@kofeiiniturpa the problem with options locked away behind a morality system is that what if I want to play a character who is generally "alright", but if something really important has to be achieved, he doesn't stop at anything. if I didn't have enough options to "make him bad" enough, then I simply couldn't act out my character's actions. and I don't even think that would be a "bad" character, just someone who occasionally flies off the handle - so even if I could manually set a number at the start, it would be a lie. you can't really describe a personality with numbers.
It's more of a flavor thing, really, what I'm going for with this, rather than a had coded gameplay style limiter or a hard requirement to anything on a general level (some reactivity is obviously called for, but not really to the extent of it becoming a "I need it to pass X"). Something like a... A mechanical reason to profile your character towards certain philosophies and rewarding consistency with extra stuff without it becoming any form of hard rule.
A good guy might not ever think of most cruel and assholey ways of solving situations, but still has the opportunity go bad to some extent; a bad guy might not ever consider the most benevolent and virtuous ways, but is allowed to take it easy; the opportunist in the middle goes by the situation without leaning specifically towards either side. It's an ever living three way scale. Sometimes the NPC's might react to and remember the way you do things and might reward you differently if they like or dislike your mannerisms, some times you might get unique content with that, that all comes with the package, but like I said, it's more of a flavor thing I'm going for than an overarching hard metric.
That sort of stuff.