Wednesday, July 26, 2023

V2 skills and attributes

Copyright Carl Janssen 2023


WOJAC Canon version 2 Skills and Attributes


Note: Change this so that movement is a general attribute and specialty movement skills can multiply the attribute result similar to lifting.  Consider using movement for dodging and hitting in combat with the combat skill improving the chance of hitting or dodging.  Flexibility is for escaping some restraint devices and for being able to treat ignore certain obstacles or reduce terrain penalty that would slow down movement and can be used to improve dodging but only against up to 1 opponent at a time.  A very low flexibility that is in the negative numbers will cause someone to be unable to do some basic tasks they would normally be able to do without a die roll.  Increasing Aerobic Strength 2 credit hours decreases Aerobic flexibility 1 credit hour and increasing aerobic flexibility 2 credit hours reduces aerobic strength by 1 credit hour.


Character Creation Points - These are similar to credit hours but can only be used on certain skills and attributes during character creation.  Certain skills or attributes will be effected by other skills or attributes.  Character creation can happen quiet frequently as when a player dies they will be replaced by a new character who comes out of a black box who is kind of like a reincarnation or resurrection of them plus the minds of other people who died.  This character will have the previous dead character's memories of events with certain possible exception involved with the secret society deleting memories but not necessarily their procedural memories for how to do skills nor the same attributes and might have picked up different skills from the memories of other minds that went with other people's bodies who died before them.  As such they get to add up the credit hours of all their skills and attributes and reassign them to different skills and attributes minus a penalty of a reduced number for dying but at the same time keeping some of the points they gained through game play.  They might have faith in different organizations and have a different pure or composite archetype this time around or they could be almost exactly the same character minus a few character points after the death.

Credit hours - These are earned by a successful learning attribute check for a mental skill or attribute or a successful physical education capacity check for a physical skill or attribute or both for a hybrid skill or attribute.  Although their might not be any pure physical skills but possibly only hybrid and mental and this is to be decided later.  Earn enough credit hours and a attribute or skill is increased, lose enough credit hours and a attribute or skill is decreased.  Some skills can only be increased by credit hours and can not be earned by character creation points where as other skills are more easy to get by character creation points and more difficult to get by credit hours.

The Archetypes

A description of each of the archetypes is listed to get an idea of what types of skills and attributes they generally might have relative to the other archetypes.  Most non player characters can generally fit closer to one of these archetypes than another when being designed.  Player Characters can also choose to have a similar profile to these archetypes.  Certain skills require being a certain archetype but player characters can pick multiple archetypes in such a case saying they are that archetype means a lot about what social networks they had to associate with in order to learn those skills and those social networks often have a certain price in terms of the type of social relationships the player character will be forced to endure near the beginning of the character being  produced into existence with ta black box and having memories from those associations in a past life although they might try to earn their way out of association through game play.  A composite archetype means they have all the social obligations and special weaknesses of each of the multiple archetypes they choose but also get access to the archetypes special skills or powers.  Special rules are there for a composite archetype that includes both a inventor and mentalist.  A pure archetype occurs when a player just chooses one archetype in initial character creation and does not add on another through game play.  A character with a pure archetype can change to become a composite archetype during game play by working with a organization and then learning the skills and powers from that organization but also taking the social obligations that come with that organization.

Rehabilitation Officer - Torture people to influence their behavior.  They have a high pain tolerance and resistance to torture but tend not be able to survive physical wounds as well as security officers.  They have special skills, drugs and equipment to make people more easily influenced in their thinking and behavior but only if they have time to set up for torture.

Medic - Help heal people so they can be tortured by rehabilitation officers more.  They have a high pain tolerance and resistance to torture although not as much as rehabilitation officers but are better able to survive physical wounds than anyone except security officers.  They can heal other people of physical wounds better than anyone else but are not torture experts.

Cinematic Illusionists - They create fake videos online or do in person acting and special effects like a magician accept people think it is real.  They are very resistant to other cinematic illusionist fake operations but have a low pain tolerance and are easily killed by physical wounds.  Digital logic or binary computer code has not been discovered but electricity is understood.  High level computer language exists. 

Spies - They try to infiltrate groups to catch people doing wrong think and function well in a urban environment.  They can move more quietly than other people and hide and disguise in urban environments. Spies know how to break and enter into buildings and how to build and find traps to capture humans in an urban environment.  They know ways to covertly communicate about their missions to their supervisors with lower likelihood of being caught doing so by the people they are spying on then other archetypes.

Tracks Persons - They are assigned to go on temporary missions in the wilderness to catch fugitives trying to skip work, but often tracks people have to track other track people who are claiming to hunt fugitives but just trying to rest in the wilderness themselves

Bureaucrats - They are very good at requesting permits for items for specific missions and at adding government laws, changing the relative frequency of government laws to make some laws more difficult to find and at finding government laws to say any action they want is permitted, prohibited or required but they do not get such bonuses for religious laws.  They have a low pain tolerance and are easily killed by physical wounds.  It is very difficult to use a government law to persuade a bureaucrat to do something after all they can make a law that says the opposite and do so whenever they want to even if they can not get rid of all the copies of the laws they do not want to follow.  However a bureaucrat will obey a law if he thinks it will protect him.  Bureaucrats have a low tolerance to pain and are easily killed by physical wounds.

Clergy - They have the power to convert someone who has the most faith points in their specific religion to view them as the ultimate authority figure in interpreting that religion and to view the correct interpretation of that religion as that you should obey them in particular.  They do not get merely followers to have faith in some religion but blind faith in them as a person.  Clergy have a low tolerance to pain and are easily killed by physical wounds.

Security Person - These people are very good at fighting and have greater power than other people not to listen to people to try to get them to change their mind once they start following orders to fight someone.  Security people are much more difficult to kill by physical wounds then any other archetype.  Security people tend to have a very high strength.

Mentalists - They can use the power of hypnosis to effect someone's mind body relationship if they sense their signal and a message with one of the five senses and they also have mind body power over themselves.  They have a very high tolerance to pain and strong willpower.  They can amplify their physical attributes effectiveness through hypnosis but they have delusions about the nature of their body.

Inventor - They create experimental inventions other people are unable to make.  Sometimes the inventions do not work well.  They need a permit to make each invention.  Digital logic or binary computer code has not been discovered but electricity is understood.  High level computer language exists.  They can request materials from black boxes like anyone else but black boxes do not make the complete project from them, they use tools black boxes give them to make other tools black boxes will not.  They can also make contraband inventions without a permit if they have the parts but usually can not get the parts except through a black box ultimately requiring a permit.  Inventors have delusions or wrong beliefs about the laws of physical reality or science that exist outside their body but do not have delusions about their body unless they are also mentalists.  Inventors are immune to hypnosis and can not benefit from it either unless they are also mentalists in which case they can be effected by hypnosis but are less susceptible to it's benefits or it's harm than other people.  Inventors have a low tolerance to pain and would easily be killed by physical wounds.

Maintenance Men - They are very good at repairing things, building things, cooking things, making things and are better at doing any other daily chore required by the government then any other archetype so long as it involves physical labor and is not a specialty of another archetype.  They can also do those things which they are better than the other archetypes at more quickly than the other archetypes.  The only people harder to kill by physical wounds than maintenance men are Security people and Medics.  Maintenance men tend to have a very high strength.  Maintenance men do not specialize in deceiving people to control their behavior the way rehabilitation officers, clergy, bureaucrats and cinematic illusionists do and are not familiar with the workings of the mind the way.  Mentalists tend to fall for a wide variety of mind games more easily.  Inventors build mad science stuff and special equipment where as Maintenance Men are better at building relatively lower tech stuff that actually works if they have the tools.  Maintenance Men could build traps that work on humans and find and disarm traps that work on humans built by other maintenance men, but do not have special skills to build snares to catch wild animals for food.


Race and Gender - There is no race and gender or everyone is the same race and a genderless neuter in WOJAC.  How do they go to the bathroom, the game creator never bothered to answer that it is a mystery but they can excrete waste into a toilet.


Skill or Attribute Checks

A attribute or skill table will list the score you need to roll to be able to do something.  How will the maximum you can do with a skill or ability will be based on the roll result on the table.  The appropriate attribute or skill will be added to the roll, higher results being more successful and lower result being more prone to failure.

Depending on how hard the task is and other modifiers additional numbers can be added or subtracted to the roll.

Percentile dice will be used

On the first die roll a roll above a certain number called the good number will result in allowing a second re roll minus 1 to be added to the roll score and if that second number is above the reroll number then you can reroll an add that number minus 1 again up to an unlimited number of times so long as the number is always above the good re roll number

On the first die roll a roll below a certain number called the bad number will result in allowing a second re roll minus 1 to be subtracted from the roll score and if that second number is exclusively above 100 minus the bad reroll number then you can reroll and subtract that number minus 1 again up to an unlimited number of times so long as the number is always above 100 minus the bad re roll number exclusively


List of types of Strength, Endurance, Flexibility and Movement

One Rep Strength 

Anaerobic Strength

Aerobic Strength

One Rep Flexibility

Anaerobic Flexibility

Aerobic Flexibility

Anaerobic Endurance

Aerobic Endurance

Refresh Time

Refresh Number 

One Burst Movement

Anaerobic Movement

Aerobic Movement 

Movement Specialty Types Walking/Running, Biking, Boating, Jumping, Swimming, Climbing without gear, Climbing with gear, Jumping

Glycogen Stored Calories

Good Fat Stored Calories

Bad Fat Stored Calories


Types of Strength, Endurance, Flexibility and Movement detailed description

One Rep Strength

Someone can do a single action that is not a movement action involving a large amount of force taking less than 10 seconds up to one time using their One Rep Strength.  Such a action would include punching, kicking or lifting a large amount of weight, but would not include jumping, swimming, sprinting, running, jogging, walking or climbing.  

If glycogen Calories are available to spend then this task always reduces glycogen and does not reduce fat and uses a strength score of One Rep Strength + Anaerobic Strength + Aerobic Strength.  

If glycogen points are not available to spend this task results in glycogen debt and a strength score of One Rep Strength + Aerobic Strength is used

One Rep Strength shall require less credit hours to improve by the same number of points than Anaerobic Strength.  

One Rep Strength can not be used again without refreshing.

Anaerobic Glycolotic Strength - Someone can do a repeated or long sustained action or set of actions using anaerobic strength.  They can continue doing this up to the time of their Anaerobic Endurance.  They use 100% of the calories from glycogen to do this action and if they are out of glycogen calories then they can not use Anaerobic strength.  They can alternatively use X percent of their Anaerobic Strength as a bonus and maintain this for the time of their Anaerobic Endurance divided by X percent.  In this case they will use one half of X percent plus 50 percent glycogen calories. 

Anaerobic Glycolotic Endurance - This determines the maximum amount of time someone can maintain a task using Anaerobic Movement, Anaerobic Strength or Anaerobic Flexibility or using their full Aerobic Movement Strength or Flexibility points instead of half points if they are using glycogen debt

Refresh Time - This is the minimum amount of time someone has to wait between refreshes.  Lowering this number takes more character creation points or credit hours.  With a successful willpower check someone can refresh earlier then their refresh time allows if they have refreshed less than their refresh number times in the past 24 hours but will lose credit hours in the aerobic version of whatever attribute they are using.  If they try this more than once they need an additional successful willpower check each time, so the first time would require one successful check and the second time would require to successful checks in a row.  Credit hours are lost toward the Aerobic version of the attribute they are trying to refresh. 

Refresh Number - This is the maximum number of times per 24 hours someone with sufficient sleep and a sufficient Carbohydrate diet can use their One Rep Strength, One Rep Flexibility, Anaerobic Flexibility or Anaerobic Strength, One Rep Movement, or Anaerobic Movement.  Each type is not used separately but the same refresh number is used for all four of those attributes.   Someone can refresh more times then their refresh number if at least the refresh time has passed but will lose credit hours in the aerobic version of whatever attribute they are using,  If they try this more than once they need an additional successful willpower check each time, so the first time would require one successful check and the second time would require to successful checks in a row.  If someone has used up their refresh number and it is less than the refresh time then double the number of willpower checks can be used to refresh and they will lose double the number of credit hours.  Credit hours are lost toward the Aerobic version of the attribute they are trying to refresh. 

Glycogen Debt -- Doing actions shall take glycogen calories and fat calories based on a table.  People shall automatically spend 700 glycogen Calories per day, and 1300 fat calories in addition to any glycogen or fat for exercise.  If they run out of glycogen stores their Aerobic Strength and Aerobic Flexibility all Aerobic movement Attribute types will lose an equal number of credit hours in each attribute at a rate of 700 glycogen Calories for every 24 hours they do not consume carbohydrate after that at a rate of to be determined credit hours per Calorie.

Someone can maintain exercise using their full Aerobic Strength, Aerobic Flexibility or Aerobic Movement type attribute points for as long as their Aerobic Endurance.  Someone can maintain exercise using only X percent of their Aerobic Attribute for their Aerobic Endurance divided by X percent.

If someone attempts to maintain exercise using their Aerobic movement, Aerobic strength or Aerobic flexibility points for a longer period of time than that permitted by their Aerobic Endurance as described above they will suddenly have zero glycogen even if their glycogen stores should not have reached zero based on the number of calories they spent.  Once they reach zero glycogen stores they can only use half of their aerobic attribute points on attribute checks or they will suffer extra glycogen debt in addition to the glycogen debt of 700 Calories per 24 hours if they do not eat anything with carbohydrate as described above after this point.

If someone attempts to do exercise using above their full Aerobic attribute points for attribute rolls involving strength, flexibility or a movement attribute when they have zero glycogen Calories then they can do so for up to their Anaerobic Endurance in time if they make a successful willpower check but will go into glycogen debt converting their muscle protein into carbohydrate and will lose credit hours in that specific type of aerobic attribute that they are using and they can not and will not get any bonus for the Anaerobic Strength, Anaerobic Flexibility or Anaerobic Movement type.  They can additionally use their one rep strength for 1 action lasting which then 10 seconds , one rep flexibility for one action lasting less than 10 seconds or one burst movement for one action lasting less than 30 seconds as a bonus to their full Aerobic attribute roll even in Glycogen depletion if they have not exceeded their refresh number with a second successful willpower check but will lose twice as many credit hours as if they spent the full time using their Anaerobic Endurance to allow them to use their full Aerobic Endurance Points even though they are only maintaining this action for 10 seconds or less for strength or flexibility or 30 seconds or less for movement.  They can use there one rep strength, one rep flexibility or burst movement bonus in addition to their full Aerobic Attribute points even if their refresh number is depleted and their glycogen storage depleted if they make three successful willpower checks but will lose three times as many credit hours as if they spent the full time using their Anaerobic Endurance to allow them to use their full Aerobic Attribute Points even though they are only maintaining this action for 10 seconds or less for strength or flexibility or for 30 seconds or less for movement.  The first attempt will not use extra credit hours if the willpower attempt fails but will use extra credit hours if the willpower attempt succeeds.  They can repeat this up to an unlimited number of times but must make an additional successful willpower check each time they repeat this failure on any tries in addition to the first try will result in them losing the same number of credit hours but only using half their Aerobic attribute points for the attribute check.  If they lose to many attribute points doing this without sleeping or eating they may start receiving injuries, go unconscious or die depending on to be determined.

Glycogen Calories - Any Carbohydrates someone eats will add to their glycogen calories provided they do not go over 2000 Calories.  If they spend Calories exercising in the last 24 hours and eat extra Carbohydrates they can store up to a maximum of 2000 Calories plus the amount of Calories they spent exercising in the last 24 hours provided they did not exercise more time than their Aerobic Endurance divided by the percent of the aerobic attribute they used.  If they exceeded the exercise time permitted by Aerobic Endurance that automatically brings them to 0 Calories Glycogen Store described under glycogen debt then they are not allowed to store more than 1000 Glycogen Calories for the next 24 hours no matter how much food they eat.  They can store no more than 4000 Glycogen Calories even with the raised maximum from exercise.  Any extra Carbohydrate they consume beyond that which can go into Glycogen storage goes into fat.  They can store up to 1 Calorie of good fat for every Calorie of exercise they did or for every extra calorie they experienced from cold exposure.  All extra Calories they spend which go into fat but do not go into good fat go into bad fat.  Every 3500 extra Calories that go to fat instead of carbohydrate will increase or decrease the fat by 1 point.  Exercising using their full Aerobic Attribute points spends half the Calories as fat which is subtracted from bad fat first then good fat if they have 0 bad fat left.  Exercising using their full aerobic attribute points spends half the Calories from the exercise as glycogen.  Exercising using X percent of their full aerobic attribute points spends one half of X percent of the Calories on glycogen per time and the remaining Calories spent come from bad fat unless bad fat is depleted in which case it comes from good fat.  If all good and bad fat is depleted and all carbohydrate is depleted then the person loses credit hours from whatever aerobic attribute they are using and some sort of check to be determined needs to be periodically made to see if the person dies or passes out or suffers some sort of injury until they go above 0 fat or 0 carbohydrate stores by eating something.

Fatty Food - Any food that has fat content can not convert the fat content to be stored as carbohydrate but will directly use it to be stored as good or bad fat only.  Ignoring protein content Food from animal products like hunted animals will be assumed to be 100% fat and 0 percent carbohydrate Calories.  Ignoring protein food from plants will be assumed to be 100% carbohydrate Calories and 0% far Calories.

Protein, Vitamins and Minerals - Protein, Vitamins and minerals will be assumed to be in all the food in sufficient amounts if the person has sufficient glycogen to keep from losing aerobic movement, strength or flexibility points

Water - People need enough water or bad things happen to be determined.

Bad Fat - Bad fat will add a penalty to all rolls involving hybrid or physical skills or attributes equal to three times it's number

Good fat - Good fat will add a penalty to all strength, movement and flexibility rolls equal to one times it's number minus 20 if it is above 20.  There will be no penalty if it is between 5 and 20.  If Good fat drops below 5 then for every point below 5 someone will suffer three times that many points as a penalty to strength, movement and flexibility rolls all rolls using hybrid or physical skills or attributes.


Attributes - Physical Education Capacity - This is similar to learning but is used when trying to get credit hours to improve physical attributes or skills by spending time doing training if certain conditions are met


Mental Attributes

Attributes - Learning - This attribute is used to see if someone can get credit hours toward improving a mental skill or attribute upon using it if certain conditions are met

Hybrid Learning - For learning hybrid skills use the lower of Physical Education Capacity or Learning

Movement Attribute biking -  Bikes can be made by maintenance men or inventors using the higher of maintenance or invention skill.  A successful bike skill use can enable someone to travel a multiple of the walking/running speed in the same amount of time based on the results on a table, a badly failed bike skill use causes the person to fall down or move in the wrong direction or fail to start moving.  The same amount of glycogen and fat calories are used as for walking or running whatever speed before the multiplication based on the table 

Movement Attribute boating -  Human powered boats can be made by maintenance men or inventors using the higher of maintenance or invention skill.  A successful boat skill use can enable someone to travel using a human powered boat a multiple of their swimming movement in the same amount of time based on the results on a table, a badly failed boat skill causes the person to have a boating accident or simply stop moving or move in the wrong direction.  Penalties can be assigned for each person on the boat adding weight but each person on the boat powering it with their human power can provide a bonus based on their boating attribute and swimming movement attribute.

The same amount of glycogen and fat calories are used as for walking or running whatever speed before the multiplication based on the table 

Movement attribute checks

The speed at which someone can travel in a round will be based on a table where the higher the roll with  the aerobic movement specialty attribute the farther someone can travel in the same amount of time, each type of movement shall have a different type of table.  The Anaerobic Movement attribute or burst Movement attribute can be added as bonuses to the roll under certain circumstances described elsewhere.


Strength attribute check and lifting

How much someone can lift will be based on their Aerobic Strength ability check roll result on a table.  Under certain circumstance a bonus can be added to that roll using Anaerobic Strength or One Rep Strength


Beneficial Physical Skills

Combat Skills

Stealth



Beneficial Hybrid Skills

Weight Lifting - This person knows how to use torque or proper lever arns to lift heavy weights or possibly people and animals and also has learned to recruit their nerves to lift weights more efficiently than someone else with the same muscle mass.  A successful lifting check if someone chooses to use this skill multiplies the results on a strength check table by numbers on another table, but a very bad roll if someone chooses to use this skill results in them being able to lift less.  

Hypnosis - Mentalists only

Invention - Scientists only

Urban Navigation - Find the building, central black box, train station or city landmark you are looking for.  Anyone can get this but spies are especially good at this.  The same person or group trying to find objects deliberately hidden in the city by the same person or group who hid them uses lower score of urban navigation or urban tracking.  Even on a successful roll the game master can decide that the black boxes have temporarily relocated the objects or made them unavailable but might give a hint that you think you are at the same place that you put the objects but the objects moved.

Treasure Hunting - Anyone can get this but spies are especially good at this in city environments and trackspersons are especially good at this in wilderness environments.  Use lowest score of treasure hunting and urban navigation and urban tracking when looking for things in the city and lowest score of treasure hunting and wilderness navigation and wilderness tracking when looking for things in the wilderness.  This skill allows you to look for random contraband items hidden in the city or wilderness or for specific contraband items if given information about it from a third party source.  Any unregistered item or item that someone is not permitted to have access to currently under the current economic system is contraband even if the item is legal with a permit.  This can include food extra food rations for example. 

Wilderness Navigation - Trying to control what type of biome you are traveling inside and whether or not you are near a second biome or the train tracks or the city while traveling in the wilderness.   The same person or group trying to find objects deliberately hidden in the wilderness by the same person or group who hid them uses lower score of wilderness navigation or wilderness tracking.  Even on a successful roll the game master can decide that the black boxes have temporarily relocated the objects or made them unavailable but might give a hint that you think you are at the same place that you put the objects but the objects moved or perhaps if they roll a very high success they might suspect the ground or water itself moved and the items stayed in the same place or moved with the ground or water.

Urban tracking - Anyone can get this but spies are especially good at this - Help find the physical location of specific humans in a city such as a fugitive or a contact with special knowledge

Wilderness tracking - Anyone can get this but trackspersons are especially good at this - Help find the physical location of specific humans in the wilderness such as a fugitive or a contact with special knowledge.  Tracks persons can also use this to find specific types of animals in a city or wilderness setting.

Wilderness Survival - Track Persons only - If wilderness navigation is lower than wilderness survival then the wilderness navigation score will be used instead for wilderness survival tasks.

Animal Care - Track Persons only

Farming

Non Scientific Maintenance and Repair

Cooking

Lock picking - Anyone can get this but spies, track persons, inventors and maintenance men are especially good at this.  Locks are contraband without a extremely difficult to get permit for use for a specific mission justified by bureaucracy except in special buildings such as rehabilitation centers, secret society buildings or buildings used by cinematic illusionists or any other building that is used as a base for top secret missions hidden from the general public such as security briefings to have secret meetings discussing tracking down specific fugitives by surprise.  Only spies, rehabilitation officers, medics and cinematic illusionists are permitted to own locks.  Tracks persons are good at picking locks in order to search for contraband but are not permitted to own them, maintenance men have good mechanical aptitude to pick locks even though they are not permitted to own them.  If a inventor invents a lock other inventors will be better able to pick them based on their invention score and everyone who is not a inventor will have a penalty to pick them based on the invention score of the lock designer.  Locks are made by black boxes upon receiving a permit by use of bureaucracy unless made by a inventor in which case they will automatically be contraband unless a permit is designated to make a special extra difficult lock.  The strength of a lock made by a inventor will be based on their invention score and lock picking score combined.

Climbing with gear

Acting - Spies and cinematic illusionists only

Group Impersonation - Spies only- Pretend to be a member of a group you are not.  Use lower score of doctrine or group impersonation to impersonate membership in a religious group and lower score of doctrine in a specific person when trying to impersonate membership in a cult of a specific person within a specific religious group.  Exception someone who no longer has faith in the government can still pretend to have faith in the government by using the government doctrine skill without using the group impersonation skill.  Exception someone who has faith in a specific religion can use  

Disguise

Offline Cinematic Illusion Prop making 


Beneficial Mental Skills

Online Cinematic Illusion

Indoctrination - This enables someone to try to increase or decrease the faith in a specific organization or person.  Indoctrination is a general skill and not specific to a person or organization.  But someone also needs to know doctrine involving the specific organization or organizations or person to use this skill.  When doing so whichever skill is lowest among the specific Doctrine skill types that apply or the general Indoctrination skill will be used.

Mind Control - This enables someone to increase a specialized cognitive dissonance score in a specific religious faith or specific person if someone uses this skill successfully.  Only Clergy can use this skill in regard to faith in a specific person.  When the cognitive dissonance score is increased the person using mind control can choose a specific symptom or make the selected symptom be random.  Some specific symptoms will require a more difficult success score to succeed.

To increase cognitive dissonance involving faith in a specific organization - This skill can only be tried one time per successful faith building attack or conversion attack and must be used soon after a successful faith building attack or conversion attack.

To increase cognitive dissonance  involving faith in a specific person - 

Deprogramming - 


Detrimental Mental Skills

Doctrine in a specific organization

Doctrine in a specific representative or a organization

Bureaucracy

Faith in a specific organization - Government, Anarchy Type, Religion Type

Faith in a specific human representative of a organization

Doublethink

Cognitive Dissonance - General

Cognitive Dissonance - Faith specific

Cognitive Dissonance - Person specific


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