Morality

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Introduction

Your morality vectors represent your character's actions in the game. It consists of four axes, each of which are adjusted upwards or downwards as a result of in-game actions. In addition to the specific actions outlined here, many quests and faction missions will also adjust your morality as per the task you've performed. A quest to kill people will increase violence, and a mission to peacefully infiltrate an enemy stronghold will decrease it.

Moral Codes are based on your morality vectors..

Order

Order represents your expressed reaction to authority and anarchy. It is increased by working withing societal frameworks, and reduced by working without them. Similarly, it is increased by performing actions that work towards strengthening societal frameworks, and decreased by performing actions that lean towards anarchy.

Increasing Order

  • Killing zombies, feral dogs, militiamen, rats and raiders
  • Donating to collection boxes
  • Cremating corpses
  • Crafting items
  • Haggling over prices
  • Giving blackmail material to its subject

Decreasing Order

  • Killing *most* survivors
  • Jimmying a lock
  • Performing 'dirty' fighting maneouvers such as coldcocks and ambushes
  • Covert commands such as stealing, cracking safes and picking locks
  • Bribing survivors
  • Giving blackmail material to someone other than its subject
  • Intimidation
  • Vandalising breakable objects

Violence

Violence represents your expressed reaction to combat, healing and aggression. It is increased by combat and killing, and reduced by healing the sick and treating the afflicted.

Increasing Violence

  • Killing almost anything (minion adds 10, frail adds 20, normal adds 30, brute adds 40, elite adds 50)
  • Using combat commands (such as cleave, flurry, stomp, trip, and wrestle)
  • Jimmying locks
  • Intimidating people
  • Vandalising breakable objects

Decreasing violence

  • Disengaging from combat
  • Most healing commands and actions
  • Donating to charity
  • Performing social commands such as charm, haggle and bribe

Justice

Justice is your expressed attitude towards the 'fairness' of life. It's increased by performing actions that enact just punishment on those who deserve it, and decreased by setting yourself up as an aggressor in an unfair social transaction.

Increasing Justice

  • Killing zombies, militiamen and raiders
  • Giving blackmail material to someone other than its subject

Decreasing Justice

  • Selling blackmail material
  • Giving blackmail material to its subject
  • Safecracking

Loyalty

Loyalty represents your views on how appropriate it is that particular actions happen to particular people. It is a more difficult concept to codify than the other vectors, and on Epitaph it is represented by the distance between your alignment and the alignment of another individual. The farther away you are in alignment, the better it is that bad things happen and the worse it is that good things happen, and vice versa. Unlike other alignment vectors, this tends to be highly contextual.

Increasing Loyalty

  • Do bad things to people have markedly different alignments
  • Do good things to people who have similar alignments

Decreasing Loyalty

  • Do bad things to people have similar alignments
  • Do good things to people who have markedly different alignments