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1 change: 1 addition & 0 deletions src/SUMMARY.md
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- [Calm](design/emotions/calm.md)
- [Euphoria](design/emotions/euphoria.md)
- [Fear](design/emotions/fear.md)
- [Guilt](design/emotiosn/guilt.md)
- [Rage](design/emotions/rage.md)
- [Power]()
- [Antimatter Engine](design/power/antimatter-engine.md)
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19 changes: 19 additions & 0 deletions src/design/emotions/guilt.md
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# Guilt

{{#template ../../templates/unimplemented.md}}

Guilt is an [emotion](../emotions.md) that represents a subconscious suppression of violence as a result of shame.
It occurs solely as a response to taking the life of another person, serving as a useful element for curbing highly-aggressive play.
Since guilt is the cost for taking a life, it forces players to consider the cost of killing someone (being afflicted with guilt and thus worsened in combat) versus going about the murder in a different way to reduce the individual guilt felt.

The amount of Guilt you receive after killing someone is based on the amount of damage dealt as well as the number of people involved.
If you were the sole person who killed the victim, then you will receive maximal guilt.
If multiple people committed the murder, then the guilt will not only be lower, but be split proportionally between the killers.
In this way, murder is penalized more if it is done by an individual versus a group.
Convincing a group of people to take action by mob justice therefore has very little effect on those involved, compared to extrajudicially executing someone in maints.

## Effects

When under the affects of guilt, your damage towards others will be greatly reduced.
At the highest levels, you'll be completely pacified, unable to even raise a hand against others.
This makes you highly vulnerable, a great cost for taking the life of someone else.
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