History Main / KarmaMeter

11th Feb '17 2:40:13 PM SteveMB
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* ''TabletopGame/RedDragonInn'' has a paladin character, Serena the Pious, whose "Piety Meter" is affected by her cards and actions. Her paladin abilities get less effective when her Piety level goes down.
12th Jan '17 3:20:48 PM superkeijikun
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* In ''VideoGame/MetalGearSolidVThePhantomPain'', players have a "Heroism" score, as well as an unseen "Demon" score. Heroism is accrued by completing missions and sidequests, rescuing prisoners, and expanding Mother Base; while Heroism is lost by being caught by enemies, having your Buddy get critically wounded, or having soldiers in your employ die or leave. A high Heroism score attracts highly-skilled volunteers to your army. On the other hand, Demon points are earned by killing soldiers or animals, critically wounding your own comrades, and having wounded enemy soldiers die when attempting to Fulton extract them. The more Demon points you build up, the more demonic your appearance becomes. One of the biggest ways to decrease Heroism and increase your Demon score is to [[NuclearWeaponsTaboo develop nuclear weapons]], while disarming your nuclear arsenal decreases your Demon score and builds up Heroism.
3rd Jan '17 4:00:06 PM Ferot_Dreadnaught
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** Renegades tend to be more [[AntiHero edgy]], [[BadAss tough]], and [[ChaoticNeutral morally]] [[NeutralEvil ambivalent]], preferring [[MightMakesRight to go in all guns blazing]], [[HumanityIsSuperior and a "humans come first" view to galactic politics]], favouring the Alliance and [[YourTerroristsAreOurFreedomFighters Cerberus]]. Renegades are [[{{Determinator}} ruthless]], [[CombatPragmatist pragmatic]], and they get the job done [[IDidWhatIHadToDo no matter what]].

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** Renegades tend to be more [[AntiHero edgy]], [[BadAss edgy, tough]], and [[ChaoticNeutral morally]] [[NeutralEvil ambivalent]], preferring [[MightMakesRight to go in all guns blazing]], [[HumanityIsSuperior and a "humans come first" view to galactic politics]], favouring the Alliance and [[YourTerroristsAreOurFreedomFighters Cerberus]]. Renegades are [[{{Determinator}} ruthless]], [[CombatPragmatist pragmatic]], and they get the job done [[IDidWhatIHadToDo no matter what]].



* ''VideoGame/OgreBattle'' has three Karma Meters. One is the standard good-vs-evil Alignment trait, and each soldier has it. Each soldier also has Charisma, which represents how {{Badass}} they look (kill enemies above your level, you look awesome, kill much weaker foes, you just look like a thug). These traits are used to determine what classes a unit can change into. The third meter, called Chaos Frame, is your revolution's reputation as a whole, is affected by a whole raft of things, and determines what characters will join you and what ending you'll get.

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* ''VideoGame/OgreBattle'' has three Karma Meters. One is the standard good-vs-evil Alignment trait, and each soldier has it. Each soldier also has Charisma, which represents how {{Badass}} badass they look (kill enemies above your level, you look awesome, kill much weaker foes, you just look like a thug). These traits are used to determine what classes a unit can change into. The third meter, called Chaos Frame, is your revolution's reputation as a whole, is affected by a whole raft of things, and determines what characters will join you and what ending you'll get.
9th Dec '16 12:18:10 PM DonPiano
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** The game's save files have hidden "Murder Level" (MDR) flags that range from 0 to 16. They indicate the player's progress through a [[KillEmAll Genocide Run]] if one had been started during the saved game. They also indicate story branches for aborted Genocide-type Neutral runs, including [[spoiler:the Near-Genocide a.k.a. Alphys ending which is achieved if less than 40 Hotland encounters are killed before moving on to Mettaton NEO, therefore MDR stops at 14. In this ending, [[{{Adorkable}} Alphys]] picks up the phone right after Sans starts the call. She states that she takes care of what is left of the underground, hates the protagonist yet has been made a better person because of them, still doesn't want to talk about [[GoneHorriblyWrong her past mistakes]], then ends by saying "[[OOCIsSeriousBusiness I should have killed you]] [[TookALevelInBadass when I had the chance!]]"]]
6th Dec '16 11:33:14 AM Morgenthaler
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* ''VideoGame/KingsQuest2015'' features three possible routes for karma which could be summed up as the virtues of "[[{{Badass}} bravery]]", "[[NiceGuy compassion]]" and "[[GuileHero wisdom]]". There's usually more than one way to resolve a problem during the game's flashback sequences, leaning towards one of these virtues, and the one Graham chooses most often influences how characters react to him (some characters are more receptive to displays of a particular virtue and others less so), and also influences Gwendolyn, his granddaughter, and how she behaves in her own story.

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* ''VideoGame/KingsQuest2015'' features three possible routes for karma which could be summed up as the virtues of "[[{{Badass}} "[[NervesOfSteel bravery]]", "[[NiceGuy compassion]]" and "[[GuileHero wisdom]]". There's usually more than one way to resolve a problem during the game's flashback sequences, leaning towards one of these virtues, and the one Graham chooses most often influences how characters react to him (some characters are more receptive to displays of a particular virtue and others less so), and also influences Gwendolyn, his granddaughter, and how she behaves in her own story.
6th Nov '16 7:38:53 PM thatother1dude
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* ''VideoGame/FalloutNewVegas'' retains the karma meter from 3, and it adds a faction system similar to 2. The karma meter, however, really doesn't do much; one companion will leave you if it gets too low, and it influences the ending, but that's it. It's also nearly impossible to drop below "Very Good", since killing feral ghouls and Powder Gangers who will attack you regardless of alignment will give you good karma. It's possible to make the Powder Gangers like you enough to leave you alone, but not the feral ghouls.

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* ''VideoGame/FalloutNewVegas'' retains the karma meter from 3, and it adds a faction system similar to 2. The karma meter, however, really doesn't do much; one companion will leave you if it gets too low, and it influences the ending, endings cutscenes, but that's it. It's also nearly impossible The AllianceMeter is far more important. It actually takes a considerable effort (generally through stealing own items if you don't want to drop below affect alignment) for your karma to be anything besides "Very Good", since as you get loads of good karma for killing feral ghouls and Fiends, [[HardcodedHostility which always attack you]], and Powder Gangers who will attack you regardless of alignment will give you good karma. It's possible Gangers, which you're likely to make be on the Powder Gangers like you enough to leave you alone, but not the feral ghouls.bad side of.
23rd Sep '16 8:38:16 PM Necrodomo
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* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.]]

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* In the ''[[NexusWar]]'' series ''[[NexusWar Nexus Clash]]'', every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart [[ManipulativeBastard Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's [[spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.]]
23rd Sep '16 8:34:19 PM Necrodomo
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* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.

to:

* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.]]
23rd Sep '16 8:33:51 PM Necrodomo
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* In the ''[[NexusWar]]'' series every character has a Morality score, adjusted in small or large ways by most of the actions they can take. The Elder Power [[KnightTemplar Namm]], the god of justice and morality, maintains the Karma Meter and requires that Angels stay on the side of Good to keep using their powers. His archrival [[ManipulativeBastart Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil to use ''their'' powers. [[Spoiler:It's a trap. Namm defines "Good" as whatever will help him win the war no matter who gets hurt, and Tlacolotl is all too willing to egg his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to turn demon for vengeance. Player characters have shed a great deal of blood, ink and tears trying - often unsuccessfully - to find definitions of good and evil that don't simply play into the agendas of the aforementioned deities.
14th Sep '16 10:36:57 AM ThraggLootrippa
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* Perhaps surprisingly for a game where [[VillainProtagonist the entire premise is being evil]], ''VideoGame/{{Overlord}}'' has a karma meter in the form of the "corruption" meter, which essentially gauges whether you're a totally self-serving, AxCrazy, ZeroPercentApprovalRating madman or a NobleDemon VillainWithGoodPublicity who helps out the public to earn their support while on your quest for revenge.
** ''VideoGame/OverlordII'' switches over to a Tyranny system with the extremes of "Destruction" and "Domination." Destruction is AxCrazy mass murderer again, but Domination is less NobleDemon and more cruel slavemaster, treating those around you as tools and pawns -- while using mind control to ensure they ''love you for it''.

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* Perhaps surprisingly for a game where [[VillainProtagonist the entire premise is being evil]], ''VideoGame/{{Overlord}}'' has a karma meter in the form of the "corruption" meter, which essentially gauges whether you're a totally self-serving, AxCrazy, ZeroPercentApprovalRating Evil madman or a NobleDemon VillainWithGoodPublicity who helps out the public to earn their support while on your quest for revenge.
revenge.
** ''VideoGame/OverlordII'' switches over to a Tyranny system with the extremes of "Destruction" and "Domination." Destruction is AxCrazy mass murderer again, but Domination is less NobleDemon and more cruel slavemaster, treating those around you as tools and pawns -- while using mind control to ensure they ''love you for it''. Either route is balanced in an appropriate fashion; Destruction usually gives an large one-time payout, while Domination grants a continuous flow of income and equipment for your Minions. It's the difference between pillaging a town and leaving it a smoking crater, or enslaving all the townsfolk and forcing them to slave for your Evilness for the rest of their lives.
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