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Author Topic: Karma System  (Read 1944 times)
TheTSKoala
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« on: November 16, 2008, 11:41:59 AM »

So, I've decided I'd like to fit in a "Karma System" into my campaigns that use 2.0.  My first thoughts of such a novel idea is:

Do something good, get + Karma.  Something bad, get - Karma.  Karma can go as high or as low (into negatives) as need be.  Then, the player can spend - Karma or + Karma Points on things they see fit.  Such as Feats, minor game ability bonuses / special abilities. etc.

My first question before I start cracking my brain on this.  Anyone know of any other system that actually does this?
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Foghorn
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« Reply #1 on: November 16, 2008, 01:56:35 PM »

I don't think it's quite what you're looking for, but the Star Wars part of the wiki has some rules for Light Side/Dark Side stuff that might get you started.

Such as Feats, minor game ability bonuses / special abilities. etc.

Now would this mean that you actually spend your accumulated Karma to gain these feats, or you would qualify for certain feats once your Karma got high/low enough?
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TheTSKoala
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« Reply #2 on: November 16, 2008, 02:10:00 PM »

D20 Star Wars? 

And yes.. how it work is.. Let's say you have 103 "Good" Karma.

Let's say there's a feat "Good Mojo-jojo".  Cost:  50 Karma Points.  While you have > 35 Karma Points, twice per session, you may re-roll any die roll.  If you go below +10 Karma, this feat is lost.  (It's very rough and not actually in my design ideas, but good for exampling.)
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Mister Andersen
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« Reply #3 on: November 16, 2008, 03:07:09 PM »

Reputation = Karma
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Krensky
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« Reply #4 on: November 16, 2008, 04:19:31 PM »

I think what he's looking for is more like a cross between a numerical alignment system (like Green Ronin's APHB presents) and a honor system (like Oriental Adventures or Unearthed Arcana), with a bit of reputation (more UA then SC2) thrown in.

Something like, I'm guessing Fallout or Knights of the Old Republic's system.
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TheTSKoala
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« Reply #5 on: November 16, 2008, 04:53:27 PM »

I think what he's looking for is more like a cross between a numerical alignment system (like Green Ronin's APHB presents) and a honor system (like Oriental Adventures or Unearthed Arcana), with a bit of reputation (more UA then SC2) thrown in.

Something like, I'm guessing Fallout or Knights of the Old Republic's system.

Essentially, yes.  Fallout / KOTOR basis would be spot on.

Reputation = Karma

I thought about that.. but.. the problem is.  Reputation effects alot of other things aside from just what choices your characters make.  (Net Worth, etc.)  And.. if one of my players steals a candy bar from a small child, it wouldn't be a Rep point loss.. but it could effect his Karma.
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OverNinja
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« Reply #6 on: November 16, 2008, 05:09:59 PM »

And.. if one of my players steals a candy bar from a small child, it wouldn't be a Rep point loss.. but it could effect his Karma.

Adherence to Honor Code (Table 7.7 Exposure, page 436 SC 2.0 SP PDF)
 - Character steals from any bystander –2/–$100,000
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MilitiaJim
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« Reply #7 on: November 16, 2008, 05:42:09 PM »

That's if you get caught.  Or it assumes that it's noticed and word gets around.
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TheTSKoala
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« Reply #8 on: November 16, 2008, 06:01:31 PM »

That's if you get caught.  Or it assumes that it's noticed and word gets around.

Right.  And also, if I have a player who wants to play "gray" or "evil but with goals equal to the org", it'd suck to slap him with a Rep penalty.
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MilitiaJim
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« Reply #9 on: November 16, 2008, 07:19:12 PM »

In Fallout it's a background mechanism for deciding how NPCs react to your character.

Rep is supposed to coincide with how "good" a job you've done working for the agency, and have you caused any issues that may bite an agent later.  Stealing a car in town would make any agent visiting later have a more difficult time.

A more general karma score doesn't really have much place in a spy game, but you could keep track of things like healing/stabilizing wounded mooks vs finishing them off.
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
TheTSKoala
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« Reply #10 on: November 16, 2008, 07:48:45 PM »

In Fallout it's a background mechanism for deciding how NPCs react to your character.

Rep is supposed to coincide with how "good" a job you've done working for the agency, and have you caused any issues that may bite an agent later.  Stealing a car in town would make any agent visiting later have a more difficult time.

A more general karma score doesn't really have much place in a spy game, but you could keep track of things like healing/stabilizing wounded mooks vs finishing them off.

MilitiaJim, technically, once again, spot on.  The headache / fun spot for me is that my players turn almost every Spycraft 2.0 game into a more A-Team / D&D style team up and save the world type of thing.  I can't think of the last time more than 1 player chose not to be a Freelancer.. that's why I'm working this up. Give me a little more diverse interaction with players.  (Now... just gotta get that FantasyCraft released...)
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MilitiaJim
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« Reply #11 on: November 16, 2008, 08:27:49 PM »

Tell them to write down their character's alignment, and how they show it, as well as some more memorable exploits of good or evil.  Then keep track of some little things they do, kicking puppies and beggers and finishing off mooks and such, and use that adjust NPCs' starting disposition.
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
TheTSKoala
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« Reply #12 on: November 17, 2008, 06:02:27 PM »

Tell them to write down their character's alignment, and how they show it, as well as some more memorable exploits of good or evil.  Then keep track of some little things they do, kicking puppies and beggers and finishing off mooks and such, and use that adjust NPCs' starting disposition.

Well.. ideally.. I want another "dimesion" to let them flesh out.  With small abilities and bonuses for being a White Knight or Completely Evil Jackass of the Universe x2.
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Agent 333
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« Reply #13 on: November 18, 2008, 04:37:13 AM »

I vaguely remember Shadowrun having a Karma pool at one point, but it's been a while since I've played it, so it might not have anything to do with what you're talking about. IIRC, it was basically like action dice you get for being a good person that you could save up and eventually use to buy new attributes (read: Level up) if you don't want to use them as action dice...
Again, I haven't played SR in like 7+ years, so I might be wrong...
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Krensky
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« Reply #14 on: November 18, 2008, 06:39:54 AM »

Koala, you should look at Unearthed Arcana's Reputation and, even better, Honor.
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We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
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