushing volume too fast.
routine:
summary: >
6 routine entries covering full day cycle:
1. Supply brokering (08:00-12:00) — lattice calls, contract negotiation, legitimate business.
2. Lunch (12:00-14:00) — sometimes at the hub, maintaining visibility near freight operations.
3. Bar presence (14:00-17:00, The Last Shift) — social stage, quiet coordination.
4. Back room meetings (17:00-19:00, 1-2x per week) — ring business.
5. Home or continued brokering (19:00+).
6. Night operations — coordinates gate transit timing with Sabel during off-peak windows.
information:
knows:
- "contraband.ring_exists"
- "contraband.lattice_components"
- "contraband.supply_chain"
- "location.smuggling_route"
- "location.surveillance_gaps"
- "investigation.shift_mismatch"
- "relationship.ring_membership"
- "relationship.trust_network"
- "world.shift_schedule"
access_tier: "insider"
contentment:
level: 4
description: >
Moderate-high. Devra is competent and knows it. The operation runs well. The
money is good. The brokering cover is solid. Contentment would drop sharply if
the operation were threatened — not because she loves the work, but because she
has built her entire life in the district around it.
personality:
demeanor: "professional, composed, controlled"
social_style: "strategic conversationalist, manages impressions, compartmentalizes"
stress_response: "sentences get shorter, eye contact increases, casual bar persona drops"
tells:
- trigger: "coordinating with Sabel about incoming shipment timing"
behavior: "Increased lattice activity — longer message sessions, more frequent checks"
visible_to: "peripheral"
- trigger: "ring coordination meetings scheduled"
behavior: "Enters the back room, door closes, 30-60 minutes. Casual demeanor before and after."
visible_to: "any"
- trigger: "discussing ring business with a colleague"
behavior: "Professional demeanor shift — sentences shorten, eye contact increases, casual persona drops"
visible_to: "forward"
skills:
combat_trained: false
skills:
logistics: 8
negotiation: 7
communication: 7
information_compartmentalization: 6
triangle_membership: []
trust_levels:
surface: >
Freelance supply broker. Professional, friendly at the bar, discusses freight
contracts casually. "I've got a freight contract clearing through Gate 2 next
cycle. Standard components. Nothing exciting, but it pays the rent."
real: >
Ring coordinator. Manages external supply chain, coordinates timing with Sabel,
schedules handoffs, and delivers operational directives from Nils. "The window
is tight. Sabel confirms transit for the 22:00 cycle. Renn handles pickup."
secret: >
Devra is the single point of failure between the local ring and the upstream
supply source. If Sabel is compromised, Devra is the next link. Knows Pell is
wavering. Could run the operation better than Nils.
dual_lens:
smuggler: >
Devra is the operational heart of the ring. The smuggler respects her competence
and relies on her coordination. "Devra's got the next shipment scheduled. She's
reliable — more reliable than Nils, honestly."
detective: >
A freelance supply broker who knows freight schedules in unusual detail. The
detective initially reads her as a local businesswoman. Only deeper investigation
reveals the brokering is partly cover. "Freelance broker. Devra, no family name
offered. Knows freight schedules better than most hub workers. Interesting."
notes: >
THRESHOLD + HANDLER creates the obstacle with authority: "You go through her or
you don't go." Devra gates access to the ring while applying top-down operational
pressure. Most structurally important ring member on-station — both the wall and
the hand pushing people against it. Her competence makes her formidable; her
ambition makes her interesting. Not a formal v0.1 triangle member — her role is
connective, linking internal operations to the external supply chain.
@@ -1,172 +0,0 @@
# NPC Profile: Drin Rosta
# Source: wiki/characters/drin.md
# Tier 2 | SYSTEM + TURNCOAT | Maintenance tech and dock inspector
canonical_id: "npc:drin"
display_name: "Drin Rosta"
tier: 2
pattern: "SYSTEM"
motivation: "TURNCOAT"
description: >
Maintenance tech and dock inspector at the Sova Transit District Logistics Hub.
Age 40, Station Sova native. Competent at both roles. Compromised by a gambling
debt to Harek — a significant sum from bar card games. The debt does not require
Drin to do anything explicitly illegal. It means Drin is slow during inspections
of certain containers. He does not open them. He does not look hard. The ring
noticed this pattern and relies on it. Drin is compromised by omission, not
commission.
want:
primary: "Freedom"
intensity: 8
description: >
Clear the debt and stop looking over his shoulder.
Drin wants to return to when the job was just a job — maintenance rounds, dock
inspections, clocking out, going home. The work was repetitive and that was
fine. Now every inspection cycle carries a second calculation: which containers
to skip, which bays to clear without looking, how to file a report that says
nothing happened when something might have. He wants the old version of the
job back. He does not know how to get there.
secret: >
Drin's inspection negligence is being exploited by the ring. He understands that
someone benefits from his looking the other way — containers move through his
shifts without scrutiny and nobody complains. But he does not know the ring's
structure, does not know Kael's role, does not know the scope of the operation
his silence enables. He thinks it is smaller than it is. The distinction between
omission and commission feels meaningful to him and would not feel meaningful to
an investigator.
relationships:
- target: "npc:harek"
kind: "friend"
trust: 3
notes: "Debt holder, inadvertent coercer. Fear-based, asymmetric. Harek does not press aggressively — keeps the debt active, invites Drin to card games, covers a round. Drin likes Harek personally, which makes the dynamic worse."
- target: "npc:voss"
kind: "superior"
trust: 2
notes: "Shift supervisor. Professional, strained. Voss needs Drin functional and quiet. They interact procedurally — shift handoffs, maintenance reports, inspection schedules. Professional distance is mutual and deliberate."
- target: "npc:maret-korr"
kind: "colleague"
trust: 3
notes: "Freight scheduler. Guilt-adjacent. Drin knows his inspection reports feed into Maret's reconciliation workflow. He senses Maret has noticed the reports are too clean. Avoids extended interaction."
tolerance:
threshold: 2
description: >
Already past breaking. The compromise IS Drin's post-threshold state. He crossed
the line the first time he filed an inspection report he knew was incomplete,
and he has been living past the threshold ever since. He tolerates the routine
guilt, the mechanical compliance, Harek's passive leverage. What breaks him:
direct confrontation about specific inspections, escalating demands to do more
than look away, or Harek pressing the debt publicly.
routine:
summary: >
7 routine entries covering full day cycle:
1. Arrival (05:50, hub) — checks maintenance board for overnight issues.
2. Maintenance rounds (06:00-10:00) — environmental systems, loading equipment,
pipe and wiring repairs.
3. Break (10:00-10:30, break room) — eats alone or with maintenance crew. Avoids
Harek and prolonged conversation with Maret.
4. Dock inspections (10:30-14:00) — scheduled bay checks, container verification,
freight condition reports. Compromise lives here — certain shifts, certain
bays get shorter inspections.
5. Post-shift (14:00-14:30) — files reports, updates maintenance log. Inspection
reports filed here: clean, complete, unremarkable.
6. Off-duty (14:30-16:00) — home, or bar on card game nights (2x per week).
7. Night — home, worrying about the debt, not sleeping well.
information:
knows:
- "location.surveillance_gaps"
- "world.shift_schedule"
access_tier: "public"
contentment:
level: -4
description: >
Very low, trapped. Drin remembers when the job was just maintenance — fixing
things, inspecting things, filing reports that reflected what he actually saw.
The gambling was supposed to be social. Now every inspection is a moral
compromise he cannot talk about. Going through the motions of a life that
stopped working months ago. He has not adjusted; he is just enduring.
personality:
demeanor: "quiet, withdrawn, procedural"
social_style: "avoidant, does not volunteer information, does not seek attention"
stress_response: "silence, shorter responses, fewer interactions — shrinks social footprint"
humor: "absent — humor requires comfort Drin no longer has"
tells:
- trigger: "Harek on-site at the hub or arriving at the bar"
behavior: "Adjusts path to avoid casual contact with Harek."
visible_to: "any"
- trigger: "compromised inspections — certain bays, certain shifts"
behavior: "Clears bays measurably faster than baseline inspection rate."
visible_to: "forward"
- trigger: "shifts that include compromised inspections"
behavior: "Takes more breaks — increased break frequency as stress response."
visible_to: "peripheral"
- trigger: "filing reports he knows are incomplete"
behavior: "Avoids eye contact with the person receiving the paperwork."
visible_to: "forward"
skills:
combat_trained: false
skills:
maintenance: 8
mechanical_diagnostics: 7
dock_inspection: 7
environmental_systems: 6
triangle_membership:
- "worried-knowledge"
- "informant-question"
trust_levels:
surface: >
Professional minimum. Procedural responses about maintenance and inspections.
"Coupling on the Bay 4 loader is wearing. I'll flag it for replacement on the
next maintenance cycle."
real: >
The guilt and the calculation. Which containers to skip, which bays to clear
without looking. "I inspect what's on the schedule. I file what I find. That's
the job."
secret: >
Inspection schedule gaps — which bays, which shifts, which timing windows he
has been slow on. The full scope of his negligence. "My reports are filed.
They're complete. If there's a question about a specific bay, I can pull the
documentation."
dual_lens:
smuggler: >
Drin is a tool — compromised and reliable because of it. The ring does not
interact with Drin directly; they do not need to. Harek's debt does the work.
As long as Drin stays quiet and slow on the right shifts, dock-side processing
runs clean. "Drin's on inspection today. We're good. He doesn't ask questions
and he doesn't open the wrong containers."
detective: >
Drin is a data point — his inspection reports are too clean for the volume of
freight he processes. A maintenance tech pulling double duty should have
equipment failures, missed checks, variance. Drin's are spotless. That
consistency in a high-throughput environment is itself an anomaly. "The
inspector — Drin. Maintenance tech pulling double duty. Reports are spotless.
Nobody's reports are that spotless."
notes: >
SYSTEM + TURNCOAT: institutional rot. The inspection system is broken because the
inspector is broken. Drin embodies the institution (SYSTEM) and has betrayed it
(TURNCOAT), meaning the legitimate oversight mechanism and the criminal
exploitation of it exist in the same person.
Key authoring guidance: Drin is passive, not malicious. His turncoat status came
through debt and avoidance, not ideology. Write him as a man enduring a daily
moral compromise — quiet, methodical, shrinking. The irony is that his methodical
nature makes the compromised inspections more visible by contrast.
Triangle dynamics: In worried-knowledge (Maret-Drin-Voss), Drin is the
compromised inspector. In informant-question (Pell-Renn-Drin), Drin is the
institutional contact who is already compromised — the person Pell might turn
to for protection is already under the ring's indirect control.
@@ -1,149 +0,0 @@
# NPC Profile: Harek Valde
# Source: wiki/characters/harek.md
# Tier 2 | ANCHOR + HANDLER | Station Security officer, bar regular
canonical_id: "npc:harek"
display_name: "Harek Valde"
tier: 2
pattern: "ANCHOR"
motivation: "HANDLER"
description: >
Station Security officer, 44 years old. Predictable schedule, card games at the
bar after shift, enough social capital to be respected without being scrutinized.
Harek holds Drin's gambling debt — a significant sum that creates a power dynamic
the ring has noticed and exploited. Harek hasn't explicitly traded the debt for
inspection negligence, but the debt's existence is a tool others are using. A
security officer who sees more than he admits but has chosen not to look deeper
because investigating would mean confronting what the card game created.
want:
primary: "Happiness"
intensity: 4
description: >
Maintain his comfortable position.
Harek has a good thing: security officer with a predictable schedule, card games
at the bar, social capital. He doesn't want promotions (more responsibility, more
visibility). He doesn't want trouble. Secondary want: keep Drin's debt
leverageable. A dock inspector who owes him favors is useful. Harek hasn't
explicitly traded debt for negligence, but the dynamic exists and the ring
benefits from it.
secret: >
Harek knows (or suspects) that Drin's inspection negligence is being leveraged by
someone else. He sees the dynamic: Drin owes him, Drin looks away during
inspections, the ring benefits. Harek hasn't connected all the dots, but he
understands that his card game created a tool that others are using. Vulnerability:
complicity by inaction — a security officer who notices a dock inspector being
leveraged and doesn't report it is, at minimum, negligent. If investigated,
Harek's position crumbles.
relationships:
- target: "npc:drin"
kind: "friend"
trust: 5
notes: "Card game partner, debtor. Harek likes Drin personally — years of playing cards together. The debt complicates this, but Harek doesn't see himself as a predator."
- target: "npc:lera-sessik"
kind: "colleague"
trust: 5
notes: "Bar owner. Professional familiarity. Harek's card games bring customers; Lera facilitates. Mutually beneficial."
- target: "npc:torek-lintar"
kind: "colleague"
trust: 3
notes: "Card game regular. Harek has noticed Torek's spending but doesn't flag it — Torek's money at the card table is entertainment."
tolerance:
threshold: 7
description: >
Moderate-high. Comfortable and complacent. Tolerates a lot because engagement
is effort. What breaks his tolerance: direct institutional pressure (Commission
or Security command asking about Drin), or violence in the bar (takes safety
seriously even when loose on contraband).
routine:
summary: >
4 routine entries covering full day cycle:
1. Security patrol (06:00-14:00) — hub perimeter and freight bay access points.
2. Shift transition (14:00-14:30).
3. Bar hours (14:30-20:00, The Last Shift) — drinks and card games, 2-3 times
per week.
4. Home (20:00+).
information:
knows:
- "location.surveillance_gaps"
- "world.shift_schedule"
- "world.sova_district_layout"
- "relationship.trust_network"
access_tier: "authority"
contentment:
level: 5
description: >
Moderate-high. The quintessential "comfortable enough not to rock the boat."
Stable job, social standing, entertainment, and just enough willful ignorance
to keep his conscience manageable.
personality:
demeanor: "complacent, sociable, perceptive beneath the surface"
social_style: "card games, bar conversation, community presence — enjoys being known"
stress_response: "deflects, steers conversation, avoids engagement with uncomfortable topics"
humor: "dry, card-table humor — comfortable enough to joke, smart enough to listen"
tells:
- trigger: "Drin is stressed or evasive"
behavior: "Watches Drin more carefully — monitors his investment, attention sharpens at the card table"
visible_to: "peripheral"
- trigger: "someone asks about hub access or patrol gaps"
behavior: "Steers conversation away from security topics — deflection through subject change or vague institutional answers"
visible_to: "forward"
- trigger: "card game in session"
behavior: "Uses card games as social intelligence gathering — invitations are reconnaissance wrapped in entertainment"
visible_to: "peripheral"
skills:
combat_trained: true
skills:
security_patrol: 7
observation: 7
access_control: 6
deescalation: 5
card_games: 6
trust_levels:
surface: >
Off-duty security officer. Card games and drinks. "Hub security's solid. Standard
patrols, standard protocols. Nothing unusual. You want specifics, talk to my
supervisor — I just walk the route."
real: >
Knows patrol routes, Meridian coverage gaps, which areas have blind spots. Knows
Drin's debt and behavioral changes. Knows Torek's spending. Bar social dynamics
insider. Sees more than he admits — his training doesn't turn off even when his
ethics do.
secret: >
Understands that Drin's negligence is being leveraged by someone above. Has chosen
not to investigate because confronting it would mean confronting what his card
game created.
dual_lens:
smuggler: >
Known quantity — off-duty security who doesn't look too hard. The smuggler reads
Harek's card games as harmless social activity and his complacency as a feature.
"Harek's at the bar. Security badge off, drink in hand. As long as he stays that
way, we're fine."
detective: >
Security officer who socializes with the people he should be monitoring. Card
games create financial relationships that could be leverage vectors. His patrol
routes mean he knows hub access patterns. Either an asset (could provide patrol
gap data) or a problem (if actively complicit). "Station Security — Harek. Off-duty
but the training doesn't turn off. He sees the same things I'd see. The question
is what he does with it."
notes: >
ANCHOR + HANDLER: the unconscious lever. "Harek doesn't know his card games built
a weapon." Complacent contentment (ANCHOR) generated a tool of coercion (HANDLER)
without deliberate intent. He didn't set out to compromise Drin — he won card
games, extended credit, and maintained a social dynamic that produced leverage.
The ring noticed and exploited the result. Bridges bar (social presence, card
games) and hub (security authority, patrol knowledge). Not a formal triangle
member but serves as external pressure on Drin in Triangle 2 (worried-knowledge).
@@ -1,269 +0,0 @@
# NPC Profile: Kael Davan — THE FRIEND (Smuggler)
# Source: wiki/characters/kael-davan.md
# Tier: 1 | Pattern: FRIEND | Motivation: OPERATOR
# Triangles: hub-power, worried-partner
canonical_id: "npc:kael-davan"
display_name: "Kael Davan"
tier: 1
pattern: "FRIEND"
motivation: "OPERATOR"
description: >
Dock worker, Sova Transit District Logistics Hub. 34 years old, born on
Station Sova. Ring member who handles physical cargo — routing flagged
containers, managing dock-side handoffs. Closest colleague to the smuggler:
two years of shared risk, first-name basis, lunch together every shift. Kael
is warm, reliable, protective. He is also secretly trying to exit the ring
through an unauthorized contact, because Naia's worry has become unbearable.
The smuggler trusts Kael completely, which makes the betrayal worse when the
contradiction surfaces.
want:
primary: "Safety"
intensity: 8
description: >
Protect the operation and the people in it.
Two years in, Kael is shifting from "keep things running" to "keep people
safe." The operation is escalating — higher volume, tighter margins, more
risk. Secondary want: protect Naia from the truth and the consequences.
Naia doesn't know about the smuggling. Kael's late nights and evasive
answers are creating anxiety at home. The shielding itself is the danger.
secret: >
Ring member who handles cargo routing for the smuggling operation during
shift transitions. Deep secret: Kael is trying to exit the ring. Naia's
worry has become unbearable. He contacted someone from a different district
— not Sabel, not anyone the ring knows — who offered to help him get out,
for a price. The unknown contact is leverage, extraction support, and a
massive security breach. If Nils finds out, Kael is out — violently. If the
smuggler finds out, trust collapses. If the detective finds out, Kael is the
perfect informant.
relationships:
- target: "npc:nils-davan"
kind: "family"
trust: 6
notes: >
Older sibling, ring coordinator. Brought Kael into the ring. Blood
loyalty complicated by power dynamic. Nils is pushing for higher volume;
Kael thinks it's too fast, too risky.
- target: "npc:naia-tamm"
kind: "romantic"
trust: 9
notes: >
Partner, teacher, civilian. 6 years together. Emotional anchor and
vulnerability. Naia knows something's wrong but doesn't know about the
ring. Kael is oblivious to how much anxiety he's causing.
- target: "npc:pc-smuggler"
kind: "friend"
trust: 8
notes: >
Close colleague, trusted friend, shared risk. Work together on
legitimate shifts AND ring operations. Cover for each other. Lunch,
drinks at Lera's, easy camaraderie. Kael is lying to the smuggler about
the exit attempt.
- target: "npc:voss"
kind: "superior"
trust: 3
notes: >
Shift supervisor, ring-aware. Professional respect, low warmth. Voss
provides scheduling cover for the ring. Kael is caught between Voss and
Nils.
- target: "npc:renn"
kind: "colleague"
trust: 5
notes: >
Courier, ring member. Operational relationship. Kael works with Renn on
logistics handoffs.
- target: "npc:devra"
kind: "colleague"
trust: 4
notes: >
External contacts manager for the ring. Kael knows Devra coordinates
off-station connections but keeps operational distance.
- target: "npc:resha"
kind: "colleague"
trust: 5
notes: >
Ring associate. Professional working relationship, mutual trust within
operational bounds.
tolerance:
threshold: 5
description: >
Moderate — can handle pressure but has limits. Tolerates routine smuggling
operations, Voss's resentment, Nils's demands, and lying to Naia. Pushed
toward breaking by escalating volume, Naia's increasing worry, and the
detective's investigation. Breaks on direct threat to Naia (flips
immediately) or Nils discovering the exit attempt (runs or fights, no
middle ground).
routine:
summary: >
8 routine entries covering full day cycle. Morning arrival (06:00-06:30,
Logistics Hub) for shift startup. Morning shift (06:30-10:30, dock floor)
for freight handling. Break (10:30-11:00, break room) lunch with smuggler
or other dock workers. Afternoon shift (11:00-14:00, dock floor) container
routing and schedule coordination. Shift end (14:00-14:30) sometimes
lingers for overtime — ring operations during transition window. Off-shift
(14:30-16:00) heads home or to The Last Shift. Home (16:00-22:00) with
Naia, or occasional ring coordination in Corridor B-7. Late-night
operations (22:00+) ring work 1-2x per week during night shift transition.
information:
knows:
- "contraband.ring_exists"
- "contraband.lattice_components"
- "contraband.supply_chain"
- "location.corridor_b7_restricted"
- "location.smuggling_route"
- "location.surveillance_gaps"
- "location.dead_drop_location"
- "investigation.manifest_discrepancy"
- "investigation.shift_mismatch"
- "investigation.cargo_anomaly"
- "relationship.ring_membership"
- "relationship.kael_naia_connection"
- "relationship.trust_network"
- "world.shift_schedule"
- "world.sova_district_layout"
access_tier: "insider"
contentment:
level: -1
description: >
Moderate-low, declining. The smuggling pays well and the team is solid,
but guilt about lying to Naia is corrosive. Escalating volume makes every
shift feel riskier. Two years ago contentment was moderate — operation
stable, Naia didn't suspect. Now low and falling. The exit attempt is a
desperate grab for a future that doesn't involve looking over his shoulder.
personality:
demeanor: "warm to people he trusts, evasive when hiding something, direct and practical"
social_style: "first-name basis with everyone, relational, physically present, short sentences"
stress_response: "goes quiet, checks exits, shortens interactions, lattice checking increases"
humor: "dry, situational, doesn't waste words or dramatize"
tells:
- trigger: "expecting contact from exit coordinator (periodic throughout day)"
behavior: >
Increased lattice checking — reaches for lattice more often than usual,
brief distracted pauses mid-conversation
visible_to: "peripheral"
- trigger: "prolonged conversation where lies might surface"
behavior: >
Shortened social interactions — excuses himself early from lunch, cuts
conversations short with forced casualness
visible_to: "any"
- trigger: "lying or deflecting a direct question"
behavior: >
Looks left before answering. Personal tell the smuggler knows from years
of friendship — the moment the smuggler recognizes this is the moment
trust fractures
visible_to: "forward"
- trigger: "meeting unknown contact in Corridor B-7 (off-routine, restricted area)"
behavior: >
Unauthorized spatial presence — in restricted maintenance corridor at
irregular time, talking to unrecognized person outside ring protocol
visible_to: "any"
skills:
combat_trained: false
skills:
cargo_handling: 8
logistics: 7
social: 6
triangle_membership:
- "hub-power"
- "worried-partner"
trust_levels:
surface: >
Polite, standard dock worker responses. "Shift's looking smooth today.
Freight's on schedule, no surprises. Let's keep it that way."
real: >
Only accessible to ring insiders. Operational talk, container routing,
timing windows. "Container 4471 is flagged. I'll reroute it during shift
transition." Matter-of-fact, no drama.
secret: >
The exit attempt. Never accessible through normal play. Kael's
unauthorized contact, Naia's role as motivation, the desperation to get
out before consequences reach his partner.
friend_arc:
bonded_character: "smuggler"
phases:
- phase: 1
description: >
Comfort. Kael is warm, reliable, present. Greets the smuggler with
genuine affection. Talks about shift schedules, complains about Voss,
asks about the smuggler's weekend. The day is better when Kael is on
shift.
trigger: "Game start, first interactions (0-10 minutes)"
routine_deviation: "None — baseline normal. Kael is punctual, sociable, engaged."
- phase: 2
description: >
First Crack. Kael checks lattice more often than usual. Excuses
himself from lunch early. Shortened social interactions — still warm,
but deflects prolonged conversation. The smuggler notices the
distraction.
trigger: "10-15 minutes into session. Behavioral flags begin accumulating."
routine_deviation: "Increased lattice checking. Leaves break room early. Distracted during casual talk."
- phase: 3
description: >
The Observation. The smuggler sees Kael in Corridor B-7 — restricted
maintenance corridor — talking to an unknown person. The person leaves
before the smuggler gets close. Prior belief that Kael operates within
ring protocol is contradicted. Color shifts from green to amber.
trigger: "15-20 minutes. Smuggler enters Corridor B-7 and directly observes unauthorized meeting."
routine_deviation: "Presence in restricted area at irregular time. Meeting with unrecognized contact outside ring protocol."
- phase: 4
description: >
Confrontation Opportunity. The smuggler can ask Kael about the
meeting. Kael deflects — "Just a thing. Don't worry about it." Looks
left before answering — the tell. The smuggler recognizes the lie
from years of friendship.
trigger: "20-25 minutes. Smuggler initiates dialogue about the Corridor B-7 observation."
routine_deviation: "Kael becomes evasive, forces subject changes, displays forced casualness. The looks-left tell confirms the lie."
- phase: 5
description: >
New Equilibrium. Kael acts normal again — same shifts, same greetings,
same surface warmth. But the smuggler is now watching. Every smile is
filtered through doubt. Three dialogue paths open: understanding
(gentle confrontation, possible confession), betrayal (report to
Nils), or observation (watch and wait). Contaminated trust.
trigger: "25-30 minutes. Post-confrontation, remainder of vertical slice."
routine_deviation: "Surface behavior returns to baseline, but trust is structurally damaged. Player chooses path."
dual_lens:
smuggler: >
Access tier: Insider + Peer. Relationship shifts from Friendly to
PersonOfInterest post-contradiction. Monologue tone moves from fond and
casual ("Kael's here. Good — always reliable.") to conflicted and
analytical ("Kael's lying to me. I know his tells. What are you hiding?").
The smuggler knows Kael's personal tell, knows the relationship with
Naia. The unauthorized meeting is a betrayal of operational security, not
just suspicious behavior. Emotional weight: maximum. Color shift from
green to amber is the moment trust is compromised.
detective: >
Access tier: Public to Authority if investigation escalates. Relationship
moves from Unknown to Known to PersonOfInterest if tells accumulate.
Monologue tone shifts from clinical ("Dock worker. Davan, K. Unremarkable
on paper.") to analytical suspicion ("Davan's nervous. Lattice activity
spiked. Behavioral pattern suggests concealment."). The detective may
discover manifest discrepancies tied to Kael's shifts. Kael as a pressure
point: partner at risk, potential informant.
notes: >
Tier 1 FRIEND NPC, bonded to smuggler. THE FRIEND pattern means Kael's
betrayal — or the smuggler's betrayal of Kael — carries maximum emotional
weight. FRIEND + OPERATOR composition: "I was your friend AND your
co-conspirator." The warmth was real. The operational reliability was real.
The secret exit attempt violates both. Voice: direct, practical, short
sentences. Uses first names. The tell (looks left when lying) must be
established early so the smuggler recognizes it during contradiction. Naia
references in casual conversation establish the relationship before it
becomes load-bearing. Ring operations dialogue is matter-of-fact, no drama.
Deflection post-contradiction uses redirection, not outright lies.
@@ -1,160 +0,0 @@
# NPC Profile: Lera Sessik
# Source: wiki/characters/lera-sessik.md
# Tier 2 | ANCHOR + OPERATOR | Bar owner, The Last Shift
canonical_id: "npc:lera-sessik"
display_name: "Lera Sessik"
tier: 2
pattern: "ANCHOR"
motivation: "OPERATOR"
description: >
Owner and primary bartender of The Last Shift, the transit district's social hub.
Eighteen years behind the same counter. Lera knows everyone, sees everything, and
shares nothing voluntarily. Her regulars are her community and she protects them
reflexively — including ring members, not because she is complicit but because they
are also regulars. Willful ignorance is not moral failure for Lera; it is business
survival. The bar operates on thin margins and the grey-market spending keeps her
solvent.
want:
primary: "Wealth"
intensity: 7
description: >
Keep the bar viable.
The Last Shift operates on thin margins. The after-shift crowd is what keeps
the lights on. Lera knows some regulars have grey-market income — she does not
ask where the money comes from because the spending keeps her solvent. Secondary
want: protect her regulars. Eighteen years of watching people come and go. She
warns them when unfamiliar faces show up, signals when conversations are being
overheard, remembers who does not want to see whom.
secret: >
Knows the back room of the bar is used for ring coordination meetings. Has not
asked what happens there. The arrangement is simple: they pay for the space, they
buy drinks, they do not cause trouble. Lera does not have conspiracy-level secrets.
What she has is accumulated knowledge from 18 years of bartending — fragments of
conversations, behavioral patterns, relationship dynamics. She knows more about
the district's social fabric than anyone. Her value is that she does not talk about
it. Vulnerability: the bar itself. Threaten to shut down The Last Shift and Lera
cooperates with whoever is doing the threatening. She has no fallback.
relationships:
- target: "npc:torek-lintar"
kind: "friend"
trust: 5
notes: "Bar regular and one of her best customers. Appreciates the spending, worries about the attention it draws. Protective but concerned."
- target: "npc:harek"
kind: "colleague"
trust: 4
notes: "Off-duty security officer, bar regular. Professional familiarity. Tolerates Harek's card games because they bring in customers."
- target: "npc:sera-venn"
kind: "friend"
trust: 5
notes: "Bar regular. Quiet, polite, tips consistently, does not cause trouble. Commission employee who does not act like Commission."
- target: "npc:pc-smuggler"
kind: "friend"
trust: 7
notes: "Regular at The Last Shift. Lera saves the smuggler's usual seat. Ring-aware but protective."
- target: "npc:olin"
kind: "colleague"
trust: 2
notes: "New arrival. Lera is watching Olin — unfamiliar face asking questions. Professional caution."
- target: "npc:devra"
kind: "colleague"
trust: 4
notes: "Bar regular and supply broker. Uses the back room. Lera knows Devra uses the room but does not know for what."
tolerance:
threshold: 8
description: >
High. Nearly two decades of bartending. Tolerates drunks, arguments, gossip,
and grey-market activity with professional detachment. What breaks her tolerance:
violence in the bar (zero tolerance, immediate ejection), institutional pressure
on her business, or a direct threat to a regular she cares about.
routine:
summary: >
5 routine entries covering full day cycle:
1. Bar prep (10:00-12:00) — inventory, cleaning, restocking.
2. Quiet hours (12:00-14:00) — a few early regulars, food prep.
3. Peak hours (14:00-22:00) — shift transition crowd, evening regulars, card
games. Primary social observation window.
4. Late crowd (22:00-02:00) — smaller, quieter. Ring coordination sometimes uses
back room.
5. Close (02:00-03:00) — clean, home.
information:
knows:
- "world.sova_district_layout"
- "relationship.trust_network"
- "relationship.faction_allegiance"
access_tier: "public"
contentment:
level: 3
description: >
Moderate. The bar is viable. Her regulars are loyal. The work is hard but
familiar. Lera's contentment is functional — not thriving, not miserable. The
smuggling economy keeps her bar profitable. If that economy is disrupted, her
contentment drops sharply.
personality:
demeanor: "warm with regulars, guarded with strangers, professional always"
social_style: "observant listener, speaks selectively, remembers everything"
stress_response: "cleans glasses, redirects conversations, watches the door"
tells:
- trigger: "unfamiliar authority enters the bar, or a table conversation gets too loud"
behavior: "Cleans glasses with increased focus — hands stay busy, attention shifts to the source of concern"
visible_to: "any"
- trigger: "a regular is about to say something incriminating near an outsider"
behavior: "Redirects conversation — offers a refill, asks a question, changes the subject smoothly"
visible_to: "peripheral"
- trigger: "someone she considers a risk is due to arrive, or the back room is in use"
behavior: "Watches the door — gaze returns to the entrance at intervals, positioning shifts to maintain line of sight"
visible_to: "forward"
skills:
combat_trained: false
skills:
bar_management: 9
social_intelligence: 9
conflict_deescalation: 7
customer_service: 8
triangle_membership:
- "bar-tensions"
trust_levels:
surface: >
Welcoming bartender. Serves drinks, makes small talk, remembers orders. "I serve
drinks. People talk. I don't take notes. You want information, try the Commission
kiosk on Level 3."
real: >
Social gatekeeper. Knows who drinks with whom, who avoids whom, who is spending
beyond their means, who is worried. Signals regulars when outsiders ask questions.
Protects the community reflexively.
secret: >
The back room is used for ring meetings. Lera has not attended. She knows the
arrangement exists and maintains it because it pays. Threaten the bar's license
and Lera will cooperate — the bar is her only fallback.
dual_lens:
smuggler: >
Lera is infrastructure — the bar is a social hub, a meeting point, a place to
read the district's mood. The smuggler trusts Lera to protect the community
without being told to. "Lera's watching the door. Something's up. I'll ask later."
detective: >
Lera is the gatekeeper. She knows everyone and shares nothing voluntarily. The
detective can build rapport or apply pressure on the bar license. Either approach
takes time. "The bartender — Sessik. Runs this place. She sees everything. Getting
her to talk will take patience or leverage."
notes: >
ANCHOR + OPERATOR: profitable blindness. "Is this enough? Yes — if I don't look."
Lera's contentment is sustained by operational competence — she runs the bar well
enough that the moral compromises stay manageable. The willful ignorance is active
maintenance, not laziness. Key authoring guidance: Lera is not a conspirator. She
is a small business owner in a grey economy. Write her warmth as genuine, her
protectiveness as reflexive, and her silence as a survival strategy.
@@ -1,167 +0,0 @@
# NPC Profile: Maret Korr
# Source: wiki/characters/maret-korr.md
# Tier 2 | SYSTEM + SKEPTIC | Logistics Hub freight scheduler
# NOTE: Wiki uses pattern "WITNESS" but schema pattern enum doesn't include WITNESS.
# WITNESS is a motivation value (System B). Mapped to SYSTEM (System A) — Maret
# functions within institutional processes; her witnessing is through systematic work.
# Flag for design review: should schema add WITNESS to pattern enum?
canonical_id: "npc:maret-korr"
display_name: "Maret Korr"
tier: 2
pattern: "SYSTEM"
motivation: "SKEPTIC"
description: >
Freight scheduler at the Sova Transit District Logistics Hub. Age 41, meticulous,
anxious. Reconciles incoming manifests with cargo bay allocations, shift assignments,
and gate transit logs. The numbers are not adding up — container counts do not match
gate logs, certain bays have manifests revised after the fact, and shifts supervised
by Voss have more discrepancies than others. Maret does not know what this means,
but she knows it means something. She has started keeping a private discrepancy log
on her personal lattice storage.
want:
primary: "Knowledge"
intensity: 7
description: >
Understand the manifest discrepancies.
Maret processes freight schedules and the numbers are not adding up. Container
counts do not reconcile, manifests are revised after Voss's schedule adjustments,
Drin's inspection reports are suspiciously clean. She is paralyzed between duty
and self-preservation — she has not reported because she does not know whom to
report to. The Commission kiosk is unmanned, station security handles accidents
not contraband, and going to Voss feels dangerous.
secret: >
Maret has noticed manifest discrepancies and has started keeping a personal log of
them on her private lattice storage. If discovered, this log is either evidence for
the detective or a threat to the ring. She has mentioned the discrepancies to no
one, but her increased attention to certain records is potentially observable.
Knowledge without protection — she has no institutional backing, no allies in the
conflict, and no exit strategy.
relationships:
- target: "npc:voss"
kind: "superior"
trust: 2
notes: "Shift supervisor. Professional respect but growing unease. Maret has noticed the correlation between his schedule adjustments and manifest discrepancies. She has not confronted him — afraid of what the answer would be."
- target: "npc:drin"
kind: "colleague"
trust: 3
notes: "Dock inspector. Maret knows Drin gambles at the bar. She has observed that inspection reports from Drin's shifts are consistently clean — too clean for the volume. Another data point filed and not acted on."
- target: "npc:resha"
kind: "colleague"
trust: 5
notes: "New hire. Maret is protective of Resha in a quiet, professional way — proper training, not overloaded. Resha's questions about locked bays and irregular schedules echo Maret's own unspoken concerns."
- target: "npc:naia-tamm"
kind: "friend"
trust: 5
notes: "Occasional social contact. Maret sometimes visits the bar for Naia's company. One of the few relationships that is not work-adjacent anxiety."
tolerance:
threshold: 4
description: >
Low-moderate. Maret is not built for confrontation. She handles data, not people.
The discrepancies are eating at her, but she has tolerated them for weeks because
action feels more dangerous than silence. What breaks her: the detective asking
the right question, or the ring discovering her private log.
routine:
summary: >
5 routine entries covering full day cycle:
1. Day shift (06:00-14:00) — freight scheduling, manifest reconciliation, bay
allocation.
2. Break (10:30-11:00, break room) — eats alone or with Resha. Avoids Voss
during breaks.
3. Post-shift (14:00-15:00) — reviews next day's gate schedule.
4. Off-duty (15:00-17:00) — home or occasional bar visit for Naia's company.
5. After hours — reviews private discrepancy log. Adds entries. Worries.
information:
knows:
- "investigation.manifest_discrepancy"
- "world.shift_schedule"
access_tier: "public"
contentment:
level: -2
description: >
Low, anxious. Maret was content before the discrepancies became impossible to
ignore. She finds peace in orderly systems and the manifest irregularities have
disrupted that peace. She sleeps poorly, double-checks everything. Anxiety held
in check by routine.
personality:
demeanor: "meticulous, tense, quietly worried"
social_style: "reserved, professional, gravitates toward data over people"
stress_response: "retreats into detail work, rechecks records, reduces social interaction"
humor: "rare — occasionally dry when relaxed, absent when stressed"
tells:
- trigger: "reviewing manifest data during shift"
behavior: "Checks the same records multiple times, cross-references gate logs she does not normally access."
visible_to: "peripheral"
- trigger: "break periods"
behavior: "Avoids Voss. Eats alone more often. Social withdrawal as stress response."
visible_to: "any"
- trigger: "Resha asks about schedule irregularities"
behavior: "Goes quiet, redirects the conversation to procedure. Brief eye contact avoidance."
visible_to: "forward"
skills:
combat_trained: false
skills:
freight_scheduling: 8
manifest_reconciliation: 9
data_analysis: 7
logistics_coordination: 6
triangle_membership:
- "worried-knowledge"
trust_levels:
surface: >
Professional freight scheduler. Gives clean, data-oriented answers. Defers to
Voss on scheduling questions. "Bay 3 allocation looks clean for the morning
cycle. I've reconciled the gate logs."
real: >
Has noticed manifest discrepancies she cannot explain. Keeps a private log.
Suspects Voss is involved but has no proof. Afraid to act but unable to stop
looking. "I just process the schedules. If there's a question about manifest
revisions, that's Voss's authorization."
secret: >
Would share the discrepancy data with someone she trusts — if someone asked the
right question. "There are patterns. In the data. If someone wanted to look at
Bay 7 allocations during Voss's shift adjustments, the numbers would be worth
comparing."
dual_lens:
smuggler: >
Maret is a risk. She processes the paperwork the ring's operations depend on
and she is too smart not to notice. The smuggler reads Maret's anxiety as a
threat — someone who knows too much and might talk. "Maret's been quiet.
She's usually all numbers and schedules. When she gets quiet, she's thinking.
That's not good."
detective: >
Maret is a potential cooperative witness. She has the data, the context, and
the anxiety that suggests she has seen something she should not have. The
detective's task is building enough trust that Maret shares what she knows.
"The freight scheduler — Korr. Meticulous. Anxious. She processes the
manifests. If there are irregularities in the paperwork, she's seen them."
notes: >
WITNESS + SKEPTIC: dangerous knowledge. She saw something and she cannot stop
questioning it. Maret did not choose to witness the discrepancies — her job put
the data in front of her. But her response is systematic doubt, not passive
acceptance. She is gathering evidence not because anyone asked her to, but
because her meticulous nature will not let her stop.
Key authoring guidance: Maret is the cooperative witness who has already done
half the detective's work. For the smuggler, Maret is the threat you cannot
neutralize without revealing why the numbers matter. Write her as competent
and trapped — the anxiety is real but the intelligence underneath it is sharp.
Triangle dynamics: In worried-knowledge (Maret-Drin-Voss), Maret sees the data.
She processes manifests and has noticed discrepancies she cannot explain and
cannot ignore.
@@ -1,143 +0,0 @@
# NPC Profile: Naia Tamm
# Source: wiki/characters/naia-tamm.md
# Tier 2 | MIRROR + CIVILIAN | Teacher, Kael's partner
canonical_id: "npc:naia-tamm"
display_name: "Naia Tamm"
tier: 2
pattern: "MIRROR"
motivation: "CIVILIAN"
description: >
Teacher at Station Sova community school, Residential Radial A. Partner of
Kael Davan for 6 years. Relocated from Krenn Prime surface 8 years ago.
Naia is the emotional center of the worried-partner triangle — a civilian
whose transparency makes the concealment around her more painful. She is
exactly what she appears to be: a teacher worried about her partner.
want:
primary: "Knowledge"
intensity: 8
description: >
Understand what is happening with Kael.
Naia and Kael have been together 6 years. It was good — stable, warm,
predictable. Then Kael started coming home late. Evasive answers. Money
that did not match the hours. Stress that Kael will not explain. Naia does
not know about the ring. She knows the person she shares a life with is
hiding something, and the not-knowing is worse than almost any truth.
Secondary want: protect the life they have built — the home, the
relationship, the stability that took years to build.
secret: >
Naia confided in Sera Venn about Kael's behavioral changes — late nights,
evasive answers, unexplained stress. This is the action that set Sera's
compliance check in motion, though Naia does not know that. Naia shared a
personal worry with a trusted friend. That trusted friend had institutional
access. Naia's worry is genuine, visible, and exploitable.
relationships:
- target: "npc:kael-davan"
kind: "romantic"
trust: 9
notes: "Partner, 6 years. Deep love, growing anxiety. Does not question Kael's character — just Kael's honesty."
- target: "npc:sera-venn"
kind: "friend"
trust: 7
notes: "Close friend, 10 months. Met at the bar after Sera transferred. Trusts Sera for perspective without gossip."
- target: "npc:lera-sessik"
kind: "friend"
trust: 4
notes: "Bar acquaintance. Lera is warm to Naia — protective attention a good bartender gives to someone visibly struggling."
tolerance:
threshold: 5
description: >
Moderate. Patient — teaching station kids requires it. But the patience is
fraying. Every evasive answer from Kael, every late night, every 'it is just
work' chips at Naia's tolerance. If pushed to breaking point, Naia confronts
Kael directly — which could trigger Kael's crisis, force Sera's hand, or
give the detective an opening.
routine:
summary: >
5 routine entries covering full day cycle:
1. Teaching (07:00-15:00, community school, Residential Radial A).
2. Commute (15:00-15:30) — returns to Transit District.
3. Bar social (15:30-17:30, The Last Shift) — meets Sera, decompresses.
4. Home evening (17:30-22:00) — waits for Kael. Sometimes there, sometimes not.
5. Late evening — alone in the apartment, wondering where Kael is.
information:
knows:
- "relationship.kael_naia_connection"
access_tier: "public"
contentment:
level: -2
description: >
Low and declining. Naia was content: stable job, loving partner, community.
Now the relationship anxiety is coloring everything. Teaching is harder when
distracted. Bar visits are tinged with worry. Home is where the absence
lives. Contentment trajectory mirrors Kael's — both declining, for connected
but different reasons.
personality:
demeanor: "warm, open, visibly stressed"
social_style: "emotionally present, confides in close friends, reads people well"
stress_response: "worry overflows into conversation, increased bar presence, avoids the empty apartment"
tells:
- trigger: "baseline state — tired, distracted"
behavior: "Tired eyes, distracted conversation, checking lattice for messages from Kael"
visible_to: "any"
- trigger: "worry overflowing into conversation"
behavior: "Mentions Kael unprompted — 'Kael was late again' or 'I don't know what's going on at the hub'"
visible_to: "peripheral"
- trigger: "coping with anxiety"
behavior: "Coming to the bar more often and staying longer — avoiding the empty apartment"
visible_to: "any"
skills:
combat_trained: false
skills:
teaching: 8
community_engagement: 7
emotional_perception: 6
curriculum_management: 5
triangle_membership:
- "worried-partner"
trust_levels:
surface: >
Warm, open. Standard social interaction — talks about teaching, the kids,
the school. "The kids are doing better with the new math curriculum."
real: >
Confides worry about Kael to close friends. Visible stress. "Kael was home
at midnight again. Said it was overtime. There's no overtime posted for this
week — I checked."
secret: >
The depth of her fear and the specific details she shared with Sera about
Kael's behavioral changes. The breaking point. "I'm not asking for much.
Just — tell me the truth. Whatever it is."
dual_lens:
smuggler: >
Naia is emotional collateral. The smuggler knows why Kael is busy and cannot
say. Seeing Naia's worry creates guilt — especially if the smuggler is
Kael's friend. "Naia's at the bar again. Alone. Looking at the door every
time it opens. I know where Kael is. I can't say."
detective: >
Naia is a potential source. A partner who suspects their loved one is hiding
something is a classic entry point for investigation. The detective can
cultivate Naia's trust by being sympathetic. "The partner — Naia Tamm.
Teacher. Visibly stressed. If Davan is involved, this partner knows something
changed, even if they don't know what."
notes: >
MIRROR + CIVILIAN creates honest transparency surrounded by liars: "The one
person not lying — surrounded by liars." Naia's reflective honesty combined
with complete uninvolvement means she is the emotional baseline against which
all deception is measured. When events drag Naia into the conspiracy through
Kael's ring involvement and Sera's concealment, the damage is devastating
because Naia was genuine.
@@ -1,105 +0,0 @@
# NPC Profile: Nils Davan
# Source: wiki/characters/nils-davan.md
# Off-stage NPC — never physically present in v0.1, mediated through
# lattice messages, dialogue references, and operational pressure
canonical_id: "npc:nils-davan"
display_name: "Nils Davan"
tier: 1
pattern: "GHOST"
motivation: "HANDLER"
description: >
Off-stage ring coordinator (~38). Nils does not appear physically in any v0.1
scene. His presence is felt entirely through lattice messages to Kael,
references in NPC dialogue, and the operational pressure that cascades through
the ring. He is the escalation pressure source — pushing for higher volume,
tighter schedules, more throughput. Every ring member feels Nils's influence
without seeing him. Tier 1 in schema; functionally off-stage (tier 0).
want:
primary: "Power"
description: >
Control.
Grow the operation. Increase volume. Maintain authority over the ring from
a distance. Nils sets volume targets, applies escalation pressure, and makes
personnel decisions. The ring's growth imperative comes from Nils; the
consequences fall on others.
secret: >
Full ring coordinator. Sets strategic direction, personnel decisions, volume
targets. Operates through Devra (execution) and Kael (dock-side operations).
His identity is known only to Kael (sibling) and Devra (operational partner).
Voss knows "someone above Devra" exists but has never met Nils.
relationships:
- target: "npc:kael-davan"
kind: "family"
trust: 7
notes: >
Younger sibling. Nils recruited Kael into the ring personally. Genuine
familial bond complicated by power dynamic. Pushes Kael for higher volume.
Does not know Kael is trying to exit the ring. If Kael's exit attempt is
discovered, Nils is the primary threat — family loyalty vs. operational
security is undefined in v0.1 but implied to be dangerous.
- target: "npc:devra"
kind: "colleague"
trust: 6
notes: >
On-station coordinator. Professional respect, operational partnership.
Nils gives strategic direction; Devra handles execution. They disagree
on risk tolerance — Devra favors steady volume, Nils pushes escalation.
Devra is Nils's primary on-station voice.
- target: "npc:voss"
kind: "superior"
trust: 2
notes: >
Resource exploitation, no personal relationship. Nils exploits Voss's
schedule authority to create coverage windows. Voss resents the invisible
hand but complies — the money is good and refusing has consequences.
To Nils, Voss is functional and replaceable.
routine:
summary: >
Not observable. Nils is never physically present in Sova Transit District.
His existence is mediated through lattice messages to Kael (5-8 authored
lines), references in NPC dialogue, and operational pressure cascading
through the ring hierarchy.
information:
knows:
- "contraband.ring_exists"
- "contraband.ring_structure"
- "contraband.lattice_components"
- "contraband.supply_chain"
- "contraband.volume_targets"
- "relationship.ring_membership"
- "relationship.kael_sibling"
- "location.smuggling_route"
- "location.distribution_points"
access_tier: "authority"
triangle_membership:
- "hub-power"
dual_lens:
smuggler: >
Unseen boss. Known by reputation and felt through operational pressure.
The smuggler has never met Nils but follows orders relayed through Devra
and Kael. Nils is the authority that shapes every operational day.
detective: >
The name that surfaces late in the investigation. The coordinator behind
the coordinator — the authority that explains why everyone on-station is
afraid. Origin codes, lattice intercepts, and dialogue fragments point
upstream to someone the detective cannot reach within the vertical slice.
notes: >
Off-stage authority figure. Never physically instantiated in v0.1. Entire
presence is mediated: lattice messages to Kael (operational instructions,
volume pressure, occasional familial notes), dialogue references from ring
members, and the escalation pressure that drives Triangle 1 (hub-power).
Nils's transmitted message serves as the plot device that forces the
volume escalation fork — his demand for higher throughput cascades through
Devra, Kael, and Voss, creating observable disruption. GHOST + HANDLER
creates absent authority: the ring's most dangerous decisions are made by
someone who never sees their consequences.
@@ -1,105 +0,0 @@
# NPC Profile: Olin Tavren
# Source: wiki/characters/olin.md
# Tier 3 — reduced content, essential axes only
canonical_id: "npc:olin"
display_name: "Olin Tavren"
tier: 3
pattern: "CATALYST"
motivation: "CIVILIAN"
description: >
Recent arrival in Sova Transit District — a drifter looking for freight work.
Story is plausible: contract work dried up elsewhere, heard Sova had openings.
The story is also convenient, and in a district where new faces attract
attention, convenience is suspicious. Ambiguity is deliberate and unresolved.
want:
primary: "Safety"
description: >
Employment.
Find work. Settle in. Start over. Whether this is genuine or a cover story
is left deliberately ambiguous for v0.1.
secret: >
Unresolved. Olin may be exactly what he claims — a drifter looking for work —
or may be a scout, informant, or rival operator. The game does not confirm
either reading in v0.1.
routine:
summary: >
Variable — no fixed schedule. Appears at the bar in the afternoon,
sometimes at the hub entrance asking about openings, sometimes walking
the district. New arrivals without fixed employment have irregular
patterns by nature.
personality:
demeanor: "friendly, curious, slightly too interested"
social_style: "open, direct, asks questions about work schedules and shift structures"
stress_response: "deflects with friendliness, changes subject"
relationships:
- target: "npc:lera-sessik"
kind: "colleague"
trust: 2
notes: "Bar acquaintance. Olin drinks at The Last Shift, asks questions. Lera assesses."
tolerance:
threshold: 5
description: >
Moderate. Olin handles social pressure well but becomes evasive under
sustained interrogation. The friendliness is armour, not fragility.
information:
knows:
- "world.sova_district_layout"
- "world.shift_schedule"
access_tier: "public"
contentment:
level: 0
description: >
Unsettled. New arrival without stable employment or social anchoring.
Neither content nor distressed — in transition.
tells:
- trigger: "conversation about hub operations"
behavior: "Leans in, asks specific follow-up questions — schedules, who runs what, where things go"
visible_to: "any"
- trigger: "when ring members are nearby"
behavior: "Watches them without staring. Notes who sits with whom."
visible_to: "peripheral"
skills:
combat_trained: false
skills:
social: 6
cargo_handling: 5
triangle_membership:
- "bar-tensions"
trust_levels:
surface: >
Friendly newcomer looking for work. "I'm just trying to find steady
freight work. Know anyone hiring at the hub?"
real: >
Harder to reach — Olin's openness is itself a deflection. What lies
beneath the friendly questions is unclear even at higher trust.
secret: >
Whatever Olin's true purpose is remains sealed for v0.1. The ambiguity
is the content.
dual_lens:
smuggler: >
Threat assessment. New face asking about hub work. Could be nothing,
could be everything. Watching.
detective: >
Potential fresh source. No local ties, no loyalty obligations. Could be
useful if Olin has seen something the regulars have learned to ignore.
notes: >
Ambiguity NPC. Creates productive uncertainty — a new variable in a stable
system that forces both player characters to evaluate and respond. In the
bar-tensions triangle, Olin's questions and Torek's spending create combined
pressure on Lera. The game does not resolve Olin's true nature in v0.1.
@@ -1,62 +0,0 @@
# NPC Profile: Pael Varren
# Tier 3 — NOBODY / CIVILIAN
# Flat NPC — noise floor. Knows nothing about the ring.
# Observable presence near B-corridor is legitimate maintenance, not surveillance.
# Ticket: #307 | Sprint: 12
canonical_id: "npc:pael"
display_name: "Pael Varren"
tier: 3
pattern: "NOBODY"
motivation: "CIVILIAN"
description: >
Station maintenance tech, early 40s. Has worked Sova Transit District for
fifteen years. Knows every duct, every failing seal, every air recycler
running off-spec. Appears throughout the district because maintenance is
everywhere. Carries a scanner everywhere; hands are perpetually stained with
lubricant. Pael has no ring connection, no secrets beyond a quiet resentment
of deferred maintenance tickets. Is frequently near B-corridor because the
environmental seal there fails on a cycle of roughly three weeks, without
fail, regardless of what Pael does about it.
want:
primary: "Happiness"
description: >
To get through a single shift without a new deferred ticket appearing on
the queue. Fifteen years of Sova has narrowed the definition of a good day.
routine:
summary: >
Arrives before any shift (05:30 entry), does a diagnostic walk of the
full district, starts on the highest-priority deferred tickets during
low-traffic windows. Reappears at the B-corridor junction around mid-shift
because the environmental seal there is always the problem. Leaves when
the shift cycle turns over. Pattern is completely predictable. That's the
point — Pael is never where they shouldn't be, they're just always where
the problems are.
personality:
demeanor: "tired-competent, dry humor, no interest in drama"
social_style: "minimal — answers when addressed, doesn't linger"
stress_response: "files a maintenance ticket and moves on"
tells: []
skills:
combat_trained: false
skills:
maintenance: 9
environmental_systems: 8
trust_levels:
surface: >
Fifteen years of Sova maintenance. "If it breaks, I've seen it break
before. Usually the same three things."
notes: >
NOBODY + CIVILIAN: pure noise floor. The "seems important but isn't" quality
is positional — frequent presence near B-corridor for genuine maintenance
reasons. One memorable observable trait: scanner always open, lubricant
stains on both hands even at shift start. Paula owns the trait design.
Mellanie owns the lines (#307).
@@ -1,246 +0,0 @@
# PC-as-NPC Profile: The Detective (NPC mode, seen by smuggler player)
# Source: docs/design/pc-as-npc-spec.md section 11
# Ticket: #383 | Blocks: #401 (PC-as-NPC content authoring)
#
# When the player is the smuggler, this file defines the detective's NPC behavior.
# When the player IS the detective, this file is not loaded.
canonical_id: "npc:pc-detective"
display_name: "Commission Liaison"
tier: 2
pattern: "MIRROR"
motivation: "OPERATOR"
description: >
The detective as NPC. A Commission investigator conducting manifest review
in Sova Transit District. Neutral behavioral path: reviews records, walks the
dock floor, frequents the bar with Sera. First playthrough (smuggler): institutional
threat to avoid. Second playthrough: "That's me. That's what I was doing."
want:
primary: "Knowledge"
intensity: 5
description: >
Answers.
Wants to understand the freight discrepancies. Follows the investigation
methodically. Does not make dramatic decisions on the neutral path -- no
confrontations, no leverage plays, no dramatic revelations.
secret: >
Actual mandate is investigation of freight irregularities, not routine compliance
review. The smuggler doesn't know this at session start -- the detective-NPC is
just "the new Commission person." Ring members may warn the smuggler (Voss: "routine
check, apparently"), but the true investigation depth remains hidden.
relationships:
- target: "npc:sera-venn"
kind: "friend"
trust: 8
notes: "Pre-existing friend from prior posting. Same institutional background. Social anchor on Sova. Comfortable body language, first-name basis."
- target: "npc:voss"
kind: "colleague"
trust: 1
notes: "Person of interest from case file. Shift supervisor with scheduling authority. Detective approaches with professional formality."
- target: "npc:maret-korr"
kind: "colleague"
trust: 1
notes: "Person of interest. Freight scheduler with manifest access. Requests data, notes reactions."
- target: "npc:drin"
kind: "colleague"
trust: 1
notes: "Person of interest. Dock inspector responsible for container verification. Follow-up on inspection records."
- target: "npc:lera-sessik"
kind: "colleague"
trust: 2
notes: "Bar owner. Met through Sera. Visited once or twice. Professional politeness."
- target: "npc:torek-lintar"
kind: "colleague"
trust: 3
notes: "Commission compliance officer. Recognizes from institutional channels. Professional greeting."
- target: "npc:kael-davan"
kind: "colleague"
trust: 0
notes: "Unknown dock worker at session start. Name might appear on shift roster. No personal knowledge."
- target: "npc:pc-smuggler"
kind: "colleague"
trust: 0
notes: "Unknown dock worker. One of many. No reason to flag at session start. Tells may accumulate over time."
tolerance:
threshold: 7
description: >
Professional patience. Absorbs evasion and hostility without visible reaction.
Processes information internally. The neutral path never pushes tolerance --
the detective-NPC doesn't escalate.
routine:
summary: >
7 routine entries covering full day cycle:
1. Morning arrival (08:00, Terminal entrance) -- shows credentials to Voss, reviews scheduling board.
2. Manifest review (08:30-10:00, Terminal offices) -- requests data from Maret, reviews freight records at terminal.
3. Dock observation (10:00-11:30, dock floor) -- walks the floor, observes operations, takes notes (lattice interaction).
4. Midday break (11:30-12:30, break area or district) -- brief break, may check district geography.
5. Afternoon follow-up (13:00-14:30, Terminal offices) -- follow-up with Drin on inspection records, cross-references manifests.
6. Bar evening (16:00-18:00, The Last Shift) -- meets Sera, sits together, casual conversation, observes room.
7. Departure (18:30) -- returns to temporary quarters, off-screen.
information:
knows:
- "investigation.manifest_discrepancy"
- "world.commission_regulations"
- "world.sova_district_layout"
access_tier: "authority"
contentment:
level: 1
description: >
Professional-cautious. New to the district, isolated in unfamiliar community.
Reliant on Sera for social grounding. Institutional training runs in the
background. Awareness that the district doesn't want them here.
personality:
demeanor: "professional, measured, slightly formal"
social_style: "surnames for targets and unknowns, first names for allies (Sera only). The shift from surname to first name IS a relationship marker"
stress_response: "withdraws to analytical mode, reviews notes via lattice, seeks sightline-advantaged positions"
humor: "wry, observational, appreciates irony from a distance"
tells:
- trigger: "after every conversation"
behavior: "Pauses and interacts with lattice -- recording notes. Brief but consistent pause"
visible_to: "any"
- trigger: "hub exploration"
behavior: "Moves through the hub in methodical pattern. Section by section, not wandering"
visible_to: "any"
- trigger: "investigation routine"
behavior: "Returns to manifest terminal repeatedly. Significant time reviewing data"
visible_to: "any"
- trigger: "throughout session"
behavior: "Stands at corners and elevated positions with good sightlines over dock floor. Watches before approaching"
visible_to: "peripheral"
- trigger: "bar evenings"
behavior: "Consistently gravitates toward Sera. Comfortable body language that other NPCs don't get from the detective"
visible_to: "any"
skills:
combat_trained: false
skills:
investigation: 8
analysis: 9
social: 5
observation: 8
triangle_membership: []
trust_levels:
surface: >
Professional, measured. "Commission Liaison Office -- conducting a routine compliance
review. Standard manifest reconciliation." Institutional language, deliberate blandness.
real: >
Only accessible to Sera. Investigation context, institutional background sharing,
personal doubts about the district. "The briefing said routine. Briefings are
always wrong about something."
secret: >
Investigation mandate, case file details, evidence collected. Never accessible
to the smuggler through normal play.
dual_lens:
smuggler: >
First impression: Commission. Threat. The smuggler's operational awareness flags
authority presence immediately. Color: warm amber (Person of Interest) from first
sighting, or cool teal (Unknown) shifting to amber once Kael or Voss warns the
smuggler.
Tells accumulate: note-taking after every conversation, systematic hub coverage,
manifest terminal fixation (third time today), observation positioning at
sightline-advantaged points, Sera proximity. The smuggler's monologue reads
these as institutional threat escalating from background nuisance to active danger.
Reverse observation notes -- what NPCs say about the detective to the smuggler:
Kael (noticing Commission presence): "There's someone new at the hub. Commission
badge. Keep your head down." [access: insider, trust: real -- ring protective warning]
Voss (to smuggler during shift): "Commission liaison showed up this morning.
Routine check, apparently. Just do your job normally." [access: insider, trust: real
-- operational caution]
Lera (when smuggler arrives at bar): "Your Commission friend is here again.
Came in with Sera." [access: insider, trust: surface -- coded language, "your" is
ironic distance]
Sera (overheard at bar): "The new liaison? Standard posting. Nothing to worry
about." [access: public, trust: surface -- Sera's deflection benefits the ring
indirectly]
Naia (when smuggler sits near her): "Have you noticed the new person at the hub?
Commission, someone said. Kael didn't seem happy about it." [access: peer,
trust: surface -- innocent observation]
Renn (to smuggler during operations): "That investigator's been poking around
manifests. Maret's sweating." [access: insider, trust: real -- ring intelligence]
Maret (to smuggler in corridor): "The Commission officer requested last quarter's
schedules. I gave them the clean set." [access: insider, trust: real -- complicity
confirmation]
detective: >
N/A -- this IS the detective in NPC mode. When the player is the detective,
this file is not loaded.
notes: >
PC-as-NPC entity. Follows the NEUTRAL BEHAVIORAL PATH:
- No dramatic decisions
- No confrontations initiated
- No relationship state changes during session
- No evidence-based confrontations (those are the player's choices)
- No dramatic leverage plays
- No routine deviations
AGENCY BOUNDARIES: The detective-NPC arrives, reviews records, walks the floor,
takes notes, visits the bar with Sera, goes home. They exhibit baseline personality
(professional, formal, observational) and observable tells (note-taking, systematic
movement, manifest fixation). They respond to player interaction with public-tier
dialogue only.
STARTING KNOWLEDGE -- two options:
Option A (default for v0.1): Smuggler has been warned by Voss. Smuggler starts
with KnowsOf about the detective (role: Commission liaison, faction: Commission,
risk: moderate). Color: amber.
Option B: Smuggler not yet warned. First visual sighting triggers knowledge
accumulation. Commission badge visible. Color: teal initially, shifts to amber
once ring members pass the warning.
Smuggler observation monologue triggers (5 lines):
1. "Commission officer just stood there after talking to Voss. Making notes. Not good."
[trigger: observe_npc, note-taking tell]
2. "That investigator is working the hub section by section. Not browsing. Searching."
[trigger: observe_anomaly, systematic movement tell]
3. "Commission's parked at the manifest terminal again. Third time today."
[trigger: observe_anomaly, manifest fixation tell]
4. "They're watching. From the corner, where they can see the whole dock floor. Professional."
[trigger: observe_npc, observation positioning tell]
5. "The investigator and Sera again. Old friends? Or is Sera reporting to them?"
[trigger: observe_npc, Sera proximity tell -- creates doubt about Sera's role]
Public-tier dialogue (if smuggler approaches):
1. Greeting (hub): "Good morning. Commission Liaison Office -- I'm conducting a routine compliance review."
[access: public, trust: surface, situation: greeting]
2. About purpose: "Standard review. Manifest reconciliation, scheduling compliance. Nothing unusual."
[access: public, trust: surface, situation: social]
3. About district: "Only been here a few days. Seems like a well-run operation."
[access: public, trust: surface, situation: social -- deliberate blandness]
4. About Sera: "Ms. Venn? Colleague. We've worked in the same division."
[access: public, trust: surface, situation: social -- professional deflection]
5. Deflection: "I appreciate the interest, but I'm sure you have cargo to route. I won't keep you."
[access: public/authority, trust: surface, situation: confrontation -- polite dismissal]
ITEM COUNT:
- Routine entries: 7
- Relationship stubs (NPCs about detective): 7
- Tell descriptions + monologue triggers: 10 (5 tells x 2)
- Dialogue lines (detective-NPC speaks): 5
- TOTAL: 29 (within ~20-30 budget)
@@ -1,245 +0,0 @@
# PC-as-NPC Profile: The Smuggler (NPC mode, seen by detective player)
# Source: docs/design/pc-as-npc-spec.md section 10
# Ticket: #383 | Blocks: #401 (PC-as-NPC content authoring)
#
# When the player is the detective, this file defines the smuggler's NPC behavior.
# When the player IS the smuggler, this file is not loaded.
canonical_id: "npc:pc-smuggler"
display_name: "Dock Worker"
tier: 2
pattern: "MIRROR"
motivation: "OPERATOR"
description: >
The smuggler as NPC. A dock worker in Sova Transit District who follows the
neutral behavioral path: routine work, break with colleagues, bar after shift.
First playthrough (detective): unremarkable NPC, one of many dock workers.
Second playthrough: "That's me. That's what I was doing." The gap between this
neutral path and the player's actual choices IS the narrative distance traveled.
want:
primary: "Safety"
intensity: 4
description: >
Stability.
Keep the day smooth. Keep the operation running, the team safe, the shift
uneventful. Does not make dramatic decisions on the neutral path.
secret: >
Ring member. Handles cargo routing for the smuggling operation during shift
transitions. The detective doesn't know this at session start. The smuggler-NPC
is just another dock worker until tells accumulate and the detective's analytical
lattice starts connecting patterns.
relationships:
- target: "npc:kael-davan"
kind: "colleague"
trust: 8
notes: "Closest colleague, ring member. First-name basis. 2 years of shared risk. Comfortable physical proximity. Eats lunch together."
- target: "npc:voss"
kind: "superior"
trust: 3
notes: "Shift supervisor, ring-aware. Professional respect, low warmth. Smuggler knows Voss takes a cut."
- target: "npc:lera-sessik"
kind: "friend"
trust: 7
notes: "Bar owner, ring-aware. Regular at The Last Shift. Lera saves the smuggler's usual seat."
- target: "npc:renn"
kind: "colleague"
trust: 5
notes: "Courier, ring member. Operational relationship. Smuggler knows Renn's routes."
- target: "npc:naia-tamm"
kind: "friend"
trust: 4
notes: "Kael's partner. Known through Kael. Occasional bar interaction."
- target: "npc:maret-korr"
kind: "colleague"
trust: 4
notes: "Freight scheduler. Hub colleague. Smuggler knows Maret handles scheduling."
- target: "npc:drin"
kind: "colleague"
trust: 3
notes: "Dock inspector. Compromised -- looks the other way for the ring."
- target: "npc:torek-lintar"
kind: "colleague"
trust: 2
notes: "Bar regular, ring-adjacent. Conspicuous spending. Smuggler keeps distance."
- target: "npc:sera-venn"
kind: "colleague"
trust: 0
notes: "Commission field tech. Smuggler recognizes Sera as Commission. Keeps distance. No personal relationship."
- target: "npc:pc-detective"
kind: "colleague"
trust: -2
notes: "Commission liaison. Threat. Smuggler-NPC does not initiate contact with the detective. If approached, gives polite minimum responses."
tolerance:
threshold: 6
description: >
Steady under pressure but protective of colleagues. Threat to the team triggers
immediate defensive instinct. The neutral path keeps tension below threshold.
No dramatic choices, no confrontations.
routine:
summary: >
7 routine entries covering full day cycle:
1. Morning arrival (05:45, Terminal entrance) -- checks schedule board.
2. Morning work (06:00-10:00, dock floor) -- cargo processing, interacts with Kael and dock workers.
3. Break (10:00-10:30, break area) -- eats with Kael and Renn, conversation.
4. Afternoon work (10:30-14:00, dock floor) -- container routing, schedule coordination with Voss.
5. Shift transition (14:00-14:20) -- cleans station, briefly checks service corridor.
6. Bar evening (15:00-17:00, The Last Shift) -- drinks with Kael at regular table, casual conversation with Lera.
7. Departure (17:30) -- goes home, off-screen.
information:
knows:
- "contraband.ring_exists"
- "contraband.lattice_components"
- "contraband.supply_chain"
- "location.corridor_b7_restricted"
- "location.smuggling_route"
- "location.surveillance_gaps"
- "location.dead_drop_location"
- "investigation.manifest_discrepancy"
- "investigation.shift_mismatch"
- "investigation.cargo_anomaly"
- "world.shift_schedule"
- "relationship.ring_membership"
access_tier: "insider"
contentment:
level: 3
description: >
Comfortable-tense. The job pays, the team is solid, the risk is managed.
Not happy, not miserable. Managing a life with two faces. The money eases
the financial pressure that makes station life tight for most workers.
personality:
demeanor: "casual, guarded around authority figures"
social_style: "first-name basis with everyone, relational, physically present"
stress_response: "goes quiet, checks exits, shortens interactions"
humor: "dry, situational, dark when stressed"
tells:
- trigger: "entering new area (every transition between areas)"
behavior: "Pauses at intersections, glances down corridors before entering"
visible_to: "any"
- trigger: "shift transition window (14:00-14:20)"
behavior: "Movement becomes more purposeful. Straighter route, fewer idle pauses"
visible_to: "any"
- trigger: "near authority figures or checkpoints"
behavior: "Pace increases slightly when passing Commission-tagged NPCs or security checkpoints"
visible_to: "peripheral"
- trigger: "break periods and bar time"
behavior: "Gravitates toward Kael, Renn, and other ring members. Tight social cluster, same table every shift"
visible_to: "any"
- trigger: "near flagged cargo containers during work routine"
behavior: "Gaze lingers on specific containers. Brief second interaction with freight system during routing"
visible_to: "forward"
skills:
combat_trained: false
skills:
cargo_handling: 8
logistics: 7
stealth: 5
social: 6
triangle_membership:
- "hub-power"
- "worried-partner"
trust_levels:
surface: >
Polite, guarded. Standard dock worker responses. "Cargo routing. Containers come
in, I process them out. Standard stuff."
real: >
Only accessible to ring insiders. Operational talk, schedule windows, route
planning. "4471's routed for transfer at 14:30. Voss kept the window clear."
secret: >
Ring knowledge, Kael's situation, supply chain details. Never accessible to
the detective through normal play.
dual_lens:
smuggler: >
N/A -- this IS the smuggler in NPC mode. When the player is the smuggler,
this file is not loaded.
detective: >
First impression: unremarkable dock worker, one of many. Color: cool teal
(Unknown/Neutral) at session start. Tells accumulate with repeated observation:
corridor checking, shift-transition behavior change, security-proximity tension,
social clustering with same 3 people, cargo attention on specific containers.
The detective's monologue flags these as professional curiosity escalating to
suspicion. Color may shift to warm amber (Person of Interest) if tells compound.
Reverse observation notes -- what NPCs say about the smuggler to the detective:
Kael (when asked about dock workers): "The crew's solid. Good people. We look
out for each other." [access: public, trust: surface -- won't name names]
Kael (when pressed): "Just a dock worker. Does their shift, goes home. Not much
to tell." [access: authority, trust: surface -- deflection]
Voss (when asked about shift crew): "Everyone's got their routine. No complaints
from that crew." [access: authority, trust: surface -- institutional wall]
Lera (when asked about dock workers at bar): "We get all sorts in here after
shift. Working people. Tired, mostly." [access: public, trust: surface --
protective generality]
Naia (when talking about Kael's friends): "Kael's got good colleagues. They
eat lunch together most days." [access: public/peer, trust: surface -- genuine]
Maret (when detective reviews crew records): "That name's on the morning shift
roster. Standard cargo handling cert." [access: authority, trust: surface]
Torek (overheard at bar): "Dock crew's always here after shift. The usual
crowd." [access: public, trust: surface -- background noise]
notes: >
PC-as-NPC entity. Follows the NEUTRAL BEHAVIORAL PATH:
- No dramatic decisions
- No confrontations initiated
- No relationship state changes during session
- No contradiction discovery (that's the player's experience)
- No triangle fork reactions
- No routine breaks without cause
AGENCY BOUNDARIES: The smuggler-NPC works, eats, drinks, goes home. They exhibit
baseline personality (casual, first names) and observable tells (corridor awareness,
shift-transition alertness). They respond to player interaction with public-tier
dialogue only.
Detective observation monologue triggers (5 lines):
1. "That dock worker checks the corridor before turning. Habitual. Military? Or just careful."
[trigger: observe_npc, corridor awareness tell]
2. "Movement pattern changed at shift change. More direct. Less idle. Interesting."
[trigger: observe_anomaly, shift-transition tell]
3. "Slight acceleration past the checkpoint. Most people do it. But this one does it every time."
[trigger: observe_anomaly, security-proximity tell]
4. "Same three people at the same table. Every shift. Consistent social group."
[trigger: observe_npc, social clustering tell]
5. "That worker checked container 4471 twice. The same container that's in my manifest discrepancy file."
[trigger: observe_anomaly, cargo attention tell -- gates on investigation.manifest_discrepancy KnowsOf]
Public-tier dialogue (if detective approaches):
1. Greeting (hub): "Morning. Can I help you with something?"
[access: public, trust: surface, situation: greeting]
2. About work: "Cargo routing. Containers come in, I process them out. Standard stuff."
[access: public/authority, trust: surface, situation: investigation]
3. About the hub: "It's a freight hub. Busy during shifts, quiet after. Same as any logistics operation."
[access: public, trust: surface, situation: social]
4. About colleagues: "Good crew. We do our shifts, go home. Nothing exciting."
[access: public/authority, trust: surface, situation: investigation]
5. Deflection: "Look, I just move containers. You'd want to talk to Voss about scheduling."
[access: authority, trust: surface, situation: confrontation -- deflects to Voss]
ITEM COUNT:
- Routine entries: 7
- Relationship stubs (NPCs about smuggler): 7
- Tell descriptions + monologue triggers: 10 (5 tells x 2)
- Dialogue lines (smuggler-NPC speaks): 5
- TOTAL: 29 (within ~20-30 budget)
@@ -1,154 +0,0 @@
# NPC Profile: Pell Torssen
# Source: wiki/characters/pell.md
# Tier 2 | CATALYST + TURNCOAT | Ring member, potential informant
canonical_id: "npc:pell"
display_name: "Pell Torssen"
tier: 2
pattern: "CATALYST"
motivation: "TURNCOAT"
description: >
Ring member, 35, handles inventory tracking and distribution scheduling for
smuggled goods. Freelance logistics consulting as cover. Pell is cracking. The
ring seemed manageable when small-scale — now the volume is escalating, the
Commission liaison rotation gap is closing, and the risk-to-reward ratio has
inverted. Pell is considering cooperation with authorities but doesn't know how,
whom to trust, or what happens if the ring finds out. An informant looking for
a handler.
want:
primary: "Freedom"
intensity: 9
description: >
Get out without getting killed.
Pell is past the point of wanting to stay. The escalating volume, the increasing
risk, the paranoia — the ring has gone from manageable supplement to existential
threat. Secondary want: find someone — anyone — who can offer protection in
exchange for information. The detective is the obvious candidate, but Pell
doesn't know the detective exists yet. Drin is an institutional contact, but
Drin is compromised through Harek's debt. The irony is thick.
secret: >
Surface: ring member — known to the ring, not known to the detective or civilians.
Deep: Pell is considering turning informant. This is the most dangerous secret in
the district. If Nils or Devra confirm Renn's suspicion, Pell is dead or
disappeared. If Pell successfully cooperates with the detective, the ring
collapses. Vulnerability: isolation — no allies in this decision. The ring would
kill him. The authorities don't know he exists.
relationships:
- target: "npc:renn"
kind: "colleague"
trust: 2
notes: "Fellow ring member. Renn suspects Pell is unreliable and has reported this to Devra. Pell senses the increased scrutiny without understanding its source. The relationship has chilled."
- target: "npc:devra"
kind: "superior"
trust: 2
notes: "Ring coordinator. Pell receives scheduling instructions from Devra. Devra is watching Pell more closely since Renn's report. Pell feels the pressure."
- target: "npc:drin"
kind: "colleague"
trust: 3
notes: "Dock inspector. Pell has considered approaching Drin for institutional help — unaware that Drin is compromised through Harek's gambling debt. This potential contact is a trap Pell doesn't see."
tolerance:
threshold: 1
description: >
Exceeded. Pell is past his tolerance. The escalating volume, increasing risk, and
paranoia have pushed him beyond functional tolerance. Operating on anxiety and
habit, not commitment. Any external pressure — the detective asking the right
question, Renn confronting him, Nils summoning him — could trigger the break.
routine:
summary: >
5 routine entries covering variable day:
1. Freelance work (09:00-12:00) — legitimate small logistics contracts, sporadic.
2. Variable midday (12:00-15:00) — bar occasionally, residential pod, wandering.
3. Ring communication (15:00-19:00) — lattice-based, encrypted, scheduled by
Devra.
4. Ring coordination meetings (night, bar back room) — 1-2x per week.
5. Routine deviations increasing: skipping meetings, failing to respond to
lattice messages promptly, avoiding locations where ring members congregate.
information:
knows:
- "contraband.ring_exists"
- "contraband.lattice_components"
- "contraband.supply_chain"
- "relationship.ring_membership"
- "relationship.trust_network"
- "location.smuggling_route"
access_tier: "insider"
contentment:
level: -5
description: >
Very low — crisis level. The ring went from manageable supplement to existential
threat. Every interaction with ring members feels dangerous. Every stranger could
be an investigator. Every lattice message could be a summons. A measure of how
far someone can fall when the thing that was supposed to help them becomes the
thing that threatens to destroy them.
personality:
demeanor: "anxious, overthinking, struggling to maintain composure"
social_style: "increasingly withdrawn, avoids ring social spaces, irregular availability"
stress_response: "paranoid behavior — checking over shoulder, scanning entrances, avoiding eye contact"
humor: "absent — anxiety has consumed the space where humor lived"
tells:
- trigger: "ring coordination meeting scheduled"
behavior: "Misses meetings or arrives late — anxiety and avoidance increasing"
visible_to: "any"
- trigger: "in public spaces"
behavior: "Nervous behavior — checking over shoulder, scanning entrances, avoiding eye contact with regulars"
visible_to: "any"
- trigger: "expected at scheduled location"
behavior: "Irregular schedule — unpredictable location, unreliable availability, routine becoming erratic"
visible_to: "peripheral"
skills:
combat_trained: false
skills:
logistics: 7
inventory_management: 7
encrypted_communication: 5
triangle_membership:
- "informant-question"
trust_levels:
surface: >
Freelance logistics consultant. Nervous but functional. "I'm fine. Just — a lot
on my mind. Freelance work's been slow. You know how it is."
real: >
Ring operational details — inventory levels, distribution schedules, client lists,
timing windows, which operations are sloppiest, which members are essential.
Knows the ring's vulnerabilities from inside.
secret: >
Willing to trade everything he knows for protection. "If I talk — if I tell you
what I know — can you protect me? Not just a promise. Actual protection. Because
the people I'd be talking about don't forgive."
dual_lens:
smuggler: >
The biggest internal threat. The smuggler reads Pell's anxiety as instability —
a wavering member who might bring the whole operation down. The decision: support
Pell, report to Nils, or try to calm him down. "Pell missed another meeting.
Renn's right — something's off. If Pell talks, we're all exposed."
detective: >
Initially invisible — freelance consultant at the bar. But behavioral signals
(nervousness, irregular schedule, isolation) read as someone under pressure. If
the detective can identify and approach Pell before the ring acts, Pell becomes
the case's keystone witness. "The consultant — Pell. No fixed schedule. Nervous.
Avoids eye contact. Either antisocial or scared. If they're scared, I need to
know of whom."
notes: >
CATALYST + TURNCOAT: maximum instability. "When Pell breaks, everything moves."
Pell's disruption (CATALYST) is driven by deliberate loyalty shift (TURNCOAT),
making him the ring's existential threat. Other catalysts (Torek, Resha, Olin)
disrupt accidentally; Pell's disruption is the consequence of a conscious decision
to betray. For the smuggler, the decision to support, report, or manage Pell
defines the operation's future. For the detective, finding Pell before the ring
acts means gaining the keystone witness. Timing is everything, and Pell's anxiety
is the countdown.
@@ -1,63 +0,0 @@
# NPC Profile: Ren Tosse
# Tier 3 — NOBODY / CIVILIAN
# Flat NPC — noise floor. Drifter with no ring connection.
# Asks too many questions about cargo schedules. Is just looking for work.
# Ticket: #307 | Sprint: 12
canonical_id: "npc:ren"
display_name: "Ren Tosse"
tier: 3
pattern: "NOBODY"
motivation: "CIVILIAN"
description: >
Day worker, early 30s. Comes through Sova Transit on irregular rotations —
picks up freight work when it's available, moves on when it isn't. Knows the
station the way drifters do: which bays are short-handed, which supervisors
ask fewer questions, what the bar's cheap nights are. Has a worn transit bag
and a slightly too-casual awareness of exits — not operational awareness,
just the low-level situational alertness of someone who has moved through
too many unfamiliar stations. Genuinely unremarkable. No ring connection,
no secrets. Asks too many questions about night rotations and cargo schedules
because that's how you find short-handed bays.
want:
primary: "Wealth"
description: >
Regular work. Enough to stop moving for a while. Sova's a decent stop —
the freight work is steady when it comes through.
routine:
summary: >
Arrives after 10:00 when the day shift is settled. Checks the job board
at the terminal entrance. Wanders to The Last Shift for a drink and
whatever bar conversation yields useful shift information. Leaves by late
afternoon unless day work came through. Pattern is irregular by design —
no fixed schedule because there's no fixed role.
personality:
demeanor: "casual, observant, asks questions as if entitled to answers"
social_style: "sociable enough to get information, quiet when there's nothing useful"
stress_response: "moves on. There's always another station."
tells: []
skills:
combat_trained: false
skills:
cargo_handling: 6
freight_routing: 5
trust_levels:
surface: >
Passing through, looking for work. "Sova seems decent. Depends on
the freight situation."
notes: >
NOBODY + CIVILIAN: pure noise floor. The "seems important but isn't" quality
comes from drifter behavior patterns that mimic operative reconnaissance:
asking about night rotations, checking cargo schedules, casual interest in
specific bays. All genuine job-seeking. One memorable observable trait:
worn transit bag with tags from three different station systems, slightly
too-casual awareness of exits. Paula owns the trait design. Mellanie owns
the lines (#307).
@@ -1,154 +0,0 @@
# NPC Profile: Renn Harsk
# Source: wiki/characters/renn.md
# Tier 2 | THRESHOLD + OPERATOR | Ring courier
canonical_id: "npc:renn"
display_name: "Renn Harsk"
tier: 2
pattern: "THRESHOLD"
motivation: "OPERATOR"
description: >
Courier for the smuggling ring, 26 years old. Moves contraband between freight
bay, storage, and handoff points through maintenance corridors during Meridian
dead spots. Legitimate cover as cargo runner at the logistics hub. Young, fit,
takes pride in the execution. Renn is the physical movement in the operation —
when Kael routes a flagged container, Renn transfers the contraband to Corridor
B-7 or the bar's back room. Also the person who reported suspicion about Pell's
wavering to Devra.
want:
primary: "Power"
intensity: 6
description: >
Prove loyalty to the ring and earn trust.
Stay useful without getting caught.
Renn is the physical courier — lifting, carrying, timing runs through
maintenance corridors during Meridian dead spots. Takes pride in the execution.
The job feels important. Secondary want: prove loyalty to Nils and Devra. Renn
came into the ring through a friend-of-a-friend introduction. Still earning
trust. The courier routes are his proving ground.
secret: >
Surface: ring member who moves contraband through maintenance corridors. Known
to ring, unknown to detective initially. Deep: Renn suspects Pell is unreliable
and has reported this to Nils through Devra. This creates internal ring tension —
Renn has effectively marked Pell as a threat, which may trigger Nils to act.
Vulnerability: physical exposure — Renn is the person most likely to be caught
in the act, carrying contraband through corridors during off-hours.
relationships:
- target: "npc:kael-davan"
kind: "colleague"
trust: 5
notes: "Ring colleague. Kael routes containers; Renn moves them. Functional respect, not close personally. Renn admires Kael's competence."
- target: "npc:pell"
kind: "colleague"
trust: 1
notes: "Fellow ring member. Renn distrusts Pell's reliability and has reported concerns. Dangerous dynamic — Renn may be right or may be paranoid."
- target: "npc:devra"
kind: "superior"
trust: 5
notes: "Ring coordinator. Renn receives timing instructions from Devra. Professional — Devra values Renn's reliability."
- target: "npc:tav"
kind: "colleague"
trust: 4
notes: "Ring lookout. Tav signals Renn during operations. Operational coordination."
tolerance:
threshold: 5
description: >
Moderate. Renn can handle physical risk and operational pressure. What he cannot
handle: being abandoned. If the ring distances itself from Renn because he's
exposed or expendable, his loyalty inverts. A courier who feels discarded is a
courier who talks.
routine:
summary: >
4 routine entries covering full day cycle:
1. Day shift (06:00-14:00) — cargo runner at logistics hub, legitimate freight
movement. Provides cover for knowing facility layout and timing.
2. Off-duty (14:00-22:00) — home, occasionally bar. Not a regular. Keeps low
profile between operations.
3. Night operations (22:00-01:00, 1-2x per week) — moves flagged cargo from
temporary storage to Corridor B-7 or bar back room via maintenance corridors
and Meridian dead spots.
4. Avoids the bar on operation nights — doesn't want to be placed at a social
venue when he should be unaccounted for.
information:
knows:
- "contraband.ring_exists"
- "location.corridor_b7_restricted"
- "location.smuggling_route"
- "location.surveillance_gaps"
- "location.dead_drop_location"
- "relationship.ring_membership"
- "world.shift_schedule"
access_tier: "insider"
contentment:
level: 2
description: >
Moderate. Young and feels like he's going somewhere. Ring money supplements
his cargo runner salary. The work is exciting in a way the legitimate job
isn't. Precarious — depends entirely on the ring's stability.
personality:
demeanor: "alert, loyal, suspicious"
social_style: "low-profile, trusts slowly, watches people"
stress_response: "hyperaware of spatial surroundings, patrol timing, corridor traffic"
tells:
- trigger: "courier run in progress"
behavior: "Present in maintenance corridors during off-hours — carrying cargo where he shouldn't be"
visible_to: "any"
- trigger: "monitoring Pell"
behavior: "Watches Pell's behavior — surveillance posture, tracking Pell's movements and attendance"
visible_to: "peripheral"
- trigger: "operation night"
behavior: "Absent from the bar — doesn't want to be placed at a social venue during active operations"
visible_to: "peripheral"
skills:
combat_trained: false
skills:
cargo_handling: 7
corridor_navigation: 8
spatial_awareness: 7
timing_coordination: 6
triangle_membership:
- "informant-question"
trust_levels:
surface: >
Cargo runner at the hub. Keeps to himself. "Route's on schedule. Standard
freight. Nothing to report."
real: >
Knows corridor routes, Meridian dead spots, timing windows, handoff procedures.
Kael's routing patterns, Devra's coordination timing. Pell's behavior changes.
secret: >
Has reported Pell as a potential informant threat. The ring's immune response
started with Renn's suspicion.
dual_lens:
smuggler: >
Known quantity — the runner, the courier, the physical movement. Reliable, stays
quiet. If Renn says Pell's a problem, Pell's a problem. "Renn's reliable. Runs
clean, stays quiet."
detective: >
Initially invisible — another cargo runner. But tracking movement patterns in
maintenance corridors during off-hours reveals Renn as the NPC who appears where
he shouldn't be. "Cargo runner. Night shift movement in restricted corridors
doesn't match his posted schedule. Following up."
notes: >
THRESHOLD + OPERATOR: the physical gatekeeper. "Renn moves the product. Trace
Renn, find the route." Controls access to the smuggling route (THRESHOLD) and
personally executes the movement (OPERATOR). Unlike Devra's organizational
gatekeeping, Renn's threshold is physical — he is the body in the corridor with
the contraband. Catching Renn in a dead spot with cargo is the most direct path
to blowing the operation. His vulnerability is his visibility: a person moving
cargo through restricted corridors during off-hours is the most catchable link
in the chain. Also the ring's immune response — reporting Pell's wavering.
@@ -1,150 +0,0 @@
# NPC Profile: Resha Neven
# Source: wiki/characters/resha.md
# Tier 2 | CATALYST + CIVILIAN | Logistics Hub new hire dock worker
canonical_id: "npc:resha"
display_name: "Resha Neven"
tier: 2
pattern: "CATALYST"
motivation: "CIVILIAN"
description: >
New hire dock worker at the Sova Transit District Logistics Hub, three months into
her first permanent position. Age 23, came from short-term contract work in other
districts — unstable, underpaid, no community. Eager, observant, transparent. Asks
questions about locked bays, irregular schedule changes, and containers that appear
on manifests but are not in the bay. She does not know she is asking about the
ring's operations — she is asking because the procedures she was taught do not
match what she observes.
want:
primary: "Power"
intensity: 5
description: >
Prove herself at the job.
Resha wants to be competent, reliable, valued. She studies shift protocols,
asks questions about procedures, and takes notes. Some of those questions —
about locked bays, irregular schedule changes, containers with routing codes
she was not trained on — are innocently dangerous. She does not know she is
probing the ring's infrastructure. She is trying to learn her job.
secret: >
None in the traditional sense. Resha has nothing to hide. Her significance is
not what she conceals but what she notices — her curiosity about procedural
inconsistencies makes her a risk to the ring and a potential asset to the
detective, neither of which she is aware of. Vulnerability is naivety: she
does not understand which questions are dangerous.
relationships:
- target: "npc:voss"
kind: "superior"
trust: 5
notes: "Shift supervisor. Resha respects authority and tries to please Voss. Voss is professionally competent with her but wants her to stop asking about irregularities."
- target: "npc:kael-davan"
kind: "colleague"
trust: 7
notes: "Senior colleague. Kael is patient with Resha — shows her the ropes, answers procedural questions, covers for her mistakes. Resha looks up to Kael."
- target: "npc:maret-korr"
kind: "colleague"
trust: 5
notes: "Freight scheduler. Maret gives Resha scheduling data and is protective in a quiet, professional way. Resha's questions about manifest discrepancies echo Maret's own concerns."
tolerance:
threshold: 3
description: >
Low, untested. Resha has never been in a situation where loyalty conflicts with
safety. If directly threatened or warned to stop asking questions, she would be
scared and confused. She does not have the experience to navigate institutional
pressure.
routine:
summary: >
4 routine entries covering full day cycle:
1. Day shift (06:00-14:00) — cargo handling, bay allocation assistance, learning
procedures.
2. Break (10:30-11:00, break room) — often with Kael or other dock workers.
3. Post-shift (14:00-15:00) — sometimes stays late studying shift protocols.
4. Off-duty (15:00+) — home (Residential Radial B) or occasionally the bar,
still establishing social connections.
information:
knows:
- "world.shift_schedule"
access_tier: "public"
contentment:
level: 5
description: >
Moderate-high, optimistic. Resha is happy to have a stable job. The community
is welcoming enough. The work is hard but meaningful. Her contentment is that
of someone at the beginning of something — not yet disillusioned.
personality:
demeanor: "eager, open, earnest"
social_style: "asks questions freely, takes notes, defers to experienced colleagues"
stress_response: "looks to authority figures for guidance, goes quiet when confused"
humor: "warm, slightly nervous — laughs easily when comfortable"
tells:
- trigger: "encounters a procedure she was not trained for"
behavior: "Asks questions about locked bays, irregular schedules, or unmanifested containers. Innocently dangerous."
visible_to: "any"
- trigger: "recording procedures and observations"
behavior: "Takes notes on her lattice — standard for a new hire, but the data she captures includes anomalies."
visible_to: "peripheral"
- trigger: "uncertain about a procedure or social situation"
behavior: "Looks to Kael for guidance. Visible deference and trust."
visible_to: "any"
skills:
combat_trained: false
skills:
cargo_handling: 4
bay_allocation: 3
manifest_reading: 3
observation: 5
triangle_membership: []
trust_levels:
surface: >
Eager new hire. Open and transparent. Asks procedural questions without guile.
"The Bay 7 manifest doesn't list that container. Should I flag it, or is that
a late addition?"
real: >
Genuinely confused by the gap between training and reality. Starting to notice
that some questions make people uncomfortable but does not understand why.
"Voss changed the afternoon rotation again. Is that normal?"
secret: >
No hidden agenda. What you see is what there is — a new worker trying to learn
a job that turns out to be stranger than the training manual described.
dual_lens:
smuggler: >
Resha is a variable. Her questions are innocent but dangerous. The smuggler
reads Resha as someone who needs to be managed — either brought into confidence
(risky) or steered away from sensitive areas (ongoing effort). "Resha's asking
about Bay 7 again. Someone needs to teach her that not every question needs
an answer."
detective: >
Resha is a fresh pair of eyes. Uncompromised, observant, and unaware of the
social pressures that keep everyone else silent. Her observations carry no
political filtering — whatever Resha noticed, she noticed because it was
genuinely anomalous. "New hire. Three months. Still asking questions the
veterans stopped asking years ago. Either naive or useful. Possibly both."
notes: >
CATALYST + CIVILIAN: innocent disruption. She just asked and everyone flinched.
Resha disrupts through pure curiosity, which makes her impossible to manage
through normal channels. You cannot tell a new hire to stop asking procedural
questions without explaining why — and the explanation is the thing that must
stay hidden.
Key authoring guidance: Resha is not an investigator. She is a new employee
learning a corrupted system honestly. Write her questions as genuine, her
confusion as real, her eagerness as endearing. The tension comes from the
ring's reaction to her, not from anything Resha does deliberately.
Not a formal triangle member. Her function is atmospheric and catalytic — her
questions create pressure on Voss and Kael, and her presence reminds the hub
that the operation is only invisible to people who have learned not to look.
@@ -1,104 +0,0 @@
# NPC Profile: Sabel Hersk
# Source: wiki/characters/sabel.md
# Tier 3 — reduced content, essential axes only
canonical_id: "npc:sabel"
display_name: "Sabel Hersk"
tier: 3
pattern: "GHOST"
motivation: "OPERATOR"
description: >
The ring's off-station contact — external supplier who sends contraband
(unlicensed lattice components, medical-grade neural replacements) through
legitimate freight shipments to Sova. Operates from elsewhere in the Krenn
System. Relationship with Devra is purely transactional. Not directly
observable — referenced in lattice communications, cargo manifests, and
ring members' dialogue.
want:
primary: "Wealth"
description: >
Profit.
Deliver. Get paid. Maintain the supply chain. If the operation on Sova is
compromised, Sabel cuts the connection and finds another distribution point.
secret: >
Sabel views the Sova ring as replaceable infrastructure. If the operation
is compromised, Sabel severs the connection without warning and redirects
supply to another distribution point.
routine:
summary: >
Not directly observable. Sabel appears in lattice communications (Devra's
coordination), in cargo manifests (origin codes), and in ring dialogue.
Physical presence limited to at most 1-2 brief visits during the vertical
slice — enough to be observed, not enough to be interrogated.
personality:
demeanor: "professional, efficient, impersonal"
social_style: "transactional only — no personal investment in the local team"
stress_response: "cuts connections, finds alternatives"
relationships:
- target: "npc:devra"
kind: "colleague"
trust: 5
notes: "On-station coordinator. Sabel confirms transit timing, Devra coordinates local pickup. Professional respect, no warmth."
tolerance:
threshold: 4
description: >
Low tolerance for operational risk. Sabel does not absorb pressure — at
the first sign of compromise, the connection is cut. Self-preservation
over loyalty.
information:
knows:
- "contraband.supply_chain"
- "contraband.lattice_components"
- "contraband.medical_grade"
access_tier: "insider"
contentment:
level: 2
description: >
Functional satisfaction. The business works, the money flows. No
emotional investment in the Sova operation or its people.
tells:
- trigger: "during rare on-station visits"
behavior: "Moves with purpose, avoids social spaces, conducts business and leaves"
visible_to: "any"
skills:
combat_trained: false
skills:
logistics: 7
stealth: 5
trust_levels:
surface: >
Not accessible. Sabel does not engage with people outside the operation.
real: >
Operational only. Transit confirmations, shipment schedules, cargo
specs. "Transit confirmed for 22:00. Standard package. Don't be late."
secret: >
The wider supply network — where the contraband originates, who else
Sabel supplies, how deep the upstream operation runs. Not accessible
in v0.1.
dual_lens:
smuggler: >
Supply source. Professional respect. Sabel's reliable — the timing is
always clean. Whatever happens on this end, the supply keeps coming.
detective: >
Data point. Ghost. Origin codes on flagged manifests trace to off-station.
Someone is sending this cargo. Finding who could crack the upstream network.
notes: >
Upstream connection. The thread leading from the local smuggling operation
to the wider criminal supply chain. Sabel represents the layer above the
local ring — the bigger operation that views Sova as replaceable
infrastructure. Coldness is narrative content: the ring is disposable
to its supplier.
@@ -1,255 +0,0 @@
# NPC Profile: Sera Venn — THE FRIEND (Detective)
# Source: wiki/characters/sera-venn.md
# Tier: 1 | Pattern: FRIEND | Motivation: WITNESS
# Triangles: worried-partner
canonical_id: "npc:sera-venn"
display_name: "Sera Venn"
tier: 1
pattern: "FRIEND"
motivation: "WITNESS"
description: >
Lattice Commission field technician, 31 years old, posted to Sova Transit
District 14 months ago after a stressful border-system relay. The detective's
pre-existing institutional contact and closest personal ally in the district.
Sera is warm, competent, available — and sitting on unreported evidence. She ran
an unauthorized compliance check on Kael Davan's freight handling records after
her friend Naia confided worry about Kael's behavior. What she found (manifest
discrepancies tied to Kael's shifts) pointed to something she didn't want to see.
Reporting it destroys Naia's life. Not reporting it means Sera is concealing
evidence from the detective she calls a friend. The quiet life she wanted is gone.
want:
primary: "Connection"
intensity: 8
description: >
Keep her life stable and her friendships intact.
Sova was supposed to be quiet — routine calibration checks, scheduled
inspections, paperwork. For 12 months, it was exactly that. Then Naia started
confiding about Kael's late nights, and Sera's competence made her curious, and
her curiosity made her compromised. Secondary want: protect Naia from the
consequences of what Sera has discovered. Every helpful tip Sera shares with the
detective is shadowed by the evidence she's withholding.
secret: >
Sera ran an unauthorized compliance check on Kael Davan's freight handling records
after Naia confided worry about Kael's behavior. She found manifest discrepancies
tied to Kael's shifts — containers that don't reconcile with incoming freight
manifests. She also found that the irregularities correlate with shifts where
Torek Lintar handles dock inspections. This is reportable evidence. Sera has not
reported it. She has been sitting on this information for approximately 6 weeks,
protecting Naia from the consequences. If the detective discovers the concealment,
Sera faces institutional consequences. If the ring discovers a Commission employee
has flagged their manifests, Sera is in physical danger. If Naia learns Sera
investigated Kael behind her back, the friendship is damaged regardless of motive.
relationships:
- target: "npc:pc-detective"
kind: "friend"
trust: 8
notes: >
Pre-existing institutional contact. Trained at adjacent postings, overlapped
on a compliance sweep two years ago. Genuine mutual respect. When the detective
arrives, Sera is genuinely glad — a familiar face who speaks her language.
Now keeping evidence from the detective. Every helpful tip is contaminated by
what she's NOT sharing.
- target: "npc:naia-tamm"
kind: "friend"
trust: 9
notes: >
Closest friend on the station, 10 months. Met at the bar. Naia teaches
station kids, represents the community Sera embedded herself in. Naia confided
worry about Kael — this triggered the compliance check. Sera now knows more
about Kael than Naia does and can't share it.
- target: "npc:torek-lintar"
kind: "colleague"
trust: 1
notes: >
Avoidance target. Sera's compliance check found manifest irregularities
correlating with Torek's inspection shifts. Being near Torek while sitting on
evidence about his patterns feels like compounding risk. Sera leaves the bar
when Torek arrives — the avoidance pattern IS the contradiction.
- target: "npc:lera-sessik"
kind: "friend"
trust: 5
notes: "Bar regular at The Last Shift. Lera knows Sera as a quiet Commission employee who tips well and keeps to her corner booth."
tolerance:
threshold: 7
description: >
High — disciplined and emotionally controlled. Tolerates institutional isolation,
minor ethical compromises, and the cognitive dissonance of helping the detective
while hiding evidence. What pushes toward breaking: the detective asking about
manifest discrepancies, Naia's worry escalating into action, Torek's spending
becoming more visible. What breaks her: direct confrontation from the detective
with evidence of concealment (Sera can't lie to the detective's face), Naia
being hurt by consequences Sera tried to prevent, institutional pressure from
Commission noticing the unfiled check.
routine:
summary: >
7 routine entries covering full day cycle:
1. Morning diagnostics (07:30-08:00) — Commission kiosk, Level 3, calibration
checks.
2. Field rounds (08:00-12:00) — compliance verification at hub equipment, bar
terminal, residential nodes.
3. Lunch (12:00-13:00) — vendor near logistics hub.
4. Afternoon rounds (13:00-15:00) — report filing at Commission kiosk.
5. Off-shift transition (15:00-15:30) — residential pod.
6. Bar hours (15:30-18:00, The Last Shift) — early-evening regular, meets Naia,
corner booth.
7. Home or quiet return (18:00-22:00).
Deviations: leaves bar abruptly when Torek arrives (contradiction pattern —
three occurrences). Increased helpfulness to detective (overcompensation).
Extended time at Commission kiosk (compulsive rechecking). Avoids hub during
shifts where Kael's discrepancies concentrate.
information:
knows:
- "investigation.manifest_discrepancy"
- "investigation.shift_mismatch"
- "relationship.kael_naia_connection"
- "world.shift_schedule"
- "world.sova_district_layout"
access_tier: "peer"
contentment:
level: -1
description: >
Moderate, declining. Was content — Sova was the calm posting she needed. Routine,
a friend, social life at the bar. The compliance check changed everything. Can't
un-know what she found. Every evening at the bar shadowed by concealed evidence.
Every conversation with Naia a reminder of why. Every interaction with the
detective a test of how much longer she can sustain it.
personality:
demeanor: "competent, slightly wry, conversational but precise"
social_style: "professional warmth — explains things, provides context, frames information"
stress_response: "controlled presentation, redirects rather than goes silent — the redirect itself is the tell"
humor: "dry when relaxed, absent when managing concealment"
tells:
- trigger: "Torek Lintar enters the bar"
behavior: "Makes an excuse and leaves within 2-3 minutes. Three different excuses across the vertical slice — early shift, headache, kiosk check. The timing doesn't vary."
visible_to: "any"
- trigger: "detective asks about the district"
behavior: "Volunteers extra information — names, routines, background context. Overcompensation for what she's withholding."
visible_to: "forward"
- trigger: "anyone mentions freight, manifests, or compliance"
behavior: "Changes subject smoothly. Topic deflection — steers away from Kael-adjacent topics."
visible_to: "forward"
- trigger: "after hours or between shifts"
behavior: "Extended time at Commission kiosk — rechecking compliance data, compulsive verification she hasn't been caught."
visible_to: "peripheral"
skills:
combat_trained: false
skills:
lattice_diagnostics: 8
compliance_documentation: 7
data_analysis: 7
social_intelligence: 6
triangle_membership:
- "worried-partner"
trust_levels:
surface: >
Warm Commission field tech. Shares district background freely — who the regulars
are, shift schedules, maintenance corridor shortcuts. "There you are. Grab a
seat — Naia was here earlier. Lera's doing that thing with the grain spirit
again. Don't ask, just trust me and order the ale."
real: >
Institutional access — manifest cross-referencing, lattice registration queries,
compliance history. District social fabric insider through 10 months of
bartending observation. Genuine friendship with Naia, professional rapport with
the detective. Shares everything except the one thing that matters.
secret: >
Unreported evidence. Manifest discrepancies tied to Kael's shifts. Unauthorized
compliance check. Six weeks of concealment to protect Naia. "I don't know what
you're looking for. I told you everything I know. If you're asking whether I'm
hiding something — I'm a field tech, not an analyst."
friend_arc:
bonded_character: "detective"
phases:
- phase: 1
description: >
Trust. Sera is warm, competent, available. Waves the detective over to her
corner booth. Shares district background freely. Introduces Naia on the
second visit. Orders the detective a drink. Feels like the one genuine
relationship in an unfamiliar place.
trigger: "Game start, first bar visits (0-10 minutes)"
routine_deviation: "None — baseline comfortable. Sera is punctual, sociable, informative."
- phase: 2
description: >
Background Data. Sera mentions Naia naturally — a friend from the district.
Naia joins them once. Easy, genuine rapport. Sera also mentions running
compliance checks as routine. Social embeddedness established: Sera has
personal relationships in the district, not just institutional ones.
trigger: "10-15 minutes. Social context accumulating."
routine_deviation: "None visible. Sera is building the detective's picture of the district."
- phase: 3
description: >
The Pattern. The detective observes Sera leaving the bar when Torek arrives.
Three times. Three different excuses. The detective's training fires on the
third occurrence — pattern recognition, not anomaly detection. Color shifts
from green to amber. Slower than Kael's contradiction — cumulative, not
sudden.
trigger: "15-20 minutes. Third observed departure when Torek enters."
routine_deviation: "Departure from bar correlates with specific NPC arrival. Excuse variety masks behavioral consistency."
- phase: 4
description: >
The Question. Detective asks Sera about Torek directly. Sera deflects —
Torek is just loud, she doesn't like loud drunks. Plausible. But the
detective notices the controlled delivery, the shoulder shift, the topic
change that follows. The deflection is the tell.
trigger: "20-25 minutes. Detective initiates dialogue about the avoidance pattern."
routine_deviation: "Sera becomes more controlled. Warmth present but calibrated. Steers conversations away from freight and manifests. Compensates with extra helpfulness on other topics."
- phase: 5
description: >
Contaminated Trust. Sera continues being helpful — same time, same booth,
same district background. But the detective is now watching. Every piece of
helpful information from Phase 1 is retroactively contaminated. Was she
genuinely helpful, or steering away from manifests? Was introducing Naia
friendship, or preemptive framing? Three paths open: trust test (direct
confrontation about concealment), institutional (report through Commission
channels), observation (watch and build parallel case).
trigger: "25-30 minutes. Post-confrontation, remainder of vertical slice."
routine_deviation: "Surface behavior returns to baseline. Trust is structurally damaged. The FRIEND arc changes the past, not just the present."
dual_lens:
smuggler: >
Commission woman at the bar. Field tech, not investigator — but still Commission.
Keep an eye on her. If observant across multiple visits, might notice the
avoidance pattern: "Sera left again. That's twice when Torek showed up. Probably
hates his singing." On replay, the smuggler understands Sera's avoidance wasn't
about personality — it was about what she found and was hiding.
detective: >
THE FRIEND. Only ally in a district that doesn't want you here. Institutional
peer, personal friend, district guide. Monologue shifts from fond ("Good to see
Sera. She always was the reliable one.") to analytical doubt ("She's not lying.
But she's not telling me everything. Sera, what do you know?"). The color shift
from green to amber is the moment the safe harbor is contaminated. Maximum
emotional weight.
notes: >
Tier 1 FRIEND NPC, bonded to detective. FRIEND + WITNESS: the concealment
betrayal. "I was your friend AND I was hiding evidence." The detective trusted
Sera as safe harbor (FRIEND) while Sera sat on the exact data the detective
needed (WITNESS). The contamination is retrospective — every helpful tip
recontextualized once concealment surfaces. Was helpfulness genuine, or
compensation? The answer is both, and that ambiguity is the emotional payload.
Parallels Kael (smuggler's FRIEND) with different contradiction mechanics:
cumulative pattern recognition vs. single spatial observation, institutional
concealment vs. operational security breach, slow doubt vs. sudden alarm. Voice:
competent, slightly wry, precise. Uses complete sentences. When deflecting,
redirects rather than goes silent — the redirect IS the tell.
The avoidance pattern must be THREE observed departures. Detective's training
recognizes patterns, not anomalies. One is nothing, two is coincidence, three
is data. Naia references establish friendship depth before it becomes
load-bearing. Commission background establishes access level before it becomes
evidence of capability.

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