@poison_mara, @Jacic, @ArchangelVoldemort thanks for the feedback, much appreciated. Actually, both of the comments you make are not incompatible as I had already realised there was a problem with my stats (and that some of them were redundant...). Again, like in Tokyo Wizard, I suffered from starting to get things moving without thinking properly about them, so I'm now stuck with only two of them (aggressiveness and honour, and I agree that maybe the naming on honour vs. deceit is not exactly what I want to represent). But, like Jacic, I also prefer to keep track of each individual action on a certain characters perception of you (so, certain characters are happy when you act aggressively, but not only that, and will become unhappy when they are harmed, or when you perform poorly).
But, this leads to the problem of renaming my variables. Basically, at the moment I have
Bravery: 50% Cowardice: 50%
Aggressiveness: 50% Peacefulness: 50%
Honour: 50% Deceit: 50%
Kindness: 50% Cruelty: 50%
Loyalty: 50% Treachery: 50%
Prudence: 50% Recklessness: 50%
Seriousness: 50% Frivolity: 50%
The ones in black are the only ones that play a role so far, bravery being almost useless as all the brave things lead to more aggression (at least so far), and the others again overlapping. By honour I was trying to mean this idea of behaving like an honourable person (helping those in need, etc), and by loyalty I meant loyalty to the Free Cities. But, any better ideas on how to name them? I was considering leaving only three or four, and creating a fourth stat to go alongside hand combat, shooting, driving, which could be "cunning" or something like that (equivalent to charisma), and that could be used to influence some parts in the game, like cheat at the roulette mini-game... any ideas are welcome!