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Discussion of these stats is over on Anargo, thread: Stat organisation Brainstorming posted 20 June 2008

 

Mentality [MARS]

Mentality defines how a person reacts to events, and their preferred ways of dealing with the events they experience. In a loose sense it's the 'personality' of the person. The Mentality stats can be seen as an average of all human ability at a given level. However; no one is exactly the same and we all deal with things in different ways. Therefore the raw Mentality stat can be considered start point, a framework, that is modified by idiosyncrasies peculiar to the individual. Mentality should not be seen as the 'power level' (much like high Stature gives benefits in unarmed combat but sucks in stealth). High Mentality means the individual works well as part of a team, and low Mentality means the person is more concerned about their own interests and places them over the group.

 

Personality: Mentality at it's core is based on the 16 personality types, which deals with way a person behaves. These personality types are used to modify the Mentality stat in a given situation. It is the mind's reflexive response to a given social or confrontational situation. Opposite is a list of the personality types.

 

The personality types are not skills or abilities, they are preferences. Having a preference for something does not automatically make you good at it or gift you with skills. It is entirely possible that someone can have a preference for something and be bad at it (like some performers who have no talent yet they keep going!).

 

It is also not a measure of ability to communicate. A person could have a 'Thinkers' personality and yet not be very good at thinking about things. The point of the personality type, it's what a person likes to do, and if a person likes thinking about abstract ideas and making up theories, the chances are that they will eventually become skilled in such thoughts. However the action ability of thinking (how smart a person is) is down to reasoning.

 

Stat: High Mentality means your are more likely to do positive actions and lower mentality means your are likely to put yourself first. The Mentality stat is not 'strength of mind', is it more an indicator of outlook. Rolling under Mentality means a person is positive in outlook and does thing for the group or greater good. Rolling over the Mentality score means a person looks out for number one and is more concerned with self preservation and enrichment. This outlook colours how the personality type is implemented. A 'Visionary' with a predominately negative outlook may rise to become a crime lord, with a positive outlook may set up a charity, and with a mix of both may become an entrepreneur. however this is not set, a person could be a crime lord with a positive outlook because they see it a 'freedom fighter' (or 'Robin Hood'). It all depends.

 

Loyalty: Mentality is used to determine a Trooper's commitment to the group. A high Mentality stat means a Trooper is steadfast in their duty, and believes in the leadership of their army. A low Mentality means the Troopers are more self-serving (mercenaries), and their loyalty as to be brought.

 

Loyalty is tested in combat, and those with low Mentality are likely to put their own interests first above those of the group (army/ country). This means they may break, and not hold the line. A rout is not always due to fear, it can also be 'enlightened self-interest' where the Troopers realise they are going to be massacred, and no one is coming to help (or are standing off - expendable).

 

Low Mentality may also result in Troops getting up to no good by pillaging and abusing civilians.

 

Design Notes;

Mentality (level) > Sentient [Personality type] > Attitudes

Stature (level) > Humanoid [Somatotypes] > State (Conditioning)

As a person can only be one Personality type or one Somatotype, perhaps it can be combined into the Primary stat. Thus forms a fuller framework for the 'level'. The personality type or Somatotype could be ignored in Tactical but applied in Technique and Politico. Also, applying Somatotype to the primary stat allows us to change the 'frame', and have non-human body forms.

 

Acuity (level) > Sensor type [] > Reflex (response)?

Sensor type: Human = predator (Hear, smell, Stereopsis)

Sense, recognise and respond. Acuity is the speed of the system (nerve system)

 

Reason (level) > Method [Logic type] > Theories (Tenets)

 

Mentality - Feel, power of need for conditions to get desires and avoid fears

Acuity - Sense and Nervous System Response (using conditioned fast ref)

Reason - Thought, new conditioning theory to base training and drill as reflex

Stature - Body restructure in response to exercise (conditions)

 

All can be conditioned!

Attitude [ARTS]

Experience in life brings changes in ones attitudes to the world around us. Attitudes can be both positive and negative (like all the 'Arts' modifiers) and represent positive and negative attitudes to situations, groups and people. The are expressed as phobias, fears, hatred, respect, care and lusts. Attitudes only show up as a stat modifier if the feeling is exceptionally strong an based on real experience or cultural norms. If a strong attitude is present, then the modifier will affect any mentality roll in regard to the attitude category.

 

Whereas mentality is an expression of personality and inborn traits which do not change, attitudes are expected to change. In WarSpike take the psychological view of 'Attitude'.

 

Notes: Morale is worked out as a temporary situational modifier applied to mentality, and is in addition to avatar modifiers. Certain situations cause modifiers to morale and force tests to be taken (pushed back in combat -1). Negative modifiers mean the Troopers are in difficult situations and are being tested, pushed towards thinking of their self interests. Positive modifiers means the Troops are in good spirits and see the benefits to them of the group, and see the interests as being with the group. Failed mentality tests lead to negative actions and passes lead to positive actions. The modifiers are, directly or indirectly, assigned via the leadership of the Amy.

 

There will also be 'army morale' modifiers, which affect the whole army (such as 'poor rations' -1 and so on) which link into the strategy tier of the Warspike system. Such modifiers can be considered an 'indirect' assignment of a modifier, through the action of the leadership and their strategy.

 

Note: Phobia are negative modifiers that introduce the need for a Mentality test. Most desire for vices are also negative modifiers than make a person act selfishly.

 


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This file last modified 06/25/16