Wednesday, July 17, 2024

v5 second version attribute & skill intensity

 Copyright Carl Janssen 2024


Beneficial attributes used for beneficial skill check shall have at least the following primary components

Base Value - Avatar Sheet

Endurance - Avatar Sheet

Why these types of attributes have these components

Because the player character gets to choose at what intensity the attribute is used where as detrimental attributes and skills the player character does not necessarily get to choose an intensity because they are inflicted on them against the will of the player through the wrong beliefs of the avatar and or advocate or through other means against the will of the player trying to control the player character's avatar through their advocate

Beneficial attributes used for beneficial skill checks shall also have the following secondary components that are related to the primary components

Selected Intensity Multiplier- Declared Verbally in Game Play for any period in which skill or attribute checks are made

Endurance Pool Capacity - Avatar Sheet

Current Endurance Pool - Avatar Sheet

Eustress Points - Advocate Sheet

Primary component of beneficial skills

Base value - Avatar sheet

Secondary component of beneficial skills which can be improved through use

Eustress Points - Advocate Sheet

Description of secondary components

Selected Intensity

The player selects a intensity to multiply attributes by for each time period

The quantity used for the attribute in skill checks is the base value of the attribute time the Selected Intensity Multiplier

For skill checks the skill is added to whichever type of attribute is appropriate to use combined with the skill in the situation.  For example a invention skill would use invention + logic if they are thinking about if a new design idea would work but memory + logic if they want to remember something they designed before and do it again faster instead of researching the whole thing from scratch with logic, but when actually doing the physical labor of building the design they might use strength + logic or motor control + logic if they can not get someone else to do the labor for them.

The skill will also be multiplied by the intensity they selected for the type of attribute they combined it with for the skill check

The number used in a skill check shall be equal to 

Selected Intensity * ( Attribute Base Value + sum of Skill Base Values for all related skills )

Endurance Pool Capacity, Eustress Points, improving and worsening attributes and skills

Endurance Pool Capacity = constant * 1.1 ^ ( Endurance / 7 )

The advocate's Eustress Points can be delegated to either increase the base attribute of the avatar or increase the avatar's endurance for that attribute.

Number of Eustress points required to improve the Endurance by 1 is equal to the endurance pool capacity

Number of Eustress points required to improve the base attribute by 1 is to be determined

Eustress points only work to improve the Endurance or base value for an attribute with a good enough quantity and quality of rest and if good enough quality food has been consumed in a large enough quantity

Eustress Points are gained for a specific attribute when Endurance Pool points are spent so long as that does not require draining the endurance pool below empty

Someone can spend Endurance pool points if the Endurance pool is empty but every one endurance pool point they spend will subtract one Eustress Point.  Losing Eustress points this way can cause a loss of Endurance or base value for the attribute.

Eustress points are also gained for whatever skill in the same quantity as for the attribute that is used with the skill based on the selected Intensity.  They are lost instead from the skill if the endurance pool is drained below empty when using the skill with that attribute.

Gaining Eustress points on a advocate sheet for a skill results in a increase of the value of that skill's base value on the avatar sheet

Eustress points only work to improve the base value for a skill with a good enough quantity and quality of rest and if good enough quality food has been consumed in a large enough quantity

Losing Eustress points on a advocate sheet for a skill results in a loss in a decrease of the value of that skill's base value on the avatar sheet.

Endurance Pool Capacity is the maximum number of points that can be in the endurance pool

When Eustess Points on the advocate sheet are delegated to improve an attribute's base value or an attribute's endurance or a skill's base value on the avatar sheet they do not get subtracted or removed from the advocate sheet because when the character spawns again they are delegated to effect the character's avatar sheet on the next spawn.  On the next spawn they can choose to delegate them in a different proportion among the base value and the endurance for that attribute if the player chooses to do so or to delegate them in the same proportion as in the previous avatar.  If they end up being negative on the advocate sheet then that may result in a lower base value or endurance for that attribute or a lower base value for that skill instead of a higher one.

Spending Endurance Pool Points

Multiplying an attribute by 9 for 20 seconds shall cost the same number of endurance pool points as multiplying an attribute by 4 for 2 hours

Multiplying an attribute by 4 for 2 hours shall cost greater than or equal to the same number of endurance pool points as multiplying an attribute by 2 for 8 hours

Multiplying an attribute by a higher number shall cost more endurance pool points than multiplying a lower number for the same amount of time for numbers greater than 1

Multiplying an attribute by exactly 1 shall cost no endurance pool points but shall not result in endurance pool points replenishing

Multiplying an attribute by a number less than 1 and greater than or equal to 0 shall result in endurance pool points replenishing.  The lower the number within the range the faster the replenishing shall occur.  The replenishing is contingent upon having had sufficient quality and quantity of food and sleep recently, if the person has not eaten or slept for days then even if the attribute is multiplied by 0 the replenishment shall not occur or maybe it shall occur but some other sort of penalty shall happen to be determined.

Other ways to gain or lose attribute base values, attribute endurance and skills base values and exceptions in which using an attribute or skill does not improve it

Using the doctrine skill to tell people doctrine will not improve the doctrine skill and can not add Eustress Points but can lose Eustress Points if draining below an empty endurance pool occurs but using the doctrine skill to spend time researching answers to doctrine questions through study does improve the doctrine skill

The Doctrine skills are generally gained by listening to, watching, reading or hearing propaganda which may result in also gaining the detrimental skill or attribute of blind faith

Memory Implantation maybe used to gain skills for actors / spies, media Directors / Cinematic Illusionists and Rehabilitationists / Rehabilitation workers

There are professional organizations that each have special skills that you can normally only learn through participation in training with them although you might be able to improve the skill by practicing it to some degree after they have trained you.  This generally results in learning the group's doctrine and also getting blind faith in the group as a price to learn the skills they teach.

A primary part of the game shall be trying to decrease the detrimental skill or attribute of blind faith.  This is not done as simply as the rules for improving attribute components and skill based values through Eustress but shall follow different rules to be determined that the emphasis of the role playing shall revolve around.

Ministers have special access to resources to learn group doctrine for all publicly registered groups as groups that are being established must have their approval that they are in alignment with and somehow support encouraging belief in the over all core doctrine that all groups are required to share through their specific doctrine.  They do not automatically know the doctrine but have special resources to learn it more easily than other people without the same level of participation or membership.  Exception would be groups within the secret society and alternative order groups which they would call anarchist groups.  Anarchist groups oppose the core doctrine and do not register.  The secret society is permitted to exist publicly without having their doctrine or information accessible to people who are not members.  The secret society maybe composed of people who are in multiple sub groups but the sub groups can not publicly share their doctrine with members who are not in the secret society and the secret society can only share a very limited amount of it's doctrine with people who are not members most of which involves the doctrine that you have to join if you want to learn their doctrine or just being told enough to be given tasks you are asked to do if you want to join.

Other ways to increase or decrease attribute components, attributes and skills that I have not listed shall exist


Tuesday, July 16, 2024

v5

Copyright Carl Janssen 2024

Disclaimer

These are rules for a game it does not endorse violence, suicide drug use or unethical, unsafe, dangerous or illegal behavior in real life.  Medical or scientific claims in this game are not intended to represent real life medicine or science and may cause death or injury if tried in real life.

This is not intended to mock all variations of real life religions but refers to modified versions of religious that are used for behavior modification purposes in order to educate about undue influence.  All religions in the game shall have an evil cult like version of them made that is not exactly identical to the original religions but shares some similarities, having an evil version of them is not intended to mock the original religion or to deny that a non evil version of that religion can exist in real life.

Overview

How is this game different than other Role Playing games.  Purpose.  Theoritical Background.  Game Style and Philosophy

This game is designed to teach about cult like undue influence

This game shall be based on but not exactly the same as the behavior models by Steven Hassan in the old edition of combating mind control cults and possibly the newer edition ( to be determined ) as well as his books of releasing the bonds and freedom of mind.  And possibly also based on "cults in our midst" by Margaret Singer and Janja Lalich to be detemined.  Margaret Thaler Singer's model might be used because she focuses a lot on time management.

Mind Control shall be different than other games.  It shall not focus on some magic unexplained way that people's behavior is modified through science fiction technology, psionics or magic spells.

Mind Control shall be based on people having motivations and being presented information that effects their decisions based on their motivation.  

All cult groups shall follow 2 rules

Rule 1

The group shall follow at least 1 out of 1A and 1B and possibly both

1A

You should obey the orders and believe the claims of the authority structure of the group in the manner described by the authority structure of the group.  Obedience and belief  have benefits described by the authority structure of the group.

1B

Reality is as it is described by the minimum core dogma that all group members are required to believe to be members of the group.  If you think  that reality does not match perfectly to the way it is described by the core dogma of the group then you are wrong.

The map of reality that the group presents is correct.  If you think the reality is different than how it has been mapped by the group and the map is an imperfect approximation then you are wrong.

The map is the reality ( metaphorically not a literal geographic map )

The map is a symbol related to the core dogma or how you would believe reality would be if the core dogma is true or something like that.

The map presented by the group is correct, observing reality and thinking about it should not be used to change your map of reality to be different than the map presented by the group.  Observing reality and thinking about it should only be done in a manner that does not result in conclusions that lead to disagreement with the map.  Observing reality and thinking about it should be avoided if done in a manner that would lead to a conclusion that the map is different than as described by the core dogma of the group.

The opposite or reverse of the claim "the map is not the territory" is true regarding core group dogma


https://conceptually.org/concepts/the-map-is-not-the-territory

https://web.archive.org/web/20211021121154/https://conceptually.org/concepts/the-map-is-not-the-territory


https://criticalthinkingsecrets.com/the-map-is-not-the-territory-unpacking-this-critical-thinking-concept

https://web.archive.org/web/20240307233938/https://criticalthinkingsecrets.com/the-map-is-not-the-territory-unpacking-this-critical-thinking-concept/


Rule 2

Bad things will happen to you if you listen to information contrary to Rule 1 and or Rule 2



V5 general beneficial attribute & skill intensity

Copyright Carl Janssen 2024

This will not longer be used

See this link instead

https://worldofjobcreation.blogspot.com/2024/07/v5-second-version-attribute-skill.html

Version 5 Section general beneficial attribute & skill intensity


Potential Typos and notes

If the phrase attribute is used by itself then perhaps it should say attribute or skill and that is a typo except for the comment about possibly not having attributes and only having skills

If the phrase skill is used by itself then perhaps it should say attribute or skill and that is a typo except for the comment about possibly not having attributes and only having skills

He means - He or she a player of any gender

What these rules might not apply to or limitations of rules 

Detrimental skills & attributes shall have different rules to be determined

These rules shall be different because the player does not choose to use them so can not select a intensity for detrimental skills & attributes

Specialty skills & attributes are supposed to add on to the general skills or attribute but only in the more narrow conditions for which they qualify apply.  These rules will ignore specialty skills & attributes & only apply to situations for which they do not apply.  Rules for specialty skills & attributes shall be determined later

Intensity might also not apply to beneficial alignment related attributes or skills such as "Self Concern" and "Compassion"

Alignment can be potentially composed of corruption, self care, compassion, blind faith attributes for groups and different degrees of hedonism or it's opposite stoicism although what skills and attributes or types of quantities or qualities it is composed of may very from character to character


Components of a attribute or skill in short

There shall be two stable components of each attribute or skill if that attribute or skill let's the player choose an intensity

Max Intensity

Endurance

The rest of the components in the long list either are derived from them or used to track how much they can be used or how much progress they have towards gaining or losing a attribute or skill or how much they have been used towards their limit


Long list of  Components of each intensity based general attribute or general skill

Max Intensity - Avatar sheet

Current Selected Intensity - Declared in game play for each time period - Avatar sheet sort of but often verbally declared and not written down on the character sheet

Max Burst Pool - Avatar sheet

Current Remaining Burst Pool - Avatar sheet

Endurance - Avatar sheet

Current Remaining Endurance Pool - Avatar sheet

Max Endurance Pool - Avatar sheet

High intensity Eustress or distress - Advocate sheet

Low intensity Eustress or Distress - Advocate Sheet


What is intensity

Intensity is the number they use towards skill or attribute checks for the time period that they select the intensity

Selecting a intensity

When using a beneficial attribute or beneficial skill the player must select a intensity.  They can not select a intensity above the max intensity unless under the influence of special effects to be determined or perhaps they simply can not select above the max intensity at all.

Selecting an intensity below 4 allows replenishing of endurance pool points and burst pool points as discussed in a later section

Selecting an intensity above 4 and no more than 16 uses endurance pool points but does not use burst pool points

Selecting an intensity below 4 allows to replenish burst pool and endurance pool points

Maintaining an intensity of 8 for 10 seconds costs 1 endurance pool points

Maintaining an intensity of 12 for 10 seconds costs 2.5 endurance pool points

Maintaining an intensity of 16 for 10 seconds costs 4 endurance pool points

An intensity between 4 and 8 costs 0.25 endurance pool points per point above 4

An intensity between 8 and 16 costs 1 endurance pool point plus 0.375 additional endurance pool points per point above 8 

Selecting an intensity above 16 uses burst pool points but does not use endurance pool points

The percent of the attributes max intensity is chosen and the number of burst pool points it costs to use that attribute at that intensity is based on the percent of the attributes max intensity chosen.  If a attribute has a max intensity of 24 and the percent of max intensity chosen is 75% then that attribute will be used with an intensity of 18 but the number of burst pool points used will be based on a number to be determined for 75% of max intensity.

Selecting a percent of the attributes max intensity that would drop the attribute below 16 using burst pool points either is not permissible or will be an alternative option instead of using endurance pool points that a player can choose.  However he can not choose to spend both burst pool points and endurance pool points at the same time to keep the rules simple.

Current Pool vs Max pool

The current Pool is the current quantity in the pool

The Max pool is the maximum quantity the current Pool can have

Points from the current Pool gradually replenish after they are spent until they reach the Max pool

This principle is the same for both the Endurance pool & the Burst pool


Possible ideas for the percent of the max burst pool that different percents of the max intensity for a attribute cost in burst pool points

Based on 1 rep max charts

Using 100% of max attribute for 10 seconds costs 100% of max burst pool points from the burst pool

Using 90% of Max attribute for 10 seconds costs 1 / 4 of max burst pool points from the burst pool

Using 80% of Max attribute for 10 seconds costs 1 / 8 ...

70% ... 1 / 12 ...

60% ... 1 / 16 ...

50% ... 1 / 20 ...

40% ... 1 / 24 ...

30% ... 1 / 28 ...

20% ... 1 / 32 ...

10% ... 1 / 36 ...


The above are based on the pattern here but will likely change as I do not think it is realistic

4 reps 90% 8 reps 80% 12 reps 70%

4x reps 100% - 10x%

https://www.nsca.com/contentassets/61d813865e264c6e852cadfe247eae52/nsca_training_load_chart.pdf


Based on sprinting world record charts

Might be better to look at time for world record at different speeds for distances less than two miles

Another possibility for burst pool point allocation that might make more sense especially on account of the short duration of the weight lifting method above compared to the longer duration of sprint running events

Take world record speed for 20 second running distance divided by world record speed for 10 second running distance and set that fraction as the percent of max intensity that uses 50% of burst pool when that percent of the intensity is used for 10 seconds

Do the same for each duration up to at least about 8 minutes

Look at this

https://runhive.com/running/world-records


Combining skills & attributes at different intensities

The player can select a different intensity for the skill & the attribute

The intensity of the skill & the attribute are added together to do a skill check

The type of attribute used for the skill check is not always the same for the same skill but is situational

Logic or memory might be used to evaluate or remember how to build something with invention before the process is started but strength or motor control might be used together with a manufacturing skill to do the process of actually building the thing

Perhaps there will only be skills & no attributes to be determined



What intensity numbers might mean for running and walking as an example

If for a 10 second period someone choose a intensity of 16 for their run / walk skill and an intensity of 16 for their strength attribute the two would up to 32 for that 10 second period and 4 endurance points would be spent from their strength endurance pool and 4 endurance points would be spent from their run / walk endurance pool

If they choose not to use points from their endurance pool for both attributes and skills but not to exercise slow enough to replenish endurance pool points either they would set the intensity of both skills and attributes to 4 adding to a total of 8

If they choose to use both attributes and skills at 2 each so that they could replenish some endurance pool points as will be explained in another section and would total 4 between them


72 - Running at 28 miles per hour - Usain bolt was about 27.8 mph for about 9.58 seconds

https://www.eurosport.com/athletics/how-fast-does-usain-bolt-run-in-mph-km-per-hour-is-he-the-fastest-recorded-human-ever-100m-record_sto5988142/story.shtml

64 - Running at 24 miles per hour

32 - Running, jogging or walking at 12 miles per hour - Slightly slower than 2018 marathon world records of about 13 miles per hour at about 2 hours  and 1 minute for a 26.21675 mile marathon

https://en.wikipedia.org/wiki/Marathon_world_record_progression


16 - Running, jogging or walking at 6 miles per hour

8 - Walking at 3 miles per hour

4 Waling at 1.5 miles per hour

2 Walking at 0.76 miles per hour


General beneficial skills & General beneficial attributes derived quantities and minimums

All beneficial general skills and attributes must have a max intensity of at least 5

Max Endurance Pool = 4 * 1.1 ^ ( Endurance / 7 )

Max Burst Pool = Same number for all player characters to be determined


Rate at which Endurance Pool & Burst Pool Replenish

If someone has had at least 8 hours of sleep in the last 24 hours and at least 3 meals of sufficient quality in the last 24 hours the following applies 

If is using their attribute or skill at 0 intensity or in other words refraining from using it & the meal & sleep requirements are met

The amount of time to replenish one endurance pool point = Max Endurance Pool / 24 hours

The amount of time to replenish one burst pool point = Max Burst Pool / 72 hours

If using their attribute or skill at 1 intensity the rate shall be 3 / 4 that of 0 intensity

If using their attribute or skill at 2 intensity the rate shall be 1 / 2 that of 0 intensity

If using their attribute or skill at 3 intensity the rate shall be 1 / 3 that of 0 intensity

If using their attribute or skill at 4 intensity they shall not recover but shall not lose points from the endurance or burst pool either

If using their attribute or skill at a intensity of 16 or less they shall not use points from the burst pool ( possible exception to be determined where using a fraction of the max burst pool would end up with a intensity below 16 which might be forbidden or which can be used as an alternative to using the endurance pool on a to be determined basis )


Eustress - Improving attribute or skill max intensity or endurance through attribute or skill use

Eustress points are a way to keep track of how much a character practiced using an attribute or skill in order to see when they will gain the next point of an attribute or skill

Characters start with 0 Eustress points and 0 distress points upon the first character creation when their character has never died or spawned.  A positive number of distress point is the same as a opposite but equal negative number of Eustress points.  To gain a distress point is another way to say to lose a Eustress point.  Distress points will be in the next section pool debt, draining the pool below empty.

Each attribute or skill has both high intensity and low Eustress points

If the burst pool is not drained below empty then High intensity Eustress points are earned when the burst pool is used and the number of high intensity Eustress points earned are equal to the number of burst pool points spent.

If the endurance pool is not drained below empty then Low intensity Eustress points are earned when the endurance pool is used and the number of low intensity Eustress points earned are equal the the number of endurance pool points spent.

If the max intensity of an attribute or skill is less than or equal to 16 then low intensity Eustress points can be used to progress toward increasing an attribute or skill.  The cost to increase the max intensity for an attribute or skill this way is to be determined.

If the max intensity of an attribute or skill is above 16 then only high intensity Eustress points can be used to make progress toward increasing the max intensity of an attribute or skill.

No matter what the max intensity of the attribute is low intensity Eustress points can go toward increasing the Endurance for that attribute

High intensity Eustress points do not go toward increasing endurance but instead go toward increasing the max intensity of the attribute or skill they are for

The cost to increase the Endurance by 1 point is 4 * 1.1 ^ ( Endurance / 7 ) low intensity Eustress points

If the max intensity of an attribute or skill is less than or equal to 16 then low intensity Eustress points can be used to increase the max intensity for an attribute or skill but if it is higher than 16 then they can not.  The cost in low intensity Eustress points to increase the max intensity for a skill or attribute less than or equal to 16 is to be determined.


The cost to increase the max intensity by 1 point is a number of high intensity Eustress points that is to be determined

As long as your endurance pool is not empty spending a point from the Endurance pool produces 1 low intensity Eustress point.  

The number of Eustress points is put on the character's advocate sheet and not their avatar sheet.

Eustress points do not instantly boost attributes or skills.  When the person replenishes 1 point in the Endurance pool then 1 low intensity Eustrace point from their advocate sheet is used toward progress toward boosting their attribute or skill on their avatar sheet.  When the person replenishes 1 point in the burst pool then 1 high intensity Eustress point from their advocate sheet is used toward progress toward increasing their attribute or skill max intensity on their avatar sheet.  When it is used to increase the attribute or skill's endurance or max intensity then it is not removed nor subtracted from the advocate sheet because if the person spawns it will be used to increase attributes on the avatar sheet in the next spawn.  Rather all the low intensity and high  intensity Eustress points they have earned in all the sessions of the entire game are tracked on their advocate sheet sheet for each skill or attribute


When the person replenishes 1 point in the burst pool then they spend the 1 high intensity Endurance point toward progress toward boosting their Max intensity for their attribute or skill

Keep track of every Eustress or distress point they can on their advocate sheet and do not erase them when they spend them to increase attributes because the Eustress points on their advocate sheet will be spent to increase their attributes in their next spawn's avatar sheet or their distress point's will be spend to lower it


Pools can be used even when empty in exchange for either distress points resulting in a loss of skills or attributes or a loss of Eustress points resulting in a decreased gain of skills or attributes

Someone who has an empty endurance or burst pool can choose to spend points they do not have from the endurance or burst pool for a skill or attribute but doing so will create 1 distress point for every point they spend that they do not have

Spending a point from the endurance pool creates a low intensity distress point

Spending a point from the burst pool creates a high intensity distress point

If they have more than 0 high intensity Eustress points then instead of gaining a distress point they will subtract 1 point from the high intensity Eustress points for each 1 high intensity distress point they would have gained

If they have more than 0 low intensity Eustress points then instead of gaining a distress point they will subtract 1 point from the low intensity Eustress points for each 1 low intensity distress point they would have gained

When they have accumulated enough high intensity distress points to be the same as it would have took to increase their attribute or skill's max intensity from a value one lower than their current value to their current value then they will lose 1 point of that attribute or skill's max intensity

When they have accumulated enough low intensity distress points to be the same as it would have took to increase their attribute or skill's endurance from a value one lower than their current value to their current value then they will lose 1 point of that attribute or skill's endurance

If a attribute or skill is 16 or lower than low intensity distress points can reduce the attribute or skill's maximum intensity but not below 5

If the endurance for the attribute would go below 0 then that person shall become disabled or unable to use a skill or have some consequence to be determined


Advocates

They will have two character sheets an advocate sheet and an avatar sheet

The advocate sheet tracks what they learned from practicing using skills & attributes from past lives before spawning and so far in the current life

The avatar is new material they can add to that every time a character is spawned

All the Eustress or Distress points a character gains are tracked on their advocate sheet and will effect their skills and attributes upon spawning again adding them to the profession archetype templates they select and the base archetype template they select for their avatar sheet

The avatar sheet is created when they respawn after death or the first time a character is created or when a new character is created because a previous character has been sent to rehabilitation which comes with some penalties to be determined until the previous character is freed from rehabilitation

Archetype templates in avatar creation

When a player character is first created he selects a total of up to 3 combined levels in 1 to 3 different professions at the creation of the game and every time they spawn.  The game master can change the number of levels but 3 shall be the usual default.  

They may be able to gain levels through completing quests related to professional organizations that only apply to the type of profession they gained a level through a quest in which they add on in addition to this each time they spawn.  Each level requires additional time and task commitment to the organization unless they choose to get it Emeritus in which case they will lose some but not all of the benefits of that level but not have the time commitment.  Deactivating emeritus status to regain those privileges requires a demonstration of time commitment.  They must commit to at least 1 level of work for at least 1 profession and can not be Emeritus on everything. 

Each 1 level in a profession contains a certain list of attribute and skill component values

If they are level 2 in that profession the numbers are doubled

If they are level 3 in that profession the numbers are tripled

If they select multiple professions then they add the attributes or skills for the level of each profession they have together

The archetype templates for each profession and it's level are added to a base archetype which is the same for all characters regardless of which they pick so that the difference doubling the level from 1 to 2 would not double the attributes because the levels add on a smaller value to a bigger base value

Instead of adding in a normal way the number of discretionary points it would cost toward getting that attribute or skill from each template might be added instead because it costs more to increase max intensity or endurance from 4 to 5 than from 5 to 6 for example

NPC levels

For random NPCs without advocates

80% of NPCs might be level one

20% of NPCs might be above level one

4% of NPCs might be above level two

( 20% ) ^ X of NPCS might be above level X 

For NPCs with advocates usually add 1 level to the numbers above

An NPC with an advocate is usually at least level 2 unless they just earned an advocate in this life through actions of the player character's influence and never respawned before the first time they met the player character


Discretionary Points

They additionally get a number of Discretionary Points each time they spawn

Losing sleep or quality food might reduce the number of discretionary character points they have on the next spawn

Gaining extra sleep might increase the number of discretionary character points they have on the next spawn


Exceptions in which using a skill might not improve it and other ways to learn skills through listening to propaganda

First gaining certain professions unique skills may require joining their meetings in which you learn their doctrine and develop detrimental skills of blind faith as a price

Gaining doctrine of a group might be taught through either researching it or listening to propaganda and not through using the doctrine skill to tell other people about the group doctrine

Memory Implantation regarding group doctrine for Spies, Cinematic Illusionists and Rehabilitationists

Memory implantation regarding outside group skills for Spies

Cinematic Illusionists ( Media Directors ), Spies ( Actors ), and Rehabilitationists can get special memory implants to learn other groups doctrine or skills for special missions.  These implants enable someone to gain skills as though they spent character points on them.  They can put someone into negative discretionary points without losing attributes but this prevents them from using these discretionary points until they get above 0 discretionary points by paying off the debt.  When the mission is over if they choose to do so they can or perhaps must negate or undo the memory implantation and gain the total value of discretionary points back.

Memory implantations are a plot specific device

To enable rehabilitaionists to do Trauma Based Mind Control to achieve the goal of the organization recruiting them

To enable Spies to impersonate the group they need to impersonate which has certain skills or doctrine

To enable Cinematic Illusionists ( media directors ) to understand the doctrine of the group they intend to impersonate

Ministers ( Clergy, Bureaucrats ) do not need doctrine implantation, their special power is to be permitted to be given the right to learn the doctrine of all other professional organizations and one of their missions and purposes is to oversee other organizations they are not a part of to ensure they are in line with the core doctrine shared by all groups.  Pure Ministers are generally extremely unskilled in everything other than doctrine and social skills / attributes and simply use doctrine and their social skills / attributes to get people from other professions to do activities that they want which require practical physical and mental skills and attributes that are less socially focused.  Pure ministers do however have a great deal of knowledge about how to create or remove information phobia through special skills if you want to call that a skill or ability other than a social skill or not.


Saturday, December 2, 2023

v4

Corpyright Carl Janssen 2023

World of Job Creation version 4

This does not endorse violence or criminal activities this is rules for a game in a fictional setting





Different attributes and skills can be used in the game depending on what gaming system is used

Attributes

Willpower - Willpower determines whether or not someone is willing to continue to try to do an activity or if they will quit.  Someone can have the willpower to continue to do an activity even though it will injure them.  Someone can also lack the willpower to continue an activity even though continuing it will not injure them at all.  Willpower is used for both mentally or physically demanding tasks.

Physical Attributes

Strength - This determines how much torque * speed someone's can apply to an external object using a concentric muscle contraction.  This determines how much power or force * speed someone's muscle fibers internally do inside their body in a concentric muscle contraction.  They will also be able to generate more force or torque with isometric and eccentric muscle contractions if they have a higher strength.  The higher the strength the faster someone can walk or run, swim or climb.  The higher the strength the farther they can jump horizontally and vertically but only if they are willing to have more air time.  The higher the strength the faster their fists and feet move when they punch or kick.  The higher the strength the more weight or more precisely the more torque they can lift.  Having their fists and feet move faster when they punch or kick does not mean it takes less time to successfully punch or kick a target in the correct manner in the correct location but only that the target will be hit with a higher impact.  Strength also determines how far someone can throw an object or shoot an object using a strength powered missile device.  Strength is important in certain maintenance tasks.

Motor Control - This determines the accuracy and precision of someone's movements.  This determines whether or not someone can successfully hit a target with a melee strike or missile attack or to grab someone in a certain manner fight.  Motor control also influences someone's ability to dodge being grabbed in a fight or to dodge being hit with a melee strike or missile attack.  Motor control influences how long it takes to complete tasks or how many tasks can be completed per time in a different manner than strength.  Someone with a higher motor control would take less time to have the same probability to hit a target of a certain fixed size with a thrown object in a single shot than someone with a lower motor control.  Someone with a higher motor control could throw more objects into a target of the same fixed size in the same amount of time than someone with a lower motor control.  Someone can choose to spend more time to try to hit a target and increase the probability they will hit it or spend less time to try to hit a target but lower the probability to hit it because of this someone with a higher motor control will take less time to hit the target.  Motor control is not just used in combat but in skills like sewing stitches in a injured person or carving a sculpture the desired shape or having good hand writing or precise and accurately drawn curved and straight lines in artwork.  Motor control is important in certain maintenance tasks.

Balance - Balance is the average of Strength and Motor Control.  Balance is used to determine if someone falls down in some situations.  Balance is used when both Strength and Motor Control are involved in a task and separate skill or attribute checks are not desired and it is not certain which attribute Strength or Motor control is more important.  The base attribute of Balance is also used to determine someone's physical reserve.

Physical Resilience - Physical Resilience is used to determine whether or not various things such as falling, being hit by someone or exercising beyond the limits determined by physical endurance injure someone.  Can also be used to determine the degree to which something physically injures or physically traumatizes someone.

Physical Endurance - Physical Endurance determines the maximum amount of time someone can continue physical work at a certain intensity without risking injury.  

Physical work intensity levels

Base attributes - refer to strength, motor control, or balance before the modifications for work intensity or metabolic level are taken into consideration

Sleep or Rejuvenative meditation / hypnosis- Enables someone to lose physical stress points faster than rest

Rest - Not doing a physically demanding task but still awake, enables someone to lose physical stress points faster than Quarter Work.  Applies if no physical attribute check is involved with the task and there is no skill check involved in any physical action for the task.

Quarter Work - Uses one fourth of the base skill and one fourth of the base attribute to do a physical task.  If someone works at this intensity or less they can lose physical stress points while working without resting.

Half Work - Uses one half of the the base skill and one half of the base attribute to do a physical task.  If someone works at this intensity they do not get any physical stress points while working.

Normal Work or Full Work - Uses the full base skill and base attribute levels or in other words one times the base skill and base attribute to do a physical task.  Someone can work at this intensity without getting any physical stress while working until they run out of slots from the physical work pool.  After they run out of slots from the physical work pool they start accumulating stress while working.  Someone can not continue to work at normal work intensity once they have used all the slots from their physical work pool without going beyond endurance as described later.

Hard Work -  The person is using slots from their physical reserve pool to increase their attributes beyond their base attributes and also using slots from their Physical Work Pool or has run out of slots from their physical work pool.  The more slots they use the more stress they accumulate.  Skills are not increased only attributes are increased at this work intensity.

Very Hard Work - The person is using slots from their physical boost pool in addition to using the slots from their physical reserve pool and slots from their physical work pool or is using slots from the boost pool and has run out of slots from one or both of those other two pools.  Accumulates more stress per time than hard work.  Skills are not increased only attributes are increased at this work intensity.

You can not use slots from your physical reserve pool unless you also use slots from your physical work pool unless you ran out of such slots, and you can not use slots from your physical boost pool without using the maximum number of slots possible from your physical reserve pool unless your ran out of such slots.  If you ran out of slots from the physical work pool you will use half skill values for your physical use of skills even if you increase your attributes by using other pools and add the increase in attributes from the other pools to half of your base attributes.

Physical Work Points= 4 * [ 1.1 ^ ( Physical Endurance / 7 ) ] or to be determined

Physical Work Pool - When the Physical Work Pool is full it is equal to the number of Physical Work Points someone has.  By spending a point from the normal work pool someone can use their full strength, motor control and balance attributes and full skill points to do a physical task using that skill for 10 seconds without suffering any stress if they are working at a normal work intensity.  It takes 24 hours divided by the number of Physical Work Points for 1 Physical Work pool slot to refresh.  Health food or carbohydrates ( to be determined ) are not required to refresh the Physical Work Pool but the physical work pool can only be refreshed if someone has ate food in the last 8 hours.  The physical work pool can only be refreshed when someone is at a work intensity of half work or to be determined or less.

Physical Reserve Points - Equal to 1 * Balance * [ 1.1 ^ ( Physical Endurance / 7 ) ] or to be determined

Physical Reserve Pool -  When the Physical Reserve Pool is full it is equal to the number of Physical reserve points someone has.  The physical Reserve Pool can not exceed the number of Physical Reserve Points someone has.  It takes 24 hours divided by the number of physical reserve points for 1 Physical Reserve Pool slot to refresh.  Physical reserve pool slots can only refresh if someone had a meal with carbohydrates in it or a health food ( to be determined ) within the last 8 hours.  Physical reserve pool slots can only be refreshed when someone is at a work intensity of quarter work or to be determined or less.  Spending a Physical Reserve Pool Slot increases Strength, Motor Control and Balance by 1 point each for 10 seconds.  Someone can use no more than their one ( or something else to be determined ) times their base balance attribute physical reserve pool slots in any 10 second period.

Physical Boost Points - This is the maximum number of ten second boosts someone can use from their Physical Boost Pool in 24 hours without going beyond endurance.  Someone can use up to three simultaneous 10 second boosts but no more than that simultaneously.  The amount of time it takes to refresh a single slot from their Physical Boost Pool is 24 hours divided by their Physical Boost Points attribute.

Physical Boost Pool - When full this is equal to either three ( or to be determined ) or their Physical Boost Points attribute whichever is less.  Whenever someone uses a slot from their Physical Boost Pool their strength, motor control and balance are increased by two thirds ( or to be determined ) of their base strength, motor control and balance.  The Physical boost pool refreshes at a rate determined by their Physical Boost Points attribute.  The Physical boost pool might not require food consumption or a working at a certain intensity or less to refresh ( to be determined )

Going beyond Physical Endurance

If someone has emptied a pool and wishes to continue an activity at a metabolic level or work intensity beyond the limits set by the pools they need to make a Willpower check and a Physical Resilience Check.  Failure at a willpower check will cause them to automatically quit the activity or to attempt it at a lower physical metabolic level.  Success at a willpower check will enable them to refresh a certain number of points from a certain pools that can be used to continue the activity at that physical metabolic level.  If they succeed at a Physical Resilience check attempting to continue the activity does not cause injury.  If they fail at a physical resilience check they will be injured.  There are four possible results they can continue and not be injured, continued and be injured, discontinue and not be injured or discontinue and be injured depending on the results of their willpower and physical resilience checks.

Mental Attributes - 

Intelligence - Intelligence is the average of Logic and Motor Control.  Intelligence is used when both Logic and Memory are involved in a task and separate skill or attribute checks are not desired and it is not certain which attribute Logic or Memory is more important.  The base attribute of Intelligence is also used to determine someone's physical reserve.

Logic - Determines if someone can figure out if a information claim is true or false or other such as unknown given the assumption that certain other information claims are true, false or other such as unknown.  Used to know if a physical device or medical procedure will work in a certain manner if a certain science model is true.  Used to test if a scientific models predicted results match a experiments results.  Used to make new scientific models.  Used to understand or spot contradictions in behavior and doctrine or hypocrisy.  Used to understand or spot opposition between goals related to compassion or self and goals related to doctrine.  Used to understand or spot contradictions in one doctrine with another doctrine.

Memory - Determines if someone can remember information claims.  Used to remember doctrine.  Used to remember peoples' behavior.  Used to remember the actions for a medical procedure in a specific order or to remember claims about chemicals or drugs.  Used to remember what types of plants are used for what type of medicine.  Used to remember what a scientific model is but not to evaluate whether or not it is accurate.  Memory is the ability to remember something without it being in your face.  Memory is more important for medical professionals who are rushed and do not have time to look at a chart.  Even if someone uses a chart this will still require memory just not as much of it as they may forget the information too quickly to use it if their memory is not good enough.

Mental Resilience - Mental Resilience is used to determine whether or not various things such as electronic paperwork, committee meetings, witnessing blood and gore and so on mentally traumatizes someone.  Can also be used to determine the degree to which something physically injures or physically traumatizes someone.

Mental Endurance - Mental Endurance determines the maximum amount of time someone can continue work at a certain mental intensity without risking being mentally traumatized.  

Mental Work intensity

Base attributes - refer to logic, memory, or intelligence before the modifications for work intensity are taken into consideration

Sleep or Rejuvenative meditation / hypnosis- Enables someone to lose mental stress points faster than rest

Rest - Not doing a mentally demanding task but still awake, enables someone to lose mental stress points faster than Quarter Work.  Applies if no mental attribute check is involved with the task and there is no skill check involved in any mental action for the task.

Quarter Work - Uses one fourth of the base skill and one fourth of the base attribute to do a mental task.  If someone works at this intensity or less they can lose physical stress points while working without resting.

Half Work - Uses one half of the the base skill and one half of the base attribute to do a mental task.  If someone works at this intensity they do not get any mental stress points while working.

Normal Work or Full Work - Uses the full base skill and base attribute levels or in other words one times the base skill and base attribute to do a mental task.  Someone can work at this intensity without getting any mental stress while working until they run out of slots from the mental work pool.  After they run out of slots from the mental work pool they start accumulating stress while working.  Someone can not continue to work at normal work intensity once they have used all the slots from their mental work pool without going beyond endurance as described later.

Hard Work -  The person is using slots from their mental reserve pool to increase their attributes beyond their base attributes and also using slots from their Mental Work Pool or has run out of slots from their Mental Work Pool.  The more slots they use the more stress they accumulate.  Skills are not increased only attributes are increased at this work intensity.

Very Hard Work - The person is using slots from their Mental Boost Pool in addition to using the slots from their Mental Reserve Pool and slots from their Mental Work Pool or is using slots from the Boost Pool and has run out of slots from one or both of those other two Pools.  Accumulates more stress per time than hard work.  Skills are not increased only attributes are increased at this work intensity.

You can not use slots from your mental reserve pool unless you also use slots from your mental work pool unless you ran out of such slots, and you can not use slots from your mental boost pool without using the maximum number of slots possible from your mental reserve pool unless your ran out of such slots.  If you ran out of slots from the mental work pool you will use half your skill values for your mental use of skills even if you increase your attributes by using other pools and add the increase in attributes from the other pools to half of your base attributes.

Physical Work Points= 4 * [ 1.1 ^ ( Physical Endurance / 7 ) ] or to be determined

Physical Work Pool - When the Physical Work Pool is full it is equal to the number of Physical Work Points someone has.  By spending a point from the normal work pool someone can use their full strength, motor control and balance attributes and full skill points to do a physical task using that skill for 10 seconds without suffering any stress if they are working at a normal work intensity.  It takes 24 hours divided by the number of Physical Work Points for 1 Physical Work pool slot to refresh.  Health food or carbohydrates ( to be determined ) are not required to refresh the Physical Work Pool but the physical work pool can only be refreshed if someone has ate food in the last 8 hours.  The physical work pool can only be refreshed when someone is at a work intensity of half work or to be determined or less.

Physical Reserve Points - Equal to 1 * Balance * [ 1.1 ^ ( Physical Endurance / 7 ) ] or to be determined

Physical Reserve Pool -  When the Physical Reserve Pool is full it is equal to the number of Physical reserve points someone has.  The physical Reserve Pool can not exceed the number of Physical Reserve Points someone has.  It takes 24 hours divided by the number of physical reserve points for 1 Physical Reserve Pool slot to refresh.  Physical reserve pool slots can only refresh if someone had a meal with carbohydrates in it or a health food ( to be determined ) within the last 8 hours.  Physical reserve pool slots can only be refreshed when someone is at a work intensity of quarter work or to be determined or less.  Spending a Physical Reserve Pool Slot increases Strength, Motor Control and Balance by 1 point each for 10 seconds.  Someone can use no more than their one ( or something else to be determined ) times their base balance attribute physical reserve pool slots in any 10 second period.

Physical Boost Points - This is the maximum number of ten second boosts someone can use from their Physical Boost Pool in 24 hours without going beyond endurance.  Someone can use up to three simultaneous 10 second boosts but no more than that simultaneously.  The amount of time it takes to refresh a single slot from their Physical Boost Pool is 24 hours divided by their Physical Boost Points attribute.

Physical Boost Pool - When full this is equal to either three ( or to be determined ) or their Physical Boost Points attribute whichever is less.  Whenever someone uses a slot from their Physical Boost Pool their strength, motor control and balance are increased by two thirds ( or to be determined ) of their base strength, motor control and balance.  The Physical boost pool refreshes at a rate determined by their Physical Boost Points attribute.  The Physical boost pool might not require food consumption or a working at a certain intensity or less to refresh ( to be determined )

Going beyond Mental Endurance

If someone has emptied a pool and wishes to continue an activity at a metabolic level or work intensity beyond the limits set by the pools they need to make a Willpower check and a Physical Resilience Check.  Failure at a willpower check will cause them to automatically quit the activity or to attempt it at a lower physical metabolic level.  Success at a willpower check will enable them to refresh a certain number of points from a certain pools that can be used to continue the activity at that physical metabolic level.  If they succeed at a Physical Resilience check attempting to continue the activity does not cause injury.  If they fail at a physical resilience check they will be injured.  There are four possible results they can continue and not be injured, continued and be injured, discontinue and not be injured or discontinue and be injured depending on the results of their willpower and physical resilience checks.


Social Attributes / Skills / Motivations -

Not all PCs and NPCs have Absolute Hatred, Relative Hatred, Compassion or Blind Faith motivations / Attributes / Skills

Someone can only have one out of Compassion, Relative Hatred or Absolute Hatred as they are mutually exclusive of one another at least in regards to a specific kind of thing.

All PCs and NPCs have Self 

Blind Faith, Inspiration and Doctrine are group specific

Blind Faith Attribute / Skill / Motivation is specific to a specific group

Doctrine Attribute / Skill / Motivation is specific to a specific group.  Any group that someone can have blind faith in they can have doctrine in and any group that they can have doctrine in they can have blind faith in

Inspiration - Inspiration is something useful that someone who has abandoned blind faith in a group has learned out of contemplating group doctrine.  Inspiration is equal to whichever is lower of the absolute value of someone's blind faith or their doctrine for that group.  Someone must have negative blind faith and positive doctrine in a group to benefit from inspiration.

Inspiration and The Security Agency - Having Inspiration in the Security Agency increases someone's combat and future weapon skills

Inspiration and Mentalist Group - Having Inspiration in the Mentalist Group increases someone's Hypnosis skill

Inspiration and the Inventors Group - Having Inspiration in the Inventors Group increases someone's Invention and future weapon skills

Inspiration and the Four Theistic Groups - Someone can only benefit from inspiration from a Theistic group if they have zero or negative blind faith in all four Theistic groups.  The inspiration for each of the four groups is calculated and added together to get a single Theistic inspiration score.  If someone has zero doctrine or zero blind faith in a group it is counted as zero for that group.  Their Theistic inspiration score is added to both their Self and their Compassion attributes / skills if they lack absolute and relative hatred.  If they have absolute or relative hatred then their Theistic Inspiration score is instead added to both their Self and their absolute or relative hatred attributes / skills.

Self - Self is the motivation to prevent physical and mental trauma or injury to yourself, the motivation not to do types of busy work that you do not like, the motivation to want to have more time to spend on hobbies you enjoy, the motivation to rest and relax in a enjoyable manner that is good for ones physical and mental health, and to acquire material resources that can be used to achieve those goals for one self.

Compassion - Compassion is similar to self but with regards for other people achieving the things for themself listed under self.

Blind faith - Blind faith is the belief that a group, person, or ideology should be blindly obeyed without thinking about the consequences that run contrary to self or compassion because it is of greater moral importance than the goals associated with self and compassion.  Or the belief that blindly obeying a group, person or ideology is good for the goals listed under self or compassion even when it is not.  Blind faith is specific related to a specific group.

Doctrine - This can potentially include depending on the nature of the group historical knowledge of the words and behaviors of certain specific individuals in the group who are perceived as authority figures or knowledge of the policies created in electronic voting forums as well as knowledge of the general ideology that most of the subgroups that tend to form a larger group share.  Whether or not it includes that material has a lot to do with if the doctrine skill is for a specific group or a subgroup within a group and on how the group is structured.  Doctrine skill for a general group will give you some guess as to certain ideas a subgroup might teach that most of the subgroups within that general group share but will not let you know the specific details at which the subgroup is unique.  Doctrine can be used to try to reduce someone's blind faith, to try to raise their blind faith, to try to use someone's blind faith to persuade them to do a specific action.  Doctrine skill in two different groups can also be used to try to raise someone's blind faith in one group while lowering it in another group.  Doctrine skill can also be used to try to authorize resources or clearance to do an activity and to try to convince people to do specific missions in committees.  Doctrine skill is used for electronic voting for a group's public list of laws and for voting persuading people how to vote in committees.  Doctrine skill is used to find out about group scandals and obscure group policies and to find out about group teachings.  Someone who lacks skill in something may use doctrine skill to persuade someone else who has skill in something to do what they want for example a Minister could persuade an Inventor to invent and build something they want for them instead of trying to invent it themself when they lack the skill or persuade a mentalist to hypnotize someone for them instead of trying to hypnotize someone themself when they lack the skill.  A minister who has a better doctrine skill in "the science" and also a better monotheistic doctrine skill than a monotheistic inventor on the same mission committee could help authorize permission for the monotheistic inventor on his committee to make future weapons and for their committee to be allowed to use future weapons to help capture heretics who were registered as monotheists but violated monotheist policies more easily than the inventor could because although the inventor can build them he can not authorize the group to have access to them for that mission or authorize himself to have permission to build them for that mission without a successful use in both monotheistic and invention doctrine skills.  For frequently occurring policies doctrine skill can be used to find them instantly as someone with a good memory may know them having read databases in the past as part of his education hours without having to search through databases again.  For rare occurrence policies doctrine skill may take a long time to find them.  Doctrine also takes a long time if someone wants to get people to approve a new policy ( or copy of a policy ) that is rarely approved that the person with doctrine created themself.  Doctrine may also take a long time to find about lesser known events but is quicker to find about greatly known events.  Someone dare not use doctrine to look too far back in history beyond what the black box puts in public records online or they maybe sent to rehabilitation if they are caught telling people about old history prior to the cut off point.

Doctrines and Faith

Overarching Doctrine - The State - It is of fundamental importance whatever religion, god, gods or lack of gods someone believes in that they maintain a good work ethic.  Without a good work ethic everyone would starve.  If people work less than a certain number of hours doing manual and agricultural labor people will starve no matter how efficient or productive they are.  Some dangerous anarchists may think or claim that we could raise productivity and work less hours without starving but that is simply untrue and also would result in mass violence and chaos, death, torture, suffering, theft and destruction.  Anyone who tries to be too productive so that they can work less hours must be captured and sent in for rehabilitation so that we will not all starve.  Even though no one should try to be too productive because we all need to work enough hours, we must also ensure that people are productive enough that any food is produced at all so that we do not starve because someone who starves can not work.  Remember humans should not work to eat but should eat in order to be able to work.  People should not work in order for everything to be lined up so they can have a little sleep without health problems because they know they will have food on the table when they wake up but rather instead people should sleep so that they have enough energy to do work when they wake up.  If people are not monitored to ensure compliance to proper belief systems and proper religions that ensure a good work ethic people will starve, if those who do not have proper belief systems or a proper work ethic are not captured and sent in for rehabilitation people will starve, if people who are sent into rehabilitation are not given the proper rehabilitation treatment in which vocational rehabilitation officers work hard to rehabilitate them people will starve, some may be beyond rehabilitation but are needed for lifetime experimental treatments to better learn how to rehabilitate those who can be rehabilitated and to learn how to better practice physical medicine if such lives are wasted and the people are allowed to die or released instead of experimented on for as long as possible and the knowledge of how to do proper rehabilitation is lost then people will starve, those who try to escape beyond the borderlands without proper clearance are clearly mentally ill and need to be sent to rehabilitation to prevent loss of work going to help citizens of the State which would result in mass starvation, people of all religions or even those who are lacking religions must be educated about how to live a proper life in accordance with the principles of the State through Secular State Celebration Centers to maintain a good work ethic and help prevent starvation, those who are religiously inclined can also go to Atheist Skeptic Society buildings or Monotheistic, Hybrid Theistic, Or Polytheistic Temples whose religious teachings support obedience to the principles of the State for the greater good of humanity, those who are not so inclined can avoid going to such meetings so long as they spend more time at the State run secular celebration centers.  Anyone who chooses one of those four Theistic Faiths must register for that one and only faith so that we can keep track of and know they are learning the principles of the State taught by that religion to prevent chaos in teaching that would result in starvation if people abandoned the one shared faith in the State among all true valid religions.

Celebration Centers - State Economic Doctrines - Capitalism, Anti-Fascism, Communism

Anarchists - Alternative Order Economic Doctrines - Trade, Collectivism, Communism, Post-Scarcity Black Boxism

Temples or Skeptic Society Buildings - Theocratic Doctrines - Atheism, Monotheism, Hybrid Theism, Polytheism

Soul Fragments - People who when first spawned start out registered as part of a religion may have had soul fragments from people who were part of a related religion prior to being deported to the World of Job Creation.  However not all people become part of a registered religion that way as they may be converted after being spawned.

Monottheism - May have more soul fragments from Jews, Jehovah Witnesses, Muslims, and Modalist or "Jesus Only" Christians

Hybrid Theism - May have more soul fragments from Trinitarian Christians, Monotheistic Hindus who claim that one God is represented by many gods and Mormons / Latter Day Saints

Polytheism - May have more soul fragments from polytheistic Hindus and Neo Pagans or other Polytheist religions that do not claim to be monotheistic

Atheists - Atheists who are not mentalists nor inventors tend to focus on general reasons that atheists say for the non existence of god or gods that are separate from "The Science" or "The Mental Construct."  They might ask questions like if a god is real then why doesn't that god force everyone to obey what "the State" teaches or why would a good god not force everyone to work longer hours or why would a good god not create people who do not need to sleep or eat so that they can be forced to work 24 hours a day, or why would a good god enable people to escape the borderlands and rehabilitation center, or why would a good god allow the possibility of people making mistakes that result in a reduction in work hours if they are not vigilante enough.  There are also Atheist groups that add on how "The Science" supports Atheism or "The Mental Construct" support Atheism.  One Atheist variation of "The Science" is evolution through work which teaches that animals evolved not by genetics but by how societies each had more elaborate worker organization structures resulting in the creation of new types of animals with new worker organization structures, finally in most recent history resulting in humans with the most advanced work structure, the whole planet or plane that animals live on was created by animals working of course that does not explain how the animals existed before the planet or plane did.  Some monotheists, hybrid theists and polytheists may also believe that god or the gods created the world through evolution through work.  "Mental Construct" - similar how to someone can be a Buddhist and an Atheist, not all Atheists who believe in the "Mental Construct" are based on Buddhism - People in the Skeptics society may have more soul fragments from people who were Atheists.

The Ladder - "The Hierarchy" - We should obey those who are higher up in the hierarchy then us but in turn for accepting "The Hierarchy" we may in time be higher on "The Hierarchy" then someone else and get to help them reform morally through their obedience to us.  Having someone above us in "The Hierarchy" helps us learn moral improvement resulting in more obedience to "The State" which is for our own good and for the good of society.  -  People in the ladder may have more soul fragments from people who have been part of, the discipleship movement, the shepherding movement, Confucianism or a multi level marketing company.

Manufactures Guild - "The Science" - Trust "The Science", you should believe him he is the source of "The Science."  We believe in "The Science" there is no duality between the physical world and the mental world, everything that people call mental is really a physical chemical reaction in the brain.  People may debate about if a god or gods exist, if there are any gods they are surely physical beings with physical bodies who follow the laws of science even if they know "The Science" better than we do and so can do things that people who do not know "The Science" as well would deem impossible.  Whether or not a member of our guild believes in or disbelieves in any god is up to them but they must accept "The Science."

Actors Guild - "The greater mission" - We need to lie to the people so they behave the right way in order to accomplish, "The greater mission."  This can be accomplished through live acting performances with live special effects or through computer generated images that they watch via electronic media, but all presentations must teach people, "The greater mission" to conform to the values the other organizations registered to The State who contacted us with a mission wish us to teach them to conform to.  We have a right and a duty to send out actors as spies to secretly monitor people without their knowledge to ensure they conform and to wage war by the art of deception capturing by sneaky surprise attacks those who will not comply to "The greater mission" of the State.

Mentalists Guild - "The mental construct."  The world is a "mental construct" there is no duality between the physical and the mental everything that people call physical is really something that people have imagined in their mind and choose to mentally interact with. - People in the mentalist guild may have more soul fragments from Christian Scientists, Buddhism, New Agers, Yogis, Dhaoists/Taoists, Hypno Therapists, or people who practiced, meditation, hypnosis, or asceticism - People in the mentalist guild can believe in one god, multiple gods or no gods.

Security Agency - "The Security Agency policies" or faith in "The Security Agency" for short - We Security Agents must not listen to the person who we are assigned to apprehend once the mission is assigned to us it is "The Policy."  We are to guard this person at all costs for the assigned duration of our mission no matter what they do even if we think it is unethical it is "The Policy."  We must not let some escape the Rehabilitation center for the duration of our mission, if we are assigned to ensure their stay for the duration of our mission even if we think they should not have been sent there but we should never think they should not have been sent there if they were sent there it is "The Policy"

The Rangers - "The environment" - As Rangers we have a duty to protect the borderland environment which surrounds are city capturing all those disobedient to the State and to track down all who leave the borderland into the wilderness without proper authorization.  We have a duty to care for non human animals and for plants in the environment in the way that the State deems proper and to ensure agricultural success.

Rehabilitation Centers - "A Sound Mind" - It is our duty to give people "A sound mind" by any means necessary even if it means torturing them, in fact someone who is not willing to torture someone else to give them "A sound mind" does not have "A Sound Mind"

Relative Hatred - This is the desire to improve your state of being relative to other people even if it means putting yourself in a lower condition.  For example let's say everyone in a group including someone with relative hatred has an amount of food equal to 10 melons per person.  By the term sacrifice in the rest of this paragraph, I do not mean to eat or to own but to destroy,  Someone with relative hatred would be willing to sacrifice one of his melons so that they only have 9 melons if in exchange everyone else has to sacrifice two of their melons and only have 8 melons.  This way the person with relative hatred would increase in the number of melons they have relative to other people even though they decreased in the total number of melons they have.  They might have multiple motives such as narcissism or power.  Narcissism would be the motive to look like they are relatively better than other people by making other people's condition worse even if their own condition is also worse.  Power would be the motive that they have more control over other people by reducing the amount of resources other people have relative to them even though they are a poorer person.  Someone can put themself first before others without having relative hatred, let's say there are two melons and someone wants to take both of them, which will mean someone else can not have the other melon, someone who puts themself first might be willing to take both melons and keep them for themself but would not destroy a melon if they can not eat it or own it in order to prevent other people from eating it or owning it they way someone who puts themself first and also has relative hatred would do.  Someone with relative hatred who wants to have more melons than everyone else is not trying to lower the number of melons they have and might want to have as many melons as possible in their food supply but is willing to lower the number of melons they have in order for other people to have less melons.

Absolute Hatred - Absolute hatred is the desire to put other people in a worse condition not in order to improve their condition relative to other people but simply to put other people in a worse condition.  Someone with absolute hatred would be willing to sacrifice 2 of his melons so that they only have 8 melons if in exchange everyone else has to sacrifice 1 of their melons and only having 9 melons.  In such a case this person with absolute hatred would be willing to become poorer in order for everyone else to become poorer even if it does not make that person relatively richer than everyone else and in fact makes this person relatively poorer than everyone else.

Corruption Scale

Properties of a 0 on the corruption scale

Not all NPCs will be a perfect description of any one the numbered points on the corruption scale.  They might also have different points on the corruption scale in regards to different things.

0 Has no blind faith in any organization.  People with a 0 on the corruption scale do not have blind faith in alternative order organizations or economic systems and do not have blind faith in the State supporting organizations registered on the black box system.

Believe in a higher power but do not have blind faith in a organization that claims to represent that higher power.  A higher power is not necessarily a god but can be a god.  At the very least they believe there are laws that the universe operates on that are a higher power than themselves and that they are not the most supreme being in existence.

Believes that helping other people who register as 0 on the corruption scale usually results in a chain of events eventually resulting in helping themself in this world and in their lifetime if they live long enough even if they can not figure out how by seeing a specific immediate reward that they can overtly figure out in the present moment.  Might also believe that additional awards await them which will be given to them by a higher power in another world and or another life.

Is not willing to lower conditions of others unless they believe it improves their own condition or improves the condition of someone else.  Is unwilling to lower the conditions of others to improve their own condition or the condition of someone else if the condition of one person is greatly lowered for a trivial improvement in another person's condition.  Tries to avoid lowering the condition of others except in ethical dilemmas similar to a zero sum game scenario.  Tries to avoid zero sum game scenarios and similar ethical dilemmas.  May also potentially be willing to lower their condition in order to improve the condition of others.  Tries to improve their own condition when it does not result in lowering the condition of others.  

May try to lower the condition of people who are a 4 or 5 on the corruption scale even if it does not result in improving their own condition.

Properties of a 1 on the corruption scale

They fail to see the interconnection of humanity in the way that people with 0 corruption do.  Does not understand that helping people who have a 0 corruption generally results in helping themself in this world and in their lifetime if they live long enough, unless someone gives them something as a reward that they can overtly figure out and identify in the present moment.  This could potentially be a distant reward in the future but they have to identify what the reward is right now in the present moment before they believe helping someone will benefit them.  

If they do help other people and see no benefit to themselves in this world and in this lifetime they may do so because they believe that the reward is that it makes them feel like they are a good person for doing a unrewarded good deed and or that a reward from a higher power in another world and or another life awaits them, this could include heaven, another planet or plane of existence or reincarnation after death or rapture or aliens selecting to take them to another realm for their good deeds, etc.

Tend to believe that situations are zero sum games more often than people with a 0 on the corruption scale

More likely to lower someone else's condition to improve their condition than someone with a 1 on the corruption scale 

May have blind faith in an alternative order economic system but lacks blind faith in all State supported organizations or organizations that support the State or in other words they lack faith in all organizations registered in the State black box system.  They are not required to have blind faith in an alternative order economic system.

May or may not claim to believe in a higher power

If they do believe in a higher power then they do not have blind faith in a State supported organization to represent that higher power

If they believe in a higher power then they could potentially believe that the higher power wants them to practice the post scarcity ( black boxers ), collective, trade based, or communist alternative order economic system.

May try to lower the condition of people who are a 4 or 5 on the corruption scale even if it does not result in improving their own condition.

Properties of a 2 on the corruption scale

Incorrectly believes that blindly obeying a organization will achieve the results desired under the motivation of self or compassion in spite of evidence to the contrary.

Usually is not aware that helping people with a 4 or 5 on the corruption scale tends to result in things that interfere with the goals involved with the motivation of self and compassion.  If they knew about authority figures in their organization having a 5 on the corruption scale this would conflict with their blind faith in the organization in a manner they have great difficulty justifying and if they knew about such figures with a 4 on the corruption scale it would conflict with their blind faith but would be less difficult for them to justify.

Properties of a 3 on the corruption scale

Believes that blind obedience to a organization is a higher moral good than the goals involved with a motivation of self or compassion.  Might or might not additionally believe the points for a 2 on the corruption scale.

Usually is not aware that helping people with a 4 or 5 on the corruption scale tends to result in things that interfere with the goals involved with the motivation of self and compassion.  If they are aware that helping people with a 4 or 5 on the corruption scale interferes with the goals involved with the motives of self and compassion then they do not care when it comes to organizations they have blind faith in because they believe that blindly obeying the organization they represent is a greater moral good than the goals involved with self and compassion.

Properties of a 4 on the corruption scale

Has relative Hatred

Properties of a 5 on the corruption scale

Has absolute Hatred


Monday, August 28, 2023

V3

Carl Janssen 2023


This is for a fictional game system and not endorsing any real life violence


High and Low frequency Laws

Copies of laws are voted for in a electronic online public voting forum

There are two parts to the forum.  One part has the actually copies of laws.  The other part has debate about what way to vote on copies of laws, kinda like a social media website.  The debate section has the people who present their points of view QR codes listed.

Each copy of a law has a unique QR code and also lists the QR code of the person who drafted the copy of the law

People draft copies of laws then they try to persuade people to vote for the copy. on the debate section  If enough people vote for the copy and a small enough number of people vote against a copy based on a algorithm the black box keeps secret then a copy of a law is listed as passed otherwise it fails to pass and is listed as rejected.

Voting on online electronic forums is anonymous and no one knows how many people vote for a copy of a law or what way people vote.  How much time someone spends voting and debating how to vote is tracked by the black box.  Both voting and debating how to vote in online public forums counts toward the minimum amount of time voting required to meet minimum work hours.

Drafting a copy of a law online and debating a copy of a law online are not anonymous.  But voting on a copy of law is anonymous.  Each copy of a law is drafted by one person.  Multiple copies of the same law can be drafted by different people but each copy is only drafted by one person.

They are called ( law ) copies for a reason, rejecting one copy does not prevent the other copies from passing.

Many different people tend to write exact duplicates of very popular laws with the exact same wording.  These laws are called high frequency laws if not only many exact duplicates were created by different people but many of these duplicates pass and these passed duplicates are created in massive numbers to high to count on any given day

Low frequency laws are laws that might only have one active copy or a countably small number of copies or a number of copies that is so large it can be counted but is such a low percent of the number of total law copies that it is very difficult to find even though it is unaccountably large in number, because of other unaccountably large laws that exist in such a large higher frequency of occurrence.

One of the two uses of the Bureaucracy skill is to pass laws

There are at least 6 or 9 public forums for laws based on the 3 political economic systems and the 3 theistic religions.

If this is only 6 or 9 is to be determined.  The 6 forum model would not include an interaction of the political system and the religious system.  The 9 forum model would be a religious system + a political system.  Like Monotheistic Communism or Hybrid Theistic Capitalism or Poly Theistic Fascism.  

If each town has it's own economic system it might make sense for the 9 forum model where people vote for the laws for their own town / colony with their own Theistic religious system and do not effect other towns, it could however be possible that they might effect other people of the same Theistic religious system in other towns ( to be determined )

Each "guild" or each " organization / institution "or each "archetype" might have it's own voting forum also ( to be determined )

The 3 Theistic Religions ( Monotheism, Hybrid Theism, Polytheism )

Earth Ancestry traces back to groups described after the hyphen but excludes the historical and geographical claims from these earth Theistic religions

Monotheism - Jews, Jehovah Witnesses, Muslims, Modalistic "Jesus Only" non Trinitarian Christians 

Hybrid Theism - Roman Catholics, Mormons, Lutherans, Trinitarian Christians, monotheistic Hindus ( they believe in one God represented by many statues of different gods )

Polytheism - Polytheistic Hindus, Neo Pagans

Atheism - ?

Someone can register as a member of no Theistic religious group or one and only one of those Theistic religious groups.  If someone has zero faith in all Theistic religions they can choose not to be registered as a member of any of them or can choose to be registered as a member of one of them and no more than one of them. When one registers as a member of one they must deregister as a member of the others.  They will be registered to whichever Theistic group they have the highest faith in.  If they have equal faith in two or more theistic groups they will simply be registered as the most recent group they were registered in before their faith became equal.

Belief systems are modified versions of those from people's "ancestry" from Earth only designed to make more sense to fit the New World Dimension(s)

Faith and Doctrine in State Economic Systems and Theistic Religions and Character creation

Someone from any archetype or any organization associated with any archetype can have a Faith Skill / Attribute in any one and no more than one of the three theistic religions when a character is first created.  Someone can have a doctrine Skill / Attribute no higher than their Faith Skill / Attribute in a theistic religion when a character is first created.  Clergy Archetype must have faith in exactly one theistic religion when a character is first created but all other archetypes can choose not to have faith in any theistic religion when a character is first created.

Someone from any archetype or any organization associated with any archetype must have a Faith Skill / Attribute in exactly one of the three State Economic Systems when a character is first created.  Someone can have a doctrine Skill / Attribute no higher than their Faith Skill / Attribute in the State Economic System they choose when a character is first created and do not have a doctrine skill in the other two State Economic Systems when a character is first created.

When a character is spawned there are three parts to character creation

1 Choose an archetype

2 Spend discretionary points to boost or lower skills and attributes in the manner permitted for that archetype

3 Add on skills and attributes earned ( or was penalized with ) by the Characters advocate through game play prior to the characters death.  These skills and attributes are multiplied by a different constant for each skill or attribute depending on the archetype the character chooses.

Whenever a character is spawned the attributes and skills follow the same rules as when the character is first created but they may end up different in ways that otherwise might violate those rules through the modifiers added in step 3 through previous game play.  If someone was penalized with earning faith in Hybrid theism through game play for example then they will still get faith points in Hybrid theism in the next spawning even if they choose no points toward faith in a Theistic religion through character creation or choose a different faith in a Theistic religion such as polytheism and monotheism.  They also would get any doctrine in Hybrid Theism their advocate earned through past lives even though they can not normally start with doctrine skill in Hybrid Theism without starting with faith skill in Hybrid Theism when a character is first created.

For Skills their advocate earned that are specific to only certain archetypes they transfer those points to a different skill that is somewhat related upon character creation if they choose a different archetype but those points go back toward the archetype specific skill if they die and choose the same archetype again.

For example Invention skill would be replaced with points toward Maintenance skill except when they choose an inventor archetype

Hypnotism skill might be replaced with Self attribute

Advanced medicine would be replaced with basic medicine

Wilderness medicine would be replaced with basic medicine

Wilderness Survival would be replaced with Wilderness Navigation

Invention skill would be replaced with Maintenance skill


Shared Similar Principles with all State Economies

You do not work in order to eat but eat in order to work

You do not work in order to live but live in order to work

Causing or ( in some cases failing to prevent ) the death of anyone should result in a lifelong sentence to rehabilitation

Slacking at work should result in a temporary rehabilitation treatment followed by parole if caught

Not doing minimum number of work hours should result in a temporary rehabilitation treatment if caught


Principles of the secret society

People not in the secret society should not share what happened to them in past lives before they were spawned or what happened to other people in past lives before other people were spawned and doing so should result in being "Marked"

Causing or ( in some cases failing to prevent ) the death or extreme mental or physical suffering or extreme ( even greater ) loss of freedom of anyone should result in invitation to the secret society if you can escape the rehabilitation center or escape being caught by people who are not members of the secret society

Optional Rule : There is a minimum number of slots for secret society members and someone maybe required to execute or send into lifelong rehabilitation or capture a member who is not performing up to par in order to join.  If someone accidentally kills ( or fails to prevent the death of ) a secret society member they may automatically be able to take that person's place if they accept the invitation

Failure to accept joining the secret society in the early stages does not make them "Mark You" because they do not provide enough detail about who they are.  If you refuse to join in the later stages at the point at which you know they want to dominate people, rehabilitate people, kill people and cause suffering as a goal in and of itself they may "Mark You"

Secret society members try to scan the QR codes of newly spawned people and investigate their past lives to see if they were "Marked" or are members of the secret society in good standing or candidates to join the secret society in good standing or just regular people

Contacting the Secret Society by their building and asking to join will result in an initiation process with many stages.  In the initial stages they make up lies about reality and prank the person as to the true nature of reality, in the latter stages they ask someone to pull pranks on people which get increasingly worse starting with trying to make other people believe things that the initiate should know are not true, and gradually increasing to trying to cause profound physical and psychological harm but not death, followed by tasks to frame people into temporary rehabilitation and finally ending with a requirement to either get someone killed and or sent into permanent rehabilitation.  They may give you a list of acceptable targets or  they may want you to do this to anyone and prove you did it to them.  The targets might not necessarily be marked people as they may not want you to communicate with marked people or they might be marked people as they want to make things more difficult for marked people.  They do not want you to send them to temporary or permanent rehabilitation for something they really did that is in violation of a popular high frequency law.  The candidate must be able to demonstrate ability to use low frequency laws or to manufacture their own laws or to send them to rehabilitation for a high (or low ) frequency law they did not really violate.  Being able to send someone to rehabilitation for bogus reasons proves you are useful material for harassing "Marked" people.  If they perform well enough they maybe accepted.

Marked people - These are people who the secret society has decided that they want send to rehabilitation again every time they get out of rehabilitation and who they have decided they want sent back to rehabilitation every time they spawn.


List of State Economic Political Ideologies


1 Fascism

Alternative Names Public - Private Partnerships, State Sponsored Businesses - Government Subsidized Businesses

Name in gameplay by State - Public Private Partnerships, Public Private Economics

Call their mission committee teams - State Sponsored Business Teams, Government Subsidized Business Teams, Job Creation Teams, Public Private Business Teams, Socialist Business Teams

Name in gameplay by Alternative Order / Anarchists - Fascism / Fascists , State Fascism / Fascists, 

Name in gameplay by LibSoc - State Socialism / Socialists, Fake Socialism / Socialists, Not Real Socialism / Socialists, Socialists/Socialism with torture, Fascism / Fascists , State Fascism / Fascists, 

Called in this document - Fascism


2 State Communism

Name in gameplay by State- Sharing, Sharing Economics

Names in Gameplay by Anarcho Communists and LibSoc - State Communism, Red Communism, Bad Communism, Bureaucratic Communism, Bureaucratic Death / Torture / Death Torture Communism, Communism with Torture, Fake Communists, Fake Sharers, Fake Sharing

Names in Gameplay by Traders - State Thieves, The Torturing Thieves

Called in this document - Communism


3 State fractional reserve lending system

Name in Gameplay - Capitalist Banking

Name in Gameplay by Traders - Fake Capitalism / Capitalists

Called in this document - Capitalism


Shared Principles with All Anarchist / Alternative Order Systems


All are called Anarchists, Anarchism, Anarchy by all State Economic System believers regardless of which alternative order or type of anarchist economics they believe in.  The State makes no distinction of one from the other.

Want to reduce number of working hours in order to get same amount of food or resources

Want to increase sleep

Want to do away with Rehabilitation Centers Torture / Non Consenting Human Experiment System

Believe black box public electronic voting system for creating laws is rigged

All except the black boxers prefer to live in wilderness but some may try to hide in plain sight in the city.

Some of those who hide in plain sight in the city try to keep the city laws and try to live their long term knowing how difficult the wilderness is even though they would prefer the freedom of the wilderness over living in the city.

Some temporarily go to the city than flee back to the wilderness because it is very difficult to survive in the wilderness without gathering resources from the city.


List of Anarchist / Alternative Order Political Economic Systems


1 Post Scarcity Economics

Name in Gameplay by State - Anarchists, Anarchism, Anarchy

Name in Gameplay by alternative order - Black Boxers, Post Scarcity Order

Called in this document - Black Boxers

Similar to - Post Scarcity Anarchists / Post Scarcity Anarchism / Post Scarcity Economics

Each of the other three anarchist economic ideologies are meant to be similar to a State economic ideology but black boxers are not meant to be similar to a specific State economic ideology 

Unlike the other groups they try to hang out in the city and the borderlands

Try to reduce their own work hours and also the work hours of everyone else in the city while trying to get as much stuff as possible for themselves and everyone else in the city through the means of using black boxes to produce stuff.  This is in conflict with the goals of the State economic systems which try to get people to work as many hours as possible without causing health problems that would reduce number of future work hours per week.

Want to use black boxes to work as few hours as possible even though this will not work because non anarchist / non alternative order people are programmed to try to vote in such a way as to get a lot of work hours and black boxes normally ( with some exceptions such as spawning ) only produce stuff voted to be produced in committees ( at least in fascism and communism )

May try to "sabotage" things by trying to get work done early when no one is looking so that everyone can stop working and have the task done sooner.  Not all such "sabotage" is done by Black Boxes, some cinematic illusionists and spies will try to conduct "sabotage" operations in which work is done early as part of a mission to frame dangerous "anarchists" as trying to "sabotage" things by reducing work hours and making people fear everyone will starve because of "anarchists" reducing work hours if not stopped

May try to vote to do things in such a way as to reduce work hours but will not tell people about their black boxer ideology when doing so and try to pretend to be a believer in the State Economic System of their local town when doing so.  Might make intentional calculation errors but try to make the calculation errors look like an accident, in which the plan would accidentally get the work done to early due to a calculation error for example.

Will only share their black box ideology if they think they will not get caught and found a way to do so anonymously or that they are sharing it with a person who will believe it so they do not mention their ideology in committee meetings or public electronic voting forums even though they try to use such things to reduce work hours as part of their black boxer ideology


2 Anarcho Communism

Name in Gameplay by State - Anarchists, Anarchism, Anarchy

Name in Gameplay by Anarcho Communists - Alternative Order Communists, Sharing, The Real Sharers, The Friendly Sharers, The Caring Sharers, The better Sharers, The Sharers that do not torture people, White Communism

Name in Gameplay by Traders - The Alternative Thieves, The Wild Thieves, The Other Thieves, The Freed Thieves, The Free Thieves, The Sneaky Thieves, The Thieves that Do Not Torture People

Called in this document - Anarcho Communism

Closest to State ideology of - Communism 

Members are called - Anarcho communists

Ideology

Does not try to make people work a minimum number of hours unlike State Capitalism

Tries to make all Anarcho Communists combined work as few hours as possible in order to get as much stuff as possible

Reuses items and does not recycle them

Does not trust the black boxes

Shares and does not trade

Members are willing to work to get things even though they could just wait for other people to work and then take them because they have a goal of all anarcho communists together as a whole working as little as possible

Try to work based on what they feel is reasonable for their individual physical and mental condition so that they do not work so hard as to harm themselves but not so little that other people would be harmed who would be doing work instead of them

Despises State Capitalism and Anarcho Traders seeing them as greedy and not caring for the well being of other people

Shares with visitors if they have more of something than visitors ( as long as the visitors are not trying to arrest them )

View life as more important than property so will not steal an asthma inhaler from someone with asthma if no one else with asthma needs it to survive even though the person with asthma has more asthma inhalers.  Whether or not their are asthma inhalers in the game is to be determined, but this is just used as an example of their ideology

Shares with visitors without their permission taking stuff from visitors if they have more of something than they do

Feels they have a right to take something someone else is not using if they want to use it in the present moment

Feels other people have a right to take something from them if they are not using it and the other person wants to use it in the present moment

Non Kleptomaniac members may be willing to team up to steal things so the group of anarcho communists has enough stuff similar to kleptomaniacs except as a motive of survival instead of as a game.  Might try to visit the borderlands or the city to try to steal things and bring it back to their group in the wilderness.  Can do so as part of a entertainment troop that can be seen in plain sight or simply trying to sneak in and take items without being seen.


Kleptomaniac people who are anarcho communists

Some members tend to be kleptomaniacs who view stealing as a game and have developed it as a habit but are not greedy and also like to share things

Will take things from people without asking their permission without even realizing they are doing so until later

Will also knowing work as a group to pick pocket people who do not want their stuff taken from them and who they know do not want their stuff taken from them

Will do what outsiders call stealing as a game, hobby, form of entertainment

Tend to act like stereotypical gypsies, circus performers, entertainers, musicians, prestidigitation ( stage magic, not "real magic" if in a no magic world ) performers 

Feels a duty to save people's lives is more important than property and tries to let people keep property if they need it to stay alive.  For example they would not intentionally steal an asthma inhaler from someone with asthma if they do not have asthma.  Although they might accidentally do so simply out of habit then find out they did so later and try to return it.

Taking things without knowing it does not necessarily happen to player characters who develop this ideology but is a symptom of some ( but not all ) Non Player Characters who have been in the group or believed the group ideology for a long time and had a lot of practice taking things from people such that it becomes a habit they do without even thinking about it

Kleptomaniac anarcho communists who are trackspersons and spies tend to be very good at pickpocketing having very good motor control and stealth.

Security people tend to have a personality that if they want to take something from someone without their permission they will fight them to take it and so tend not to pickpocket as much as spies and trackspersons even though they also have good motor control

Spies and Cinematic Illusionists kleptomaniacs tend to be better at acting or putting on a show which maybe used to distract people will stealing stuff

Mentalist Kleptomaniacs may use hypnotism to make it easier to steal stuff


3 Trading - ( This is not Anarcho Capitalism although it has some similarities )

Name in Gameplay by State - Anarchists, Anarchism, Anarchy

Name in Gameplay by alternative order / anarchists - Traders, Barterers, Trading, Bartering

Name in Gameplay by Anarcho Communists and LibSoc - Greedy

Closest to State ideology - of capitalism

Hates sharing, giving, charity or donating not just in the case of doing so themselves but in seeing other people do so

May make an exception and save someone's life if someone is impossible to communicate with ( for example unconscious ) and can not be traded with

Would be willing to sell a life preserver to a drowning man as long as the person is conscious and can communicate

Willing to sometimes take financial losses to save someone's life or for altruistic purposes as long as there is a positive gross product before expenses even if there is a negative net profit after expenses

Would be willing to sell a life preserver to a drowning man at a financial loss, it is the principle of not doing things for free

Even though they are willing to take a financial loss for altruistic purposes they prefer to make as much financial net gain as possible

Believe people should learn to lift themselves up by their own bootstraps and not steal.  Willing to take a financial net profit loss to help people as long as their is a gross profit because they believe the person trading the resources with them instills the correct value system in others of working or trading for what you want instead of stealing and free loading and helps to develop independence.  Think of a parent getting a child to set up a lemon aid stand that runs a net loss but letting the child take the gross profits to teach the child the value system of working for a living instead of taking free hand outs even though essentially they are giving the child free hand outs but do not want to admit it


Tend to be greedy

Will not steal things from visitors

Will be willing to take things that are supposed to be recycled and sell them on the black market.  They do not consider secretly refusing to recycle things without telling anyone to be stealing

Will be willing to buy things other people "stole" that were supposed to be recycled

Re use items do not recycle them

Very different than Anarcho Capitalists in that they would view bitcoin as a bad thing

Hate and despise the black box electronic currency / money / credits system unlike State Capitalism

Willing to take electronic currency under some circumstances to survive State Capitalism without being sent to rehabilitation if trying to hide in plain sight and pretend not to be an anarchist / alternative order person but usually prefer to trade in items.  They tend to prefer try to live in the wilderness but some might hide in plain sight in the city.  Some who live in the wilderness refuse to trade in black box electronic currency

Try to work as few hours as possible in order to get as much stuff as possible unlike State Capitalism

Even though they oppose stealing they do not ask if items were stolen when purchasing them and do not give items back to people if someone else stole the item prior to selling it to them.  They however are willing to be hired in payment to get revenge on the person who stole it from you before selling it to them and or to sell it back to you.  They assume you probably "stole" it from the State but it is really not stealing if you are taking it from the State so they simply do not ask.

Do not believe you can steal things from the State

If you mined ore for a mission for the State they figure you did the work to mine the ore and you own it and have the right to sell it on the black market

They believe it is ok to take items produced by black boxes and that it is not stealing it from the State to walk away with them and sell them on the black market

Believe you own things that you did work to produce ( unless you traded them away )

Believe you own things that you traded with other people to get

If someone "stole" a axe from the State and chopped down a tree with it they believe the person would own the wood unless they sell it to someone else.  They would be morally opposed to someone stealing the wood.  If they saw you steal the wood from someone else they would be angry at you, would not buy it from you and would try to find the person who you stole it from and sell their services to them to get revenge on you or get the wood back.  But if you sell them wood and they did not see or hear from a third party that you stole it they have a do not ask do not tell philosophy.

They believe you can own the tools that are means of productions as a individual if you did work to manufacture the tool yourself

They believe there is an exception in which you can work to make something and not own it, if you were hired to make it by someone else in exchange for something by someone ( who is not a representative of a State Mission Committee )

Does not believe in the validity of State Mission Committee and State Public voting law claims about property ownership or property use delegation, etc


4 Direct Democracy Libertarian Socialist Anarcho Syndicate Distributist Collective

Name in Gameplay by State - Anarchists, Anarchism, Anarchy

Name in Gameplay by LibSoc - Real Direct Democracy, Libertarian Socialists, Real Socialists, Democratic Distributism, The Collective

Closest to state ideology - of fascism

Called the whole collective to refer to the group of all people in sub collectives

Called sub collectives to refer to isolated groups that are part of the whole collective


Ideology / Actions

Combination of Direct Democracy + Distribrutism + Libertarian Socialism + Anarcho Syndicalism


Votes in Committees in a similar principle to Fascism except no black boxes are used to tabulate voting


Is voting anonymous or known ( to be determined )

People know how each other vote and simply tell each other in front of a group verbally by raising hand

or anonymously vote by putting objects in one of two opaque containers 

or anonymously vote by putting one of two types of objects in one opaque container


Does not recycle but tries to keep and reuse tools unlike fascism

Tries to collect tools to own their own means of production as a collective group

If they have extra tools they are willing to trade with Traders to get a type of tool they do not have after voting about it

Try to make sure people are will fed and the group collectively as a whole has means of production to support all the members of the group

The members of the whole collective group are other people who share this ideology and officially told each other they share it and that they decided to be a part of this group 

The members of a sub collective are people who are part of the whole collective and are close enough to communicate with each other without using a Wilderness or Urban Navigation skill

They try to support other sub collectives if a split is formed but each sub collective votes separately when they can not get in contact with each other

Sub collectives tend to split based on doing different types of work in different wilderness biomes or when fleeing from State persecution or because they have not found other sub collectives to merge with yet

Try to split tools so that all split collective groups have each type of tool.  For example if the group is split into group A and group B.  Then it is better for group A to have 1 hammer and 1 screwdriver and group B to have the same than for group A to have two hammers and no screwdrivers and group B to have no hammers and two screwdrivers

Try to split tools based on the type of work they do for each biome to be biome appropriate.  For example they will give pickaxes to a subcollective that is mining in a rocky or mining appropriate biome and axes to a sub collective that is in the forest or jungle biome

They will split into subcollective in different biomes than trade, give, donate or share items from one sub collective to another sub collective because each can produce different types of items based on the biome they are in

They do not generally donate public property to people outside the whole collective

They sometimes donate food or personal property to people outside the whole collective ( after voting ) if they think they can get the person to like the collective more but only if no one in their collective is lacking in the personal property or at risk of starving and are different than anarcho traders in this manner who avoid giving, sharing or donating and only trade.

They prefer to trade for goods, services or favors with outsiders over simply giving to them

They will sometimes let outsiders be visitors, they have to work according to their ability but will get food or help while they are visiting in exchange for helping the collective with work.  They are not as precise about what amount of work as the anarcho traders and just expect you to put in an effort.

Unlike anarcho communists they will be angry if an outsider takes personal property away from a member of the collective simply because they have more of it 

In the event of a split they might have each group specialize in a type of working class if they can not distribute tools such that all groups have the tools to do all kinds of working classes

Vote for who gets how much of what food in the case of limited resources.  People who need the food to live most or who worked the hardest get priority in food and different people may have different opinions over who gets more priority and they vote to resolve this and make a decision.

People can earn more resources by working harder in terms of personal property if they voted so

Group resources into personal property and public property

Personal Property - Clothes, Food, toothbrush things that someone might create with means of production that make more sense for a single person to own.

Public Property - Production Tools, Farms, Lakes, Forests, Mines, means of production and sources of resources

Can be personal or public property depending on the situation - Armor, Weapons

You might be asked to give your weapon to a specific person if it makes more sense to defend the collective in a specific situation.  But as more weapons are produced someone can have their own usually personal weapon and who gets priority over their personal weapon maybe prioritized based on who worked the hardest, who needs it to defend themself the most and who needs it to defend the collective as a whole as a group the most, and this priority is determined based on voting when people disagree over who has priority in a situation.  Similar principle to Armor.

Someone who is perceived as the hardest worker might usually be allowed to have their own weapons and armor but if suddenly for whatever reason someone else is assigned to attack a perceived dangerous enemy then they would most likely vote and then take the weapons and armor away from the usual owner and give it to the attacker

Do not mind sharing with anarcho communists as long as they get their tools back when they are done and can take the anarcho communist tools in return as long as a vote is done before each sharing experience.  They will be much more interested in sharing if the anarcho communists have types of tools they prefer

Get very angry if the anarcho communists leave with their tools or take their tools without voting first


Old version 3 game descriptions moved here because they are written too long.  Might be valuable for reading but I will try to have something shorter and easier to understand above


At least three game hypostasis

A hypostasis is that which reality fundamentally stands upon or is anchored to or is a fundamental foundation of reality itself.  A hypostasis can also be a person or persona.

There are at least three Hypostasis in the game. - The mental world of the characters, the physical world of the characters and the world of the Advocates.  

The mentalists are concerned with the mental hypostasis / reality and tend to view the physical hypostasis / reality as a illusion

The inventors are concerned with the physical hypostasis and tend to view that there is no separate mental hypostasis / reality only a physical brain that does things physically but some of the inventors believe in one or more deity that is purely physical

The secret society is very much concerned with the world of the Advocates.  They want to completely eliminate the self Advocacy of everyone who is not a member of the secret society.  They watch for certain signs that people who are not in the secret society have an advocate and "Mark" those people.

Advocates - The player who controls a player character is called a advocate.  Some especially strong NPCs also have advocates.  To be more technical the player does not control the player character but the player controls a advocate who controls the player character.

Advocate teams - Some advocates can psychically link with other advocates forming advocate teams but can choose to break their link with advocate team members.  All the secret society members combined are not all on the same advocate team, but some of the secret society members are on the same advocate team as some of the other secret society members in some cases.  Other secret society members might have an advocate but their advocate might have no team mates.  Yet other secret society members have no advocate at all.  

Advocate teams are a way for the game master to challenge player characters with NPCs who have the same special advantage they do, that is if you do something to them, someone else will know and manipulate another NPC to do something about it even if no one else is looking.

The player character that the player controls is psychically linked with their advocate / player but is not psychically linked with the other player characters or the other players.  All the players are psychically linked with each other if they choose to do so.  

Non player characters that are on the same advocate team are not psychically linked one non player character to another in the mental or physical realm.  Non player characters on a advocate team are linked to an advocate in the realm of the advocates who is linked to another advocate who is linked to a different non player character.

Some very powerful non player characters have Self Advocacy but have no faith.  Some of them can be clergy who pretend to believe in a Theistic religion in order to control people ( or to just keep out of trouble )  but have no faith in that Theistic religion.  Or bureaucrats who pretend to have faith in a political economic system to control people ( or just keep out of trouble ) but have no faith in that political economic system.

Self Advocacy - This is an attribute / skill representing how obedient the character is to the player / advocate ( or the advocate influencing a Non Player Character if they have one ) rather than to the people claiming to represent a organization associated with the Faith attribute / skill.  It is hard to tell if this represents the characters autonomy and ability to act according to how their authentic self would act if not brainwashed / programmed by a cult or if this represents how obedient the character is to a Advocate that puts voices and images in their head.  Maybe the player characters and non player characters with advocates are really schizophrenic or undergoing a psychotic breakdown departing from understanding reality.

Self Actualization - Non player characters who do not have a advocate have self actualization as an alternative attribute skill.  Self actualization is the desire not to be bossed around and to not work excessive unnecessary hours and to maintain good physical and mental health instead of being controlled by what someone claiming to represent an organization associated with the Faith skill tells them to do.  It functions similar to Self Advocacy in terms of game mechanics it just means they do not have the psychic link to an advocate.

If a player character put a lot of effort into decreasing a Non Player Characters faith and or increasing their Self Actualization, that Non Player Character can develop a advocate and their Self Actualization will turn into Self Advocacy so that they will stick around as a important character if they die.

Self - This will be used instead of self advocacy or self actualization in terms of game mechanics as a skill / attribute

Not all Non Player Character Advocates are necessarily evil


Character Spawning

When a character spawns they do not have historical memory of their past life but their advocate does if they have one.  Unless this subtle distinction makes game play to confusing.

Special Spawning for Characters with advocates or "unfinished business"

Player Characters automatically spawn out of a black box in the center of a colony ( or some other black box located somewhere else at the game master's whim ) and their body automatically disintegrates or disappears when they die leaving any equipment they were wearing to stay where it was when they died but to be subject to gravity usually meaning it will fall to the ground if it is not already on the ground.  This may also happen to certain Non Player Characters with a strong sense of purpose in their life who develop an advocate after their death and or a Non Player Character who has a advocate.  This sense of purpose can be profoundly good or profoundly evil or "unfinished business" ( like people claim about ghosts in some fiction ) or something else.  A Non Player Character with "unfinished business" may develop a advocate that remembers everything that happened in their last life when they had no advocate before, sometimes the advocate may go away when the unfinished business is resolved or may continue to exist at the whim of the game master.  Secret Society members have a special potion or drug they give to someone before they murder them by sacrificing them alive to prevent them from developing a advocate as a result of "unfinished business" if they did not already have one before they were sacrificed.  Although this potion prevents them from developing an advocate as a result of "unfinished business" from being sacrificed it does not prevent them from getting an advocate as a result of the player characters boosting that non player character's self actualization or reducing their faith significantly.  The black box selects one other corpse of someone who was not psychically linked to an advocate when they died and also makes them disappear in a similar manner when it initiates special spawning although the odds that someone would notice this are very rare because they could choose a corpse miles away from the dead character who had an advocate. 

Normal Spawning

Most non player characters lack a strong sense of purpose and do not have a advocate and do not develop an advocate when they die and they usually do not spawn in this special manner.  For the normal mode of spawning two corpses are put into a black box and out of the same black box comes three living humans.

When spawning occurs three living people are created out of the body of two dead people whether it is through special spawning or normal spawning.

Each of the three people has one unique QR code and a copy of what was the unique QR code of each of their two dead "ancestors" for a total of three QR codes

The player character controls only one of the three people.  The other two have zero self advocacy and are spawned in a different colony than the player character or some where far away instead out of the same black box where somehow they are never sent to rehabilitation, never injured and never die.  In the event that the player is sent to rehabilitation, they may suddenly be activated but if they do so the player in rehabilitation will have one half his self advocacy while they are activated and they will have one half the self advocacy they normally would if they were created as a character.  Meanwhile they are psychologically effected by all the torture the character in rehabilitation receives as if they were in rehabilitation themselves.  They are psychically linked to the same Advocate as the character in rehabilitation.


v5 second version attribute & skill intensity

 Copyright Carl Janssen 2024 Beneficial attributes used for beneficial skill check shall have at least the following primary components Base...