Saturday, December 2, 2023

v4

Corpyright Carl Janssen 2023

World of Job Creation version 4

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





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

Attributes

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

Physical Attributes

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

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

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

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

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

Physical work intensity levels

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Going beyond Physical Endurance

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

Mental Attributes - 

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

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

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

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

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

Mental Work intensity

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Going beyond Mental Endurance

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


Social Attributes / Skills / Motivations -

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

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

All PCs and NPCs have Self 

Blind Faith, Inspiration and Doctrine are group specific

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

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

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

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

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

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

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

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

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

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

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

Doctrines and Faith

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Corruption Scale

Properties of a 0 on the corruption scale

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

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

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

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

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

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

Properties of a 1 on the corruption scale

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

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

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

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

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

May or may not claim to believe in a higher power

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

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

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

Properties of a 2 on the corruption scale

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

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

Properties of a 3 on the corruption scale

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

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

Properties of a 4 on the corruption scale

Has relative Hatred

Properties of a 5 on the corruption scale

Has absolute Hatred


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...