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>
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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 |
|
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{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:
- Phase 1 (baseline): {normal behavior}
- Phase 2 (first crack): {first observable deviation}
- Phase 3 (pattern): {repeated tell}
- 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}