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Gear Familiarity + Masterwork — design lock

Status: Locked 2026-11-11 · costs/curves magnitudes TBD-065…068
FS: FS-TRK-001 (extend) · FS-TRK-002 · FS-CRF-012 · FS-ITM-013
Mocks: Demo Mod Lab → Familiarity · Inspect familiarity / Masterwork strip

Two orthogonal meters on each weapon / armor / jewelry / Energy Shield instance:

Track Source Fantasy
Familiarity Play while equipped This piece knows me
Masterwork Crafting Page spend only I finished it at the bench

Neither replaces character Power / ARL. Caps keep rewards in gunfeel / Trait mag / chrome — not TTK spikes.

  1. Familiarity accrues only on the equipped instance. Holstered / bag pieces earn nothing.
  2. Masterwork is a Crafting Page op only (FS-CRF-012). Never from kills alone.
  3. Masterwork requires Familiarity ≥ gate rank (default = max Familiarity rank; Lab-dialable).
  4. Dismantle destroys Familiarity + Masterwork with the instance.
  5. Refit / Rewrite / Bore do not reset Familiarity or Masterwork.
  6. Trait / Origin / Set unchanged — Familiarity may softly scale Trait mag within catalog min/max only.
  7. Common / Uncommon: Familiarity only. Augmented+: Familiarity + Masterwork eligible.
familiarityXp: number
familiarityRank: number // derived 0..FamiliarityMaxRank
masterworkRank: number // 0 or 1 in v1; craft-only
weaponTrackers: { ... FS-TRK-001 ... }
armorTrackers: { // FS-TRK-002 — armor / jewelry / ES
combatSeconds, damageMitigated, shieldEvents,
parkourCount, abilitySpend, teamUtility, objectiveTicks
}

Weapons — Familiarity XP (style-weighted)

Section titled “Weapons — Familiarity XP (style-weighted)”
Credit Weight (lab default)
Kill 1.0
Precision kill +0.5
Slide kill +0.35
Airborne kill +0.35
Hip / close-band kill +0.25
Multi-kill step (after 1st in window) +0.2
Assist 0.4
Damage dealt tiny · soft-capped / min (TBD-065)
Time equipped in combat tiny drip

Anti-farm: diminishing returns after FamCreditsPerMinuteCap on one instance (TBD-065).

Feeds from / extends FS-TRK-001 counters (plus style flags on kill events).

Armor / jewelry / ES — Familiarity XP (no kill attribution)

Section titled “Armor / jewelry / ES — Familiarity XP (no kill attribution)”
Credit Role
Combat uptime (seconds in combat) Primary drip
Damage mitigated Soft-capped
Energy Shield break / full recharge Shield events
Parkour (slide / mantle / wall-run) Mobility seats
Ability spend / Ult cast Soft
Team utility (revive / ammo share / aura) Soft
Objective ticks When systems exist

Never credit “armor got the kill.”

  • Ranks 0 → 20 (default FamiliarityMaxRank; Lab-dialable).
  • XP curve steeper at top (TBD-066).
  • Soft unlocks (data): odd ranks = Inspect prestige pip; even ranks = tiny Trait mag nudge or plate settle — hard-capped (TBD-067).
  • At max rank: Masterwork eligible.
  • Crafting Page op; reagents TBD-068 (Lab dials: cells + world mats).
  • v1: masterworkRank 0 → 1.
  • Grants: Masterwork Inspect chrome + one authored finish from a small table (Trait mag band / one plate column / socket glow) — not a free affix roll.
  • Does not write TraitId / OriginId / SetID / affix groups / sockets count.

Affix → Trait/Origin (Familiarity may scale Trait mag) → sockets → Set → Artifact → Masterwork finish (final soft layer).

  • Lab → Familiarity: XP weights, rank max, gate, credit/min cap, Masterwork cost dials.
  • Piece Stats: Familiarity rank RO + Masterwork mark; Lab can force-set for playtest.
  • Inspect: familiarity bar under verb lane; Masterwork tag when rank ≥ 1; armor shows worn-performance trackers (FS-TRK-002).
  • UE ASC runtime (later)
  • Final mat economy numbers (TBD-068)
  • Teaching plate art (order Grok when ready)
  • Multi-rank Masterwork 2+ (optional later)
  • Weapon Familiarity from style-weighted combat credit while equipped — not bag ownership.
  • Armor Familiarity from worn performance — never kill attribution.
  • Masterwork only via crafting; blocked below Familiarity gate.
  • Power/ARL unchanged.
  • Trackers / Familiarity / Masterwork survive Refit; die on dismantle.