git:20260912.a92e292 to git:20260913.592f4bc

22 added, 6 removed. Audit A to A.

---
name: adventure-tool
- description: Whip, revolver, idol as verbs. Puzzle first, gun scarce. Not a Tomb Raider clone.
+ description: Use when a signature traversal/combat/puzzle tool needs a small verb kit, target-capability contract and interruption rules across swing, yank, grapple or optional weapon use. It does not impose one genre's ammo or puzzle philosophy.
---
# Adventure tool
- Ask: tool-swing | tool-yank | tool-and-gun.
+ Ask: `tool-swing | tool-yank | tool-and-gun`.
- A signature tool is one move row (`grapple-swing` if it hooks). Yank, swing, and disarm are columns on that row — not flight. Guns use `projectile-hitscan` with scarce ammo; shooting unarmed bodies may raise alert (`enemy-perception`).
- Puzzles stay `puzzle-design` / `level-teach`. The tool teaches on the safe side of the gap.
- Do not copy a temple layout or a whip frame table from a shipped title.
+ ## Ownership
- Accept: the tool clears a gap without a gun. Empty ammo still lets the player leave the room with the tool.
+ This skill composes a signature tool's verbs. Grapple physics may delegate to `grapple-swing` / `physics-interaction`; ranged fire to `projectile-hitscan`; puzzle teaching to `puzzle-design` / `level-teach`; bindings to `input-design`.
+
+ ## Contract
+
+ Define stable:
+ - `tool_action_id`
+ - required target capability/tag
+ - startup/active/recovery or interaction phases from the project's action clock
+ - resource/cooldown owner if any
+ - interruption/cancel policy
+ - authoritative success/failure event
+
+ Do not assume guns are scarce, puzzles come first, or the tool must clear a gap without a weapon. Those are project design choices.
+
+ A target may advertise pullable, swingable, cuttable, shootable or another project capability. Presentation cannot make an unsupported target legal.
+
+ ## Acceptance
+
+ The same tool action against the same target capability/state produces the same authoritative result. Interrupted actions cannot double-apply, stale targets fail closed, and optional ranged/ammo policy remains owned by its dedicated system rather than this skill.