What systems have mechanics that deal with and express who characters are as people (i.e., with their personalities) in ways that have direct mechanical application in gameplay, not just vague roleplaying outlines or suggestions? This is especially related to morality. There are two aspects to this:
1. The System Can Express Character Personality Mechanically
This includes, but is not limited to,
- Character personal history
- Different kinds of approaches characters take to various situations (are they clever and strategic, or prefer a more head-on approach?)
- Personality strengths, weaknesses, and quirks
- Relationships to other characters
And so forth.
Again, we're talking about things that aren't merely roleplaying decoration, flavor elements, or "tags" like the DnD alignments system that largely don't affect scene-by-scene decisions directly, but things that affect the gameplay in terms of bonuses, gaining or losing resources, etc.
2. The System Has a Strong Moral Component that Includes Progression
What I mean by this is that the system not only has a way of dealing character vice and virtue, and how these things aid or hinder characters in gameplay, but also contains a system where characters can incrementally overcome their flaws and vices and increase their virtues.
Our group is running a weird home-brew fantasy game that's a mash-up between the Riddle of Steel and Fate, and we're looking for a stronger personality and morality system to use than either of those offered by those games. The setting revolves around a "war in heaven" style game, rife with demons, gods, and spirits, and the demons in this setting work toward manipulating characters via the character's vices and personality flaws, and the players, not wanting this, aim to overcome their flaws. Because of this, we want character progression to be based largely on characters overcoming their fears, emotional damage, and character flaws and growing into more whole, healthy human persons.
The reason that Fate's aspects, which we use for everything else, don't work in this context, is twofold: 1. Using aspects for vices leads to the dynamic where players get rewarded by the GM for indulging in their vices, which sends the wrong message and creates the wrong feel for the setting. 2. Fate doesn't have a system for dealing with the growth and overcoming of vices/flaws and the cultivating and increase of virtues.
What games do you know of that do these two points really well, how well do they work, and why would you recommend them?