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.


No comments:

Post a Comment

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...