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>
293 lines
7.5 KiB
Markdown
293 lines
7.5 KiB
Markdown
---
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title: ""
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description: "EXEMPLAR — Tier 1 NPC quality target for generator pipeline (D-122)"
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slug: ""
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canonical_id: ""
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category: character
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status: exemplar
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created: YYYY-MM-DD
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updated: YYYY-MM-DD
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tier: 1
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pattern: ""
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motivation: ""
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social_sites: []
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entanglement: "Entangled"
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triangles: []
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home_district: ""
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tags: [generator-exemplar]
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decision_refs: [D-024, D-034, D-122]
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cross_refs: []
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---
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<!-- EXEMPLAR NOTE
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This template documents the quality target for a Tier 1 NPC profile. The v0.2
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generator pipeline (D-122) should produce NpcBlueprint structs that encode this
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level of depth for Tier 1 characters. Tier 2-3 characters may use lighter profiles.
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Key quality markers this exemplar format demonstrates:
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- 10-axis profile with concrete, actionable content per axis
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- Dual-lens notes showing how different player archetypes read the same NPC
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- Tell system with observable triggers and mechanical flags
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- Contradiction arc with timed phases and emotional payoff
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- Triangle roles showing how this character functions in multi-NPC dynamics
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- Voice samples across moods showing speech pattern consistency
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- Content requirements with concrete line counts per category
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-->
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# {Name} — {Pattern} ({Role})
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**Tier 1 Production-Level NPC** | {social_sites} | Entangled
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---
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## Core Identity
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**Name**: {full name}
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**Age**: {age}
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**Role**: {occupation/function}
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**System Origin**: {home system and station}
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**Cultural Group**: {cultural group slug}
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**Lattice Tier**: {Baseline | Enhanced | Analytical}
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**Employer**: {employer(s)}
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---
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## 10-Axis Profile
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### 1. Want
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**Primary**: {1-line want statement}
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{Expansion: why they want this, how it manifests, trajectory.}
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**Secondary**: {1-line secondary want — often in tension with primary}
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---
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### 2. Secret / Vulnerability
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**Surface secret** (some know, others suspect): {what is partially visible}
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**Deep secret** (nobody knows): {what is entirely concealed}
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**Vulnerability**: {what breaks them — the lever that can be pulled}
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---
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### 3. Relationships
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**Relationship 1: {Name}** ({connection type})
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- **Type**: {relationship nature}
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- **History**: {how it formed}
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- **Current tension**: {what is straining it}
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- **Mechanical relevance**: {how this relationship matters to gameplay}
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**Relationship 2: {Name}** ({connection type})
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- **Type**: {relationship nature}
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- **History**: {how it formed}
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- **Current tension**: {what is straining it}
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- **Mechanical relevance**: {how this relationship matters to gameplay}
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**Relationship 3: {Name/Player}** ({connection type})
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- **Type**: {relationship nature}
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- **History**: {how it formed}
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- **Current tension**: {what is straining it}
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- **Mechanical relevance**: {how this relationship matters to gameplay}
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---
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### 4. Tolerance Threshold
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**{Low | Moderate | High}** — {1-line summary}
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**What they tolerate**: {list}
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**What pushes them toward breaking**: {list}
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**What breaks them**: {list — the hard limits}
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---
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### 5. Daily Routine
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{Time-stamped routine. Mark ring/operation deviations as tells.}
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**Routine deviations** (tells):
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- {deviation}: {what it signals}
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---
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### 6. Information Inventory
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**Knows** (KnowsDetails or Direct):
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- {fact}: {what they know about it}
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**Doesn't know**:
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- {fact}: {the gap in their knowledge}
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---
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### 7. Contentment
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**{Level descriptor}** ({D-024 thematic axis}).
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{Expansion: why they're at this level, what's raising or lowering it, trajectory.}
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---
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### 8. Personality Traits
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**Primary: {Trait}** — {how it manifests}
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**Secondary: {Trait}** — {how it manifests}
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**Tertiary: {Trait}** — {how it manifests}
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---
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### 9. Tell System
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| Tell | Trigger | Observable To | Mechanical Flag |
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|------|---------|---------------|-----------------|
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| {tell description} | {what causes it} | {who can observe} | `behavior_flags: {flag}` |
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**Tell progression**:
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1. **Phase 1** (baseline): {normal behavior}
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2. **Phase 2** (first crack): {first observable deviation}
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3. **Phase 3** (pattern): {repeated tell}
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4. **Phase 4** (contradiction): {the observable contradiction — THE moment}
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---
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### 10. Skill Set
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**Occupational**: {skills}
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**Ring-relevant**: {operational skills, if applicable}
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**Combat tag**: **{Yes | No}**
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**Lattice capability**: {tier and functional description}
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---
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## Backstory
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{2-3 sentences: origin, how they ended up in this situation, what they want that got them here.}
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---
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## Voice Sample
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**Mood: Casual (baseline)**
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- *"{line}"*
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**Mood: Protective / Deflecting**
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- *"{line}"*
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**Mood: Evasive (post-contradiction)**
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- *"{line}"* [{the tell, if visible}]
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**Mood: Desperate (cornered)**
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- *"{line}"*
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---
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## Dual-Lens Notes
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### How Archetype A Sees {Name}
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**Access tier**: {tier}
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**Relationship**: {state → state}
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**Monologue tone (baseline)**: {register descriptor}. *"{example line}"*
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**Monologue tone (post-contradiction)**: {register shift}. *"{example line}"*
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**What Archetype A knows that Archetype B doesn't**: {information asymmetry}
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**Emotional weight**: {Low | Medium | High | Maximum} — {why}
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---
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### How Archetype B Sees {Name}
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**Access tier**: {tier}
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**Relationship**: {state → state}
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**Monologue tone (baseline)**: {register descriptor}. *"{example line}"*
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**Monologue tone (post-contradiction)**: {register shift}. *"{example line}"*
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**What Archetype B knows that Archetype A doesn't**: {information asymmetry}
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**Emotional weight**: {Low | Medium | High | Maximum} — {why}
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---
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## Triangle Roles
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### {Triangle Name} ({NPC 1} - {Name} - {NPC 3})
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**{Name}'s function**: {role in the triangle}
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**Pressure**: {what forces are acting on this character through the triangle}
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**Player relevance**: {how each archetype engages with this triangle through this character}
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---
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## Contradiction Arc
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### Phase 1: {Name} (Friendly, baseline)
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**Timing**: {minutes}
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**Observable behavior**: {what is visible}
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**Monologue (Archetype A)**: *"{line}"*
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**Color**: {relationship color}
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**Tell**: {none | which tell}
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### Phase 2: First Crack
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**Timing**: {minutes}
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**Observable behavior**: {first deviation from baseline}
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**Monologue (Archetype A)**: *"{line}"*
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**Tell**: {which tell fires}
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### Phase 3: The Observation ({Friendly} → {PersonOfInterest})
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**Timing**: {minutes}
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**Trigger**: {what the player observes}
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**Monologue (Archetype A)**: *"{line}"*
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**Color shift**: {color A → color B}. **This is the emotional moment.**
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### Phase 4: Confrontation Opportunity
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**Timing**: {minutes}
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**Trigger**: {player action that opens dialogue}
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**{Name}'s response**: *"{deflection line}"* [{tell, if visible}]
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**Monologue**: *"{player's recognition line}"*
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### Phase 5: New Equilibrium
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**Timing**: {minutes}
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**Observable behavior**: {surface normalcy, new underlying state}
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**Monologue**: *"{player's contaminated-trust line}"*
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**Dialogue branches**:
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- **Path A ({choice})**: {outcome}
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- **Path B ({choice})**: {outcome}
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- **Path C ({choice})**: {outcome}
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---
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## Authoring Notes
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- **Voice**: {speech pattern, sentence length, vocabulary register}
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- **The tell**: {which tell, why it works, how to establish it early}
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- **{Key relationship} references**: {how to seed this relationship in casual dialogue}
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- **Operational dialogue**: {register for work/role-specific lines}
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- **Deflection dialogue**: {how they evade rather than lie outright}
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- **Dual-lens discipline**: {what must work for both archetypes — and why}
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---
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## Pattern / Motivation
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**Pattern (System A):** {PATTERN} — {what this pattern means for the character}
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**Motivation (System B):** {MOTIVATION} — {what this motivation drives}
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**Composition read:** {how pattern + motivation interact to define the character's dramatic function}
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