Morality

A character's morality determines how they feel about the acts they feel they should do to survive, and to keep humanity alive. From those who work best building for their Clan, to those who wander the Clean Zones, fighting everything they come across, everyone falls into one of the ten moralities.

The Ten Moralities
Ten distinct philosophies govern the people of 2170, and determine a character's attitude to working with others, and to killing. The residents of the Clean Zone have given each a name; You may notice there are only nine moralities in the table, this is because the tenth exists outside of this set - those who are Amoral.

Basic Morality
No matter the morality a character starts with, all starting characters get 50 Morale. This can go as high as 100 and as low as 0, and is primarily used to determine how many combat maneuvers a character can make. Unless superceded later on, all characters have the following modifiers;

Win a combat - +1 Morale.

Craft 5 items - +1 Morale.

Evade 5 enemies - +1 Morale

Join a Clan - +1 Morale.

Lose a combat - -1 Morale.

An item owned breaks - -1 Morale.

Get detected while sneaking - -1 Morale

Leave/Kicked from a Clan - -1 Morale.

Amoral
An Amoral character exists outside of most of Survivor society. While they may trade, fight and even live alongside other survivors, they don't really feel emotions like other people.

An Amoral Character's Morale never shifts from 50, never better, never worse.

Guardian
A Guardian lives to look after team mates, to aid his Clan and keep everyone alive. Their natural compassion makes them rubbish killers, though.

A Guardian has the following Morale modifiers;

Patching up/Reviving a Team Mate - +2 Morale.

Letting an ally die - -2 Morale.

Craftsman
A Craftsman doesn't care who gets the items they make, so long as someone keeps giving them materials to make new things from.

A Craftsman has the following Morale modifiers;

Craft 5 items - +2 Morale (additional, for a total of +3)

An item owned breaks - -2 Morale (additional, for a total of -3)

Samaritan
Samaritans have a pathological need to help everyone, and can't even bear to kill sworn enemies.

A Samaritan has the following Morale modifiers;

Reviving a character - +2 Morale.

Killing an enemy - -2 Morale.

Team Player
A Team Player works best when surrounded by allies, but is useless on their own.

A Team Player has the following Morale modifiers;

Performing an action with a teammate within 25 feet - +2 Morale.

Performing an action without a teammate within 25 feet - -2 Morale.

Survivor
A Survivor is the ultimate in adaptability, but sacrifices the dizzying highs from the awful lows.

A Survivor has no additional Morale modifiers.

Lone Wanderer
A Lone Wanderer lives a life of solitude, and is happier the further from humanity he is.

A Lone Wanderer has the following Morale modifiers;

Performing an action with no allies within 25 feet - +2 Morale.

Performing an action with an allies within 25 feet - -2 Morale.

Mercenary
The Mercenary enjoys fighting as part of a unit, whether two people tag teaming wild dogs to an army marching on a Radzombie incursion.

A Mercenary has the following Morale modifiers;

Fighting a combat in a group - +2 Morale

Losing a combat solo - -2 Morale.

Brawler
A Brawler lives to fight. With people, without people, so long as blows are exchanged the brawler is happy.

A Brawler has the following Morale modifiers;

Winning a combat - +2 Morale (additional, for a total of +3)

Losing a combat - -2 Morale (additional, for a total of -3)

Psycho
A Psycho is a cackling maniac, stalking and killing across the Clean Zones. They can't bear to see thing stay alive.

A Psycho has the following Morale modifiers;

Killing an enemy - +2 Morale

Every minute within 25 foot of a living thing - -2 Morale.