Wednesday, July 17, 2024

v5 second version attribute & skill intensity

 Copyright Carl Janssen 2024


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

Base Value - Avatar Sheet

Endurance - Avatar Sheet

Why these types of attributes have these components

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

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

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

Endurance Pool Capacity - Avatar Sheet

Current Endurance Pool - Avatar Sheet

Eustress Points - Advocate Sheet

Primary component of beneficial skills

Base value - Avatar sheet

Secondary component of beneficial skills which can be improved through use

Eustress Points - Advocate Sheet

Description of secondary components

Selected Intensity

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

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

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

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

The number used in a skill check shall be equal to 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spending Endurance Pool Points

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

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

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

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

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

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

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

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

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

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

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

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

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


Tuesday, July 16, 2024

v5

Copyright Carl Janssen 2024

Disclaimer

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

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

Overview

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

This game is designed to teach about cult like undue influence

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

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

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

All cult groups shall follow 2 rules

Rule 1

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

1A

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

1B

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

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

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

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

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

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


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

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


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

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


Rule 2

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



V5 general beneficial attribute & skill intensity

Copyright Carl Janssen 2024

This will not longer be used

See this link instead

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

Version 5 Section general beneficial attribute & skill intensity


Potential Typos and notes

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

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

He means - He or she a player of any gender

What these rules might not apply to or limitations of rules 

Detrimental skills & attributes shall have different rules to be determined

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

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

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

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


Components of a attribute or skill in short

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

Max Intensity

Endurance

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


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

Max Intensity - Avatar sheet

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

Max Burst Pool - Avatar sheet

Current Remaining Burst Pool - Avatar sheet

Endurance - Avatar sheet

Current Remaining Endurance Pool - Avatar sheet

Max Endurance Pool - Avatar sheet

High intensity Eustress or distress - Advocate sheet

Low intensity Eustress or Distress - Advocate Sheet


What is intensity

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

Selecting a intensity

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

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

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

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

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

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

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

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

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

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

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

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

Current Pool vs Max pool

The current Pool is the current quantity in the pool

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

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

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


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

Based on 1 rep max charts

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

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

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

70% ... 1 / 12 ...

60% ... 1 / 16 ...

50% ... 1 / 20 ...

40% ... 1 / 24 ...

30% ... 1 / 28 ...

20% ... 1 / 32 ...

10% ... 1 / 36 ...


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

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

4x reps 100% - 10x%

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


Based on sprinting world record charts

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

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

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

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

Look at this

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


Combining skills & attributes at different intensities

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

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

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

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

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



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

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

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

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


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

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

64 - Running at 24 miles per hour

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

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


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

8 - Walking at 3 miles per hour

4 Waling at 1.5 miles per hour

2 Walking at 0.76 miles per hour


General beneficial skills & General beneficial attributes derived quantities and minimums

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

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

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


Rate at which Endurance Pool & Burst Pool Replenish

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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

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

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

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

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

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

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

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

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


Advocates

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

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

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

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

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

Archetype templates in avatar creation

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

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

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

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

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

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

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

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

NPC levels

For random NPCs without advocates

80% of NPCs might be level one

20% of NPCs might be above level one

4% of NPCs might be above level two

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

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

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


Discretionary Points

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

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

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


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

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

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

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

Memory implantation regarding outside group skills for Spies

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

Memory implantations are a plot specific device

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

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

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

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


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...