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

STRESS & IDENTITY STATES // DYNAMIC PSYCHOLOGY

Morally Injured Witness

Carry guilt, shame, anger, betrayal, or contamination after perpetrating, failing to prevent, or witnessing actions that violated core values. The persona becomes playable when role, access, loyalty, psychological need, current state, and evidence behavior are tracked independently.

CENTRAL FUNCTION Carry guilt, shame, anger, betrayal, or contamination after perpetrating, failing to prevent, or witnessing actions that violated core values.
GAME MECHANIC

PERSONA MODEL

How this type makes decisions

The central conflict is not simply fear but what the event means about self, institution, and responsibility.

Decision frame

Baseline, trigger, retained capacity, risk, support, recovery, and evidence contamination.

Social method

Grounding, paced disclosure, ordinary connection, role clarity, and non-punitive observation.

Gameplay loop

Establish baseline → detect transition → reduce urgency → preserve evidence → support recovery → reassess.

Player leverage

Name the violated value, preserve evidence, and create a path to accountability and repair.

Common false read

Moral injury is guilt that should be reassured away or proof the witness is disloyal.

GAME MECHANIC

TRUST & EVIDENCE

How this persona relates and how this persona knows.

Trust, cooperation, disclosure, evidence quality, and canonical truth are separate systems.

RELATIONSHIP

Trust model

Trusts people who can hear the moral claim without instantly absolving, condemning, or instrumentalizing it.

EVIDENCE

Evidence behavior

Produces testimony shaped by responsibility, omitted decision points, and the need for acknowledgment.

PLAYER

Useful approach

Name the violated value, preserve evidence, and create a path to accountability and repair.

GAME MECHANIC

PRESSURE TRANSITION

Changed behavior is a clue, not a replacement personality.

Pressure response

Pressure can create withdrawal, whistleblowing, rage, self-punishment, or reckless disclosure.

Breaking condition

Cumulative demands exceed the persona’s practiced defenses and available support.

Recovery path

Safety, sleep, care, meaning, accountability, ordinary life, and control over disclosure.

GAME MECHANIC

LIKELY STATE PATHS

States modify the active expression of this persona.

A state can narrow choices, change disclosure, or alter evidence conditions while stable identity and values remain available for recovery.

DisclosureWithholding

The persona deliberately retains information they could provide.

Player must identify the protected interest; coercion may create contaminated disclosure. Open transition record
StressPressured

Multiple obligations or threats exceed the persona’s ordinary margin.

Errors and revelations become more likely; support can restore options. Open transition record
AllegianceDefecting

The persona is moving evidence, loyalty, or self-definition across an institutional boundary.

Protection, publication, exploitation, or abandonment create different arcs. Open transition record
RecoveryStabilizing

Immediate threat or dysregulation is being reduced enough for choice and orientation to return.

Player gains better evidence by reducing pressure rather than winning an argument. Open transition record
RecoveryReintegrating

The persona is rebuilding ordinary life, relationships, identity, and responsibility after operation, injury, exposure, or crisis.

Long-horizon consequences replace instant cure; player choices determine what can be rebuilt. Open transition record
GAME MECHANIC

FULL REPORT DEEP LINKS

The model points back to complete public research sections.

Research grounds the design but does not automatically create game canon. Each link opens the exact report section used to shape this persona family.

Source rule
Research ≠ canon
Truth rule
Claim-level
State rule
Reversible where earned
Type rule
Composite