Plane of Morality
For the rest of the game, all players possess a morality statistic. Changes to morality only occur while in this plane (barring other influences). A player starts with 60% morality. If they fade a townie (i.e.: they are on the wagon when the hammer is cast), their morality goes down by 10%. If instead, the player fades a Mafioso, Werewolf, Alien, Cultist, Pirate, Alternate Mafioso, or Apparition, they gain 5% morality. If a player fades a self-aligned player (who ends the game if they win), their morality increases by 1%. Otherwise, their morality decreases by 2%.
If a player's morality drops below 50%, their night becomes pseudo-compulsive: failing or refusing to act will cause them to die. If a player's morality drops below 15%, they automatically self-target with their night action, and this cannot be changed. If a player drops below 0%, their alignment changes to serial killer. These effects are cumulative in nature. If a player's morality reaches 100% and that player is town, they are confirmed by the moderator as town.
Mod Notes: The factional kill action is also compulsive and self-targeting after the alignment change at 0%. These effects are only valid while below each threshold; in other words, they are not permanent effects.
Additionally, rolling the planar die costs 3% morality.
Chaos:
You gain 13% morality. (It is a net gain of 10% due to the 3% you initially lose to roll the planar die.)
Mod Notes: Based off of Guillotina's Nobody Stays Good thread.