Game
Skills: your body and your knackSK
What each sibling gets better at by doing it, and how it shows. Muscle and fat on the body, the mower's feel (better only), food, negotiation, knowledge for the bench, client taste, and grandpa's weight bench as the skills screen.
Each sibling gets better at what they do. Train and the mower answers quicker; eat every client's cake and you get rounder; close good deals and you learn to read clients. No points to spend: you learn by doing, and in co-op the roles sort themselves out.
The player's view
Grandpa's bench. In grandma's garage, at the workshop end, sit grandpa Harold's old weight bench and two kettlebells. Press E and the skills screen opens: a silhouette that looks like you, Strength and Shape as words and bars, what you've learned. A tab per sibling, so you compare and tease. Hold E instead and you do a short session right there.
A stronger sibling. After a few weeks of the gym three evenings a week, the mower answers quicker: it reaches your pace sooner, turns tighter, lifts its front onto the rear wheels with less effort, and ploughs into the thick grass before slowing you. A new sibling feels exactly today's mower; muscle only ever makes it nicer, and if you stop training it slowly comes back to that feel, never below. Your own forearms on the handle look thicker, and your brother asks since when you have arms.
A rounder sibling. You take the cake at every door and have pizza every night. A month later the character is visibly chubbier; the mower coasts more and takes longer to stop and turn, but never pushes weaker. On foot you're a little slower. The grandma clients love it. Nothing ever forces you to eat, and skipping meals never hurts.
Reading clients. The first calls are just words. After a handful of deals closed near what the client would pay, you catch their mood ("in a hurry"); later you see how urgent it is and get a "meet me halfway" button; a sharp negotiator sees roughly how far they'd go. It never makes the client say yes: the money still comes from what you dare to ask.
Knowing how. At the workbench, the starter rope won't come off: your sibling has no idea how it comes apart. The screen offers to book it at the service desk, or tells you where to learn it: Harold's back pages, a video series on the computer. The whole family watches a repair video on the couch one evening, and from then on nobody pays the mechanic for a rope again.
Ideas
SK1: bodies and the bench
Every sibling carries a body and what they've learned (PlayerBody, in Tech): muscle and fat, two
independent axes (skinny, chubby, ripped, strongman), plus negotiation and lessons. The character as it looks
today is the start: muscle 0.20, fat 0.30. Players see words and bars, never the numbers.
- Learned by doingNo points to spend. You get stronger by training, better at deals by closing them.
- Only the body fadesMuscle fades slowly without training, fat follows what you eat; negotiation and knowledge never fade.
- One place for the numbersA pure Sim function,
BodyFeel.Of(body), turns a body into the feel multipliers (SK2), andBodyTuningholds every rate (Tuning), with a JSON override likeOfferTuning.
Getting stronger
Every gain shrinks as you get stronger: gain = rate × (1 − muscle). At most one session counts per day (the gym or the bench, the better one); hard work adds on top (SK2).
- Grandpa's bench and kettlebells (home): hold E on the bench, 20 game minutes, free, the bench's gain.
- The bench alone three times a week takes a new sibling from 0.20 to about 0.30 in six weeks (the gyms go further: SK2).
Fading
After 4 days with no session, muscle drops 0.004 a day, never below the start; a working day counts as half a
session. Six weeks of gym is lost in close to three months of nothing, gently. Fading runs at night (EndDay),
with the food reset (SK4).
- Difficulty: a new Mishaps row in Difficulty: muscle fades never (Relaxed), as written (Normal), ×1.5 faster (Hard). The feel itself has no row: presets never change the feel; your body does.
The skills screen
- The thing: grandpa's old weight bench and two kettlebells in grandma's garage, at the Workshop end: a new
StationKind.Bench(a Blender model). E opens the screen, like the calendar opens the week; no text on the prop. Holding E on it trains. - The screen, one per sibling, tabs for the others:
- a front silhouette that matches your body (the same fat and muscle shapes as the character, SK3);
- Strength as a bar and a word: Soft (below 0.30), Fit (0.30), Strong (0.50), Ripped (0.75 and up);
- Shape as a bar and a word: Skinny (below 0.15), Lean (0.15), Comfy (0.40), Big (0.65 and up);
- Negotiation as its word (Green to Shark, SK5) and what it lets you see;
- Knowledge: the tiers you have and the lessons left for the next one (SK7);
- today: what you ate, the boost, the last session, days until muscle starts fading;
- the gym card: which gym, paid until (SK2).
- Hints in the world too: your own forearms on the handle in first person (SK3), sibling quips ("since when do you have arms?").
- Sandbox: F1 sliders for muscle, fat and negotiation per sibling.
Needs: SB1 · Done when: the tests pass (the BodyFeel floor, the gain and fade curves) and, on two
instances, a guest trains on the bench and both players see the guest's bar change (mismatches = 0).
SK2: strength in the hands
The mower reads the body. Better only: today's tuned mower is what a new sibling feels; muscle only improves it (capped around +15-20%), and losing muscle brings it back toward today's feel, never below. Fat changes its character, never makes it weaker.
What muscle changes
s = how far above the start you are: (muscle − 0.20) ÷ 0.80. At s = 0 the mower is exactly today's.
| Knob (mowing.md's names) | At full muscle |
|---|---|
| Push: how quickly you reach your pace (mouse push and WASD) | +18% |
| Turning the mower | +15% |
| Tipping onto the rear wheels: how quickly the front lifts | +40% |
| Heavy grass: how much it takes before the mower slows you | +15% |
| Carrying (bags, junk, the roller): walking speed while loaded | +15% |
| Pull cord | a cold engine needs one pull less at s ≥ 0.6 |
Each multiplier scales with s; MowerController (push, turn, tip, heavy grass), carrying and the pull cord read
them from BodyFeel. Gear does the same job: a self-propelled mower makes muscle matter less. Buying gear or building
muscle is the player's choice.
What fat changes
f = how far above the start you are: max(0, fat − 0.30) ÷ 0.70.
- Momentum: the mower coasts more and takes longer to stop and turn (+30% coast at full
f); you plough through heavy grass (+10% before it slows you, added to muscle's). Different, not weaker: push never drops below today's. - On foot (no mower): up to 8% slower walking and a shorter hurry at full
f. The only thing that gets worse. - Below the start (thin): no feel change, just the look.
Work gains
Pushing in heavy grass and carrying bags add muscle at 0.003 per hour (the same shrinking gain), settled with the job.
The gyms
| Gym | Gain rate | Cost | Time |
|---|---|---|---|
| Iron Shed (garage gym, grandma's side of town) | 0.020 | $25 a month | 1 game hour + the ride |
| FitZone (chain gym, showers) | 0.030 | $60 a month | 1 game hour + the ride |
| The Club (near the mansion: sauna, rich members) | 0.045 | $150 a month | 1 game hour + the ride |
- Rough pace: FitZone three times a week takes a new sibling from 0.20 to about 0.50 in six weeks.
- A destination on the town map (like the store): pick it, ride there, one game hour passes with a short scene (a fade, a grunt, a quip), then back home or onward.
- The subscription is a monthly bill (ECONOMY's bills); without wallets yet the company pays, and it becomes a personal expense with EC2.
- Co-op: the group travels together (today's rule), so the host picks the gym; each sibling with a card trains, the others wait or pay a $10 day pass. Going alone comes with split co-op.
Needs: SK1 · Done when: in the sandbox, muscle 0 feels exactly like before (same numbers) and full muscle is clearly nicer.
SK3: bodies you can see
Feasible and cheap at runtime: shape keys (Unity blend shapes) on both rigs. The keys themselves are built by CH14 (bodies for the whole cast, in the MVP), with this recipe; SK3 makes a sibling's keys follow their muscle and fat.
- The recipe (
characters.py, done in CH14): build the body as today, then again with bigger arms, chest and shoulders (Muscle), a belly, rounder arms and legs and a fuller neck (Fat), and a narrower torso and limbs (Thin). Same topology each time, so each difference becomes a shape key. Outfits are painted on the same mesh, so clothes follow. Hair, beard and the googly face stay; a "chubby cheeks" key is optional.importBlendShapeson, flat-shaded normals kept, prefabs rebuilt. - Unity:
CharacterLook.Applysets the weights: Thin = (0.30 − fat) ÷ 0.30 below the start, Fat =f, Muscle =s. Remote siblings (NetAvatar) and the skills screen's silhouette use the same weights. - First person: the player's own arms use the same mesh, so thicker forearms show on the handle.
- Checks: Push, PushIdle and the gestures at full Fat + full Muscle (arms into the belly); bend poses near the mower handle; the wardrobe's face zoom.
Needs: SK1, CH14 · Done when: the four corners (skinny, chubby, ripped, strongman) render cleanly in every pose.
SK4: food
Food is optional and shapes the body: no hunger bar. What you eat moves fat over days and gives short boosts; skipping meals never hurts (you just slowly lose a little fat).
| Food | Where | Fat | Boost |
|---|---|---|---|
| Client cake, cookies, lemonade | offered at the door after a job (some personalities) | +0.010 | the client is pleased you took it (mood +) |
| Frozen pizza, chips (junk) | the fridge at home, cheap | +0.015 | none |
| Cooked meal (healthy) | the fridge, dearer, 20 game minutes at the stove | 0 | push +5% until the next meal (the morning or the afternoon) |
| Nothing all day | −0.003 |
- Burning it: −0.002 per hour of mowing or carrying, −0.005 per training session. Fat moves slowly: a working day (about 5 hours) burns 0.01, so pizza every night still adds about 0.005 a day; a month of it is visible, a season makes a big sibling. Cooked meals on working days slim you down.
- Buying it: food comes with the shopping (the grocery run arrives with ECONOMY's household costs); until then the fridge restocks itself and food is a weekly cost line.
- The client's cake: personalities that offer it do so at the door after the job; take it or not.
- What you ate today and the boost reset at night.
Needs: SK1 · Done when: in the sandbox, a month of pizza every night visibly rounds a working sibling, cooked meals on working days slim them and give the push boost until the next meal, skipping meals costs nothing, and a client whose cake you take is pleased.
SK5: negotiation
Learned on deals, used in the haggle. It gives information, not better odds: the money still comes from what you ask.
Learning
After a closed haggle (agreed or met halfway), gain = 0.05 × closeness × novelty × (1 − negotiation):
- closeness = the markup you got ÷ the client's ceiling (closer to their limit = more learned);
- novelty: the first deal with this client 1.0, then 0.5, 0.25, ... (no farming one neighbor);
- a refused ask teaches a little (0.01 × novelty): you learn where the line was.
Roughly, with new clients and fair asks: 7 deals to Decent, 15 to Good, 40 to Sharp; Shark is rare.
What you see
| Level | Word | In the call or at the door |
|---|---|---|
| 0.00 | Green | nothing: the client's words only |
| 0.20 | Decent | their mood in a word ("in a hurry", "pinching pennies", "happy to pay") |
| 0.45 | Good | urgency as low / medium / high; a "meet me halfway" counter button |
| 0.70 | Sharp | their price room as a range ("would go to about $45-55") |
| 0.90 | Shark | the range narrows to ±5% |
It hooks into today's +10% / +25% haggle buttons first, then into jobs J3 and J7's markup and ceiling as they land. Jobs: from the phone call to the review owns the haggle; this idea says what a skilled negotiator sees.
Needs: SK1, J3 · Done when: a new sibling reaches Decent after about 7 fair deals with new clients and sees the client's mood in calls from then on, each repeat deal with the same neighbor teaches less, and the level never drops.
SK6: client taste
Body shape works through client taste, not one charisma number: each client personality (Jobs: from the phone call to the review, the client page later) gets a taste.
| Taste | Likes | Effect |
|---|---|---|
| None (most clients) | ||
| Feeder (grandmas, aunties) | someone who eats: a sibling with f > 0.2, or who took the cake | haggle odds +5%, a warmer quip |
| Fit (upscale districts, gym people) | muscle s > 0.4 and f < 0.3 | haggle odds +5% |
| Brawn (heavy jobs: logs, back from holiday) | muscle s > 0.5 | trusts you with the job: urgency room +5% |
| Wary of big guys (rare, comic) | s > 0.7 | a nervous quip, no money effect |
Only the sibling at the door or on the call counts, so in co-op the right sibling answers. Never more than ±5%: taste is flavour, not a wall.
Needs: SK1, SK3 · Done when: a Feeder client gives the round sibling at the door better haggle odds than the lean one (5% at most), and in co-op only the sibling who answers counts.
SK7: knowledge, the bench in tiers
Taking a mower apart is know-how, so the workbench is gated by Knowledge, in tiers. Every task stays payable at the store's service desk (MO5b), so a locked task costs money, never progress: learning is how you stop paying the mechanic. Built with the 3D bench (MO11).
| Tier | Tasks (MO5b, MO5c) | Needs |
|---|---|---|
| Basics | sharpen, balance, swap a bent blade, oil, air filter, plug, fuel, scrape the deck, grease the wheels, the oil-in-the-filter fix, bolt-on parts (bag, blade, plug, rear flap, mulch plug) | everyone, from day one (Harold's notes teach them) |
| Mechanic | the starter rope and recoil spring, the drive belt and the brake-clutch cable, wheels and bearings, deck and handle swaps in the exploded view (MO4) | 4 Mechanic lessons: Harold's back pages, the Mechanic video series |
| Engine | the crankshaft (today money only), cleaning the carburettor, engine swaps and tuning, fixing used mowers' hidden faults | the Mechanic tier + 6 Engine lessons, mostly videos |
- Locked at the bench: the part doesn't come off; your sibling says "No idea how that comes apart" and the bench screen shows two ways out: Book it at the service desk (today's price) or Where could I learn this? (which manual pages and videos teach it). No text on the bench itself.
- Lessons (
lessons, per sibling, never forgotten):- Harold's manual: his notes stay shared (one sibling finds a note, everyone can read it), but the lesson goes to whoever reads the page. His back pages cover the Mechanic tier (rope, belt, wheels: "The spring WILL bite you. — H."); the Engine tier has one page only (Harold "never trusted himself inside an engine").
- Repair videos on the computer (a video site in the in-game OS): a Mechanic series (4 videos) and an Engine series (6), about 30-45 game minutes each, free (with ads, a joke). Siblings watching at the computer together all learn: a couch evening.
- Learned by reading and watching only: doing a task doesn't teach the next tier.
- Co-op: the sibling who learned does the job, another reason for roles to emerge. Locked tasks are per sibling: a sibling who knows can take the bench.
Needs: SK1, MO9, MO11 · Done when: a sibling without the Mechanic tier can't take the starter rope off and gets the two ways out; after reading Harold's back pages and watching the Mechanic videos they can, and a sibling who didn't still can't.
SK8: hearing over days
SN3's ears ring for the rest of the day and reset at night. On top of that: many ringing days in a row leave dulled highs that heal over a week with ear defenders on. Sound: every sound comes from something owns the ears; this idea only keeps the long memory.
SK9: perception
The walk-round before a job (Jobs: from the phone call to the review) reveals more hidden hazards (hoses, toys, rocks). Learned by spotting them before you hit them.
SK10: agility
Nimbleness for the trades that need it: ladders (gutters, high hedges, tree work), hopping fences, ducking low branches, dodging the neighbor's dog. Trained by doing and at the gym. A separate skill from Knowledge, arriving with those trades.
SK11: more knowledge
Diagnosis hints ("sounds like a bent blade"), grass types and the right height, other trades' tools (the pool pump, the pressure washer's engine), all through the same lessons as SK7.
SK12: sickness, from causes
Soaked in the rain without a coat (a cold), every client's cake (a stomach ache), hay fever on high-pollen days (Weather: fronts and forecasts) and antihistamines. A sick sibling is slower and coughs on calls.
SK13: alcohol
A beer at a client's barbecue loosens the haggle; mowing tipsy wobbles the camera and the stripes, and the client notices. No drunk driving: a sibling drives or you pay a taxi.
SK14: stamina and fatigue
With Days: the clock, the sun and the hours's sleep: a long day wears you down; muscle makes it last longer.
SK15: grooming
Sweaty and grass-stained after work; picky clients notice at the door. The shower at home, and the mirror in the bathroom as one more hint of your body (SK1's hints in the world).
SK16: sunburn
A hat and sunscreen on sunny days (Weather: fronts and forecasts).
SK17: back pain
Lifting heavy things the wrong way hurts your back.
SK18: a starting build
Pick a build on the "Who are you?" card: skinny, average or big.
SK19: a walkable gym
The gym as a place: machines as small hold and rhythm mini-games, regulars to chat with, and the Club's rich members as a way to meet rich clients (a Where work comes from: the market channel).
SK20: clients with bodies
The same shape keys for clients: a few random bodies for variety.
Tuning
Placeholder numbers, all in BodyTuning (JSON override), tuned in the sandbox.
| Name | Value | Idea | What it does / why |
|---|---|---|---|
| Start muscle / fat | 0.20 / 0.30 | SK1 | the character as it looks today |
| Gain | rate × (1 − muscle) | SK1 | every gain shrinks as you get stronger |
| Sessions per day | 1 (the better one) | SK1 | no grinding |
| Bench gain | 0.008, 20 game minutes, free | SK1 | about 0.30 after six weeks at three a week |
| Fade | −0.004 a day after 4 days without a session, never below the start | SK1 | six weeks of gym gone in close to three months |
| Work and fading | a working day counts as half a session | SK1 | |
| Muscle fades (Mishaps) | never / as written / ×1.5 | SK1 | Relaxed / Normal / Hard |
| Strength words | Soft, Fit from 0.30, Strong from 0.50, Ripped from 0.75 | SK1 | the screen shows words |
| Shape words | Skinny, Lean from 0.15, Comfy from 0.40, Big from 0.65 | SK1 | |
Muscle factor s | (muscle − 0.20) ÷ 0.80 | SK2 | 0 = today's feel |
Push / turn / tip at full s | +18% / +15% / +40% | SK2 | capped around +15-20% overall |
Heavy grass / carrying at full s | +15% / +15% | SK2 | |
| Pull cord | one pull less at s ≥ 0.6 | SK2 | |
Fat factor f | max(0, fat − 0.30) ÷ 0.70 | SK2 | |
Coast / heavy grass at full f | +30% / +10% | SK2 | different, not weaker |
Walking on foot at full f | −8%, a shorter hurry | SK2 | the only thing that gets worse |
| Work gain | 0.003 per hour | SK2 | pushing in heavy grass, carrying |
| Gym gains | Iron Shed 0.020, FitZone 0.030, The Club 0.045 | SK2 | FitZone three a week: ~0.50 in six weeks |
| Gym prices | $25 / $60 / $150 a month; $10 day pass | SK2 | placeholders |
| Gym session | 1 game hour + the ride | SK2 | |
| Cake / junk | +0.010 / +0.015 fat | SK4 | |
| Cooked meal | 0 fat, push +5% until the next meal, 20 game minutes | SK4 | |
| No food all day | −0.003 fat | SK4 | |
| Burn | −0.002 per hour of work, −0.005 per session | SK4 | a working day burns 0.01 |
| Negotiation gain | 0.05 × closeness × novelty × (1 − negotiation) | SK5 | |
| Novelty | 1, 0.5, 0.25, ... per repeat client | SK5 | no farming one neighbor |
| Refusal | 0.01 × novelty | SK5 | |
| Negotiation levels | Decent 0.20, Good 0.45, Sharp 0.70, Shark 0.90 (±5%) | SK5 | ~7, 15, 40 deals |
| Taste thresholds | Feeder f > 0.2; Fit s > 0.4 and f < 0.3; Brawn s > 0.5; Wary s > 0.7 | SK6 | |
| Taste effect | ±5% at most | SK6 | flavour, not a wall |
| Lessons per tier | Mechanic 4, Engine 6 (after Mechanic) | SK7 | |
| Repair videos | 30-45 game minutes each | SK7 |
Co-op
- State:
PlayerData.body(Sim). It changes only through commands with an actor:TrainCommand(bench or gym),EatCommand,JoinGymCommand. The host applies work gains and negotiation gains when it settles the work or the haggle; fading runs at night (EndDay). - Per sibling: all of it. The gym bill is per sibling (personal once wallets exist).
- Host-only: the gym trip (travel is host-only today); fading at night.
- Randomness: none needed (gains are formulas); taste comes from the client's seeded personality.
- Sync: the company state already carries
PlayerData(no new channel). The feel is computed by the owner of the movement (client-authoritative own movement) from their synced body; avatars read the same shape weights. - Late joiners: get the bodies with the company state.
- Roles emerge: no rule pushes siblings to specialise; whoever haggles gets better at haggling, whoever trains gets stronger, whoever watched the videos takes the bench. Solo trains everything, with one person's hours.
- Checks: two instances: a guest trains on the bench, the host sees the bar (and with SK3 the shape) change; mismatches = 0.
Tech
Who owns what
This page owns each sibling's body (muscle, fat), learned skills (negotiation, knowledge), the gym, food at home, the home bench and the skills screen. Mowing: the mower bible owns the mower's behaviour (this page only scales a few of its numbers); Jobs: from the phone call to the review owns the haggle (this page says what a skilled negotiator sees); Sound: every sound comes from something owns the ears; Economy: prices, costs, wallets and the long game owns prices and wallets; Days: the clock, the sun and the hours owns hours and sleep.
What the code has today
PlayerData(Sim/Company/CompanyRecords.cs): id, name, body (brother / sister),look(outfit, hair, beard, colours, eyes). Changed by commands (SetLookCommand), synced with the company state. No body or skill fields.- Haggling:
Company.HaggleOdds(reviews, reputation, regulars, new clients, mail) andHaggleRoll(seeded,Salts.Haggle); two buttons (+10%, +25%). J3 turns it into accept = 1 − markup ÷ (2 × ceiling). - The mower:
MowerControllerwalk speed ×MowerSim.SpeedFactor, heavy grass (HeavyGrassFactor), clean pace, tipping onto the rear wheels; Shift hurries. No stamina, no fatigue. - Characters: generated by
ArtSource/scripts/characters.pyfrom size settings (arm_r,leg_r,bust,sleeve, ...); outfits are painted on the same mesh (make_outfit_image); hair and beard are separate meshes; the face is bones (FaceRig). The importer hasimportBlendShapes = false. Prefabs under Prefabs/Characters are saved copies. - Home stations:
StationKindhas Calendar, Bed, Computer, Phone, Workshop, Look, ... No bench, no fridge, no gym. - Food: none (a client quip about a cake).
Data: PlayerBody
Each sibling gets a PlayerBody next to look on PlayerData:
| Field | Range | Start | Moves with | Fades? |
|---|---|---|---|---|
muscle | 0..1 | 0.20 | gym, home bench, hard work | yes, slowly, never below the start |
fat | 0..1 | 0.30 | food in, work and training out | follows what you eat |
negotiation | 0..1 | 0.00 | deals closed near the client's limit | no |
lessons | ids | none | manual pages read, videos watched (SK7) | no |
fedToday, ateLog | what you ate today (boosts, the screen) | resets at night | ||
gym | id + paid-until day | none | the subscription |
- Save: a version bump; old saves get the start values.
BodyFeel.Of(body)(pure, Sim) returns the multipliers;BodyTuningholds every rate (JSON override likeOfferTuning).
Sandbox pieces (Sandbox)
- SK1: F1 sliders for muscle, fat and negotiation per sibling.
Tests
BodyFeelfloor: every multiplier ≥ 1 at any muscle and fat.- Gain and fade curves; the six-week pace (FitZone three a week ~0.50, the bench alone ~0.30).
- Negotiation novelty (repeat deals teach less).
- Two instances: a guest trains on the bench, the host sees the bar and the shape change (mismatches = 0).
Open questions
- Words and bars or numbers on the skills screen: words and bars are written above; the user picked the bench, not the display.
- Gym names and prices are placeholders.
- The Club's members as a client channel (Where work comes from: the market)? See SK19.
- Fit taste and fat: the rule says
f< 0.3 (up to fat ~0.51); the bench figure lights Fit only below the starting fat (0.30). Which one reads as "strong and lean"? - The floor test and walking:
BodyFeel's floor says every multiplier ≥ 1, but a big sibling walks up to 8% slower on foot (SK2). Keep on-foot walking out of the floor test, or drop the slowdown?
Rejected
- Points to spend: skills are learned by doing (and knowledge by reading and watching), never bought with points.
- Consequences only (stats never change the mower's feel): the user picked "feel, better only". Today's mower is the floor; muscle only improves it, fat changes its character.
- One charisma number: body shape works through each client personality's taste (SK6).
- A hunger bar: food is optional; not eating never hurts.
- Luck as a skill: it clashes with the honest economy, and jobs already smooth bad streaks with their luck tally.
- Knowledge learned by doing: the user's pick is reading Harold's manual and watching videos; doing a task never teaches the next tier.
- Agility gating the workbench (the user's first idea): taking tools apart is know-how, so the bench is gated by Knowledge (SK7); agility stays its own skill for ladders and fences (SK10).
- A rule pushing siblings to specialise: roles emerge from what each sibling does.