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settled-reach/wiki/_templates/character-exemplar.md
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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

293 lines
7.5 KiB
Markdown

---
title: ""
description: "EXEMPLAR — Tier 1 NPC quality target for generator pipeline (D-122)"
slug: ""
canonical_id: ""
category: character
status: exemplar
created: YYYY-MM-DD
updated: YYYY-MM-DD
tier: 1
pattern: ""
motivation: ""
social_sites: []
entanglement: "Entangled"
triangles: []
home_district: ""
tags: [generator-exemplar]
decision_refs: [D-024, D-034, D-122]
cross_refs: []
---
<!-- EXEMPLAR NOTE
This template documents the quality target for a Tier 1 NPC profile. The v0.2
generator pipeline (D-122) should produce NpcBlueprint structs that encode this
level of depth for Tier 1 characters. Tier 2-3 characters may use lighter profiles.
Key quality markers this exemplar format demonstrates:
- 10-axis profile with concrete, actionable content per axis
- Dual-lens notes showing how different player archetypes read the same NPC
- Tell system with observable triggers and mechanical flags
- Contradiction arc with timed phases and emotional payoff
- Triangle roles showing how this character functions in multi-NPC dynamics
- Voice samples across moods showing speech pattern consistency
- Content requirements with concrete line counts per category
-->
# {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}