If you’re going to make that argument, you’re going to have to explain “what you know of psychopathy”. As it is your statement is unassailable, but pointless since we have no idea what your definition of psychopathy is.
The definition Rivet posted is representative of the game’s usage of the term, indicating a lack of empathy for people or people-shaped monsters that renders them immune to guilt caused by causing such beings harm. This is, as has already been pointed out, far beyond simply being habituated to violence.
Just FYI I’m rather cynical about this point, the several times it has come up already, the rationale has been, “I don’t think I’d feel guilty for doing what is necessary to survive, so I take this trait to reflect that, but I don’t like being called a psychopath.”
“Jaded” doesn’t mean remotely the same thing, it is exactly the kind of thing that is represented by reduction of morale penalties for killing enemies whose death normally causes guilt. A nice little feature would be to add a “jaded” trait when you pass some threshold with that system to make what is happening more visible to the player.[/quote]
Being honest this, this sounds like the way to go. I’m wondering of Jaded also applies to cannibalism, so when you eat enough human flesh you become less and less guilty until you don’t get any morale penalties. To make the cannibalism trait still viable, you get no morale bonus with the jaded trait unlike a survivor with the cannibalism trait would.