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

STRESS & IDENTITY STATES // DYNAMIC PSYCHOLOGY

Vicariously Traumatized Analyst

Develop intrusive distress, emotional exhaustion, altered worldview, or avoidance through repeated exposure to others’ suffering in collected material. The persona becomes playable when role, access, loyalty, psychological need, current state, and evidence behavior are tracked independently.

CENTRAL FUNCTION Develop intrusive distress, emotional exhaustion, altered worldview, or avoidance through repeated exposure to others’ suffering in collected material.
GAME MECHANIC

PERSONA MODEL

How this type makes decisions

Remote work can be psychologically proximal when evidence is graphic, repetitive, and tied to preventable harm.

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

Reduce exposure, restore team processing and action linkage, and separate workload from worth.

Common false read

Only field operatives can be traumatized or distress invalidates analysis.

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 peers and leaders who recognize exposure without treating help-seeking as loss of competence.

EVIDENCE

Evidence behavior

Analytic work may remain accurate while attention, sleep, emotion, and tolerance for ambiguity change.

PLAYER

Useful approach

Reduce exposure, restore team processing and action linkage, and separate workload from worth.

GAME MECHANIC

PRESSURE TRANSITION

Changed behavior is a clue, not a replacement personality.

Pressure response

Continued exposure creates numbness, urgency, withdrawal, or overidentification with victims.

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.

RegulatedBaseline

The persona is operating near their practiced norm.

Most skills and choices are available; small clues are easiest to notice. 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
DefenseGuarded

The persona narrows disclosure and protects identity, relationships, or evidence.

Aggressive questioning destroys routes; privacy or proof can lower defense. 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