Belief, Morality and Death

Morality, Belief & Death
One of the features I miss most from haven and hearth is for players to choose personal beliefs. Players could make an active set of choices that effect their gameplay with the benefit of being completely reversible.
The short version :
Beliefs in salem are going to need to be a little different from haven because things work differently.
*A player may manually change a belief after a certain amount of in game time (6 hours).
*Certain actions change belief (some slow, some fast).
*Beliefs effect changes to morality (see later)
*Each counter has a value -5 - 5
*Every belief gives an extra bonus at full level.
Morality, a new mech, has the following effects
*Proficiency retention based on morality at time of death
*Effects the morality of others who do you harm
That's the simple outline. Below is a more detailed version for people interested in specifics (numbers are flexible)
The long version :
Beliefs
War <-> Peace
Alter as players engage in combat. Peaceful players gain an armor bonus and damage penalty, warlike players gain a damage bonus and armor penalty. Peace grows by one every 7 days without combat. War grows by one each day a player commits an act of waste or murder.
Players with full war suffer only half the morality loss for murder and waste.
Players with full peace regain one morality point per day
Old Faith <-> New Faith (Only becomes available when magic is unlocked)
Alters how magic/religeon work. Old Faith players acquire numen more quickly and stronger effects from ``old faith'' inspirationals but have a penalty to item purity increase. New faith players find items increase in purity slightly faster and stronger effects from ``new faith'' inspirationals and that darkness drain is slightly stronger. Faith is a matter of choice.
Players with full old faith gain a slow natural numen generation.
Players with full new faith gain 5% of their humors back on rebirth
Farmer <-> Forager
Alters forage/farming rates. Farmer players will gain bonuses to influencing fields but a penalty to their forage skills. Forage players will gain an increase in their forage skills (purity increase 1-5% based on belief strength in random element too) but a decrease to their farming influence. Changes slowly over time based on a hidden counter of forage attempts vs farming actions.
Players with full farming keep a stable upkeep value when harvesting (so if harvested at 50% it stays there) and have a low chance of a random influence bar being unaffected during harvest.
Players with full forage have a rare chance to obtain 2 of a foragable (food items only)
Business <-> Pleasure
Alters work speed and learning speed. Business players will work slightly faster but learn slower (bars fill slower). Pleasure players will learn faster (when increasing a prof 1-5% of all other bars are kept) but work slightly slower (- 1%-5% progress per tick). Based on number of actions a player takes (learning actions vs work actions).
Players with full business have a chance to complete a set task immediately (only tasks below 10 seconds).
Players with full pleasure have a very low chance to gain the full effect of an inspirational immediately (no waiting for fills).
Morality
A players morality reflects the life they have led in the game and ONLY comes into play upon their death. Morality defaults to 0 and ranges between -50 and 50. At morality -50 a player loses all proficiencies when they die. At morality 0 a player loses all but 25% of their proficiencies when they die. At 50 a player loses all but 50% of their proficiencies when they die.
Morality can be increased by : Attending a daily church mass (once per day for 1 point), Confessional in a church (only available at -10 - 0 morality, resets morality to 0 at the cost of 100 silver per point), Peace Regen, 1 point per week without a criminal actions.
Morality decreases by : Murdering a player without a crime scent(Murder only) (-(10+Victim morality)), Destroying property (-4 morality per item), Theft (-1 morality per item), Assault without a crime scent(Any crime scent) (-(5+(1/5)Victim morality)).
Optional Extra :- When a player dies with full morality they get a cutscene of heavenly gates, when a player dies with no morality at all they get a cutscene of the devil saluting them.
One of the features I miss most from haven and hearth is for players to choose personal beliefs. Players could make an active set of choices that effect their gameplay with the benefit of being completely reversible.
The short version :
Beliefs in salem are going to need to be a little different from haven because things work differently.
*A player may manually change a belief after a certain amount of in game time (6 hours).
*Certain actions change belief (some slow, some fast).
*Beliefs effect changes to morality (see later)
*Each counter has a value -5 - 5
*Every belief gives an extra bonus at full level.
Morality, a new mech, has the following effects
*Proficiency retention based on morality at time of death
*Effects the morality of others who do you harm
That's the simple outline. Below is a more detailed version for people interested in specifics (numbers are flexible)
The long version :
Beliefs
War <-> Peace
Alter as players engage in combat. Peaceful players gain an armor bonus and damage penalty, warlike players gain a damage bonus and armor penalty. Peace grows by one every 7 days without combat. War grows by one each day a player commits an act of waste or murder.
Players with full war suffer only half the morality loss for murder and waste.
Players with full peace regain one morality point per day
Old Faith <-> New Faith (Only becomes available when magic is unlocked)
Alters how magic/religeon work. Old Faith players acquire numen more quickly and stronger effects from ``old faith'' inspirationals but have a penalty to item purity increase. New faith players find items increase in purity slightly faster and stronger effects from ``new faith'' inspirationals and that darkness drain is slightly stronger. Faith is a matter of choice.
Players with full old faith gain a slow natural numen generation.
Players with full new faith gain 5% of their humors back on rebirth
Farmer <-> Forager
Alters forage/farming rates. Farmer players will gain bonuses to influencing fields but a penalty to their forage skills. Forage players will gain an increase in their forage skills (purity increase 1-5% based on belief strength in random element too) but a decrease to their farming influence. Changes slowly over time based on a hidden counter of forage attempts vs farming actions.
Players with full farming keep a stable upkeep value when harvesting (so if harvested at 50% it stays there) and have a low chance of a random influence bar being unaffected during harvest.
Players with full forage have a rare chance to obtain 2 of a foragable (food items only)
Business <-> Pleasure
Alters work speed and learning speed. Business players will work slightly faster but learn slower (bars fill slower). Pleasure players will learn faster (when increasing a prof 1-5% of all other bars are kept) but work slightly slower (- 1%-5% progress per tick). Based on number of actions a player takes (learning actions vs work actions).
Players with full business have a chance to complete a set task immediately (only tasks below 10 seconds).
Players with full pleasure have a very low chance to gain the full effect of an inspirational immediately (no waiting for fills).
Morality
A players morality reflects the life they have led in the game and ONLY comes into play upon their death. Morality defaults to 0 and ranges between -50 and 50. At morality -50 a player loses all proficiencies when they die. At morality 0 a player loses all but 25% of their proficiencies when they die. At 50 a player loses all but 50% of their proficiencies when they die.
Morality can be increased by : Attending a daily church mass (once per day for 1 point), Confessional in a church (only available at -10 - 0 morality, resets morality to 0 at the cost of 100 silver per point), Peace Regen, 1 point per week without a criminal actions.
Morality decreases by : Murdering a player without a crime scent(Murder only) (-(10+Victim morality)), Destroying property (-4 morality per item), Theft (-1 morality per item), Assault without a crime scent(Any crime scent) (-(5+(1/5)Victim morality)).
Optional Extra :- When a player dies with full morality they get a cutscene of heavenly gates, when a player dies with no morality at all they get a cutscene of the devil saluting them.