Doubt Disposition

Doubt is a Dispositions that represents feelings of suspicion and distrust towards another person. Is is a feeling of misgiving and a belief that someone is incapable and unreliable. High ranks in Doubt denote a stronger feeling, ranging from mild skepticism to complete distrust.

The expression of Doubt differs from person to person and is dependent on their Personality and relationships. Doubt combined with personality motivates many types of behavior, including hesitation, reluctance, discouragement, and disbelief. Doubt can be expressed as apprehension, misgiving, pessimism, and mistrust.

The Ranks of Doubt

Doubt is Ranked from 0 to 5, with Rank 1 representing a weak emotion, and Rank 5 representing the strongest emotion that can be experienced.

Rank 0: This is an absence of Doubt. It might indicate ranks in opposing dispositions, Trust or Fear Disposition.
Rank 1: A mild feeling of Doubt.
Ways to Interpret: This is a feeling of slight reservation towards someone. This level of doubt rarely changes actions, but it is reason to give pause before trusting the person. The NPC may opt for a partnership that has less risk, or may insist that a 3rd party be part of a deal. Additionally, the NPC will tend to distrust what the person says or does and take everything with “a grain of salt.”
NPC Thoughts: "I just don't know about this guy. His tales just seem a little far-fetched. I am not sure that I want to give him this important task. If I was one of his men I wouldn’t skip on my responsibilities, but I would certainly be more cautious and prone to second-guessing his decisions."
Roleplay Ideas:
  • Wary expression.
  • Raised eyebrows.
  • Brush-off.
  • Roll-eyes.
  • Disbelief.
Rank 2: A moderate feeling of Doubt.
Ways to Interpret: This is a feeling that a person is untrustworthy and lacking in capability. While the person is incompetent, they aren’t a hazard. The person is only responsible enough to handle unimportant and simple tasks. This level of Doubt will affect the NPC’s actions and decisions about the person, and they will consider changing plans that rely on the person’s abilities.
If the NPC is subordinate to the person, they may act against the person’s decisions or slightly alter their plans, but not enough to completely subvert the leader’s authority. They will likely attempt to remove themselves from the person’s influence if it is easy or convenient, or when times get hard.

NPC Thoughts: "I can hardly believe anything this guy says, especially when it is important. I really don’t think that he will be able to uphold his end of the deal, whether he means to or not. I am going to change the terms of our agreement to greatly reduce my amount of risk. If I were one of his soldiers, I would transfer to a different unit."
Roleplay Ideas:
  • Ignoring stories.
  • Lack of trust.
  • Unwillingness to make agreements.
  • Reluctance to help.
  • Reluctance to follow.
Rank 3: A strong feeling of Doubt.
Ways to Interpret: This is a feeling that someone is incompetent enough to be a hazard and nothing they say can be trusted. This level of Doubt creates an active suspicion of the person, and an NPC becomes motivated to change plans that include the person in any way. The NPC may take steps to remove that person from any position of power and be compelled to warn others about the person’s incompetence.
If the NPC is subordinate to the person, they will seek to remove themselves from the person’s influence at the soonest opportunity. They may alternatively attempt to replace the commander in some fashion or at the very least take pains to subvert and alter the commander’s decisions and plans.
NPC Thoughts: "He has made a mess of his life, and he can't take care of himself let alone anyone else. The fact that he even has a title is an atrocity. While I won’t be foolhardy in my pursuit, I will see that he is stripped of his rank and can no longer put anyone in danger. Forcing him into retirement at a comfortable place would be the best, somewhere that an eye can be kept on him at all times."
Roleplay Ideas:
  • Discouragement.
  • Avoidance.
  • Remove from Power.
  • Escape influence.
Rank 4: A very strong feeling of Doubt.
Ways to Interpret: This is a belief that a person is a failure and that they destroy any plans they are involved with. They cannot be trusted with even the simplest of tasks and their opinions and statements are worthless. This level of doubt drives the NPC to remove all responsibility and power from the person, potentially even bending the NPC’s own nature to do so.
If the NPC is a subordinate of the person, they will be powerfully motivated to remove themselves from that person’s influence. They will quickly desert or take measures to remove that person from power as soon as possible. The measures may be extreme, however the NPC is not likely to act against their moral compass and values.
NPC Thoughts: "He is a fool and wields power like a small child. I must do what I can to stop him and remove his influence from my life. I don’t trust anything he does and I am sure his incompetence is going to get someone killed. If I were to follow him I would be just as much of a fool, and I am sure the greatest misfortunes would find me."
Roleplay Ideas:
  • Abandonment.
  • Complete lack of confidence.
  • Protect them from themselves.
  • Desertion.
  • Betrayal.
Rank 5: An extremely powerful feeling of Doubt.
Ways to Interpret: This is an unwavering belief that a person is absolutely inept and completely useless. It isn’t possible for the person to succeed at anything and everything the person says could be a falsehood. This level of Doubt is so strong that the NPC will avoid giving that person power or responsibility at all costs. Additionally, the NPC will go to great lengths to take away any power or responsibility the person already has, even if it strains the NPC’s personality and moral compass. The NPC completely believes the person is incompetent, even ignoring evidence to the contrary. Some NPC’s may even feel compelled to ensure that the person is seen as incompetent in the eyes of others, setting about foiling the person’s plans even if they do not directly involve the NPC.
If the NPC is a subordinate of the person, a compulsion will grip them and they will be forced to immediately remove themselves from that person’s influence, even if it requires drastic measures that go against the NPC’s personality and moral compass. This level of doubt will cause even the most disciplined of soldiers to mutiny and rise up against their commander.
NPC Thoughts: "The ineptitude surrounding the man is enormous. He is a sucking void of incompetence that fails everyone. Any task given to him would be doomed to fail as he cannot possibly handle it right, even by accident. Catastrophe follows this man and I shall do everything I can to ensure that he can never again influence my life and plans. The men that follow his example should just kill themselves and have a better ending that what looms under his leadership."
Roleplay Ideas:
  • Complete avoidance.
  • Complete unwillingness to follow.
  • Hopelessness when under their influence.
  • Murder the leader.
  • Violent mutiny.
  • Treason.

Doubt and Other Dispositions

  • Doubt combined with Fondness can synergize to create feelings of Pity, Concern, Charity, Sympathy, and Protectiveness (or overprotectiveness).
  • Doubt combined with Hate can synergize to create feelings of Disgust, Revulsion, and Abhorrence.
  • Doubt is opposed by Trust, because you cannot have faith in someone that you distrust.
  • Doubt is opposed by Fear, because you cannot Doubt someone whom you feel will do you harm.

Doubt events

Social Events geared towards Doubt occur for many different reasons, usually from being untrustworthy or failing at tasks.

Minor:
  • Breaking a promise.
  • Telling tall tales.
  • Breaking a bargain.
  • Cheating at a game.
Moderate:
  • Getting caught stealing.
  • Breaking valuable property.
  • Failing at a quest.
  • Breaking an important contract.
Major:
  • Letting someone get killed/failing to save someone's life.
  • Losing a major battle.
  • Betrayal.