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- $MoralityPersonality
- • Above Good and Evil: You aren't really concerned with good or evil.
- • Accomplice by Inaction: You could have saved someone from death or suffering, but you chose not to. This makes you as evil as the person who inflicted the suffering in the first place.
- • Actual Pacifist: You are greatly opposed to using violence.
- • Agree to Disagree: You can still be friends with those who do not share your views.
- • Alien Non-Interference Clause: You are forbidden to interfere in the affairs of other societies.
- • Alignment-Based Endings: Your moral alignment determines the end of the game.
- • All Crimes Are Equal: Theft is just as despicable as murder.
- • Ambiguous Innocence: You're acting questionably because you probablydon't know any better.
- • Ambition Is Evil: The path to success requires you to commit morally reprehensible deeds.
- • Antagonist Abilities: How or where you get your powers determines your morality.
- • Anti-Escapism Aesop: Attempting to escape reality is immoral.
- • Anti-Hero: You're a hero who doesn't have the moral qualities of a pure hero.
- • Anti-Villain: You're a villain who doesn't have the traditional qualities of a pure villain.
- • Ape Shall Never Kill Ape: You won't harm anyone who is like you but will cheerfully harm everyone else.
- • At Least I Admit It: Admitting that you do wrong makes you better than the other guy.
- • The Atoner: A character seeking to make up for all of his bad deeds.
- • Avenging the Villain: Killing the Big Bad gets their loved ones out for your blood.
- • Awakening the Sleeping Giant: Even neutral forces will fight back if you hurt them.
- • Bad Guys Do the Dirty Work: Villains do the things that you, the hero, can't bring yourself to do.
- • Bad Is Good and Good Is Bad: Anything that is good, righteous, and pleasant is repugnant to you, while anything that is evil, disgusting, and unpleasant is delightful.
- • Balance Between Good and Evil: Good and evil must exist in balance or else trouble abounds.
- • Because I'm Good at It: You know that your job is unethical but you continue doing it because you're good at it.
- • Be All My Sins Remembered: You feel unworthy of praise due to past misdeeds.
- • Before I Change My Mind: They'll do what you say but may drop you if you take too long to say it.
- • Befriending the Enemy: Perhaps the villain wouldn't be so evil if they had a friend.
- • Being Evil Sucks: Villainy brings misery.
- • Being Good Sucks: Heroism brings misery.
- • Being Tortured Makes You Evil: Cold-blooded torture will warp even the purest hero into hellspawn.
- • Beware the Honest Ones: Those who never lie are more dangerous than those who do.
- • Brainwashing for the Greater Good: Brainwashing for a good cause.
- • Broken Pedestal: The character you looked up to isn't as good as you thought they were.
- o Rebuilt Pedestal: . . . But that was a misunderstanding, and they actually are.
- • Buy Them Off: Avoiding owning up to your misdeeds through bribery.
- • Can't Kill You, Still Need You: Sparing someone's life because they further your goals.
- • Caper Rationalization: You have a good reason for committing theft.
- • Category Traitor: You betray your own people by not agreeing with them on certain topics.
- • CIA Evil, FBI Good: The Central Intelligence Agency is villainous; the Federal Bureau of Investigation is heroic.
- • A Chat with Satan: You are confronted by a force looking to tempt you into darkness.
- • Chronic Hero Syndrome: You can never abandon somebody in need.
- • Chronic Villainy: You can never be free of being evil.
- • Code of Honour: A voluntary moral code by which you live your life.
- • Cold Equation: Sacrificing a life to save other lives.
- • The Commandments: List of rules that must be followed at all costs.
- • The Commies Made Me Do It: Betraying your allies because your loved ones are under threat.
- • Complete Monster: You're a scumbag with no redeeming qualities.
- • The Conscience: The character who acts as your moral guideline.
- • Cool People Rebel Against Authority: You oppose authority figures in order to show how cool you are.
- • Conscience Makes You Go Back: You refuse to help someone in need, but realizing it's not the right thing to do, you return to help them.
- • Cowardly Lion: You're scared to death but can be counted on to do the right thing.
- • Cruel Mercy: Letting your enemy live with a Fate Worse than Death.
- • Cruel to Be Kind: It may seem harsh, but it's for your own good.
- • Cry for the Devil: You can't help but feel bad for the villain once you learn their history.
- • Culture Clash: Moral differences between cultures cause problems.
- • Culture Justifies Anything: If your culture is okay with it, then you can get away with it.
- • Curious Qualms of Conscience: You feel guilt for doing what you felt obligated to do.
- • Dark Is Evil: Darkness is associated with villainy or immorallity.
- • Dark Is Not Evil: The dark is not always dangerous.
- o Light Is Not Good: Light does not equal right.
- o Bright Is Not Good: Beautiful, lively colors mean bad news.
- • Dark Shepherd: You get people to follow the path of righteousness by harshly reminding them of the consequences they face if they don't.
- • Death by Materialism: Immoral greed costs you your life.
- • Debate and Switch: Creating a moral dilemma but never having to face it.
- • Dehumanization: Stripping someone of their humanity status to justify killing them.
- • Designated Evil: What you did is evil because the plot demands that it be.
- • Dirty Business: You do something heinous but you feel remorse for it.
- • Dirty Coward: You'll leave others to die to save your own butt.
- • Disappointed by the Motive: You find the villain's reason for villainy to be petty or mundane.
- • Disproportionate Retribution: Harsh vengeance for petty actions.
- • Disproportionate Reward: Being rewarded excessively for a minor act of kindness.
- • Do Wrong, Right: Scolding someone not for doing wrong but for doing the wrong thing incorrectly.
- • Due to the Dead: Treating the dead with utmost respect and care.
- • Easy Road to Hell: Because All Crimes Are Equal, any transgression you commit will damn you to Hell.
- • Embodiment of Vice: You're a representation of an immoral act.
- • Embodiment of Virtue: You're a representation of a moral act.
- • Enemies Equals Greatness: People hating your guts proves you're better than them.
- • Ethical Slut: You're an upright person who enjoys good, honest sex.
- • Even Evil Can Be Loved: Villains have people who care about them, making them seem more human.
- • Even Evil Has Loved Ones: Heroes aren't the only ones who have people they care about.
- • Even Evil Has Standards: Certain things are so immoral even an immoral person won't do them.
- • Even Mooks Have Loved Ones: The villain's minions have people they care about, which may affect their loyalty.
- • Everyone Has Standards: No matter our moral alignment, we all have lines we don't want to cross.
- • Evil Running Good: Heroic groups are being used by a villain.
- • Exceptionally Tolerant: You or the society in which you live are totally accepting of everyone.
- • Expendable Alternate Universe: Whatever happens to an alternate version of your reality is of no concern to you.
- • Failure-to-Save Murder: You are blamed for a death that you allegedly could've prevented.
- • Faith–Heel Turn: Losing faith in God turns you evil.
- • Family Honor: Preserving your family's reputation is important.
- • Father, I Don't Want to Fight: Refusing to embrace a warrior culture because it's not in you.
- • Felony Misdemeanor: That minor infraction you committed was worthy of harsh consequences.
- • Forgiven, but Not Forgotten: Your crimes may have been forgiven, but no one is willing to forget about them.
- • Forgiveness: Being able to let go of grudges.
- • For Great Justice: The reason you fight is for justice and righteousness.
- • For Happiness: You want everyone to be happy.
- • Freudian Excuse: A traumatic incident led you down the path of evil.
- • Freudian Excuse is No Excuse: . . . But that doesn't mean you are forgiven for your evil deeds.
- • Gentle Touch vs. Firm Hand: Should we influence others by being gentle and kind or harsh and mean?
- • "Get out of Jail Free" Card: You cut the villain a break and don't punish them.
- • Go and Sin No More: Someone offers you forgiveness and insists that you atone for your crimes.
- • God Is Evil: The traditionally good force is actually malevolent.
- • Golden Moment: The sweet tender moment in which a lesson is learned.
- • The Golden Rule: Treating people the way you want to be treated.
- • Good Feels Good: Being a hero makes you feel great.
- • Good Is Boring: Heroism is no fun.
- • Good Is Not Dumb: Kindness does not equal ineffectiveness.
- • Good Is Not Nice: Being the hero doesn't guarantee that you're the most pleasant fella around.
- • Good Is Not Soft: Being kindly in nature doesn't prevent you from meting out harsh punishments.
- • Good Is Old-Fashioned: Cynics see honor codes as outdated.
- • Good Needs Evil: To an extent, evil brings the best out of good.
- • Good Old Ways: Adherence to old-timey values and morals.
- • Good Running Evil: Heroes take control of evil organizations.
- • Good Victims, Bad Victims: There are some victims who aren't worthy of any sympathy.
- • Good Witch Versus Bad Witch: Good fantasy creatures against evil ones of the same kind.
- • Gotta Have It, Gonna Steal It: You want something so bad that you're willing to steal it.
- • Greater Need Than Mine: Putting other people's needs before your own.
- • Guilt-Free Extermination War: The only way to end a war is by exterminating the other side.
- • Half Truth: Lies that in essence could be true.
- • Happiness in Slavery: You actually enjoy being subjugated.
- • Harmony Versus Discipline: To take control or to accept things as they are.
- • He Who Fights Monsters: You start to become like the very evil that you fight against over time.
- • Heaven and Hell: Battle in which the forces of Heaven and Hell duke it out.
- • Helping Would Be Killstealing: Helping someone won't allow them to grow.
- • Heroes' Frontier Step: You do something that shows off your heroic nature.
- • Heroic Neutral: You want to be left alone, but you will do the right thing if evil threatens you.
- • Heroic Vow: You swear to do something because you're the hero.
- • Hero Insurance: Being the hero gives you free reign to tear up cities without being fined for it.
- • Honor Among Thieves: Even crooks and rogues have a mutual morality.
- • Honor Before Reason: Doing what you think is right regardless if it is the smart thing to do.
- • The Horseshoe Effect: Opposing ideologies that aren't really that different.
- • Humans Kill Wantonly: Humans kill because they can.
- • Hypocrite: When a character doesn't practice what they preach.
- • I Did What I Had to Do: You justify your morally questionable deed by stating that it needs to be done.
- • If You Kill Him, You Will Be Just Like Him: Killing the enemy makes you as bad as they are.
- • If You Taunt Him, You Will Be Just Like Him: Bullying your enemy back makes you as bad as they are.
- • I Gave My Word: You made a promise and you vehemently stick to it.
- • Ignored Epiphany: You had a realization, but you forget about it and continue with your business.
- • Ignore The Fanservice: Being able to resist the temptress shows self-control.
- • Incorruptible Pure Pureness: You are incapable of being tainted by evil.
- • Intolerable Tolerance: Using tolerance as an excuse to act nasty towards others.
- • I Thought It Was Forbidden: Dangerous or unethical acts are justified for a cause.
- • It's All About Me: Only you matter.
- • It's All My Fault: You feel you are to blame for everything.
- • It's the Journey That Counts: The effort of reaching your goal is more important that the goal itself.
- • Japanese Spirit: Power comes from your desire to better yourself.
- • Jerk Justifications: You are justified in behaving like a jerk.
- • Judgement of the Dead: The morality of your actions is evaluated by a supernatural being after you die.
- • Justice Will Prevail: You're committed to bringing justice.
- • Just Like Us: Turns out your enemy isn't as evil as you were led to believe.
- • Karma Houdini: You get away scot-free with whatever bad thing you did.
- • Karma Houdini Warranty: You finally get your comeuppance after having previously gotten away with past misdeeds.
- • Karma Meter: Your behavior determines if you're a hero or a villain.
- • Karmic Death: You die as a consequence of your wickedness.
- • Karmic Jackpot: You do good deeds and get rewarded for them.
- • Karmic Misfire: You not only get away scot-free with whatever bad thing you did but an innocent person gets punished in your place.
- • Karmic Protection: You're safe from any consequences as long as you're not actively malicious.
- • Karmic Rape: Rape as a punishment for your wickedness.
- • Knight Templar: You think you're a hero, but the methods you use are extremist and wrong.
- • Know When to Fold 'Em: You're smart enough to know when you can't win something.
- • Lack of Empathy: When lacking feelings for other people makes you a monster.
- • Laser-Guided Karma: You eventually get what's coming to you after all you've done.
- • Last-Second Chance: You're being offered one last chance to repent your evil ways.
- • Lesser of Two Evils: Between the two choices you're given, you go with the less heinous one.
- • List of Transgressions: A character gives out a list of crimes someone has committed.
- • Little Brother Is Watching: Giving up a vice so as to not be a bad influence on your children/younger sibling(s).
- • Machiavelli Was Wrong: Using love and compassion instead of fear to gain respect.
- • The Men First: You're concerned about your subordinates' safety.
- • A Million Is a Statistic: The many deaths of nameless masses isn't as heartbreaking as the death of a named fleshed out character.
- • Mind over Manners: You don't use your mind powers on someone because it's unethical.
- • Mirror Morality Machine: A machine that can invert your morality.
- • Misery Builds Character: Undergoing trauma helps strengthen you.
- • Misplaced Retribution: Punishing someone who isn't even to blame for anything.
- • Monkey Morality Pose: Covering up your eyes, ears, or mouth to block out evil in the world.
- • Monster of the Aesop: The Monster of the Week corresponds with the story's intended moral.
- • Moral Dilemma: Your sense of morality is put to the test.
- • Moral Dissonance: You fail to be consistent in your moral code.
- o What Measure Is a Mook?: Not caring at all about having to slaughter your way through nameless grunts.
- • Moral Event Horizon: You've done too much wrong to be forgiven for your sins.
- • Moral Luck: Your position as a hero or a villain is determined by the kind of situations you get yourself into.
- • Moral Myopia: You acting horribly is justified but your enemies acting horribly back is a crime.
- • Moral Pragmatist: Switching to the side of good because that helps your cause better.
- • Moral Sociopathy: You have a sense of right and wrong but lack concern for others' well-being.
- • The Moral Substitute: Creating your own media because the media out now offends your sense of morality.
- • Morality Adjustment: You can't turn good or evil; you just slide up or down on the morality scale.
- • Morality Ballad: Music that tells a story and preaches a moral.
- • Morality Chain: This person's existence is your reason for behaving yourself.
- • Morality Chain Beyond the Grave: You behave yourself because you feel that's what your deceased loved one would want of you.
- • Morality Chip: Computer program designed to make AIs behave themselves.
- • Morality Dial: Morality being something that can literally be switched on and off.
- • The Morality/Mortality Equation: The worse your sense of morality is, the more likely your loved ones will die.
- • Morality Kitchen Sink: In this setting, there are different degrees of righteousness and evil in every character.
- • Morality Pet: This person tends to bring out the best in you.
- • More Hero Than Thou: Arguing over who gets to sacrifice themself for the greater good.
- • Murder by Inaction: Not stepping in to save someone's life is tantamount to murder.
- • Murder Is the Best Solution: Killing people being the easy way out.
- • Must Make Amends: A character does a questionable thing and decides to make up for it.
- • My God, What Have I Done?: When you experience crippling guilt and remorse for doing something bad.
- • My Greatest Failure: Your moral failure can be a great motivator.
- • Naughty Is Good: Ill-behaved children make the best heroes.
- • The Needs of the Many: Some lives have to be sacrificed in order to save other lives.
- • Neutrality Backlash: Refusing to choose a side bites you in the ass.
- • Neutral No Longer: You finally choose a side after being neutral for the longest time.
- • Never Hurt an Innocent: Despite being a villain, you're above harming people not involved in your conflicts.
- • Never My Fault: You refuse to own up to your mistakes and instead shift blame to someone else.
- • Never Speak Ill of the Dead: Insulting the dead is morally unacceptable, no matter how bad they were.
- • Nice Guys Finish Last: Being a kind and amiable fella doesn't win a woman's heart.
- • Nice to the Waiter: Treating the working class kindly is a sign of virtue.
- • No Good Deed Goes Unpunished: Doing good deeds backfires on you.
- • No-Harm Requirement: You can't harm your target.
- • Nominal Hero: You're considered a hero not because it's right, but because of a personal motivation.
- • No Place for Me There: You create a utopia in which you yourself can't live in due to your sins.
- • No Points for Neutrality: Not choosing to be good or evil earns you nothing.
- • No Sympathy for Grudgeholders: Refusing to forgive your transgressors makes you lower than dirt.
- • Not Cheating Unless You Get Caught: If you don't get caught, then you didn't commit a crime.
- • Not Even Human: Your enemies turning out to be non-human makes it easier to kill them.
- • Not Quite the Right Thing: What you thought was the right thing turns out to be the wrong thing.
- • Not So Different: Turns out you and your enemy aren't as different as you thought.
- • Not So Similar: You and your rival are only similar on a superficial level.
- • Obligatory War-Crime Scene: The heroes commit a war crime to show how wars are not black and white.
- • Obstructive Code of Conduct: Your honor code prevents you from performing an action.
- • Occupiers out of Our Country: War started for the purpose of forcing out foreigners.
- • Omnicidal Neutral: Not choosing a side gives you free reign to kill everyone in your path.
- • The Omniscient: You know all.
- • Omniscient Hero: You know everything and are the hero.
- • Omniscient Morality License: Knowing everything that will happen allows you to do what you want with others.
- • Opinion-Changing Dream: You have a change of heart after having a dream.
- • Opinion Override: You're offended on behalf of a group of people despite the fact that they could care less about the thing that should offend them.
- • Order Versus Chaos: Tradition and rules vs. individualism and anarchy.
- o Chaos Is Evil: Chaos is a force for villainy.
- o Order Is Not Good: Order is tyrannical and oppressive.
- o Both Order and Chaos Are Dangerous: Order and chaos can be equally damaging if left unchecked.
- • Ordered to Cheat: You are ordered to win or lose a competition dishonestly.
- • Out, Damned Spot!: Literally cleansing yourself to be free of the guilt you're feeling.
- • Passion Is Evil: Villains tend to lack rational thought.
- • Pay Evil unto Evil: Doing mean things is justified if the victim is a Jerkass.
- • Peer Pressure Makes You Evil: Going along with the crowd is detestable.
- • Personal Gain Hurts: Using superpowers for personal gain screws you over.
- • Pillars of Moral Character: The four ways of being an honorable person, as told by the Japanese.
- • Pragmatic Hero: Despite being the hero, you're willing to do things that villains normally would do.
- • Principles Zealot: Nothing is more important to you than sticking to rules.
- • Privilege Makes You Evil: Being handed everything in life makes you corrupt.
- • The Promise: You make a promise and you stick to it to the end.
- • Protagonist-Centered Morality: You're the protagonist, therefore anyone not on your side must be your enemy.
- • Protected by a Child: You can't kill the villain because their child/younger sibling/etc. is protecting them.
- • Prove I Am Not Bluffing: Doing something heinous to prove that you mean business.
- • Punished for Sympathy: You are punished or called out for showing pity or kindness to someone who isn't deserving of it.
- • The Punishment Is the Crime: People punish themselves by committing immoral deeds.
- • Purity Personified: You have no traces of evil in you.
- o Pure Is Not Good: Purity is not always synonymous with goodness.
- • Questionable Consent: Sex scenes that seem rapey, but it's unclear if it really was.
- • Rape Is a Special Kind of Evil: Raping someone makes you the ultimate scum.
- • Reality Ensues: What you thought you could get away with in fiction you couldn't get away with in real life.
- • Redeeming Replacement: Taking an identity previously used for evil and using it for good.
- • Redemption Rejection: Rejecting an opportunity to atone for your crimes.
- • Redemption Failure: Circumstances force you away from redemption and return to your immoral ways.
- • Reformed, but Rejected: You have reformed of your immoral ways, but others refuse to let go of what you have done.
- • Rejected Apology: You reject another person's apology, confirming that you will never forgive them for offending you.
- • Restored My Faith in Humanity: This person proves to you that humanity isn't all bad.
- • Revenge: Choosing to pay a person back for committing a wrong against you.
- • Rightly Self-Righteous: You are justified in behaving like you're better than everyone else.
- • Rousseau Was Right: Humans aren't evil until environmental influences push them.
- • The Sacred Darkness: Darkness is just as important as light.
- • Sacred Hospitality: Being hospitable to guests is important.
- • Safe, Sane, and Consensual: BDSM is fine if both participants consent.
- • Saintly Church: The Church that actually cares about you.
- • Samaritan Syndrome: You feel it's your duty to save everyone.
- • Satan Is Good: The traditionally evil force is actually benevolent.
- • Save the Villain: Saving an evil person's life because it's the right thing to do.
- • Scare 'em Straight: Fear as a prime motivator for behaving yourself.
- • Scoundrel Code: Code by which the unscrupulous live.
- • Screw the Money, I Have Rules!: No amount of money can bribe you.
- • Screw the Rules, I'm Beautiful!: Being good-looking lets you get away with crime.
- o Cuteness Equals Forgiveness: Cute and huggable excuses bad behavior.
- • Screw the Rules, I'm Doing What's Right!: Doing what's right even if it gets you in trouble.
- • Screw the Rules, I'm Famous!: Being able to get away with anything as long as you're popular.
- • Screw the Rules, I Have Connections!: Having friends or relatives amongst the higher ups protects you from the law.
- • Screw the Rules, I Have Money!: Being rich lets you get off easy.
- • Screw the Rules, I Make Them!: You make the rules and therefore you don't have to actually have to follow them.
- • Secretly Selfish: You have selfish motives behind your acts of altruism.
- • Self-Disposing Villain: The villain kills himself, thus sparing you from killing him yourself.
- • Sensitivity Training: Undergoing being taught how to be more politically correct.
- • Sexual Karma: Being a good person earns you a hot date, while being evil gets you an Abhorrent Admirer.
- • Shades of Conflict: Morality comes in many shades.
- o A Lighter Shade of Black: Some villains happen to be not as bad as others.
- o A Lighter Shade of Grey: The Anti-Hero who's more moral than the other.
- o Black and Gray Morality: The villains are pure evil but our heroes aren't exactly saints themselves.
- o Black and White Morality: The heroes are good and pure while the villains are evil and corrupt.
- o Blue and Orange Morality: Good and evil are irrelevant here.
- o Evil vs. Evil: Villains who oppose each other, one usually being more amoral than flat out evil.
- o Good Versus Good: There is no evil at all on either side.
- o Graying Morality: The central conflict becomes less good vs evil over time.
- o Grey and Gray Morality: Neither side is particularly good or evil.
- o White and Grey Morality: The heroes are pure good but their opponents aren't actually evil.
- • Sheep in Sheep's Clothing: Suspected of being not as nice as you seem, but you are as you say you are.
- • Shoot the Dog: You're forced to do something horrible for the greater good.
- o The Dog Shot First: Killing someone in self-defense.
- • Shouldn't You Stop Stealing?: Continuing to engage in a vice despite no longer having any reason to.
- • Silly Rabbit, Cynicism Is for Losers!: Cynical attitudes are wrong.
- • Silly Rabbit, Idealism Is for Kids!: Growing up means having no optimism.
- • Skewed Priorities: Being more concerned about something mundane than what's at stake.
- • Slave to PR: Your image greatly affects you.
- • Slavery Is a Special Kind of Evil: Owning other human beings like livestock is the ultimate evil around.
- • SlidingScaleOfAntiHeroes: Anti-Heroes come in many different forms.
- • Sliding Scale of Anti-Villains: Anti-Villains come in many different forms.
- • Sliding Scale of Idealism vs. Cynicism: Optimism vs. Pessimism.
- o Earn Your Happy Ending: After enduring hell, everything works out for you in the end.
- • Sliding Scale of Unavoidable vs. Unforgivable: At what point is your actions considered morally wrong?
- • Smiting Evil Feels Good: Getting off on killing bad guys.
- • Sparing the Aces: Sparing someone's life because they're exceptionally gifted.
- • Straw Angst: Negative emotions are seen as an all-consuming way of life.
- • Strike Me Down with All of Your Hatred: The villain goads you into killing him.
- • Sudden Principled Stand: You suddenly refuse to take part in a crime despite having had no objections to previous crimes.
- • Suicide Is Shameful: Taking your own life is a detestable and cowardly move.
- • Sympathy for the Devil: You, the hero, feel pity for the villain upon learning what drove them to villainy.
- • Sympathy for the Hero: You, the villain, feel pity for the hero once you learn what they've gone through.
- • Tautological Templar: You're on the right side and are therefore incapable of doing wrong.
- • Tears of Remorse: Crying because you genuinely feel bad about what you've done.
- • That's What I Would Do: When the hero and villain are Not So Different, they'll know exactly what the other would do in a situation.
- • These Hands Have Killed: Staring guilt-riddenly at your hands after killing somebody.
- • Thicker Than Water: Family always comes first regardless of circumstances.
- • Thou Shalt Not Kill: Taking someone else's life is horrible.
- o Thou Shalt Not Kill Muggles: Killing non-superpowered people is a crime.
- o This Is Not My Life to Take: Refraining from killing someone because you feel it's not your place to do so.
- • To Be Lawful or Good: To do the honorable thing or the compassionate thing?
- • Totalitarian Utilitarian: Wanting to improve people's lives through any means necessary.
- • Toxic Friend Influence: Your friends can make you become less moral.
- • Treachery Is a Special Kind of Evil: Betraying someone makes you a true scum.
- • Turn the Other Cheek: Responding to cruelty with kindness.
- • The Unapologetic: You feel no remorse and refuse to apologize for your crimes.
- • Unicorns Are Sacred: Unicorns are Purity Personified, so killing one crosses you over the Moral Event Horizon.
- • Unscrupulous Hero: A hero who is repugnant in morals, but is considered good because the people he fights are worse than him.
- • Values Dissonance: What's okay in one culture is immoral in another.
- o Deliberate Values Dissonance: Outdated morals and values are apart of the story because they match the setting.
- • Values Resonance: Some values and morals age better than others.
- • Video Game Cruelty Punishment: Even though the game encourages immoral behavior, actively engaging in it will get in you in trouble.
- • Villain Takes an Interest: You want to take the hero under your wing because you and him are a lot alike.
- • Villainous B.S.O.D.: You suddenly feel guilty about your villainy.
- • Violence Really Is the Answer: The only way to win is through violence and killing.
- • Virtue/Vice Codification: List of what's good and bad.
- • Warts and All: The legendary hero you idolized turns out to be more horribly flawed than you thought.
- • Was It Really Worth It?: You wonder whether everything you went through to achieve your goal was really worth it.
- • Was Too Hard on Him: You feel guilt for punishing a loved one harshly.
- • Well-Intentioned Extremist: You believe that your goal justifies your immoral actions.
- o Not-So-Well-Intentioned Extremist: It turns out you're not justified in your actions and you do it for self-serving reasons.
- • What If God Was One of Us?: When God lives amongst us humans.
- • What Is Evil?: Good and evil are meaningless to you.
- • What Is One Man's Life in Comparison?: You are asked to give up your life for the sake of other lives.
- • What the Hell, Hero?: You, the hero, did something bad and your allies call you out on it.
- • What You Are in the Dark: How you are in private is different from how you are in public.
- • Wife-Basher Basher: Villains hurting women is your Berserk Button.
- • Would Be Rude to Say "Genocide": You want to off a group of people, but you don't want it to be considered genocide.
- • Would Harm a Senior: Your opponent being an elder shouldn't matter when it comes to fighting.
- • Would Hit a Girl: Your opponent's gender shouldn't matter when it comes to fighting.
- • Would Hurt a Child: Your opponent being a child shouldn't matter when it comes to fighting.
- • Would Not Shoot a Civilian: Killing innocent bystanders is a detestable action.
- • Would Not Shoot a Good Guy: If they're not evil, then you can't hurt them.
- • Wouldn't Hit a Girl: Hitting a woman is just not in you.
- • Wouldn't Hurt a Child: Harming a child is just not in you.
- • Wrongful Accusation Insurance: You get away with crimes you actually did commit as opposed to the one you're accused of having committed.
- $phrase2
- [MoralityPersonality]
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