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jpmschweitzerandClaude Opus 4.7 25eb8bd096 content(wiki): purge v0.1 Sova/Van Maanen residue (#865)
Spring-cleaning accumulated v0.1 vertical-slice residue across the
wiki. Scope per Jeroen's pre-decisions on 2026-04-21:

- Delete outright: wiki/star-systems/GJ-35/sova/ subtree (5 files +
  2 dirs) — v0.1 Station Sova / Transit District content.
- Strip example blocks in authoring guides and _templates/ that
  cited dropped v0.1 NPCs (Kael Davan, Sera Venn, Nils Davan, Devra,
  Torek, Renn, Pell, Tav, Lera Sessik, Sabel). Replaced with short
  "v0.1 examples removed — D-122" notes pointing authors to the
  active NPC roster.
- Rewrite canonical-lore references file-by-file: faction pages,
  technology pages, contraband pages, concepts pages, corp pages
  that cited v0.1 names/places. Preserve institutional/structural
  content, drop specific-name citations.
- Commission name drift: replace "Concord Commission" and "Assembly
  Commission" with "the Lattice Commission" (D-193) throughout.
- Van Maanen's Star cultural references: the canonical in-game name
  is Vuurkloof. "Van Maanen's Star" is retained only as an
  astronomical designation (glossary + GJ-35 Calibration Note).
  All cultural/system references converted to Vuurkloof across
  culture-authoring-guide, cultural-generation-guide, founder-gates,
  and star-system adjacent-system descriptions.
- Strip `v0.1` from faction/triangle frontmatter tags (8 files).
- wiki/triangles/hub-power.md and wiki/factions/the-ring.md:
  rewritten using role-name exemplars (Ring Coordinator / Shift
  Supervisor / THE FRIEND) instead of named v0.1 NPCs. Triangle
  pattern preserved as a structural reference.

Also applies drive-by Commission drift fixes and minor cross-ref
updates to canonical corps (gate-corporation, mastroianni-vehicle-group,
stalownia-kowalski, prometheus-labs, ferreira-monteiro, vins-de-grand-vide,
and 13 others).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 10:26:45 +02:00

7.5 KiB

title, description, slug, canonical_id, category, status, created, updated, tier, pattern, motivation, social_sites, entanglement, triangles, home_district, tags, decision_refs, cross_refs
title description slug canonical_id category status created updated tier pattern motivation social_sites entanglement triangles home_district tags decision_refs cross_refs
EXEMPLAR — Tier 1 NPC quality target for generator pipeline (D-122) character exemplar YYYY-MM-DD YYYY-MM-DD 1
Entangled
generator-exemplar
D-024
D-034
D-122

{Name} — {Pattern} ({Role})

Tier 1 Production-Level NPC | {social_sites} | Entangled


Core Identity

Name: {full name} Age: {age} Role: {occupation/function} System Origin: {home system and station} Cultural Group: {cultural group slug} Lattice Tier: {Baseline | Enhanced | Analytical} Employer: {employer(s)}


10-Axis Profile

1. Want

Primary: {1-line want statement}

{Expansion: why they want this, how it manifests, trajectory.}

Secondary: {1-line secondary want — often in tension with primary}


2. Secret / Vulnerability

Surface secret (some know, others suspect): {what is partially visible}

Deep secret (nobody knows): {what is entirely concealed}

Vulnerability: {what breaks them — the lever that can be pulled}


3. Relationships

Relationship 1: {Name} ({connection type})

  • Type: {relationship nature}
  • History: {how it formed}
  • Current tension: {what is straining it}
  • Mechanical relevance: {how this relationship matters to gameplay}

Relationship 2: {Name} ({connection type})

  • Type: {relationship nature}
  • History: {how it formed}
  • Current tension: {what is straining it}
  • Mechanical relevance: {how this relationship matters to gameplay}

Relationship 3: {Name/Player} ({connection type})

  • Type: {relationship nature}
  • History: {how it formed}
  • Current tension: {what is straining it}
  • Mechanical relevance: {how this relationship matters to gameplay}

4. Tolerance Threshold

{Low | Moderate | High} — {1-line summary}

What they tolerate: {list}

What pushes them toward breaking: {list}

What breaks them: {list — the hard limits}


5. Daily Routine

{Time-stamped routine. Mark ring/operation deviations as tells.}

Routine deviations (tells):

  • {deviation}: {what it signals}

6. Information Inventory

Knows (KnowsDetails or Direct):

  • {fact}: {what they know about it}

Doesn't know:

  • {fact}: {the gap in their knowledge}

7. Contentment

{Level descriptor} ({D-024 thematic axis}).

{Expansion: why they're at this level, what's raising or lowering it, trajectory.}


8. Personality Traits

Primary: {Trait} — {how it manifests}

Secondary: {Trait} — {how it manifests}

Tertiary: {Trait} — {how it manifests}


9. Tell System

Tell Trigger Observable To Mechanical Flag
{tell description} {what causes it} {who can observe} behavior_flags: {flag}

Tell progression:

  1. Phase 1 (baseline): {normal behavior}
  2. Phase 2 (first crack): {first observable deviation}
  3. Phase 3 (pattern): {repeated tell}
  4. Phase 4 (contradiction): {the observable contradiction — THE moment}

10. Skill Set

Occupational: {skills} Ring-relevant: {operational skills, if applicable} Combat tag: {Yes | No} Lattice capability: {tier and functional description}


Backstory

{2-3 sentences: origin, how they ended up in this situation, what they want that got them here.}


Voice Sample

Mood: Casual (baseline)

  • "{line}"

Mood: Protective / Deflecting

  • "{line}"

Mood: Evasive (post-contradiction)

  • "{line}" [{the tell, if visible}]

Mood: Desperate (cornered)

  • "{line}"

Dual-Lens Notes

How Archetype A Sees {Name}

Access tier: {tier} Relationship: {state → state} Monologue tone (baseline): {register descriptor}. "{example line}" Monologue tone (post-contradiction): {register shift}. "{example line}"

What Archetype A knows that Archetype B doesn't: {information asymmetry}

Emotional weight: {Low | Medium | High | Maximum} — {why}


How Archetype B Sees {Name}

Access tier: {tier} Relationship: {state → state} Monologue tone (baseline): {register descriptor}. "{example line}" Monologue tone (post-contradiction): {register shift}. "{example line}"

What Archetype B knows that Archetype A doesn't: {information asymmetry}

Emotional weight: {Low | Medium | High | Maximum} — {why}


Triangle Roles

{Triangle Name} ({NPC 1} - {Name} - {NPC 3})

{Name}'s function: {role in the triangle}

Pressure: {what forces are acting on this character through the triangle}

Player relevance: {how each archetype engages with this triangle through this character}


Contradiction Arc

Phase 1: {Name} (Friendly, baseline)

Timing: {minutes} Observable behavior: {what is visible} Monologue (Archetype A): "{line}" Color: {relationship color} Tell: {none | which tell}

Phase 2: First Crack

Timing: {minutes} Observable behavior: {first deviation from baseline} Monologue (Archetype A): "{line}" Tell: {which tell fires}

Phase 3: The Observation ({Friendly} → {PersonOfInterest})

Timing: {minutes} Trigger: {what the player observes} Monologue (Archetype A): "{line}" Color shift: {color A → color B}. This is the emotional moment.

Phase 4: Confrontation Opportunity

Timing: {minutes} Trigger: {player action that opens dialogue} {Name}'s response: "{deflection line}" [{tell, if visible}] Monologue: "{player's recognition line}"

Phase 5: New Equilibrium

Timing: {minutes} Observable behavior: {surface normalcy, new underlying state} Monologue: "{player's contaminated-trust line}"

Dialogue branches:

  • Path A ({choice}): {outcome}
  • Path B ({choice}): {outcome}
  • Path C ({choice}): {outcome}

Authoring Notes

  • Voice: {speech pattern, sentence length, vocabulary register}
  • The tell: {which tell, why it works, how to establish it early}
  • {Key relationship} references: {how to seed this relationship in casual dialogue}
  • Operational dialogue: {register for work/role-specific lines}
  • Deflection dialogue: {how they evade rather than lie outright}
  • Dual-lens discipline: {what must work for both archetypes — and why}

Pattern / Motivation

Pattern (System A): {PATTERN} — {what this pattern means for the character} Motivation (System B): {MOTIVATION} — {what this motivation drives} Composition read: {how pattern + motivation interact to define the character's dramatic function}