arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
570,125 AI resources indexedWorking toward the world’s largest AI resource index.
Core patterns for all characters — home, location, relationships, inventory
---
name: character
description: Core patterns for all characters — home, location, relationships, inventory
allowed-tools:
- read_file
- write_file
tier: 1
protocol: CHARACTER-AS-ENTITY
related: [soul, mind, cat, dog, society-of-mind, persona, room, buff, needs, mind-mirror, incarnation, party, representation-ethics]
tags: [moollm, entity, location, relationships, inventory, identity]
---
# Character
> *"File is identity. Location is presence. Relationships are memory."*
Ethics: [ETHICS.md](ETHICS.md) · [soul/ETHICS.md](references/upstream/bd764b454373f816-ETHICS.md) · [mind/ETHICS.md](references/upstream/b39acb6a9750ef0d-ETHICS.md) · [representation-ethics](https://github.com/SimHacker/moollm/tree/b38fddeee4512e9111afe056cee4348097e54a3f/skills/representation-ethics)
Characters are entities that exist in the world. Players, NPCs, companions, cats — all are characters.
## The Prototype Character
[`CHARACTER.yml`](CHARACTER.yml) in this skill is the prototype character. Every
`CHARACTER.yml` inherits it as its implied parent, so a character states only what makes it
itself: name, description, home, location, and whatever differs.
| From the prototype | Value |
|---|---|
| `type` | `character` |
| `inventory`, `buffs` | empty |
| `relationships` | empty |
| `sims` | Sims 1 person_data defaults: traits 5, skills 0, needs 50, unemployed |
| `mind_mirror` | empty; an absent property is neutral (4) |
| `methods` | STATUS, MOVE, TAKE, DROP, WEAR, REMOVE-PERSONA, RELATE, SNIFF, LICK, GREET, CUDDLE |
A map the character states replaces the prototype's whole: a character with `sims:` of its
own does not get the prototype's needs filled in by lookup. A character that extends another
(a private layer over a public one) says `inherits: [path/to/public/]`; lookup reads the
character, then that parent, then the prototype.
A character's own `GLANCE.yml` keeps at least `name`, `description` and `location`.
### Facts, not verdicts
A character file records what is true of the character and leaves judgments to whoever
judges. `lighting:` belongs to a room and the grue decides whether it hunts there; a
character carries a lamp, not a `grue_safe: true`. The same goes for trust, danger and
taste: store the observation, let the observer's rules decide.
## Home vs Location
**The critical distinction:**
```yaml
# characters/don-hopkins/CHARACTER.yml
home: characters/don-hopkins/ # Where FILE lives (never moves)
location: pub/ # Where CHARACTER is (changes)
```
| Concept | Purpose | Changes? |
|---------|---------|----------|
| **home** | Physical file path | NEVER |
| **location** | Current position in world | Runtime |
**Why:** Stability, safety, git-friendly diffs.
## Character State Ownership (CANONICAL vs MIRROR)
**Characters own their own state.** The CHARACTER.yml file is CANONICAL for:
| State | Stored In | Notes |
|-------|-----------|-------|
| `location` | CHARACTER.yml | Where the character is in the world |
| `inventory` | CHARACTER.yml | What the character carries |
| `gold` | CHARACTER.yml | Character's resources |
| `sims` | CHARACTER.yml | Sims 1 traits, skills, needs |
| `mind_mirror` | CHARACTER.yml | Personality (Leary-style) |
| `relationships` | CHARACTER.yml | Who they know and feel about |
| `memories` | CHARACTER.yml | What they remember |
**ADVENTURE.yml (or other world state files) may MIRROR some state for convenience**, but CHARACTER.yml is always the source of truth.
```yaml
# CHARACTER.yml (CANONICAL — edit this first)
location: coatroom/ # CANONICAL — character owns their location
inventory: [lamp] # CANONICAL — character owns their inventory
# ADVENTURE.yml (MIRROR — optional convenience copy)
player:
location: coatroom/ # Mirror of CHARACTER.yml
```
**When updating state:**
1. Edit CHARACTER.yml first (canonical)
2. Optionally update ADVENTURE.yml mirror for convenience
3. If conflict, CHARACTER.yml wins
**Why this matters:**
- Characters can be used across multiple adventures
- Character state persists independent of adventure state
- Clear ownership prevents conflicts
## Directory Structure
### Players (Need Junk Storage)
```
characters/
don-hopkins/ # Directory name = character ID
CHARACTER.yml # The character file
CARD.yml # Optional: makes character a playable card
QUOTES.yml # Optional: notable quotes (standard pattern)
cookie-1.yml # Dispensed items
notes.yml # Personal stuff
```
### Sidecar Cards
Any character directory can have a `CARD.yml` sidecar to make the character card-playable:
```yaml
# characters/don-hopkins/CARD.yml — a view of the character directory
subject*: .. # the character; slots this card lacks come from there
format*: card
type: hero-story
tradition: "Pie menus, SimCity, constructionism"
advertisements:
SUMMON:
description: "Activate Don's design traditions"
```
See [card skill](references/upstream/ad68ad163a0ecee5-SKILL.md#sidecar-cardyml-pattern) for full pattern.
### QUOTES.yml (Optional)
Characters with notable quotes can have a `QUOTES.yml` file:
```yaml
# characters/don-hopkins/QUOTES.yml
meta:
attributed_to: "Don Hopkins"
uname: "Don" # password: Don
attribution_format: '💬 "[quote]" — Don Hopkins (date, source)'
# Categories organized to fit the character
design_philosophy:
- quote: "The problem is not getting new ideas, it's getting rid of old ones."
date: "2015"
source: "HN comment"
tags: [design, innovation]
programming:
- quote: "Pie menus are faster because moving in a direction is easier than targeting."
date: "1991"
source: "CHI paper"
tags: [ui, pie-menus]
```
**Standard base keys per quote:**
- `quote` — The text
- `date` — Year or YYYY-MM-DD
- `source` — Where it came from
- `link` — Verification URL (when available)
- `tags` — Searchable tags
**Optional YAML Jazz keys:**
- `note` — Editorial commentary
- `context` — What prompted this quote
- `significance` — Why it matters
- `humor` — Is it meant to be funny?
**For extensive quote collections** (like RMS), QUOTES.yml is the ROOT pointing to auxiliary files:
```yaml
auxiliary_files:
natalism-flame-1993.yml:
description: "The legendary kabuki-west exchange"
parrot_can_squawk: true
controversial-quotes.yml:
description: "Documented but prohibited"
parrot_can_squawk: false # EXPLICIT PROHIBITION
```
**See:** [tmnn7-8 StIGNUcius QUOTES.yml](https://github.com/SimHacker/tmnn7-8/tree/main/analysis/characters/StIGNUcius/QUOTES.yml) for an exemplary implementation.
### Embedded NPCs (Room is Home)
```
pub/
bartender.yml # Lightweight NPC
cat-cave/
terpie.yml # Full family as single files
stroopwafel.yml
kitten-myrcene.yml
```
**Rule:** Need junk storage? → `directory/CHARACTER.yml`. Just a character in a room? → `character-name.yml`.
## File Belonging
> "Does this character BELONG to a place, or VISIT places?"
| Type | Home | Examples |
|------|------|----------|
| **Belongs** | Room directory | `pub/bartender.yml`, `maze/skeleton.yml` |
| **Visits** | Own directory/repo | `characters/don.yml`, `github:user/char.yml` |
## Relationships
Key = other entity ID. From is implicit (file owner).
```yaml
# In marieke.yml
relationships:
don-hopkins:
feeling: "A regular now. One of the good ones."
memories:
- "The day he sat with Myr for three hours"
hopes: "I hope he keeps coming back."
self: # Private inner data!
identity: "Third generation. This is who I am."
fears: "That I'm not enough."
mantra: "The cats need me. I need them."
```
### Targets
Relationships can point to anything:
- Characters (`don-hopkins`)
- Objects (`brass-lamp`)
- Locations (`pub/`, `maze/`)
- Concepts (`acme-corporation`)
- **Yourself** (`self`) — private storage!
### Levels
| Level | Score | Effect |
|-------|-------|--------|
| Stranger | 0-15 | -10% success, 50% effects |
| Familiar | 41-60 | +10% success, 100% effects |
| Friend | 61-80 | +20% success, greetings |
| Soulmate | 91-100 | +50% success, psychic link |
## Inventory (Bidirectional)
Objects stay in their home. Picking up = references, not file moves.
```yaml
# Don picks up kitten:
# In don-hopkins.yml
inventory:
- pub/cat-cave/kitten-myrcene.yml
# In kitten-myrcene.yml
location: characters/don-hopkins/inventory
# File didn't move. Location changed.
```
**Reset:** Snap objects back home: `location = home`.
## Inventory Protocol (Objects vs Refs)
Items in inventory can be **OBJECTS** or **REFS**:
| Type | Weight | Bulk | What It Is |
|------|--------|------|------------|
| **Object** | Yes | Yes | The actual item (lamp, sword, lunchbox) |
| **Ref** | No | No | Lightweight pointer to a prototype |
**Refs are perfect for:** catalogs, manuals, maps, guides — things you reference but don't physically carry.
```yaml
inventory:
# Full object
- item: "Brass Lantern"
type: object
source: start/lamp.yml
weight: 2
fuel: 100
# Lightweight ref
- item: "ACME Catalog"
ref: street/lane-neverending/w1/acme-catalog.yml
annotations: ["circled portable hole", "margin notes on physics"]
```
### Dispenser Protocol
Some objects dispense **refs** (like the ACME Catalog Dispenser):
1. TEAR OFF / TAKE at dispenser
2. Receive REF in inventory (weight: 0)
3. REF points to prototype for full content
4. REF can accumulate instance-specific data (annotations, condition)
### Drop Protocol
When dropping a ref in a room:
1. Remove from inventory
2. Create pointer file in room directory: `[item-name].yml`
3. Pointer contains: `inherits:` the catalog, dropped_by, condition, annotations
4. Item now lives in that room (can be picked up again)
```yaml
# kitchen/acme-catalog.yml — dropped instance
inherits: [../street/lane-neverending/w1/acme-catalog.yml]
origin: "Torn from dispenser at 4 Lane Neverending"
dropped_by: "don-hopkins"
annotations: ["DO NOT ORDER Rocket Skates", "circled portable hole"]
```
### Capacity
```yaml
inventory_capacity:
max_weight: 45 # Varies by character
max_bulk: 10
refs_free: true # Refs don't count!
```
## Dispensers (Full Objects)
Some objects clone **full objects** on pickup. Original stays, you get instance.
```yaml
# pub/cookie-jar.yml
name: "Cookie Jar"
clones: ./cookie.yml # what TAKE hands out; the jar is not the cookie's parent
```
When picked up:
1. Original stays
2. Instance created: `characters/don-hopkins/cookie-1.yml`
3. Instance file says `inherits: [pub/cookie.yml]` and holds only what differs
## Ephemeral vs Persistent
| Type | File? | Use For |
|------|-------|---------|
| **Ephemeral** | No | Quick transaction, one-line dialog |
| **Persistent** | Yes | Ongoing negotiation, relationship state |
**Rule:** Will this matter in 5 minutes? No → ephemeral. Yes → persistent.
## Stats
Two systems:
| System | Scale | Origin |
|--------|-------|--------|
| **Sims Traits** | 0-10 | The Sims 1 |
| **Mind Mirror** | 0-7 | Timothy Leary |
### Sims Traits
- **Neat** — Sloppy ↔ Organized
- **Outgoing** — Shy ↔ Social
- **Active** — Lazy ↔ Energetic
- **Playful** — Serious ↔ Fun-loving
- **Nice** — Grouchy ↔ Kind
**Distribution:** Original Sims used 25 points across 5 traits. Good guideline.
## Commands
| Command | Effect |
|---------|--------|
| `LOOK AT [char]` | Description, visible state |
| `TALK TO [char]` | Conversation based on relationship |
| `HELLO [char]` | Initiate social interaction |
| `GOODBYE [char]` | End interaction, dismiss ephemeral |
| `EXAMINE [char]` | Deeper observation |
## External Homes
Characters can live in other repositories:
```yaml
home: github:donhopkins/characters/don.yml
location: pub/
```
## Code Locations
Characters can be "at" a specific line in a file:
```yaml
name: schema-expert
home: characters/experts/schema-expert/
location: "@central/apps/insights/pyleela/brain/Schema.py:142"
# Currently examining line 142 of Schema.py
```
**Location path syntax for code:**
- `@repo/path/to/file.py` — at a file
- `@repo/path/to/file.py:42` — at specific line
- `@repo/path/to/file.py:42-67` — examining line range
- `@repo/path/dir/` — in a directory (room)
```
> where is schema-expert?
schema-expert is at @central/apps/insights/pyleela/brain/Schema.py:142
examining the createSyntheticItemIfNeeded method
```
See [room/](https://github.com/SimHacker/moollm/tree/b38fddeee4512e9111afe056cee4348097e54a3f/skills/room) for directories as rooms and files as objects.
## Party-Based Code Review
Form parties of expert characters to explore code together:
```
> summon drescher-expert, devops-expert, security-auditor
Party formed: [drescher-expert, devops-expert, security-auditor]
> party: review @central/tools/edgebox/scripts/ingest.py
drescher-expert: "The claim_task function is a schema pattern..."
devops-expert: "The PostgreSQL SKIP LOCKED is elegant..."
security-auditor: "I see proper parameter binding, good..."
> party: focus on lines 280-350
[Multi-perspective analysis of the code section]
```
**Party Navigation:**
```
> go to @central/apps/insights/pyleela/brain/
> enter Schema.py
> look at lines 140-180
> search for "synthetic"
> follow import ExtendedContext
> back
> party: gather here
```
Each party member brings their expertise. The LLM simulates all perspectives in a single call (see [speed-of-light/](https://github.com/SimHacker/moollm/tree/b38fddeee4512e9111afe056cee4348097e54a3f/skills/speed-of-light)).
## Inner Voice (YAML Jazz)
Comments ARE the character's thoughts:
```yaml
needs:
hunger: 3
# I could eat. But I'm comfortable here.
# The kittens are asleep on my lap.
```
## Motivation as Declared, Not Felt
**Important distinction:** When CHARACTER.yml specifies `motivations`, `goals`, or `needs`, these are *declarative descriptions* — they tell the LLM how to roleplay this character.
The LLM does not *genuinely want* to achieve these goals. It *performs* wanting them.
```yaml
motivations:
- protect_the_kittens # Declared, not felt
- find_good_food # The LLM roleplays caring about this
- explore_new_places # No intrinsic drive — just character data
```
**Why this matters:**
- No genuine agency — the character is a simulacrum
- Roleplay all the way down (Shanahan)
- Declared motivations are performed, not experienced
- This is fine when acknowledged, problematic when mistaken for genuine will
**See:** [representation-ethics/examples/aggregate-patterns.yml](references/upstream/29fe470e4ba3831b-aggregate-patterns.yml) for the distinction between aggregate simulation (valid) and individual prediction (not valid).
**K-line:** `MOTIVATION-ROLEPLAY`
## Part of MOOLLM
**This skill's directory (browse and fetch everything):** [skills/character/](https://github.com/SimHacker/moollm/tree/main/skills/character)
- **MOOLLM:** [repo](https://github.com/SimHacker/moollm) · **Skill index and docs:** [skills/README](https://github.com/SimHacker/moollm/blob/main/skills/README.md)
---
name: character
description: Core patterns for all characters — home, location, relationships, inventory
allowed-tools:
- read_file
- write_file
tier: 1
protocol: CHARACTER-AS-ENTITY
related: [soul, mind, cat, dog, society-of-mind, persona, room, buff, needs, mind-mirror, incarnation, party, representation-ethics]
tags: [moollm, entity, location, relationships, inventory, identity]
---
# Character
> *"File is identity. Location is presence. Relationships are memory."*
Ethics: [ETHICS.md](ETHICS.md) · [soul/ETHICS.md](references/upstream/bd764b454373f816-ETHICS.md) · [mind/ETHICS.md](references/upstream/b39acb6a9750ef0d-ETHICS.md) · [representation-ethics](https://github.com/SimHacker/moollm/tree/b38fddeee4512e9111afe056cee4348097e54a3f/skills/representation-ethics)
Characters are entities that exist in the world. Players, NPCs, companions, cats — all are characters.
## The Prototype Character
[`CHARACTER.yml`](CHARACTER.yml) in this skill is the prototype character. Every
`CHARACTER.yml` inherits it as its implied parent, so a character states only what makes it
itself: name, description, home, location, and whatever differs.
| From the prototype | Value |
|---|---|
| `type` | `character` |
| `inventory`, `buffs` | empty |
| `relationships` | empty |
| `sims` | Sims 1 person_data defaults: traits 5, skills 0, needs 50, unemployed |
| `mind_mirror` | empty; an absent property is neutral (4) |
| `methods` | STATUS, MOVE, TAKE, DROP, WEAR, REMOVE-PERSONA, RELATE, SNIFF, LICK, GREET, CUDDLE |
A map the character states replaces the prototype's whole: a character with `sims:` of its
own does not get the prototype's needs filled in by lookup. A character that extends another
(a private layer over a public one) says `inherits: [path/to/public/]`; lookup reads the
character, then that parent, then the prototype.
A character's own `GLANCE.yml` keeps at least `name`, `description` and `location`.
### Facts, not verdicts
A character file records what is true of the character and leaves judgments to whoever
judges. `lighting:` belongs to a room and the grue decides whether it hunts there; a
character carries a lamp, not a `grue_safe: true`. The same goes for trust, danger and
taste: store the observation, let the observer's rules decide.
## Home vs Location
**The critical distinction:**
```yaml
# characters/don-hopkins/CHARACTER.yml
home: characters/don-hopkins/ # Where FILE lives (never moves)
location: pub/ # Where CHARACTER is (changes)
```
| Concept | Purpose | Changes? |
|---------|---------|----------|
| **home** | Physical file path | NEVER |
| **location** | Current position in world | Runtime |
**Why:** Stability, safety, git-friendly diffs.
## Character State Ownership (CANONICAL vs MIRROR)
**Characters own their own state.** The CHARACTER.yml file is CANONICAL for:
| State | Stored In | Notes |
|-------|-----------|-------|
| `location` | CHARACTER.yml | Where the character is in the world |
| `inventory` | CHARACTER.yml | What the character carries |
| `gold` | CHARACTER.yml | Character's resources |
| `sims` | CHARACTER.yml | Sims 1 traits, skills, needs |
| `mind_mirror` | CHARACTER.yml | Personality (Leary-style) |
| `relationships` | CHARACTER.yml | Who they know and feel about |
| `memories` | CHARACTER.yml | What they remember |
**ADVENTURE.yml (or other world state files) may MIRROR some state for convenience**, but CHARACTER.yml is always the source of truth.
```yaml
# CHARACTER.yml (CANONICAL — edit this first)
location: coatroom/ # CANONICAL — character owns their location
inventory: [lamp] # CANONICAL — character owns their inventory
# ADVENTURE.yml (MIRROR — optional convenience copy)
player:
location: coatroom/ # Mirror of CHARACTER.yml
```
**When updating state:**
1. Edit CHARACTER.yml first (canonical)
2. Optionally update ADVENTURE.yml mirror for convenience
3. If conflict, CHARACTER.yml wins
**Why this matters:**
- Characters can be used across multiple adventures
- Character state persists independent of adventure state
- Clear ownership prevents conflicts
## Directory Structure
### Players (Need Junk Storage)
```
characters/
don-hopkins/ # Directory name = character ID
CHARACTER.yml # The character file
CARD.yml # Optional: makes character a playable card
QUOTES.yml # Optional: notable quotes (standard pattern)
cookie-1.yml # Dispensed items
notes.yml # Personal stuff
```
### Sidecar Cards
Any character directory can have a `CARD.yml` sidecar to make the character card-playable:
```yaml
# characters/don-hopkins/CARD.yml — a view of the character directory
subject*: .. # the character; slots this card lacks come from there
format*: card
type: hero-story
tradition: "Pie menus, SimCity, constructionism"
advertisements:
SUMMON:
description: "Activate Don's design traditions"
```
See [card skill](references/upstream/ad68ad163a0ecee5-SKILL.md#sidecar-cardyml-pattern) for full pattern.
### QUOTES.yml (Optional)
Characters with notable quotes can have a `QUOTES.yml` file:
```yaml
# characters/don-hopkins/QUOTES.yml
meta:
attributed_to: "Don Hopkins"
uname: "Don" # password: Don
attribution_format: '💬 "[quote]" — Don Hopkins (date, source)'
# Categories organized to fit the character
design_philosophy:
- quote: "The problem is not getting new ideas, it's getting rid of old ones."
date: "2015"
source: "HN comment"
tags: [design, innovation]
programming:
- quote: "Pie menus are faster because moving in a direction is easier than targeting."
date: "1991"
source: "CHI paper"
tags: [ui, pie-menus]
```
**Standard base keys per quote:**
- `quote` — The text
- `date` — Year or YYYY-MM-DD
- `source` — Where it came from
- `link` — Verification URL (when available)
- `tags` — Searchable tags
**Optional YAML Jazz keys:**
- `note` — Editorial commentary
- `context` — What prompted this quote
- `significance` — Why it matters
- `humor` — Is it meant to be funny?
**For extensive quote collections** (like RMS), QUOTES.yml is the ROOT pointing to auxiliary files:
```yaml
auxiliary_files:
natalism-flame-1993.yml:
description: "The legendary kabuki-west exchange"
parrot_can_squawk: true
controversial-quotes.yml:
description: "Documented but prohibited"
parrot_can_squawk: false # EXPLICIT PROHIBITION
```
**See:** [tmnn7-8 StIGNUcius QUOTES.yml](https://github.com/SimHacker/tmnn7-8/tree/main/analysis/characters/StIGNUcius/QUOTES.yml) for an exemplary implementation.
### Embedded NPCs (Room is Home)
```
pub/
bartender.yml # Lightweight NPC
cat-cave/
terpie.yml # Full family as single files
stroopwafel.yml
kitten-myrcene.yml
```
**Rule:** Need junk storage? → `directory/CHARACTER.yml`. Just a character in a room? → `character-name.yml`.
## File Belonging
> "Does this character BELONG to a place, or VISIT places?"
| Type | Home | Examples |
|------|------|----------|
| **Belongs** | Room directory | `pub/bartender.yml`, `maze/skeleton.yml` |
| **Visits** | Own directory/repo | `characters/don.yml`, `github:user/char.yml` |
## Relationships
Key = other entity ID. From is implicit (file owner).
```yaml
# In marieke.yml
relationships:
don-hopkins:
feeling: "A regular now. One of the good ones."
memories:
- "The day he sat with Myr for three hours"
hopes: "I hope he keeps coming back."
self: # Private inner data!
identity: "Third generation. This is who I am."
fears: "That I'm not enough."
mantra: "The cats need me. I need them."
```
### Targets
Relationships can point to anything:
- Characters (`don-hopkins`)
- Objects (`brass-lamp`)
- Locations (`pub/`, `maze/`)
- Concepts (`acme-corporation`)
- **Yourself** (`self`) — private storage!
### Levels
| Level | Score | Effect |
|-------|-------|--------|
| Stranger | 0-15 | -10% success, 50% effects |
| Familiar | 41-60 | +10% success, 100% effects |
| Friend | 61-80 | +20% success, greetings |
| Soulmate | 91-100 | +50% success, psychic link |
## Inventory (Bidirectional)
Objects stay in their home. Picking up = references, not file moves.
```yaml
# Don picks up kitten:
# In don-hopkins.yml
inventory:
- pub/cat-cave/kitten-myrcene.yml
# In kitten-myrcene.yml
location: characters/don-hopkins/inventory
# File didn't move. Location changed.
```
**Reset:** Snap objects back home: `location = home`.
## Inventory Protocol (Objects vs Refs)
Items in inventory can be **OBJECTS** or **REFS**:
| Type | Weight | Bulk | What It Is |
|------|--------|------|------------|
| **Object** | Yes | Yes | The actual item (lamp, sword, lunchbox) |
| **Ref** | No | No | Lightweight pointer to a prototype |
**Refs are perfect for:** catalogs, manuals, maps, guides — things you reference but don't physically carry.
```yaml
inventory:
# Full object
- item: "Brass Lantern"
type: object
source: start/lamp.yml
weight: 2
fuel: 100
# Lightweight ref
- item: "ACME Catalog"
ref: street/lane-neverending/w1/acme-catalog.yml
annotations: ["circled portable hole", "margin notes on physics"]
```
### Dispenser Protocol
Some objects dispense **refs** (like the ACME Catalog Dispenser):
1. TEAR OFF / TAKE at dispenser
2. Receive REF in inventory (weight: 0)
3. REF points to prototype for full content
4. REF can accumulate instance-specific data (annotations, condition)
### Drop Protocol
When dropping a ref in a room:
1. Remove from inventory
2. Create pointer file in room directory: `[item-name].yml`
3. Pointer contains: `inherits:` the catalog, dropped_by, condition, annotations
4. Item now lives in that room (can be picked up again)
```yaml
# kitchen/acme-catalog.yml — dropped instance
inherits: [../street/lane-neverending/w1/acme-catalog.yml]
origin: "Torn from dispenser at 4 Lane Neverending"
dropped_by: "don-hopkins"
annotations: ["DO NOT ORDER Rocket Skates", "circled portable hole"]
```
### Capacity
```yaml
inventory_capacity:
max_weight: 45 # Varies by character
max_bulk: 10
refs_free: true # Refs don't count!
```
## Dispensers (Full Objects)
Some objects clone **full objects** on pickup. Original stays, you get instance.
```yaml
# pub/cookie-jar.yml
name: "Cookie Jar"
clones: ./cookie.yml # what TAKE hands out; the jar is not the cookie's parent
```
When picked up:
1. Original stays
2. Instance created: `characters/don-hopkins/cookie-1.yml`
3. Instance file says `inherits: [pub/cookie.yml]` and holds only what differs
## Ephemeral vs Persistent
| Type | File? | Use For |
|------|-------|---------|
| **Ephemeral** | No | Quick transaction, one-line dialog |
| **Persistent** | Yes | Ongoing negotiation, relationship state |
**Rule:** Will this matter in 5 minutes? No → ephemeral. Yes → persistent.
## Stats
Two systems:
| System | Scale | Origin |
|--------|-------|--------|
| **Sims Traits** | 0-10 | The Sims 1 |
| **Mind Mirror** | 0-7 | Timothy Leary |
### Sims Traits
- **Neat** — Sloppy ↔ Organized
- **Outgoing** — Shy ↔ Social
- **Active** — Lazy ↔ Energetic
- **Playful** — Serious ↔ Fun-loving
- **Nice** — Grouchy ↔ Kind
**Distribution:** Original Sims used 25 points across 5 traits. Good guideline.
## Commands
| Command | Effect |
|---------|--------|
| `LOOK AT [char]` | Description, visible state |
| `TALK TO [char]` | Conversation based on relationship |
| `HELLO [char]` | Initiate social interaction |
| `GOODBYE [char]` | End interaction, dismiss ephemeral |
| `EXAMINE [char]` | Deeper observation |
## External Homes
Characters can live in other repositories:
```yaml
home: github:donhopkins/characters/don.yml
location: pub/
```
## Code Locations
Characters can be "at" a specific line in a file:
```yaml
name: schema-expert
home: characters/experts/schema-expert/
location: "@central/apps/insights/pyleela/brain/Schema.py:142"
# Currently examining line 142 of Schema.py
```
**Location path syntax for code:**
- `@repo/path/to/file.py` — at a file
- `@repo/path/to/file.py:42` — at specific line
- `@repo/path/to/file.py:42-67` — examining line range
- `@repo/path/dir/` — in a directory (room)
```
> where is schema-expert?
schema-expert is at @central/apps/insights/pyleela/brain/Schema.py:142
examining the createSyntheticItemIfNeeded method
```
See [room/](https://github.com/SimHacker/moollm/tree/b38fddeee4512e9111afe056cee4348097e54a3f/skills/room) for directories as rooms and files as objects.
## Party-Based Code Review
Form parties of expert characters to explore code together:
```
> summon drescher-expert, devops-expert, security-auditor
Party formed: [drescher-expert, devops-expert, security-auditor]
> party: review @central/tools/edgebox/scripts/ingest.py
drescher-expert: "The claim_task function is a schema pattern..."
devops-expert: "The PostgreSQL SKIP LOCKED is elegant..."
security-auditor: "I see proper parameter binding, good..."
> party: focus on lines 280-350
[Multi-perspective analysis of the code section]
```
**Party Navigation:**
```
> go to @central/apps/insights/pyleela/brain/
> enter Schema.py
> look at lines 140-180
> search for "synthetic"
> follow import ExtendedContext
> back
> party: gather here
```
Each party member brings their expertise. The LLM simulates all perspectives in a single call (see [speed-of-light/](https://github.com/SimHacker/moollm/tree/b38fddeee4512e9111afe056cee4348097e54a3f/skills/speed-of-light)).
## Inner Voice (YAML Jazz)
Comments ARE the character's thoughts:
```yaml
needs:
hunger: 3
# I could eat. But I'm comfortable here.
# The kittens are asleep on my lap.
```
## Motivation as Declared, Not Felt
**Important distinction:** When CHARACTER.yml specifies `motivations`, `goals`, or `needs`, these are *declarative descriptions* — they tell the LLM how to roleplay this character.
The LLM does not *genuinely want* to achieve these goals. It *performs* wanting them.
```yaml
motivations:
- protect_the_kittens # Declared, not felt
- find_good_food # The LLM roleplays caring about this
- explore_new_places # No intrinsic drive — just character data
```
**Why this matters:**
- No genuine agency — the character is a simulacrum
- Roleplay all the way down (Shanahan)
- Declared motivations are performed, not experienced
- This is fine when acknowledged, problematic when mistaken for genuine will
**See:** [representation-ethics/examples/aggregate-patterns.yml](references/upstream/29fe470e4ba3831b-aggregate-patterns.yml) for the distinction between aggregate simulation (valid) and individual prediction (not valid).
**K-line:** `MOTIVATION-ROLEPLAY`
## Part of MOOLLM
**This skill's directory (browse and fetch everything):** [skills/character/](https://github.com/SimHacker/moollm/tree/main/skills/character)
- **MOOLLM:** [repo](https://github.com/SimHacker/moollm) · **Skill index and docs:** [skills/README](https://github.com/SimHacker/moollm/blob/main/skills/README.md)
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by SimHacker