About: Morality   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

For more see

AttributesValues
rdfs:label
  • Morality
  • Morality
rdfs:comment
  • For more see
  • Morality is one of the 10 main stats of Princess Maker 2. It shows how well behaved Olive is.
  • Morality is a concern with what is right and what is wrong in one's personal conduct; it is usually contrasted with ethics.
  • "Morality" is a 12-page short-story originally published in the July issue of Esquire magazine on 19 June 2009. The story was later included with a mass market edition of "Blockade Billy" released by Schribner on 25 May 2010, and in the short story collection The Bazaar of Bad Dreams
  • Morality is about trying to behave well. Moral systems vary between cultures but there are common features to morality like encouraging fairness and preventing harm.
  • Commander Shepard's Paragon and Renegade scores affect the availability of special "good" or "bad" dialogue options with significant impact. In Mass Effect, a higher score will unlock potential ranks for the Charm and Intimidate skills, where Shepard must invest skill points to make new dialogue choices available. In Mass Effect 2 the skills no longer exist; instead, the Paragon/Renegade scores unlock extra dialogue options directly. __TOC__
  • You can recover from an Evil balance by: * killing mobs of a higher level than you * dying often * donating a large quantity of items at the Altar of Goddess * use Immorality Soap You can spend Good morality points at the Altar of Goddess to purchase Metal, Bronze, Silver, or Gold boxes.
  • From [[w:|]][[Category: derivations|Morality]] moralite < Late Latin moralitas (“‘manner, characteristic, character’”) < [[w:|]][[Category: derivations|Morality]] mōrālis (“‘relating to manners or morals’”) < mos (“‘manner, custom’”).
  • From: [[]] Most devils take a detached interest in human morality. This one just stares at you, head to one side, when you raise the subject. [Find the rest of the story at ]
  • Morality is a gameplay mechanic that will be present in the fan-made StarCraft II campaign StarCraft: Viper Squadron. This mechanic is measured by two hidden categories, each named Redeemer and Oppressor. Because these are hidden, players must calculate how many moral and amoral actions they've performed. The balance of morality has a great effect not only on the events of Viper Squadron, but also the dialogue of the main character and the other characters. Players will be able to freely charm, negotiate, manipulate, and intimidate characters without having to unlock any of these skills.
  • A character's morality is his/her respect for fellow beings and for the law. It can change throughout a campaign; some people strive to become more virtuous and compassionate, some become callous to the hurt they inflict on others. Most non-human creatures replace morality with a different trait, like humanity for both Kindred and Prometheans, harmony in Werewolves, synergy in Sin-Eaters, memory in Mummies, wisdom in Mages, cover in Demons, or clarity for Changelings. Even Hunters may redefine the contents of their morality scale during Trigger Points through use of "The Code," to allow them to act upon alleged "greater goods" to continue their hunt without moral qualms about potential heinous acts they might be perpetrating, instead redefining the sin those actions would otherwise occupy
sameAs
dcterms:subject
Success title
  • 'But why not?'
Failure title
  • 'But why?'
BroadDiff
  • 105(xsd:integer)
Failure description
  • You begin with some simple ideas. But at the first mention of the word 'evil', his sulphurous eyes roll, then glaze over. When he yawns, you can see all his little yellow teeth, and the shockingly red interior of his mouth.
From Card/Storylet title
  • Instructing a Louche Devil
Unlocked with
  • 1(xsd:integer)
Success description
  • You start to explain the basics of concepts like 'good' and 'evil'. As his initial incomprehension clears, your pupil begins to ask some intelligent questions. Questions that would have any clergyman reaching for the laudanum, but still.
dbkwik:fallenlondo...iPageUsesTemplate
dbkwik:interlingua...iPageUsesTemplate
dbkwik:mass-effect...iPageUsesTemplate
dbkwik:masseffect/...iPageUsesTemplate
dbkwik:rappelz/pro...iPageUsesTemplate
dbkwik:religion/pr...iPageUsesTemplate
dbkwik:wackypedia/...iPageUsesTemplate
dbkwik:wikiality/p...iPageUsesTemplate
Description
  • Most devils take a detached interest in human morality. This one just stares at you, head to one side, when you raise the subject.
abstract
  • Morality is a gameplay mechanic that will be present in the fan-made StarCraft II campaign StarCraft: Viper Squadron. This mechanic is measured by two hidden categories, each named Redeemer and Oppressor. Because these are hidden, players must calculate how many moral and amoral actions they've performed. The balance of morality has a great effect not only on the events of Viper Squadron, but also the dialogue of the main character and the other characters. Morality is accumulated through performing certain actions and selecting a progressively branching dialogue set. Almost all actions are not as black-or-white compared to contemporary role-playing or adventure games, forcing the player to choose between the two lesser (or more) evil options; a theme more in-line with real-world morality. These actions are not evident until the player further progresses through Viper Squadron; this is done to prevent the use of save-loading the game to get different outcomes. A good action will not redeem a bad action and characters will not stop fearing a ruthless, calculating, and manipulative killer, or heal the bond of the main character’s relative or remove an unsympathetic heel, nor would a certain action significantly damage the reputation and bond of an otherwise compassionate and outstanding person. Players will be able to freely charm, negotiate, manipulate, and intimidate characters without having to unlock any of these skills.
  • For more see
  • Morality is one of the 10 main stats of Princess Maker 2. It shows how well behaved Olive is.
  • A character's morality is his/her respect for fellow beings and for the law. It can change throughout a campaign; some people strive to become more virtuous and compassionate, some become callous to the hurt they inflict on others. Most non-human creatures replace morality with a different trait, like humanity for both Kindred and Prometheans, harmony in Werewolves, synergy in Sin-Eaters, memory in Mummies, wisdom in Mages, cover in Demons, or clarity for Changelings. Even Hunters may redefine the contents of their morality scale during Trigger Points through use of "The Code," to allow them to act upon alleged "greater goods" to continue their hunt without moral qualms about potential heinous acts they might be perpetrating, instead redefining the sin those actions would otherwise occupy on the scale with actions that would connote betraying their Vigil, at the cost of taking negatives to social interaction. In the revisions made by the God-Machine Chronicle and the Chronicles of Darkness: Revised Storytelling System Rulebook, Morality is replaced by the similar trait of Integrity.
  • Morality is a concern with what is right and what is wrong in one's personal conduct; it is usually contrasted with ethics.
  • "Morality" is a 12-page short-story originally published in the July issue of Esquire magazine on 19 June 2009. The story was later included with a mass market edition of "Blockade Billy" released by Schribner on 25 May 2010, and in the short story collection The Bazaar of Bad Dreams
  • Morality is about trying to behave well. Moral systems vary between cultures but there are common features to morality like encouraging fairness and preventing harm.
  • Commander Shepard's Paragon and Renegade scores affect the availability of special "good" or "bad" dialogue options with significant impact. In Mass Effect, a higher score will unlock potential ranks for the Charm and Intimidate skills, where Shepard must invest skill points to make new dialogue choices available. In Mass Effect 2 the skills no longer exist; instead, the Paragon/Renegade scores unlock extra dialogue options directly. __TOC__
  • You can recover from an Evil balance by: * killing mobs of a higher level than you * dying often * donating a large quantity of items at the Altar of Goddess * use Immorality Soap You can spend Good morality points at the Altar of Goddess to purchase Metal, Bronze, Silver, or Gold boxes.
  • From [[w:|]][[Category: derivations|Morality]] moralite < Late Latin moralitas (“‘manner, characteristic, character’”) < [[w:|]][[Category: derivations|Morality]] mōrālis (“‘relating to manners or morals’”) < mos (“‘manner, custom’”).
  • From: [[]] Most devils take a detached interest in human morality. This one just stares at you, head to one side, when you raise the subject. [Find the rest of the story at ]
is main interests of
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software