Capability
What one party can do: a person, an agent, or a written thing. It sits in one place and can be listed.
A capability belongs to one holder and can be written down: this person can weld, that agent can read a file and draft a letter, this page can be handed to someone who has never met the deck. Listing capabilities is how a Cell learns what it has, how a venue card says what an agent may do, and how a lesson says what it teaches.
It is load-bearing chiefly as a piece of discipline in the language. The ordinary word for it is "skill", and skill has been given to something else entirely — a published folder an agent loads. If the two ran together, a page could not say in one sentence that a person is good at something, that an agent has a folder, and that the two together can do a thing neither could alone. So: what someone is good at is a capability; what an agent loads is a skill; what holds when the moment comes is capacity.
A Player+ uses capabilities as the plain inventory. What can I do; what can my agent do; what does the room need; what is missing and who has it. Requests and offers cross a membrane on that basis, and a Cell that knows its capabilities can answer another Cell's request honestly rather than hopefully.
A capability is not a promise. It says a thing is within reach; whether it will be done when it counts is a different question, answered by capacity and witnessed by a belt.
Also called: capabilities Stands on: Lesson · Player+ · Skill Opens onto: Capacity · Module · Venue card · Requests and offers · Belt Progression In play: beyond Sources: Player+ Modules, Lexicon, Start Here, How a Module Lives · The DNA of Heaven, Part XII · lionsberg.wiki: The LIØNSBERG Belt System. Open: none found.