Educational companion dossier · Fact, interpretation, lived experience, clinical education, fiction, and mechanics are labeled separately. Scope & safety
GAME MECHANIC

PERSONA DIMENSIONS // NON-INFERENCE RULES

29 independent dimensions keep one label from swallowing the character.

Missing or private information stays unknown. The archive does not infer loyalty from employer, morality from diagnosis, competence from culture, or identity from voice.

DIMENSION RULENULL IS BETTER THAN INVENTEDUnknown fields remain unknown
GAME MECHANIC
A

Stable layers.

Identity core, values, and actual moral boundaries usually change slowly and only through consequential experience.

B

Contextual layers.

Role, access, cover, relationships, and disclosure can differ by audience without proving deception about everything.

C

Dynamic layers.

Pressure, exposure, injury, activation, and recovery change behavior while leaving retained capacities and ordinary identity visible.

ALLEGIANCE

Allegiance dimensions

#13Core

Loyalty Architecture

A lattice of institutional, personal, ideological, familial, financial, coerced, and situational loyalties rather than one faction label.

Player observes
Which obligation wins when duties conflict.
Changes when
Betrayal, rescue, debt, love, disillusionment, or leverage alters priority.
Must not imply
Current obedience equals genuine loyalty.
Double-agent logicDefection pathsRelationship leverage

BEHAVIOR

Behavior dimensions

#22Core

Behavioral Rituals

Repeated actions that stabilize identity, reduce uncertainty, protect safety, or reveal professional habit.

Player observes
Route checks, object placement, note-taking, seating, preparation, and recovery routines.
Changes when
A ritual is interrupted, becomes unsafe, or is deliberately abandoned.
Must not imply
Ritual means pathology.
Environmental tellsRoutine disruptionPattern-of-life clues

BIOGRAPHY

Biography dimensions

#03Contextual

Age & Generation

Chronological age, formative era, professional generation, and the historical events that shaped expectations.

Player observes
References, habits, technologies, and assumptions that place a life in time.
Changes when
New biographical evidence corrects a false chronology.
Must not imply
Age predicts competence, morality, or adaptability.
Timeline verificationAnachronism detectionLegend audit

CONTINUITY

Continuity dimensions

#28Core

Memory Continuity

Core identity, active beliefs, working context, episodic events, relationships, procedures, and reviewed changes kept as distinct memory classes.

Player observes
What the character remembers exactly, summarizes, misremembers, withholds, or has never learned.
Changes when
New events are reviewed and promoted without overwriting immutable identity or boundaries.
Must not imply
A memory claim is automatically canonical world fact.
Recall testsContradictory recollectionRelationship continuity

EVIDENCE

Evidence dimensions

#18Core

Perception & Evidence Style

What the persona notices, records, discounts, or treats as corroboration.

Player observes
Sensory specialties, documentation habits, and recurring evidence blind spots.
Changes when
Training, trauma, fatigue, trust, or contradictory evidence alters attention.
Must not imply
Noticing an anomaly validates the interpretation attached to it.
Claim splittingObservation bonusesFalse-pattern risk
#29Core

Provenance & Confidence

Every persona claim retains source, perspective, confidence, disclosure boundary, and truth status.

Player observes
Who says it, how they know, what contradicts it, and whether it is fact, report, inference, belief, or unresolved ambiguity.
Changes when
New evidence changes confidence or truth status without erasing the earlier claim.
Must not imply
Confidence is certainty or institutional authorship is neutral.
Claim ledgerSource conflictCanonical reveal

EXPRESSION

Expression dimensions

#19Core

Voice

Cadence, vocabulary, sentence shape, humor, silence, indirectness, code-switching, and phrases the person will not use.

Player observes
How speech changes by audience, pressure, role, and disclosure level.
Changes when
Masking, trust, fatigue, cover maintenance, or identity slippage changes expression.
Must not imply
Accent, education, or fluency determines intelligence or morality.
Speaker identificationDialogue tellsCover mismatch

GAMEPLAY

Gameplay dimensions

#27Core

Player Interaction Loop

The repeatable sequence by which the player observes, approaches, tests, protects, bargains, corroborates, and revisits the persona.

Player observes
Which actions create new evidence and which merely change the relationship.
Changes when
Trust, access, state, or plot phase changes available verbs.
Must not imply
Dialogue is the only form of character interaction.
ObservationInterviewTradeEscortProtectChallengeRevisit

IDENTITY

Identity dimensions

#02Core

Name Layers

Birth name, legal identity, institutional label, operational alias, codename, nickname, and rejected names kept as separate claims.

Player observes
Which name a character accepts from which speaker and under what pressure.
Changes when
A cover burns, an original identity is recovered, or a relationship earns a private form of address.
Must not imply
One discovered name automatically resolves the character’s true allegiance or history.
Alias ledgerName-triggered dialogueIdentity collisionDossier unlock
#12Core

Cover & Legend

The manufactured or repurposed life that explains presence, access, money, relationships, skills, and digital history.

Player observes
Chronology, cultural fluency, professional vocabulary, documentary support, and social backstopping.
Changes when
A contradiction is repaired, a backstop fails, or the cover is deliberately burned.
Must not imply
A false identity means every relationship or feeling within it was false.
Legend auditBackstop interviewCover strainBurn notice

INSTITUTION

Institution dimensions

#10Core

Employer & Faction

Public employer, actual sponsor, ideological group, temporary ally, and coercive authority stored independently.

Player observes
Who pays, who commands, who protects, who can punish, and who receives the result.
Changes when
Defection, coercion, sponsorship changes, or a hidden command chain is exposed.
Must not imply
Membership means personal loyalty.
Faction standingConflicting ordersSponsor exposure

MEANING

Meaning dimensions

#04Contextual

Worldview

How the person explains causality, institutions, obligation, luck, suffering, and the possibility of truth.

Player observes
The explanations they reach for before evidence is complete.
Changes when
Experience repeatedly violates a trusted explanatory model.
Must not imply
Worldview is the same as faction loyalty or political affiliation.
Interpretation branchesMotive testingIdeological recruitment resistance
#05Core

Values

Prioritized principles that govern choices when all available outcomes impose a cost.

Player observes
What the person sacrifices first and what they refuse to trade.
Changes when
A value conflict is resolved through action, not merely declared dialogue.
Must not imply
Stated values are always the values actually governing behavior.
Value collisionSacrifice choicesLoyalty tests
#06Core

Moral Boundaries

Claimed prohibitions, actual prohibitions, rationalized exceptions, and the line that remains under pressure.

Player observes
Differences between what a character says they would never do and what they truly refuse.
Changes when
Moral injury, coercion, recovery, or a deliberate recommitment changes the boundary.
Must not imply
Distress or diagnosis determines moral character.
Boundary testsComplicity trackingRedemption or hardening arcs

MOTIVATION

Motivation dimensions

#14Core

Recruitment Pressure

The combination of unmet need, grievance, access, opportunity, ego, ideology, money, coercion, care, or moral urgency that makes approach possible.

Player observes
What the character wants changed and what price they believe they are already paying.
Changes when
The need is met, the grievance is repaired, or recruitment creates a worse dependency.
Must not imply
A vulnerability makes recruitment inevitable.
Spot-assess-developCounter-recruitmentAsset welfare
#15Core

Dominant Need

The recurring need—safety, control, belonging, recognition, autonomy, truth, absolution, justice, usefulness, or continuity—that organizes choices.

Player observes
The same desired outcome appearing beneath different stated motives.
Changes when
The person finds a healthier route to the need or becomes convinced it is permanently unavailable.
Must not imply
Need is weakness or a diagnostic label.
Negotiation leverageTrust buildingManipulation detection

NARRATIVE

Narrative dimensions

#26Core

Plot Function

The role a persona performs in a story—mentor, gatekeeper, witness, rival, hinge, decoy, protector, antagonist, catalyst, or truth broker—kept separate from job and morality.

Player observes
How information and choices move through the character.
Changes when
Revelation, allegiance, player choice, or a completed arc changes narrative function.
Must not imply
Antagonist means evil or mentor means truthful.
Quest routingReversalFoil structure

OPERATIONS

Operations dimensions

#25Core

Exposure Lifecycle

Dormant, active, monitored, suspected, compromised, burned, detained, defecting, extracting, protected, missing, or reintegrating.

Player observes
Operational options and the cost of contact at each stage.
Changes when
Surveillance, disclosure, tasking, rescue, or counterintelligence action advances the lifecycle.
Must not imply
Exposure status is psychological state.
Contact rulesExtraction timingBurn cascades

PSYCHOLOGY

Psychology dimensions

#16Core

Temperament

Baseline emotional intensity, pace, sociability, volatility, patience, and recovery speed before situational stress is applied.

Player observes
How quickly a character reacts and how long the reaction lasts.
Changes when
Long-term injury, medication, recovery, age, or practiced regulation shifts the baseline.
Must not imply
Calm means truthful or intense means dangerous.
Escalation tempoDialogue pacingCooldown windows
#17Core

Reasoning Style

Analytical, intuitive, procedural, associative, relational, adversarial, narrative, or mixed approaches to uncertainty.

Player observes
How conclusions are built, defended, revised, and communicated.
Changes when
Fatigue, pressure, role demands, or learning changes the active mode.
Must not imply
One reasoning style is globally superior.
Clue presentationArgument routesBias traps

SELF

Self dimensions

#01Core

Identity Core

The person’s non-negotiable sense of who they are when no institution, cover, faction, or crisis is speaking for them.

Player observes
What they defend even when it costs access, status, or safety.
Changes when
Usually only after major revelation, grief, betrayal, recovery, or chosen reinvention.
Must not imply
A legal name, diagnosis, employer, or cover is the whole person.
Identity restorationFalse-name detectionMemory contradictionChoice of self-definition

SOCIAL

Social dimensions

#07Core

Public Role

The job, family role, institutional position, or social identity other people can openly verify.

Player observes
Privileges, routines, expectations, and believable access created by the visible role.
Changes when
Employment, status, cover, or public reputation changes.
Must not imply
Public role equals operational function.
Access checksRole-based dialogueInstitutional permissions
#20Core

Relationship Style

How the persona approaches attachment, reciprocity, authority, conflict, dependence, care, and separation.

Player observes
Whether closeness is sought through usefulness, control, honesty, performance, caretaking, or shared danger.
Changes when
Trust is earned, violated, repaired, or confused with operational dependency.
Must not imply
Attachment pattern equals inevitable behavior.
Directional relationshipsBond thresholdsBetrayal consequences
#21Core

Trust & Disclosure

Separate thresholds for cooperation, factual disclosure, emotional disclosure, operational disclosure, and irreversible trust.

Player observes
A character may cooperate before trusting, reveal facts without feelings, or feel close while withholding tasking.
Changes when
Promises are kept, evidence is protected, boundaries are respected, or confidences are exploited.
Must not imply
One successful dialogue unlocks the entire person.
Layered dossier unlocksConsent gatesTrust-specific branches

STATE

State dimensions

#23Core

Stress Response

The person’s likely shift under threat: fight, flight, freeze, appease, over-control, fragment, confess, bargain, protect, disappear, or counterattack.

Player observes
Changes from baseline rather than generic “aggression.”
Changes when
Threat type, available support, exhaustion, and prior learning alter the response.
Must not imply
A stress response defines stable character.
Pressure transitionsDe-escalationCompromise risk
#24Core

Injury & Recovery State

Operational injury, trauma load, moral injury, sleep debt, burnout, grief, illness, substance effects, stabilization, and reintegration tracked as changing states.

Player observes
Function-specific changes and retained competencies, not a global reliability score.
Changes when
Time, care, sleep, safety, accountability, treatment, or renewed exposure changes the state.
Must not imply
Mental-health status is morality, violence, guilt, or total credibility.
Recovery windowsMedical urgencyCapacity-sensitive choices

TRADECRAFT

Tradecraft dimensions

#08Core

Operational Function

What the person actually contributes to an operation: collection, analysis, handling, protection, deception, logistics, medical support, or oversight.

Player observes
Repeated problem-solving methods and the kinds of evidence they create.
Changes when
Tasking, compromise, injury, or defection changes what they can safely do.
Must not imply
Function proves employer, loyalty, or intent.
Mission capabilityTeam compositionCounter-role inference
#09Contextual

Intelligence Discipline

The collection or analytic domain shaping what counts as evidence: HUMINT, SIGINT, OSINT, FININT, GEOINT, CI, technical, medical, or hybrid.

Player observes
Which sources the character privileges and which blind spots follow.
Changes when
Cross-training or a failed discipline forces another way of knowing.
Must not imply
Technical evidence is automatically neutral or human testimony automatically subjective.
Evidence specializationCross-discipline corroborationBlind-spot puzzles
#11Core

Access Pattern

The places, systems, people, schedules, records, and social circles the persona can plausibly reach.

Player observes
What doors open without force and which questions can be asked without attracting notice.
Changes when
Credentials, trust, exposure, or cover status changes.
Must not imply
Access proves misuse or guilt.
Route unlocksOpportunity windowsMeans analysis
GAME MECHANIC

GAMEPLAY CONSEQUENCE

Wrong inference is a playable failure, not just a bad description.

Conflating role with loyalty can burn a source. Conflating distress with deception can destroy evidence. Conflating cover with inner identity can break a relationship that was real inside a fabricated life.