Copyright Carl Janssen 2018 January 5
Passover shall be on the fourteenth day of the first month of the year on a Friday. During passover crimson wine will be drunk.
Easter shall be on the sixteenth day of the first month of the year on a Sunday
People who died throughout the year shall have their corpses frozen
The Ishtar bunny shall be celebrated on the fifteenth on a Saturday, frozen corpses shall be hidden in a scavenger hunt. They shall be brought to a giant bunny who shall reward people with chocolate and religious symbols indicating their finds containing on the top a white diamond shape on with a blue letter S and on the bottom portion a black letter A within a teardrop shape that is crimson red. All get chocolate for finding corpses but only some get the symbol from the bunny.
The ishtar bunny celebration is done by the polytheists but the Ishtar bunny will bring the corpses the next day to the Easter celebration by the christian group in which they drink crimson red wine ceremonially while the corpses are put in a black box device that transforms the organic material to produce the next generation of humans as a celebration of life. This shall not be the only time of year corpses are recycled in the village but some are to be frozen and stored for later instead of recycled immediately throughout the year to prepare for this special holiday.
A second celebration shall occur on the 22nd of the month based on any new corpses that have been found since sometimes a single day is not enough and some were missed and must be found to prevent rotting
Oh the 23 rd day the artificial cold is shut off and there is a celebration of the sun and of the volcanic warmth.
Oh the 6th day of the first month bodies can be hidden throughout the village and even some of the surrounding forest gets artificially chilled
In this world there shall be a new moon every 28 days and the first day of every month shall be a new moon. There shall be thirteen months.
The Jewish/Muslim hybrid religion shall celebrate Rosh Hashanah on the first day of the seventh month of the year and shall call it new years
It shall also include a holiday called yurend by the polytheist group
On the sixth day of the first month of the year the secret society building starts to be painted with splashes of crimson red and the crimson red is painted over with a stone cold grey color paint on the 24 th day but Iresine plants are decorated about the building giving it a new fresh red and green background to replace the old until the plants die and are recycled.
Christmas might be celebrated on the 11 th month of the calendar year
The 13 th month might include a holiday called the great recycling
Characters may start a holiday campaign sometime near the beginning of the calendar year called, "a Lamb for a Life, trading for passover, what a riot?" Or perhaps "a lamb's bargain for life"
Recently somehow bacon has been snuck into all the food. Anarchists or perhaps Christians are suspected by the Jewish/Muslim hybrid groups. And crimson red graffiti has been found saying steal the lamb no bargain is affordable compared to the cost of a life. A lamb must be sacrificed for Passover but all the lambs are owned by the village out ranking the present one.
Recently after the riots the characters were asked to patrol and they found a body in the forest by the railroad track killed missing a heart with a black letter A painter on it. We must be diligent to find anarchists or more may die the supervisor said. They also have been getting an invitation to join the secret society by some of their fellow guards.
Friday, January 5, 2018
Wednesday, January 3, 2018
Transportation and computer phones disconnection and doctrine check combat rules
Copyright Carl Janssen 2018 January 3
These are more rules in an early draft form for a role playing game supplement I am creating. Rules maybe changed in the future if I learn of hero system rules that already exist that may fit things more appropriately.
Transportation and computer phones disconnection and doctrine check combat rules
Since locations shift characters may have to make an intravillage travel skill check, using the intravillage travel skill plus the intelligence attribute to travel from one location in their village to another location including their daily work places, failure on the intravillage travel check may result in getting lost, a lost character may make a willpower check to try to continue to look and make another intravillage travel check but each time they have to retry their arrival time will be delayed. Failure on the willpower check may result in despair and quitting even trying to show up, or possibly some sort of mental breakdown. No skill is added to willpower for this willpower check. As characters practice traveling they may develop some sort of skill in intra village travel. Charecters do not need to start with intravillage travel skill but can buy it on charecter creation. If charecters do not have that skill they simply use an intelligence check without a penalty for lacking the skill, they simiply do not get the bonus that comes with the skill.
Characters may not know if various facilities or buildings devoted to certain services or equipment supplies, etc. exist without an intelligence check the intravillage travel skill may also be used to identify the existence of such buildings. If characters have done no voting to ensure a building will or will not exists recently enough whether or not the building they want will exist maybe randomly determined except some very specific important buildings which may always exist. Non player characters of course may vote to create or eliminate buildings at the whim of the game master and player characters may have to use their doctrine (usually state doctrine) and offensive or defensive mental combat skills to try to oppose the non player character goals.
Travel of people and equipment between villages will be done on an electronic track with something similar to a train. The train usually runs at reduced speed in order to create more jobs however in emergencies the speed maybe greatly increased on a case by case basis, such as if in rare exceptions where society believes jobs will be eliminated instead of created if it does not arrive on time. Next to this electronic track is something similar to an ethernet line between the two villages however if the ethernet line is cut there are several nodes that transmit wirelessly from one node to another and communication may not be as good but will still be possible from one village to another by going through a series of nodes wirelessly communicating to other nodes on the path.
As player characters get farther from the train tracks or villages they may eventually have their phone computers disconnect from the wireless connection. Without their phone computers connected they may potentially quickly get lost and can not navigate using their intravillage travel skill which relies on computer phone data. Player characters may try to stray from the village to get alone time to prevent attribute atrophy or to try to hide stashes of equipment instead of recycling it but to do so without a valid excuse may result in rehabilitation if caught.
One of the jobs is to patrol near the train tracks to prevent people from getting lost and hurt and to prevent them from sabotaging job creation through growing their own crops or smuggling goods and services done in a time efficient manner. Preventing illegal time efficient goods and services and preventing independent growing of crops is a matter of life and death, for if people grew their own food independent of the proper legislation jobs would be destroyed resulting in massive starvation. Anyone participating in exchanging or giving away free goods and services in an undesignated area maybe suspected of being an anarchist. However not everyone near the undesignated area is automatically guilty as those who patrol or had other valid reasons to be nearby that area may have had their cell phones deactivate by accident and just happen to be lost and need to be rescued. It is up to the societies internal auditing systems and organizations to determine guilt.
Certain black box devices notify select individuals who have select monitoring devices if the computer phones are disconnected but black boxes do not declare if it was a harmless accident or a malicious act of treason against society when a disconnect occurs as with all black box devices characters do not know how to get at their circuits or their programs to stop such a process or change how such a process is done. The probability of not being connected is is 1- 0.9^(distance from tracks/0.5 miles) round in favor of being connected
The probability of not being connected when at zero distance from an active node is zero percent
The probability of not being connected when 0.5 miles from an active node is 10%
The probability of not being connected when 1 miles from an active node is 19%
The probability of not being connected when 1.5 miles from an active node is 27%
The probability of not being connected when 2 miles from an active node is 34%
The probability of not being connected when 2.5 miles from an active node is 40%
The probability of not being connected when 3 miles from an active node is 46%
Assume that they are disconnected if they are not being connected and that if they are not disconnected they are connected.
The formula may change on a case by case basis or in later drafts and may very depending on the quality of equipment used and other factors. If player characters are on patrol they will be instructed to report any improvisational device that may have been used to block radio waves or any people who do not have computer phones with them as extra suspicious and to watch out for individuals who tunnel.
Whenever a character attempts to use a computer phone a new roll will be used to see if it is connected. The phone itself will log where individuals last were at the time of disconnect as a time and location and also the times and locations of reconnection.
Computer phones may still be used in off line mode when they are disconnected from the village and may communicate with other computer phones within 20 feet 100% of the time (except when failure is a plot device) within 50 to 100 feet 80% of the time within 100 to 250 feet 50% of the time and can not communicate beyond 250 feet with the most common model even when they are off-line from direct connection to the village.
Offline computer phones maybe used for tracking legal disputes when people are found out of the proper designated area and a video camera sound recording and documentation typing capabilities are available.
Justification of confiscation of goods maybe accomplished with offensive mental combat or presence and or authority and state doctrine if individuals are found with goods and defended against with defensive mental combat or ego and or authority and state doctrine or doctrine from a religious group if the items are ritualistic in special situations.
How doctrine, authority, presence, ego, offensive and defensive mental combat is used to manipulate behavior and defend against manipulating behavior
An individual will either attack with their presence or offensive mental combat whichever is more appropriate however the opponent can defend using their combined ego or defensive mental combat whichever is more appropriate plus the authority of whichever group that has a teaching which would oppose obeying the commanded action that is the strongest minus the authority of any group that would support obeying the commanded action that is the highest if the commanding individual can make a successful doctrine check justifying that the action should be obeyed according to group doctrine, if they do not make a successful doctrine check or do not choose to make a doctrine check they can not use this attack bonus to give their opponent a penalty based on their authority, in some cases however a doctrine check may only negate the opponents defensive bonus based on their authority instead of using their authority against them.
For example someone commands someone from the Jew/Muslim religious group to eat pork
The defender has a defensive mental combat of 5 and ego of 5 but they have a State Authority of 15 and a Jewish/Muslim group authority of 10 a presence of 7 and an offensive mental combat of 7
The attacker would have to attack against the equivalent of an ego or defensive mental combat of 5+10 = 15 because eating pork is against their group teaching if the attacker refuses to make a doctrine check or fails a doctrine check. A attacker can only choose one group's doctrine for the doctrine check
However the attacker could try to make a very high difficulty doctrine check by trying to find a religious teaching requiring or allowing the individual to eat pork which contradicts their teaching prohibiting pork by either allowing them to optionally eat pork or more strongly requiring them to eat pork.
If they find such a teaching the defender will make a double think check. If the defender is found to commit double think, then he will ignore that there is a contradiction in teaching, the attacker can then use the defenders religious authority number against the defender if he finds a teaching that they are required to eat pork the defender will then get a negative five, 5-10=-5 in place of their ego or defensive mental combat to defend themselves instead of a positive five.
However if the attacker only finds a teaching that it is optional to eat pork but not required the attacker will get no attack bonus but will not suffer a penalty based on the defenders Jewish/Muslim religious authority and the defender will merely use their ego or defensive mental combat of 5 to defend themselves
If however the defender is found not to double think he will then check for information phobia. If the defender suffers information phobia the attacker will get no bonus in his attack based on the defenders religious authority as the defender will not listen to the doctrinal information and the defender will maintain the ability to use authority to defend himself however the attacker can still convince the defender if he can defeat the defender with a defensive rating of 5+10=15. If however the defender was found not to have information phobia the attacker will still be either able to negate the defender's religious authority or use the defender's religious authority against him as a bonus. Additionally a cognitive dissonance check will be made but it will not effect whether or not the attack succeeds into persuading the individual to try to do the action. However if cognitive dissonance is found to occur the defender will suffer the symptoms of cognitive dissonance and these symptoms may or may not impair the defender from succeeding in obeying the attackers command, for example if the symptom is vomiting it may prevent the defender from eating the pork even though he was going to eat it, but if the symptom is going into a rage, the defender might eat the pork then immediately attack the attacker. Cognitive dissonance and information phobia will effect what future actions the defender may do, the defender will generally try to avoid future cognitive dissonance or information phobia triggers.
When doing a doctrine check in order to aid offensive mental combat or presence attacks you can only choose one type of group doctrine for the doctrine check not multiple ones at the same time.
If the attacker decides that the difficulty level of using a doctrine check to allow or require eating pork is much to high a difficulty for Jewish/Muslim doctrine he could alternatively try to use the defenders state doctrine against him. Arguing that they are allowed to choose to eat pork or not eat pork according to the state doctrine is insufficient as they are forbidden from eating pork according to the religious teaching, so they can simply choose not to eat the pork without violating the state teaching. If the attacker however makes a successful state doctrine check and finds a state regulation requiring the defender to eat pork then the defender will make a double think check. If the defender is found to commit double think he will replace his ego or defensive mental combat with the equivalent score of 5+10-15=0 to defend himself instead of using a score of 5+10=15. If however the defender was found not to commit double think an information phobia check would be made. If the defender does not have information phobia the attacker will still be able to attack the defender as though the defender has an ego or defensive mental combat of zero. If the defender is found to have information phobia the defender will get a full score of 15 to defend himself, as he will not listen to the attacker's information that the state requires him to eat pork, but the attacker can still manipulate him to eat pork if he defeats the defender with that defense score. The defender will additionally make a cognitive dissonance check but that will not effect whether or not the defender tries to obey the attackers command, it will however impact how the defender interacts with the attacker in the future as he will try to avoid any information that triggers information phobia or cognitive dissonance. If neither cognitive dissonance nor information phobia is triggered the defender will not try to avoid receiving further information from the attacker, however there maybe social ramifications if other people in his group find out he ate pork that may effect future interactions with the attacker.
The scenarios above presume the authentic identity does not want to eat the pork. If the authentic identity was indifferent to eating or not eating the pork the ego or defensive mental combat adjusted scores would all be five less than above as the ego and defensive mental combat would be substituted with zero but the appropriate authority scores would still be added to the number zero. If the authentic identity of the character wanted to eat pork on their own the scenario would be as in scenario 1 or 2 or 3 below in which an individual may attack their own dual personality and would not be a conflict between two different characters but only between a single character and himself.
How an individual may attack their own dual personality
Scenario 1 conflicts between dual personalities
The same individual on his own reads a state doctrine saying he is required to eat pork. His dual personality having a state authority of 15 attacks his dual personality of Judaism/Islam having an authority of 10. This is treated as though an individual with a presence and offensive mental combat of 15 is attacking another individual with a defensive mental combat is attacking an individual with ego and defensive mental combat of 10. When a character is triggered into having a dual personality attack within themself by reading a rule they can add on either their ego or defensive mental combat whichever is more appropriate to whichever side of the conflict their authentic self wants to side with. If their authentic self wanted to eat the pork it would be as though an individual with an offensive mental combat or presence of 15+5=20 were attacking an individual with an ego and defensive mental combat of 10 but if the authentic self wanted to avoid eating the pork it would be as though an individual with a a offensive mental combat or presence of 15 were attacking an individual with a ego or defensive mental combat of 10+5=15. Whichever personality wins the fight gets the outcome desire by that personality.
Scenario 2 authentic self wants to do an action that dual personality wants to avoid doing.
The individual saw no state law about eating or not eating pork but really likes pork and wants to eat some. He uses whichever is more appropriate of his presence or offensive mental combat to attack his jewish/muslim dual personality, so it is equivalent to an individual with a presence or offensive mental combat of 7 attacking an individual with a defensive mental combat or ego of 10 being equal to the authority of 10 for his Jewish/Muslim dual personality. Whichever personality wins the fight gets the outcome desire by that personality.
Scenario 3 dual personality wants to do an action that authentic self wants to avoid
The individual does not like to eat some fish in a jewish religious ritual, his jewish/muslim dual personality with an authority of 10 attacks the individuals authentic self's defensive mental combat or ego of 5 whichever is more appropriate. Whichever personality wins the fight gets the outcome desire by that personality.
The individuals authentic self represents whatever he would want to do if he did not believe in the group teaching on account of joining the group, he might believe in that teaching for other reasons or might choose to obey the teaching as an authentic self in order to influence the behavior of observers not to punish him however as his authentic self where as he would not follow through on the action if he knew they were not watching. The player character's player gets to decide whatever the authentic self wants to do independent of the authority from the groups, they then roll to see if the player character will get to follow through. The game master gets to decide what the non player characters authentic self would want to do.
These are more rules in an early draft form for a role playing game supplement I am creating. Rules maybe changed in the future if I learn of hero system rules that already exist that may fit things more appropriately.
Transportation and computer phones disconnection and doctrine check combat rules
Since locations shift characters may have to make an intravillage travel skill check, using the intravillage travel skill plus the intelligence attribute to travel from one location in their village to another location including their daily work places, failure on the intravillage travel check may result in getting lost, a lost character may make a willpower check to try to continue to look and make another intravillage travel check but each time they have to retry their arrival time will be delayed. Failure on the willpower check may result in despair and quitting even trying to show up, or possibly some sort of mental breakdown. No skill is added to willpower for this willpower check. As characters practice traveling they may develop some sort of skill in intra village travel. Charecters do not need to start with intravillage travel skill but can buy it on charecter creation. If charecters do not have that skill they simply use an intelligence check without a penalty for lacking the skill, they simiply do not get the bonus that comes with the skill.
Characters may not know if various facilities or buildings devoted to certain services or equipment supplies, etc. exist without an intelligence check the intravillage travel skill may also be used to identify the existence of such buildings. If characters have done no voting to ensure a building will or will not exists recently enough whether or not the building they want will exist maybe randomly determined except some very specific important buildings which may always exist. Non player characters of course may vote to create or eliminate buildings at the whim of the game master and player characters may have to use their doctrine (usually state doctrine) and offensive or defensive mental combat skills to try to oppose the non player character goals.
Travel of people and equipment between villages will be done on an electronic track with something similar to a train. The train usually runs at reduced speed in order to create more jobs however in emergencies the speed maybe greatly increased on a case by case basis, such as if in rare exceptions where society believes jobs will be eliminated instead of created if it does not arrive on time. Next to this electronic track is something similar to an ethernet line between the two villages however if the ethernet line is cut there are several nodes that transmit wirelessly from one node to another and communication may not be as good but will still be possible from one village to another by going through a series of nodes wirelessly communicating to other nodes on the path.
As player characters get farther from the train tracks or villages they may eventually have their phone computers disconnect from the wireless connection. Without their phone computers connected they may potentially quickly get lost and can not navigate using their intravillage travel skill which relies on computer phone data. Player characters may try to stray from the village to get alone time to prevent attribute atrophy or to try to hide stashes of equipment instead of recycling it but to do so without a valid excuse may result in rehabilitation if caught.
One of the jobs is to patrol near the train tracks to prevent people from getting lost and hurt and to prevent them from sabotaging job creation through growing their own crops or smuggling goods and services done in a time efficient manner. Preventing illegal time efficient goods and services and preventing independent growing of crops is a matter of life and death, for if people grew their own food independent of the proper legislation jobs would be destroyed resulting in massive starvation. Anyone participating in exchanging or giving away free goods and services in an undesignated area maybe suspected of being an anarchist. However not everyone near the undesignated area is automatically guilty as those who patrol or had other valid reasons to be nearby that area may have had their cell phones deactivate by accident and just happen to be lost and need to be rescued. It is up to the societies internal auditing systems and organizations to determine guilt.
Certain black box devices notify select individuals who have select monitoring devices if the computer phones are disconnected but black boxes do not declare if it was a harmless accident or a malicious act of treason against society when a disconnect occurs as with all black box devices characters do not know how to get at their circuits or their programs to stop such a process or change how such a process is done. The probability of not being connected is is 1- 0.9^(distance from tracks/0.5 miles) round in favor of being connected
The probability of not being connected when at zero distance from an active node is zero percent
The probability of not being connected when 0.5 miles from an active node is 10%
The probability of not being connected when 1 miles from an active node is 19%
The probability of not being connected when 1.5 miles from an active node is 27%
The probability of not being connected when 2 miles from an active node is 34%
The probability of not being connected when 2.5 miles from an active node is 40%
The probability of not being connected when 3 miles from an active node is 46%
Assume that they are disconnected if they are not being connected and that if they are not disconnected they are connected.
The formula may change on a case by case basis or in later drafts and may very depending on the quality of equipment used and other factors. If player characters are on patrol they will be instructed to report any improvisational device that may have been used to block radio waves or any people who do not have computer phones with them as extra suspicious and to watch out for individuals who tunnel.
Whenever a character attempts to use a computer phone a new roll will be used to see if it is connected. The phone itself will log where individuals last were at the time of disconnect as a time and location and also the times and locations of reconnection.
Computer phones may still be used in off line mode when they are disconnected from the village and may communicate with other computer phones within 20 feet 100% of the time (except when failure is a plot device) within 50 to 100 feet 80% of the time within 100 to 250 feet 50% of the time and can not communicate beyond 250 feet with the most common model even when they are off-line from direct connection to the village.
Offline computer phones maybe used for tracking legal disputes when people are found out of the proper designated area and a video camera sound recording and documentation typing capabilities are available.
Justification of confiscation of goods maybe accomplished with offensive mental combat or presence and or authority and state doctrine if individuals are found with goods and defended against with defensive mental combat or ego and or authority and state doctrine or doctrine from a religious group if the items are ritualistic in special situations.
How doctrine, authority, presence, ego, offensive and defensive mental combat is used to manipulate behavior and defend against manipulating behavior
An individual will either attack with their presence or offensive mental combat whichever is more appropriate however the opponent can defend using their combined ego or defensive mental combat whichever is more appropriate plus the authority of whichever group that has a teaching which would oppose obeying the commanded action that is the strongest minus the authority of any group that would support obeying the commanded action that is the highest if the commanding individual can make a successful doctrine check justifying that the action should be obeyed according to group doctrine, if they do not make a successful doctrine check or do not choose to make a doctrine check they can not use this attack bonus to give their opponent a penalty based on their authority, in some cases however a doctrine check may only negate the opponents defensive bonus based on their authority instead of using their authority against them.
For example someone commands someone from the Jew/Muslim religious group to eat pork
The defender has a defensive mental combat of 5 and ego of 5 but they have a State Authority of 15 and a Jewish/Muslim group authority of 10 a presence of 7 and an offensive mental combat of 7
The attacker would have to attack against the equivalent of an ego or defensive mental combat of 5+10 = 15 because eating pork is against their group teaching if the attacker refuses to make a doctrine check or fails a doctrine check. A attacker can only choose one group's doctrine for the doctrine check
However the attacker could try to make a very high difficulty doctrine check by trying to find a religious teaching requiring or allowing the individual to eat pork which contradicts their teaching prohibiting pork by either allowing them to optionally eat pork or more strongly requiring them to eat pork.
If they find such a teaching the defender will make a double think check. If the defender is found to commit double think, then he will ignore that there is a contradiction in teaching, the attacker can then use the defenders religious authority number against the defender if he finds a teaching that they are required to eat pork the defender will then get a negative five, 5-10=-5 in place of their ego or defensive mental combat to defend themselves instead of a positive five.
However if the attacker only finds a teaching that it is optional to eat pork but not required the attacker will get no attack bonus but will not suffer a penalty based on the defenders Jewish/Muslim religious authority and the defender will merely use their ego or defensive mental combat of 5 to defend themselves
If however the defender is found not to double think he will then check for information phobia. If the defender suffers information phobia the attacker will get no bonus in his attack based on the defenders religious authority as the defender will not listen to the doctrinal information and the defender will maintain the ability to use authority to defend himself however the attacker can still convince the defender if he can defeat the defender with a defensive rating of 5+10=15. If however the defender was found not to have information phobia the attacker will still be either able to negate the defender's religious authority or use the defender's religious authority against him as a bonus. Additionally a cognitive dissonance check will be made but it will not effect whether or not the attack succeeds into persuading the individual to try to do the action. However if cognitive dissonance is found to occur the defender will suffer the symptoms of cognitive dissonance and these symptoms may or may not impair the defender from succeeding in obeying the attackers command, for example if the symptom is vomiting it may prevent the defender from eating the pork even though he was going to eat it, but if the symptom is going into a rage, the defender might eat the pork then immediately attack the attacker. Cognitive dissonance and information phobia will effect what future actions the defender may do, the defender will generally try to avoid future cognitive dissonance or information phobia triggers.
When doing a doctrine check in order to aid offensive mental combat or presence attacks you can only choose one type of group doctrine for the doctrine check not multiple ones at the same time.
If the attacker decides that the difficulty level of using a doctrine check to allow or require eating pork is much to high a difficulty for Jewish/Muslim doctrine he could alternatively try to use the defenders state doctrine against him. Arguing that they are allowed to choose to eat pork or not eat pork according to the state doctrine is insufficient as they are forbidden from eating pork according to the religious teaching, so they can simply choose not to eat the pork without violating the state teaching. If the attacker however makes a successful state doctrine check and finds a state regulation requiring the defender to eat pork then the defender will make a double think check. If the defender is found to commit double think he will replace his ego or defensive mental combat with the equivalent score of 5+10-15=0 to defend himself instead of using a score of 5+10=15. If however the defender was found not to commit double think an information phobia check would be made. If the defender does not have information phobia the attacker will still be able to attack the defender as though the defender has an ego or defensive mental combat of zero. If the defender is found to have information phobia the defender will get a full score of 15 to defend himself, as he will not listen to the attacker's information that the state requires him to eat pork, but the attacker can still manipulate him to eat pork if he defeats the defender with that defense score. The defender will additionally make a cognitive dissonance check but that will not effect whether or not the defender tries to obey the attackers command, it will however impact how the defender interacts with the attacker in the future as he will try to avoid any information that triggers information phobia or cognitive dissonance. If neither cognitive dissonance nor information phobia is triggered the defender will not try to avoid receiving further information from the attacker, however there maybe social ramifications if other people in his group find out he ate pork that may effect future interactions with the attacker.
The scenarios above presume the authentic identity does not want to eat the pork. If the authentic identity was indifferent to eating or not eating the pork the ego or defensive mental combat adjusted scores would all be five less than above as the ego and defensive mental combat would be substituted with zero but the appropriate authority scores would still be added to the number zero. If the authentic identity of the character wanted to eat pork on their own the scenario would be as in scenario 1 or 2 or 3 below in which an individual may attack their own dual personality and would not be a conflict between two different characters but only between a single character and himself.
How an individual may attack their own dual personality
Scenario 1 conflicts between dual personalities
The same individual on his own reads a state doctrine saying he is required to eat pork. His dual personality having a state authority of 15 attacks his dual personality of Judaism/Islam having an authority of 10. This is treated as though an individual with a presence and offensive mental combat of 15 is attacking another individual with a defensive mental combat is attacking an individual with ego and defensive mental combat of 10. When a character is triggered into having a dual personality attack within themself by reading a rule they can add on either their ego or defensive mental combat whichever is more appropriate to whichever side of the conflict their authentic self wants to side with. If their authentic self wanted to eat the pork it would be as though an individual with an offensive mental combat or presence of 15+5=20 were attacking an individual with an ego and defensive mental combat of 10 but if the authentic self wanted to avoid eating the pork it would be as though an individual with a a offensive mental combat or presence of 15 were attacking an individual with a ego or defensive mental combat of 10+5=15. Whichever personality wins the fight gets the outcome desire by that personality.
Scenario 2 authentic self wants to do an action that dual personality wants to avoid doing.
The individual saw no state law about eating or not eating pork but really likes pork and wants to eat some. He uses whichever is more appropriate of his presence or offensive mental combat to attack his jewish/muslim dual personality, so it is equivalent to an individual with a presence or offensive mental combat of 7 attacking an individual with a defensive mental combat or ego of 10 being equal to the authority of 10 for his Jewish/Muslim dual personality. Whichever personality wins the fight gets the outcome desire by that personality.
Scenario 3 dual personality wants to do an action that authentic self wants to avoid
The individual does not like to eat some fish in a jewish religious ritual, his jewish/muslim dual personality with an authority of 10 attacks the individuals authentic self's defensive mental combat or ego of 5 whichever is more appropriate. Whichever personality wins the fight gets the outcome desire by that personality.
The individuals authentic self represents whatever he would want to do if he did not believe in the group teaching on account of joining the group, he might believe in that teaching for other reasons or might choose to obey the teaching as an authentic self in order to influence the behavior of observers not to punish him however as his authentic self where as he would not follow through on the action if he knew they were not watching. The player character's player gets to decide whatever the authentic self wants to do independent of the authority from the groups, they then roll to see if the player character will get to follow through. The game master gets to decide what the non player characters authentic self would want to do.
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