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

SIDE-BY-SIDE PERSON-FIRST REASONING

Compare people without turning difference into a score.

Place up to four authored RogueIntelligence.org characters beside one another. Compare what they need, fear, trust, protect, misread, and require for recovery—then inspect shared operations and directional relationships.

VISIBLE PEOPLE321 currently compared
GAME MECHANIC

BUILD THE VIEW

Choose two to four people.

The resulting URL is shareable. Empty slots are ignored, duplicate selections collapse to one person, and no profile or answer is stored.

Reset to core trio
Fiction-only boundary

This tool compares authored characters. It is not a template for diagnosing, ranking, recruiting, manipulating, or predicting real people.

FICTIONAL ROGUEINTELLIGENCE.ORG

PEOPLE IN VIEW

1 person compared as continuing characters.

Institutional role appears for orientation only. The human formulation remains the comparison source.

EMP-057

Marek Dusan

Patient Transport Aide

Marek has spent so long surviving observation that privacy feels like negligence. He wants to protect couriers without teaching them to live inside his level of suspicion.

SafetyRoute compulsionsProtective-professional
GAME MECHANIC

COMPARISON MATRIX

Read the same question across different lives.

Similarity does not prove alliance. Difference does not prove conflict. Each field is a narrative coordinate, not a score.

Person-first psychology dimensions for the selected fictional characters
DimensionMarek Dusan
Dominant needWhat are they trying to preserve, regain, or prove?Control exposure through preparation
Self-storyWhich story makes their choices feel coherent to them?Survival is a sequence of small choices made before danger becomes visible.
Core fearWhich loss threatens identity rather than convenience?Leading another person into a surveillance handoff
Reasoning styleHow do they organize evidence and ambiguity?Spatial-temporal comparison and rapid baseline anomaly detection
Trust strategyHow do they test, invite, limit, or repair closeness?Tests whether others can follow simple discipline before sharing risk
Pressure responseWhat changes when attention and choice narrow?Counts exits and changes pace without explanation
Actual moral boundaryWhat remains protected even when the declared rule changes?Will abandon protocol to extract a person already in immediate danger
Breaking conditionWhich combination of events can reorganize behavior?A watcher using a movement pattern associated with the courier he lost
Recovery pathWhat restores choice, connection, or functioning?Route review with a trusted second observer and an unhurried exit
Blind spotWhich truth is hardest for this person to admit or perceive?Treats ordinary coincidence as expensive until disproved
GAME MECHANIC

SHARED PATTERNS

Repeated coordinates are starting points, not conclusions.

No normalized pattern is shared by two or more selected people. That absence does not mean they have nothing in common.

FICTIONAL ROGUEINTELLIGENCE.ORG

SHARED OPERATIONS

Pressure can connect people who understand the mission differently.

No visible operation contains at least two selected people.

FICTIONAL ROGUEINTELLIGENCE.ORG

DIRECTIONAL RELATIONSHIPS

One person’s trust does not establish reciprocity.

Only visible relationship records connecting the selected people appear below.

No visible directional relationship connects the current selection.