Would be pretty much the same game as we know it though. If everyone were a labeled psychopath, nobody would be different in terms of game changes. Nobody would care much about killing a human looking creature that is trying to tear their face off.
I DO, however, think scaling the characters that are not using the trait from the start maybe a good idea. To a more indifferent emotional state after either a combination of time and how often they kill a creature. Perhaps one or the other?
I thought about it a little more. What could be a normal beginning person dealing with the mess they are in.
Example:
Everyone not using psychopath trait may begin as a “normal” person.
Point? Morale Debuffs. I can find all manner of stuff to boost my morale. But not as many for debuffing it. For those never having ran over an NPC(which they shouldn’t steal your crap, son! Pfft! lol). You end up not being able to make stuff. Which is really a pain in the ass. But also kinda makes sense when you really are depressed.
Kill anything and get that twinge of guilt for every critter killed based on a critter score like Kevin suggested. The character cares less about creature killing(not NPC humans, that was never my point) the more they do it and over time.
Doesn’t need to get much more elaborate. Perhaps the indifference slowly fades and the more “normal” omg I just killed a humanoid guilt comes back a little bit at a time? Assuming the toon isn’t killing as much as they were.
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Not to kick off another debate. What I was arguing was, that there are a lot of situations that would not make a person a psychopath for not feeling guilt over killing something or anything.