Tasks

This system is designed and not yet in the game.

A task list is ordered, and the order is the priority: the runner walks the list and performs the first task whose conditions hold. A blocked task falls through to the next rather than failing the list. Conditions on one task must all hold together; between tasks, any one match wins.

What a task can be

  • Work a station — stand at a node or bench and keep at it.
  • Deposit — move what you are carrying into a container.
  • Craft — make a recipe at a reachable station.

Conditions are equally plain: always; a container holding fewer than some count of an item; your own pockets having room.

One runner, two bodies

The same task runner drives everyone. Give a resident a list and they work it unsupervised. Give yourself a list and your character works it too — until you touch a movement key, which cancels the task and hands the body back. A body on autopilot resolves work as a skill check, and its ceiling is deliberately lower than what attentive hands can reach: letting the list do it is convenient, never optimal.

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