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

HUMINT & RECRUITMENT // HUMAN INTELLIGENCE

Walk-In Source

Approach an intelligence actor without prior recruitment and offer access, warning, or evidence. The persona becomes playable when role, access, loyalty, psychological need, current state, and evidence behavior are tracked independently.

CENTRAL FUNCTION Approach an intelligence actor without prior recruitment and offer access, warning, or evidence.
GAME MECHANIC

PERSONA MODEL

How this type makes decisions

Begins with a self-authored motive that may combine urgency, grievance, conscience, fear, money, or a need to be believed.

Decision frame

Motivation, access, suitability, welfare, operational risk, and a survivable exit.

Social method

Elicitation, calibrated reciprocity, protected attention, and long-horizon relationship management.

Gameplay loop

Spot → assess → develop → test → recruit or refuse → handle → protect, terminate, or extract.

Player leverage

Verify one bounded claim quickly while preserving safety and dignity.

Common false read

Volunteering proves purity of motive; walk-ins can be sincere, deceptive, unstable, coerced, or several at once.

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

Tests whether the receiving side will protect them before disclosing the most verifiable material.

EVIDENCE

Evidence behavior

Often brings a mix of authentic access, self-interpretation, and unknown contamination.

PLAYER

Useful approach

Verify one bounded claim quickly while preserving safety and dignity.

GAME MECHANIC

PRESSURE TRANSITION

Changed behavior is a clue, not a replacement personality.

Pressure response

May over-disclose, demand immediate validation, or retreat when treated as a suspect before a source.

Breaking condition

Being forced to sacrifice a person for yield or discovering the relationship was never reciprocal.

Recovery path

Restored agency, honest boundaries, protected closure, and accountability for exploitation.

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.

RelationshipTesting

The persona creates low-cost trials to see whether the player protects evidence, respects limits, and keeps promises.

Passing different tests unlocks cooperation, disclosure, or operational trust separately. Open transition record
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
OperationsCompromised

An adversary or institution can now predict, coerce, expose, or control part of the persona’s behavior.

Player can exploit, rescue, or falsely accuse; evidence of control matters. 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