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* ''VideoGame/{{inFAMOUS}}'' (as well as its sequels ''VideoGame/inFAMOUS2'' and ''VideoGame/inFAMOUSSecondSon'') revolves around making [[BlackAndWhiteMorality binary moral decisions]] that affect the gameplay and story. As the recipient of superpowers, [[PlayerCharacter Cole MacGrath]] (and later Delsin Rowe in ''Second Son'') have to choose whether to [[WithGreatPowerComesGreatResponsibility use them to help others]], or to [[WithGreatPowerComesGreatInsanity only help himself]]. Notable in the fact that helping people will usually ''hurt'' you, with a long (but temporary) effect. Hurting innocents will still give you negative Karma, but it's possible to be extremely evil just by looking out for number one.

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* ''VideoGame/{{inFAMOUS}}'' (as well as its sequels ''VideoGame/inFAMOUS2'' ''VideoGame/InFamous2'' and ''VideoGame/inFAMOUSSecondSon'') ''VideoGame/InFamousSecondSon'') revolves around making [[BlackAndWhiteMorality binary moral decisions]] that affect the gameplay and story. As the recipient of superpowers, [[PlayerCharacter Cole MacGrath]] (and later Delsin Rowe in ''Second Son'') have to choose whether to [[WithGreatPowerComesGreatResponsibility use them to help others]], or to [[WithGreatPowerComesGreatInsanity only help himself]]. Notable in the fact that helping people will usually ''hurt'' you, with a long (but temporary) effect. Hurting innocents will still give you negative Karma, but it's possible to be extremely evil just by looking out for number one.
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* ''WesternAnimation/TheFairlyOddparents'': In "[[Recap/TheFairlyOddParentsS1E2PowerMad Power Mad!]]", where Timmy wishes up a challenging virtual reality game in which you can die if you lose your three lives and Chester and A.J. get stuck in it, Timmy sacrifices his own last life to save theirs. The game rewards him for his HeroicSacrifice with enough points for a 1Up.

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* ''WesternAnimation/TheFairlyOddparents'': In "[[Recap/TheFairlyOddParentsS1E2PowerMad Power Mad!]]", where Timmy wishes up a challenging virtual reality game in which you can die if you lose your three lives and Chester and A.J. get stuck in it, Timmy sacrifices his own last life to save theirs. The game rewards him for his HeroicSacrifice with enough points for a 1Up.1Up, and he is able to complete the game without anyone dying.
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Bonus Boss was renamed by TRS


** ''VideoGame/ShinMegamiTenseiV'' takes the ''Apocalypse'' example and further reduces its relevance; the game ''does'' keep track, but (with the exception of the GoldenEnding) the game decides your route with [[LastSecondEndingChoice a single decision 30 minutes before the end of the game.]] However, if you pick a route matching your alignment, you get a nice prize in the form of an exclusive Miracle that carries over to NewGamePlus. Conversely, a sidequest in the final dungeon will force you to pay up a hefty Macca fine to complete if you picked a route counterproductive to your alignment. In addition, the GoldenEnding itself has nothing to do with alignment whatsoever and only requires you to complete a specific quest line and fight the BonusBoss.

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** ''VideoGame/ShinMegamiTenseiV'' takes the ''Apocalypse'' example and further reduces its relevance; the game ''does'' keep track, but (with the exception of the GoldenEnding) the game decides your route with [[LastSecondEndingChoice a single decision 30 minutes before the end of the game.]] However, if you pick a route matching your alignment, you get a nice prize in the form of an exclusive Miracle that carries over to NewGamePlus. Conversely, a sidequest in the final dungeon will force you to pay up a hefty Macca fine to complete if you picked a route counterproductive to your alignment. In addition, the GoldenEnding itself has nothing to do with alignment whatsoever and only requires you to complete a specific quest line and fight the BonusBoss.{{Superboss}}.
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* ''TabletopGame/SeventhSea'' has the Reputation meter. Acts of heroism increase it, while acts of villainy decrease it (it's up to the GM whether they cancel each other or track separately). Every 10 points above or below zero, a character gains a Reputation die, which can be spent like a drama die when rolling to influence [=NPCs=]. Glamour Mages get an extra bonus; since their magic is based on the power of stories, their Reputation dice are treated as regular drama dice, and can be used for any purpose (including gaining extra XP). If a character's negative reputation drops below -30 (-50 with a specific Advantage), they become a villain--and villains are [=NPCs=] under the control of the GameMaster.
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* In ''VideoGame/LetsBuildAZoo'', you gain good morality points when you perform certain actions that benefit your employees, animals, customers, and the environment, and evil points when you perform actions that harm them. The more points you have in a given side, the more of its facilities you can use.
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[[folder:Gamebooks]]
* The ''Literature/CretanChronicles'' trilogy gives you a series of stats, your "Honor" and "Shame" meter, as measurement of your worthiness in your quest. Performing honorable deeds will add points to the former, while deplorable actions (like trying to kill an unarmed opponent or ambush someone InTheBack) will increase the latter. Should your Shame exceed Honor by a certain amount, you're deemed unworthy for your quest, at which point [[BoltOfDivineRetribution Zeus will fry you on the spot]].
[[/folder]]

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* ''LightNovel/RebuildWorld'': This is a key part of the protagonist Akira's BlueAndOrangeMorality. He reasons that he used up his life's worth of luck by stumbling upon his VirtualSidekick Alpha, and does good deeds for people in the name of earning his luck back. Or at least that's what he says. It's quite possible that it's an excuse he tells Alpha with his {{Telepathy}} to cover for his [[DefrostingIceKing softening heart becoming more open to others.]]


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* ''Literature/RebuildWorld'': This is a key part of the protagonist Akira's BlueAndOrangeMorality. He reasons that he used up his life's worth of luck by stumbling upon his VirtualSidekick Alpha, and does good deeds for people in the name of earning his luck back... or at least that's what he says. It's quite possible that it's an excuse he tells Alpha with his {{Telepathy}} to cover for [[DefrostingIceQueen his softening heart becoming more open to others]].
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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.
** ''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 a 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.
* In ''Samurai Warrior: The Battles of ComicBook/UsagiYojimbo'' (based on the comics), there was a literal karma meter on the top of the screen that could be increased by, among other things, bowing to those of a lower social class than you. It could also be decreased by, among other things, killing people unprovoked. If your karma falls below zero, you commit seppuku.
** It had a useful effect. When you died and started a new game, the meter allowed you to start further into the game. In fact, it was possible to manipulate it high enough that you could start a new game at a point you hadn't reached previously!
* Negative karma in ''VideoGame/TheAdventuresOfRobinHood'' [[VideoGameCrueltyPunishment gives you the bad ending]] as villagers beat you to death.
* Your choices in ''VideoGame/SpiderManWebOfShadows'' (which consist mainly of following the righteous path or succumbing to the influence of the symbiote suit) will affect how citizens will react to Spider-Man's presence, as well as which characters (heroes or villains) can assist Spider-Man throughout the game and the final battle.

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* Perhaps ''VideoGame/TheAdventuresOfRobinHood'': Negative karma [[VideoGameCrueltyPunishment gives you the bad ending]] as villagers beat you to death.
* ''VideoGame/EpicMickey'': Acting heroically will maintain Mickey's modern form, while acting like a jerk will cause him to revert to his original design... at least, [[WhatCouldHaveBeen that's what would have been]]. Instead, Mickey will attract "Guardians", a sort of FairyCompanion. Mickey will also become more blotty and drippy if you work toward the "evil" side of the Karma Meter, and will drip less if you work toward the "hero" side. The characters walking around also change mannerisms depending on how "Good" you are.
* ''VideoGame/{{Overlord}}'', 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 a 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.
* In ''Samurai Warrior: The Battles of ComicBook/UsagiYojimbo'' (based on the comics), there was ''VideoGame/SamuraiWarriorTheBattlesOfUsagiYojimbo'': There's a literal karma meter on the top of the screen that could can be increased by, among other things, bowing to those of a lower social class than you. It could can also be decreased by, among other things, killing people unprovoked. If your karma falls below zero, you commit seppuku.
** It had a useful effect. When
seppuku. Additionally, when you died die and started a new game, the meter allowed allows you to start further into the game. In fact, it was it's possible to manipulate it high enough that you could can start a new game at a point you hadn't reached previously!
* Negative karma in ''VideoGame/TheAdventuresOfRobinHood'' [[VideoGameCrueltyPunishment gives you the bad ending]] as villagers beat you to death.
*
''VideoGame/SpiderManWebOfShadows'': Your choices in ''VideoGame/SpiderManWebOfShadows'' (which consist mainly of following the righteous path or succumbing to the influence of the symbiote suit) will affect how citizens will react to Spider-Man's presence, as well as which characters (heroes or villains) can assist Spider-Man throughout the game and the final battle.



* The ''VideoGame/DantesInferno'' game (loosely based on Dante's ''Literature/TheDivineComedy'') has a gameplay mechanic that lets you absolve or condemn most demons you fight or lost souls you come across; Absolving grants you Holy XP, which powers up your [[AmplifierArtifact Cross]], which acts as the focus for your magic spells, while Punishing earns you Unholy XP, which lets you buy more combat moves for your [[SinisterScythe Scythe]]. Neither choice has any effect on the story. In fact, in order to get the most out of your abilities, you want to do both holy and unholy actions so you can unlock all of your moves, cross and scythe.
* The infamous ''VideoGame/DrJekyllAndMrHyde'' for NES makes progression in the game itself be the KarmaMeter, specifically how far Jekyll and Hyde get relative to each other. Normally, you play as Jekyll, the HelplessGoodSide who can only defend against the [[EverythingTryingToKillYou myriad townspeople out to get him,]] but if his [[SanityMeter stress meter]] fills up from being hit enough, he will transform into Hyde, who gets to fight off demons in a MirrorWorld. However, if Hyde catches up to Jekyll, a BoltOfDivineRetribution strikes him down and the game ends. The twist in this particular game's interpretation is that Jekyll's gameplay is so [[BeingGoodSucks slow, tedious, and frustrating]] that players would naturally want to play as Hyde despite the risk. Indeed, the game actually encourages playing as Hyde because the GoldenEnding for the game requires him to make it all the way to the end (otherwise, you get a boring AWinnerIsYou screen).

to:

* The ''VideoGame/DantesInferno'' game (loosely based on Dante's ''Literature/TheDivineComedy'') has a gameplay mechanic that lets you absolve or condemn most demons you fight or lost souls you come across; Absolving grants you Holy XP, which powers up your [[AmplifierArtifact Cross]], which acts as the focus for your magic spells, while Punishing earns you Unholy XP, which lets you buy more combat moves for your [[SinisterScythe Scythe]]. Neither choice has any effect on the story. In fact, in order to get the most out of your abilities, you want to do both holy and unholy actions so you can unlock all of your moves, cross and scythe.
* The infamous ''VideoGame/DrJekyllAndMrHyde'' for NES makes progression in the game itself be the KarmaMeter, specifically how far Jekyll and Hyde get relative to each other. Normally, you play as Jekyll, the HelplessGoodSide who can only defend against the [[EverythingTryingToKillYou myriad townspeople out to get him,]] but if his [[SanityMeter stress meter]] fills up from being hit enough, he will transform into Hyde, who gets to fight off demons in a MirrorWorld. However, if Hyde catches up to Jekyll, a BoltOfDivineRetribution strikes him down and the game ends. The twist in this particular game's interpretation is that Jekyll's gameplay is so [[BeingGoodSucks slow, tedious, and frustrating]] that players would naturally want to play as Hyde despite the risk. Indeed, the game actually encourages playing as Hyde because the GoldenEnding for the game requires him to make it all the way to the end (otherwise, you get a boring AWinnerIsYou screen).



* Starting at the end of the second ''Videogame/QuestForGlory'' game, there was a special class (Paladin) instead of the standard three (FighterMageThief) for individuals who made the right decisions in previous games and transferred their OldSaveBonus. Notable in that there's really no evil ending. Honor for the paladin was simply a matter of, well, [[ExactlyWhatItSaysOnTheTin honor]]. Killing an unarmed opponent was a hell of a lot easier, and faster (at a point in the game where you're running out of time ''very'' quickly), than letting him pick up his sword to continue the battle, but [[HonorBeforeReason it sure wasn't honorable]]. Also notable in that the Paladin wasn't more ''powerful'' than the Fighter, just different, and usually with an assortment of quests or choices that weren't available to anyone else. Screwing up or refusing these quests degraded the Paladin to a ''weaker'' version of the Fighter. Of course, in every game except the first, losing meant TheEndOfTheWorldAsWeKnowIt, so it's not like siding with the villains is really an option.
* The adventure game adaptation of ''VideoGame/IHaveNoMouthAndIMustScream'' has the "Spiritual Barometer". Keeping it high by performing good deeds (or at least not performing many bad ones) allows you to end each character's scenario on a relatively high note by dealing with their personal demons, dying with dignity, and frustrating the efforts of MasterComputer AM at torturing them.
* The PC game ''VideoGame/SecretsOfDaVinciTheForbiddenManuscript'' assigns not-entirely-heroic protagonist Valdo a good and evil meter. The white angelic meter monitors how good you are; the red devilish meter monitors how bad you are. Actions and dialogue choices throughout the game will affect one or the other, but you can also spend experience points on raising the bar of your choice. Although this has little impact on the ultimate outcome of the game, certain courses of action will not be available to you if one of the meters is too high; for example, being too good will render you incapable of knocking out a character and stealing his uniform to wear as a disguise.
* ''VideoGame/TheWhiteChamber'', an indie adventure game, has an interesting karma meter that isn't actually explicitly noted as such. In the lab, there is a blackboard, with chalk lines on it. The number of lines depend on your character answering three particular questions in certain ways, and your character's actions regarding three other things. A blank blackboard gets you the worst ending, one or two gets you the slightly less bad ending, three or more gets you the "good" ending... Getting the max of six? [[spoiler:You get a damn hilarious bonus ending where everyone lives.]] Sorta… [[spoiler:RocksFallEveryoneDies]].
* In the InteractiveFiction game ''[[https://ifdb.tads.org/viewgame?id=j61yaux1cqbptxyb Metamorphoses,]]'' you play as a slave girl who needs to complete a series of tasks to obtain a MacGuffin for her master. Each task has multiple solutions, and the hidden Karma Meter is based on whether you choose to solve them by destroying things or placing yourself in harm's way, or in more creative ways. The Karma Meter doesn't really affect any of the MultipleEndings, but it does noticeably change the tone of these endings, as well as the girl's overall attitude after claiming the ultimate MacGuffin: a girl who solves all problems in non-destructive ways is happy to return home to her master and travels to other places only because of wanderlust, a girl who solves some (but not all) problems with violence and/or self-harm is more conflicted between returning home to her master or fleeing to a place where she won't be a slave, and a girl who uses destruction all the time hates having to return to her servitude and is all too glad to escape to another world or even commit suicide.
* In ''VideoGame/EpicMickey'', acting heroically will maintain Mickey's modern form, while acting like a Jerk Ass will cause him to revert to his original design... at least, [[WhatCouldHaveBeen that's what would have been]]. Instead, Mickey will attract "Guardians", a sort of FairyCompanion. Mickey will also become more blotty and drippy if you work toward the "evil" side of the Karma Meter, and will drip less if you work toward the "hero" side. The characters walking around also change mannerisms depending on how "Good" you are.
* The ancient (CGA-graphics ancient) InteractiveFiction game ''I, Damiano'' has a meter always present at the top of the text field labeled "good" and "evil" at opposite ends. This also functions as your HitPoints bar and is affected by things that would reduce that; taking too long or being injured by wild dogs pushes you towards evil, and if you become too evil, Satan claims your soul. [[TheManyDeathsOfYou This is probably the least common way to die,]] and it's definitely better to ding your KarmaMeter if the alternative is death.
* In ''VideoGame/TinStarChoiceOfGames'', there are three separate Karma Meters regarding different aspects of a Marshal's duty. Order represents how firmly you keep the peace in Lander County. Honor represents how fairly you deal with others and whether you refrain from creaming off money for yourself. Law represents how closely you stick to the law.
* You have a trouble meter to watch in ''VideoGame/TheAdventuresOfWillyBeamish''. Misbehaving tends to make it go higher, and if it approaches the maximum, you're sent off to MilitarySchool in a NonStandardGameOver. Notably, there's only ''one'' easily-missed action which lowers it back down at all: helping your little sister Brianna back into bed.
* ''VideoGame/{{Zork}} III'' has a very primitive karma system designed to test your worthiness; your accessible score shows only how many times you've been tested, while a hidden second score records how many times you've passed. A perfect score is required to even ''access'' the last puzzle. This is particularly odd, since the player is only required to display trust, patience, compassion, mercy, etc. in ''this'' part of the dungeon — in the previous two games, following these virtues would be suicide.

to:

* Starting at ''VideoGame/TheAdventuresOfWillyBeamish'': You have a trouble meter to watch. Misbehaving tends to make it go higher, and if it approaches the end of the second ''Videogame/QuestForGlory'' game, there was a special class (Paladin) instead of the standard three (FighterMageThief) for individuals who made the right decisions maximum, you're sent off to MilitarySchool in previous games and transferred their OldSaveBonus. Notable in that a NonStandardGameOver. Notably, there's really no evil ending. Honor for the paladin was simply a matter of, well, [[ExactlyWhatItSaysOnTheTin honor]]. Killing an unarmed opponent was a hell of a lot easier, and faster (at a point in the game where you're running out of time ''very'' quickly), than letting him pick up his sword to continue the battle, but [[HonorBeforeReason only ''one'' easily-missed action which lowers it sure wasn't honorable]]. Also notable in that the Paladin wasn't more ''powerful'' than the Fighter, just different, and usually with an assortment of quests or choices that weren't available to anyone else. Screwing up or refusing these quests degraded the Paladin to a ''weaker'' version of the Fighter. Of course, in every game except the first, losing meant TheEndOfTheWorldAsWeKnowIt, so it's not like siding with the villains is really an option.
* The adventure game adaptation of ''VideoGame/IHaveNoMouthAndIMustScream'' has the "Spiritual Barometer". Keeping it high by performing good deeds (or
back down at least not performing many bad ones) allows you to end each character's scenario on a relatively high note by dealing with their personal demons, dying with dignity, and frustrating the efforts of MasterComputer AM at torturing them.
* The PC game ''VideoGame/SecretsOfDaVinciTheForbiddenManuscript'' assigns not-entirely-heroic protagonist Valdo a good and evil meter. The white angelic meter monitors how good you are; the red devilish meter monitors how bad you are. Actions and dialogue choices throughout the game will affect one or the other, but you can also spend experience points on raising the bar of
all: helping your choice. Although this has little impact on the ultimate outcome of the game, certain courses of action will not be available to you if one of the meters is too high; for example, being too good will render you incapable of knocking out a character and stealing his uniform to wear as a disguise.
sister Brianna back into bed.
* ''VideoGame/TheWhiteChamber'', an indie adventure game, has an interesting karma meter that isn't actually explicitly noted as such. In the lab, there is a blackboard, with chalk lines on it. The number of lines depend on your character answering three particular questions in certain ways, and your character's actions regarding three other things. A blank blackboard gets you the worst ending, one or two gets you the slightly less bad ending, three or more gets you the "good" ending... Getting the max of six? [[spoiler:You get a damn hilarious bonus ending where everyone lives.]] Sorta… [[spoiler:RocksFallEveryoneDies]].
* In the InteractiveFiction game ''[[https://ifdb.tads.org/viewgame?id=j61yaux1cqbptxyb Metamorphoses,]]'' you play as a slave girl who needs to complete a series of tasks to obtain a MacGuffin for her master. Each task has multiple solutions, and the hidden Karma Meter is based on whether you choose to solve them by destroying things or placing yourself in harm's way, or in more creative ways. The Karma Meter doesn't really affect any of the MultipleEndings, but it does noticeably change the tone of these endings, as well as the girl's overall attitude after claiming the ultimate MacGuffin: a girl who solves all problems in non-destructive ways is happy to return home to her master and travels to other places only because of wanderlust, a girl who solves some (but not all) problems with violence and/or self-harm is more conflicted between returning home to her master or fleeing to a place where she won't be a slave, and a girl who uses destruction all the time hates having to return to her servitude and is all too glad to escape to another world or even commit suicide.
* In ''VideoGame/EpicMickey'', acting heroically will maintain Mickey's modern form, while acting like a Jerk Ass will cause him to revert to his original design... at least, [[WhatCouldHaveBeen that's what would have been]]. Instead, Mickey will attract "Guardians", a sort of FairyCompanion. Mickey will also become more blotty and drippy if you work toward the "evil" side of the Karma Meter, and will drip less if you work toward the "hero" side. The characters walking around also change mannerisms depending on how "Good" you are.
* The ancient (CGA-graphics ancient) InteractiveFiction game ''I, Damiano''
''VideoGame/IDamiano'' has a meter always present at the top of the text field labeled "good" and "evil" at opposite ends. This also functions as your HitPoints bar and is affected by things that would reduce that; taking too long or being injured by wild dogs pushes you towards evil, and if you become too evil, Satan claims your soul. [[TheManyDeathsOfYou This is probably the least common way to die,]] and it's definitely better to ding your KarmaMeter if the alternative is death.
* In ''VideoGame/TinStarChoiceOfGames'', there are three separate Karma Meters regarding different aspects of a Marshal's duty. Order represents how firmly ''VideoGame/IHaveNoMouthAndIMustScream'': The adventure game adaptation has the "Spiritual Barometer". Keeping it high by performing good deeds (or at least not performing many bad ones) allows you keep the peace in Lander County. Honor represents how fairly you deal to end each character's scenario on a relatively high note by dealing with others their personal demons, dying with dignity, and whether you refrain from creaming off money for yourself. Law represents how closely you stick to frustrating the law.
* You have a trouble meter to watch in ''VideoGame/TheAdventuresOfWillyBeamish''. Misbehaving tends to make it go higher, and if it approaches the maximum, you're sent off to MilitarySchool in a NonStandardGameOver. Notably, there's only ''one'' easily-missed action which lowers it back down
efforts of MasterComputer AM at all: helping your little sister Brianna back into bed.
* ''VideoGame/{{Zork}} III'' has a very primitive karma system designed to test your worthiness; your accessible score shows only how many times you've been tested, while a hidden second score records how many times you've passed. A perfect score is required to even ''access'' the last puzzle. This is particularly odd, since the player is only required to display trust, patience, compassion, mercy, etc. in ''this'' part of the dungeon — in the previous two games, following these virtues would be suicide.
torturing them.



* ''[[https://ifdb.tads.org/viewgame?id=j61yaux1cqbptxyb Metamorphoses]]'': You play as a slave girl who needs to complete a series of tasks to obtain a MacGuffin for her master. Each task has multiple solutions, and the hidden Karma Meter is based on whether you choose to solve them by destroying things or placing yourself in harm's way, or in more creative ways. The Karma Meter doesn't really affect any of the MultipleEndings, but it does noticeably change the tone of these endings, as well as the girl's overall attitude after claiming the ultimate MacGuffin: a girl who solves all problems in non-destructive ways is happy to return home to her master and travels to other places only because of wanderlust, a girl who solves some (but not all) problems with violence and/or self-harm is more conflicted between returning home to her master or fleeing to a place where she won't be a slave, and a girl who uses destruction all the time hates having to return to her servitude and is all too glad to escape to another world or even commit suicide.
* ''VideoGame/QuestForGlory'': Starting at the end of the second game, there was a special class (Paladin) instead of the standard three (FighterMageThief) for individuals who made the right decisions in previous games and transferred their OldSaveBonus. Notable in that there's really no evil ending. Honor for the paladin was simply a matter of, well, [[ExactlyWhatItSaysOnTheTin honor]]. Killing an unarmed opponent was a hell of a lot easier, and faster (at a point in the game where you're running out of time ''very'' quickly), than letting him pick up his sword to continue the battle, but [[HonorBeforeReason it sure wasn't honorable]]. Also notable in that the Paladin wasn't more ''powerful'' than the Fighter, just different, and usually with an assortment of quests or choices that weren't available to anyone else. Screwing up or refusing these quests degraded the Paladin to a ''weaker'' version of the Fighter. Of course, in every game except the first, losing meant TheEndOfTheWorldAsWeKnowIt, so it's not like siding with the villains is really an option.



* In ''VideoGame/{{Sumire}}'', the moral choices Sumire makes concerning her friends and parents will affect the outcome.

to:

* In ''VideoGame/{{Sumire}}'', ''VideoGame/SecretsOfDaVinciTheForbiddenManuscript'' assigns not-entirely-heroic protagonist Valdo a good and evil meter. The white angelic meter monitors how good you are; the red devilish meter monitors how bad you are. Actions and dialogue choices throughout the game will affect one or the other, but you can also spend experience points on raising the bar of your choice. Although this has little impact on the ultimate outcome of the game, certain courses of action will not be available to you if one of the meters is too high; for example, being too good will render you incapable of knocking out a character and stealing his uniform to wear as a disguise.
* ''VideoGame/{{Sumire}}'': The
moral choices Sumire makes concerning her friends and parents will affect the outcome.outcome.
* ''VideoGame/TinStarChoiceOfGames'': There are three separate Karma Meters regarding different aspects of a Marshal's duty. Order represents how firmly you keep the peace in Lander County. Honor represents how fairly you deal with others and whether you refrain from creaming off money for yourself. Law represents how closely you stick to the law.
* ''VideoGame/TheWhiteChamber'', an indie adventure game, has an interesting karma meter that isn't actually explicitly noted as such. In the lab, there is a blackboard, with chalk lines on it. The number of lines depend on your character answering three particular questions in certain ways, and your character's actions regarding three other things. A blank blackboard gets you the worst ending, one or two gets you the slightly less bad ending, three or more gets you the "good" ending... Getting the max of six? [[spoiler:You get a damn hilarious bonus ending where everyone lives.]] Sorta... [[spoiler:RocksFallEveryoneDies]].
* ''VideoGame/ZorkIII'' has a very primitive karma system designed to test your worthiness; your accessible score shows only how many times you've been tested, while a hidden second score records how many times you've passed. A perfect score is required to even ''access'' the last puzzle. This is particularly odd, since the player is only required to display trust, patience, compassion, mercy, etc. in ''this'' part of the dungeon -- in the previous two games, following these virtues would be suicide.



* ''VideoGame/GuardianHeroes'': The first game features a karma meter that decides whether you'll get a "Light" or "Dark" version of certain endings. Karma is gained for not harming civilians, allowing fleeing enemies to escape, and beat up bad guys, but you can lose karma for attacking civilians or fleeing enemies, destroying inanimate objects like barrels of produce or chairs, or attacking a fallen enemy.



* The first ''VideoGame/GuardianHeroes'' features a karma meter that decides whether you'll get a "Light" or "Dark" version of certain endings. Karma is gained for not harming civilians, allowing fleeing enemies to escape, and beat up bad guys, but you can lose karma for attacking civilians or fleeing enemies, destroying inanimate objects like barrels of produce or chairs, or attacking a fallen enemy.



* In a rare sports game example, ''NASCAR 2005: Chase for the Cup'' has a career mode with a KarmaMeter ranging from Hero to Villain. Where you land on the scale depends on your actions during races — for instance, deliberately crashing other drivers will move you to the Villain end. This has the effect of royally pissing them off and making them want to take you out when they get the chance. However, if you can win enough races, the fans won't care whether you're a Hero or a Villain.



* ''NASCAR 2005: Chase for the Cup'', in a rare sports game example, has a career mode with a KarmaMeter ranging from Hero to Villain. Where you land on the scale depends on your actions during races — for instance, deliberately crashing other drivers will move you to the Villain end. This has the effect of royally pissing them off and making them want to take you out when they get the chance. However, if you can win enough races, the fans won't care whether you're a Hero or a Villain.



* In ''VideoGame/JediKnight'', your Karma Meter results in an either-or ending. You either resist the urge to kill [[spoiler:Jan, your best friend, with no goddamned prompting whatsoever]], or you ''do'' kill [[spoiler:Jan, your best friend, with no goddamned prompting whatsoever]]. After that point, the path is fixed no matter what you do. You either preserve the Valley of the Jedi or take over the galaxy, becoming a new Emperor. One of those endings, by the way, ''[[NoCanonForTheWicked isn't canon]]''. There aren't many ways to affect your Karma Meter negatively; you're relegated to either selecting Dark Side powers (which unless you do so exclusively generally won't turn you dark), or killing every civilian and noncombat droid you come across, or some combination of both. Believe us when we say that not killing every civilian in the game is harder than it sounds.
** ''VideoGame/JediAcademy'', meanwhile, ''seems'' to have a karma meter, based on what Force powers you pick — after each "upgrade" between chapters, Luke Skywalker muses on your future — but even if you go all DarkSide, it comes down to a single choice — [[spoiler:whether or not you decide to kill TheScrappy]].



** In ''VideoGame/BioShock1'', if you manage to take down a Big Daddy that's guarding a Little Sister, you can chose to either kill the Little Sister, or "rescue" her by removing the symbiote that allows her to harvest ADAM. The first option earns you twice as much ADAM from each Little Sister, but the second option nets you occasional gifts from a benefactor who wants you to save them, in the form of ADAM and special plasmids. Whether you save or harvest Little Sisters also determines which of the MultipleEndings you get. This meter is terribly unforgiving: harvest just two of 21 Little Sisters and you earn the game's opprobrium. There are, however, two voiceover files recorded for the bad ending in ''Bioshock''. Both have the exact same text, but the tone of voice is entirely different; if you only gave in to your lust for ADAM once, Dr. Tenenbaum sounds weary and resigned when describing your descent into evil, but if you've killed multiple Little Sisters, she's filled with righteous fury at you.

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** In ''VideoGame/BioShock1'', if ''VideoGame/BioShock1'':
*** If
you manage to take down a Big Daddy that's guarding a Little Sister, you can chose to either kill the Little Sister, or "rescue" her by removing the symbiote that allows her to harvest ADAM. The first option earns you twice as much ADAM from each Little Sister, but the second option nets you occasional gifts from a benefactor who wants you to save them, in the form of ADAM and special plasmids. Whether you save or harvest Little Sisters also determines which of the MultipleEndings you get. This meter is terribly unforgiving: harvest just two of 21 Little Sisters and you earn the game's opprobrium. There are, however, two voiceover files recorded for the bad ending in ''Bioshock''. Both have the exact same text, but the tone of voice is entirely different; if you only gave in to your lust for ADAM once, Dr. Tenenbaum sounds weary and resigned when describing your descent into evil, but if you've killed multiple Little Sisters, she's filled with righteous fury at you.



** In the sequel, ''VideoGame/BioShock2'', your Karma Meter gets a bit of an upgrade. Your ending/alignment is determined by your decisions with the Little Sisters (whether you saved them all, killed them all, or mixed) and with several key {{Non Player Character}}s. Rescued Little Sisters will provide gifts similar to the first game, while only one of the other {{Non Player Character}}s will give you a (comparatively minor) reward for sparing her. [[spoiler:Your karma ends up affecting not only the player character, but Eleanor as well.]] This also affects [[spoiler:Sophia Lamb's fate, as it will determine if Eleanor will rescue her mother or drown her]].
* ''VideoGame/RedFaction 2'' has a morality system of sorts. The only impact it really has is allowing you to get 4 slight dialog changes during the WhereAreTheyNowEpilogue. Completing hidden bonus objectives helps boost the meter up, but accidentally [[VideoGameCrueltyPotential (or not)]] killing civilians spikes it down a bit.

to:

** In the sequel, ''VideoGame/BioShock2'', your ''VideoGame/BioShock2'': Your Karma Meter gets a bit of an upgrade. Your ending/alignment is determined by your decisions with the Little Sisters (whether you saved them all, killed them all, or mixed) and with several key {{Non Player Character}}s. Rescued Little Sisters will provide gifts similar to the first game, while only one of the other {{Non Player Character}}s will give you a (comparatively minor) reward for sparing her. [[spoiler:Your karma ends up affecting not only the player character, but Eleanor as well.]] This also affects [[spoiler:Sophia Lamb's fate, as it will determine if Eleanor will rescue her mother or drown her]].
* ''VideoGame/RedFaction 2'' ''VideoGame/CryOfFear'' more or less uses this idea, in the same manner as ''Franchise/SilentHill'', to determine which ending you get. There are technically two endings, one good and one bad. In any case, the bad ending has a morality system of sorts. The only impact it really has is allowing you to get 4 slight dialog changes during the WhereAreTheyNowEpilogue. Completing hidden bonus objectives helps boost the meter up, but accidentally [[VideoGameCrueltyPotential (or not)]] [[spoiler:Simon killing civilians spikes himself]], and just ''how'' bad it gets depends on two choices. If Simon chooses to avoid fighting Carcass after it [[spoiler:apparently influences Sophie into [[DrivenToSuicide committing suicide]], Simon kills Sophie [[IfICantHaveYou so nobody can take her away after he's gone]], and apologizes to his doctor Purnell for being too far gone to be saved]]. If Simon chooses not to trust the Doctor, who has so far done nothing but get in the way, [[spoiler:with the only gun he can find after [[BagOfSpilling losing all his items in a train crash]], Simon kills Doctor Purnell in the ending, [[YouHaveFailedMe realizing that all Purnell did was give him the push he needed to end it all]] but asking whoever finds their corpses to not let Sophie know what happened]]. If Simon [[spoiler:both avoids fighting Carcass ''and'' refuses to trust the Doctor, he kills both Sophie and Purnell, hoping that the scene he leaves behind traumatizes whoever discovers it]]. If, however, Simon [[spoiler:chooses to stay and fight Carcass and trust the Doctor, he staves off of suicide -- but he still suffers a horrific hallucination and guns down a bit.pair of police officers during it]]. It crosses over with EarnYourHappyEnding as well, as the "good" choices in both cases make something more difficult about the game. The former is the more immediately-obvious one, as Carcass is [[ThatOneBoss one of the most difficult bosses in the game]], so it's nice for you to be able to skip it. The latter takes a while to fully play out, as the Doctor [[spoiler:shoots Simon in the shoulder after he makes his decision, permanently cutting the player's total health. If you refused to give him the gun, you lose less health from it, and you get to use it after defeating him in a boss fight. If you trust him, though, he cuts your health bar further, and deals greater damage per hit in the later fight, but you get his .357 Magnum revolver after the fight instead of the gun he wanted you to give him, which deals twice the damage]]. There's also a joke ending you can get in a NewGamePlus for finding a package early on and setting it in a mailbox, which locks you into that ending regardless of your choices -- [[spoiler:Simon ends up going through the normal finale from the dev's previous release ''VideoGame/AfraidOfMonsters'', and learns that the person behind the wheel of the car that crashed into him in the introduction and set off the entire series of events was none other than ''[=AoM=]'''s protagonist David Leatherhoff — [[{{Retraux}} still appearing]] in his ''VideoGame/HalfLife1'' style and speaking in text rather than voice, [[MythologyGag having gotten stoned before heading out to drive]]]].



* ''VideoGame/CryOfFear'' more or less uses this idea, in the same manner as ''Franchise/SilentHill'', to determine which ending you get. There are technically two endings, one good and one bad. In any case, the bad ending has [[spoiler:Simon killing himself]], and just ''how'' bad it gets depends on two choices. If Simon chooses to avoid fighting Carcass after it [[spoiler:apparently influences Sophie into [[DrivenToSuicide committing suicide]], Simon kills Sophie [[IfICantHaveYou so nobody can take her away after he's gone]], and apologizes to his doctor Purnell for being too far gone to be saved]]. If Simon chooses not to trust the Doctor, who has so far done nothing but get in the way, [[spoiler:with the only gun he can find after [[BagOfSpilling losing all his items in a train crash]], Simon kills Doctor Purnell in the ending, [[YouHaveFailedMe realizing that all Purnell did was give him the push he needed to end it all]] but asking whoever finds their corpses to not let Sophie know what happened]]. If Simon [[spoiler:both avoids fighting Carcass ''and'' refuses to trust the Doctor, he kills both Sophie and Purnell, hoping that the scene he leaves behind traumatizes whoever discovers it]]. If, however, Simon [[spoiler:chooses to stay and fight Carcass and trust the Doctor, he staves off of suicide — but he still suffers a horrific hallucination and guns down a pair of police officers during it]]. It crosses over with EarnYourHappyEnding as well, as the "good" choices in both cases make something more difficult about the game. The former is the more immediately-obvious one, as Carcass is [[ThatOneBoss one of the most difficult bosses in the game]], so it's nice for you to be able to skip it. The latter takes a while to fully play out, as the Doctor [[spoiler:shoots Simon in the shoulder after he makes his decision, permanently cutting the player's total health. If you refused to give him the gun, you lose less health from it, and you get to use it after defeating him in a boss fight. If you trust him, though, he cuts your health bar further, and deals greater damage per hit in the later fight, but you get his .357 Magnum revolver after the fight instead of the gun he wanted you to give him, which deals twice the damage]]. There's also a joke ending you can get in a NewGamePlus for finding a package early on and setting it in a mailbox, which locks you into that ending regardless of your choices — [[spoiler:Simon ends up going through the normal finale from the dev's previous release ''VideoGame/AfraidOfMonsters'', and learns that the person behind the wheel of the car that crashed into him in the introduction and set off the entire series of events was none other than ''[=AoM=]'''s protagonist David Leatherhoff — [[{{Retraux}} still appearing]] in his ''VideoGame/HalfLife1'' style and speaking in text rather than voice, [[MythologyGag having gotten stoned before heading out to drive]]]].
* VideoGame/RedSteel features many one-on-one sword duels. If you defeat the opponent, you have the option of killing them or sparing them. Sparing them gives you Honor points. After learning Focus, you can choose to shoot an enemy's weapon to disarm them. Sparing them after disarming them will give you honor points.

to:

* ''VideoGame/CryOfFear'' more ''VideoGame/JediAcademy'',''seems'' to have a karma meter, based on what Force powers you pick -- after each "upgrade" between chapters, Luke Skywalker muses on your future -- but, even if you go all DarkSide, it comes down to a single choice -- [[spoiler:whether or less uses this idea, not you decide to kill TheScrappy]].
* ''VideoGame/JediKnight'': Your Karma Meter results
in an either-or ending. You either resist the same manner as ''Franchise/SilentHill'', urge to determine which ending kill [[spoiler:Jan, your best friend, with no goddamned prompting whatsoever]], or you get. There are technically two ''do'' kill [[spoiler:Jan, your best friend, with no goddamned prompting whatsoever]]. After that point, the path is fixed no matter what you do. You either preserve the Valley of the Jedi or take over the galaxy, becoming a new Emperor. One of those endings, one good and one bad. In any case, the bad ending has [[spoiler:Simon killing himself]], and just ''how'' bad it gets depends on two choices. If Simon chooses to avoid fighting Carcass after it [[spoiler:apparently influences Sophie into [[DrivenToSuicide committing suicide]], Simon kills Sophie [[IfICantHaveYou so nobody can take her away after he's gone]], and apologizes to his doctor Purnell for being too far gone to be saved]]. If Simon chooses not to trust the Doctor, who has so far done nothing but get in by the way, [[spoiler:with the only gun he can find after [[BagOfSpilling losing all his items in a train crash]], Simon kills Doctor Purnell in the ending, [[YouHaveFailedMe realizing that all Purnell did was give him the push he needed ''[[NoCanonForTheWicked isn't canon]]''. There aren't many ways to end it all]] but asking whoever finds their corpses to not let Sophie know what happened]]. If Simon [[spoiler:both avoids fighting Carcass ''and'' refuses to trust the Doctor, he kills both Sophie and Purnell, hoping that the scene he leaves behind traumatizes whoever discovers it]]. If, however, Simon [[spoiler:chooses to stay and fight Carcass and trust the Doctor, he staves off of suicide — but he still suffers a horrific hallucination and guns down a pair of police officers during it]]. It crosses over with EarnYourHappyEnding as well, as the "good" choices in both cases make something more difficult about the game. The former is the more immediately-obvious one, as Carcass is [[ThatOneBoss one of the most difficult bosses in the game]], so it's nice for you to be able to skip it. The latter takes a while to fully play out, as the Doctor [[spoiler:shoots Simon in the shoulder after he makes his decision, permanently cutting the player's total health. If you refused to give him the gun, you lose less health from it, and you get to use it after defeating him in a boss fight. If you trust him, though, he cuts affect your health bar further, and deals greater damage per hit in the later fight, but Karma Meter negatively; you're relegated to either selecting Dark Side powers (which unless you get his .357 Magnum revolver after the fight instead of the gun he wanted do so exclusively generally won't turn you to give him, which deals twice the damage]]. There's also a joke ending you can get in a NewGamePlus for finding a package early on and setting it in a mailbox, which locks you into that ending regardless of your choices — [[spoiler:Simon ends up going through the normal finale from the dev's previous release ''VideoGame/AfraidOfMonsters'', and learns that the person behind the wheel of the car that crashed into him in the introduction and set off the entire series of events was none other than ''[=AoM=]'''s protagonist David Leatherhoff — [[{{Retraux}} still appearing]] in his ''VideoGame/HalfLife1'' style and speaking in text rather than voice, [[MythologyGag having gotten stoned before heading out to drive]]]].
* VideoGame/RedSteel features many one-on-one sword duels. If you defeat the opponent, you have the option of
dark), or killing them or sparing them. Sparing them gives every civilian and noncombat droid you Honor points. After learning Focus, you can choose to shoot an enemy's weapon to disarm them. Sparing them after disarming them will give you honor points.come across, or some combination of both. Believe us when we say that not killing every civilian in the game is harder than it sounds.



* ''VideoGame/RedFaction2'' has a morality system of sorts. The only impact it really has is allowing you to get 4 slight dialog changes during the WhereAreTheyNowEpilogue. Completing hidden bonus objectives helps boost the meter up, but accidentally [[VideoGameCrueltyPotential (or not)]] killing civilians spikes it down a bit.
* ''VideoGame/RedSteel'' features many one-on-one sword duels. If you defeat the opponent, you have the option of killing them or sparing them. Sparing them gives you Honor points. After learning Focus, you can choose to shoot an enemy's weapon to disarm them. Sparing them after disarming them will give you honor points.



* ''Galactic Civilizations II'' features a unique example of a Karma Meter in a [[FourX 4X Game]], with a 100-point scale measuring alignment (0 is Evil, 50 is Neutral, 99 is Good). Each race starts out with a default value (although this can be adjusted by the player in the ExpansionPack), and throughout the game, the player's choices in random events will allow him to "tweak" it towards his alignment of choice. Eventually you're able to choose your ultimate alignment permanently from among the three options, with each one receiving its own unique bonuses as well as boosted relations with other races of that alignment. You can choose your alignment no matter what actions you've taken. However, choosing an alignment contrary to your actions costs more. Interestingly enough, most players will pick Neutral or Evil, as the Good choices in the random events are always painful, and Evil grants access to the [[GameBreaker Mind Control Centre and Psionic Beam]].

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* ''Galactic Civilizations II'' ''VideoGame/GalacticCivilizationsII'' features a unique example of a Karma Meter in a [[FourX 4X Game]], with a 100-point scale measuring alignment (0 is Evil, 50 is Neutral, 99 is Good). Each race starts out with a default value (although this can be adjusted by the player in the ExpansionPack), and throughout the game, the player's choices in random events will allow him to "tweak" it towards his alignment of choice. Eventually you're able to choose your ultimate alignment permanently from among the three options, with each one receiving its own unique bonuses as well as boosted relations with other races of that alignment. You can choose your alignment no matter what actions you've taken. However, choosing an alignment contrary to your actions costs more. Interestingly enough, most players will pick Neutral or Evil, as the Good choices in the random events are always painful, and Evil grants access to the [[GameBreaker Mind Control Centre and Psionic Beam]].



* The Reputation meter in ''VideoGame/{{Pathologic}}'' is an interesting and realistic variation on this. It's actually, for all intents and purposes, another health meter, and one of the most important ones at that. If you squander your Reputation, an already NintendoHard game will become ''even more difficult'', as important {{Non Player Character}}s will refuse to help you or provide shelter, most likely resulting in your unavoidable death.

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* ''VideoGame/{{Pathologic}}'': The Reputation meter in ''VideoGame/{{Pathologic}}'' is an interesting and realistic variation on this. It's actually, for all intents and purposes, another health meter, and one of the most important ones at that. If you squander your Reputation, an already NintendoHard game will become ''even more difficult'', as important {{Non Player Character}}s will refuse to help you or provide shelter, most likely resulting in your unavoidable death.



* ''VideoGame/DynastyWarriors 5: Empires'' has the ability to use certain cards to do good or evil. Giving money to the people or at least going around listening to their concerns makes your character good, while taxing them excessively makes your character bad and unlocks further bad options like robbing graves. If you are attacked and sufficiently good or evil, peasants will rise up to protect you if you were good to them or help your attacker if you were bad to them. This doesn't affect gameplay much, since the peasants are weak and most of the player's battles will likely be on the offensive where it is the other side's good or evil that matters. This is also played on smaller scales at various points in the games, with generals betraying you if you perform specific, horrible actions during missions. This also comes into play during modes like ''[=DW4=]'''s Xtreme Mode. It does take a somewhat larger amount of bad acts, but constantly doing things like capturing girls to be taken as sex slaves, or randomly killing your allies [[ThePiratesWhoDontDoAnything (that usually don't do any fighting anyway)]], will cause your recruited party members to gradually lose respect for you, [[VideoGameCrueltyPunishment until they eventually get sick of you and turn.]] Of course, [[VideoGameCaringPotential saving peasants from monsters and generals from bandit raids]] will make them love you, and it's generally it's these good deeds that nab you more party members and good items to begin with.

to:

* ''VideoGame/DynastyWarriors 5: ''VideoGame/DynastyWarriors5: Empires'' has the ability to use certain cards to do good or evil. Giving money to the people or at least going around listening to their concerns makes your character good, while taxing them excessively makes your character bad and unlocks further bad options like robbing graves. If you are attacked and sufficiently good or evil, peasants will rise up to protect you if you were good to them or help your attacker if you were bad to them. This doesn't affect gameplay much, since the peasants are weak and most of the player's battles will likely be on the offensive where it is the other side's good or evil that matters. This is also played on smaller scales at various points in the games, with generals betraying you if you perform specific, horrible actions during missions. This also comes into play during modes like ''[=DW4=]'''s Xtreme Mode. It does take a somewhat larger amount of bad acts, but constantly doing things like capturing girls to be taken as sex slaves, or randomly killing your allies [[ThePiratesWhoDontDoAnything (that usually don't do any fighting anyway)]], will cause your recruited party members to gradually lose respect for you, [[VideoGameCrueltyPunishment until they eventually get sick of you and turn.]] Of course, [[VideoGameCaringPotential saving peasants from monsters and generals from bandit raids]] will make them love you, and it's generally it's these good deeds that nab you more party members and good items to begin with.



[[folder:[=MMORPGs=]]]

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[[folder:[=MMORPGs=]]][[folder:[=MMOs=]]]



* The canceled ''VideoGame/{{Ultima}} X'' was planned to use an eightfold karma system similar to ''VideoGame/UltimaIV'' (see below in RPG) where the different morals would frequently conflict. An example the developers gave is a quest where you are tasked with hunting down a thief, and learn that he stole to buy food for his starving family. You could then follow Compassion or Justice by letting the thief go or having him face the punishment for his crime. To further muddle the issue, if you returned the stolen item, you would learn that the quest-giver is not the legitimate owner, which in turn gives the choice between Honor in sticking to the original agreement or Honesty in delivering the item to its proper place.

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* ''VideoGame/GrandTheftAutoOnline'': Mental State, introduced in The canceled ''VideoGame/{{Ultima}} X'' was planned High Life Update, tracks the player's aggression in-game. Killing other [=players/NPCs=], destroying cars and other such carnage will raise the stat, whilst avoiding violence will reduce it. Increasing Mental State reddens your player blip and increases the [[ExperiencePoints Reputation]] other players get for killing you, putting a target on your back.
* ''VideoGame/NexusClash'': 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 [[ManipulativeBastard Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil
to use an eightfold karma system similar to ''VideoGame/UltimaIV'' (see below in RPG) where ''their'' powers. [[spoiler:It's a trap. Namm defines "Good" as whatever will help him win the different morals would frequently conflict. An example the developers gave is a quest where you are tasked with hunting down a thief, war no matter who gets hurt, and learn 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 he stole to buy food for his starving family. You could then follow Compassion or Justice by letting don't simply play into the thief go or having him face agendas of the punishment for his crime. To further muddle the issue, if you returned the stolen item, you would learn that the quest-giver is not the legitimate owner, which in turn gives the choice between Honor in sticking to the original agreement or Honesty in delivering the item to its proper place.aforementioned deities.]]



* The old BBS game ''[=TradeWars 2002=]'', in addition to an experience-based rank, also has a good/evil alignment scale. Alignment affects a number of things, such as whether an attacker's alignment will go up or down, whose corporations you can join, whether you're allowed access to Federation facilities or the Feds will go after you, whether you can rob ports, and of course, [[ArsonMurderAndJaywalking whether you're called a Lieutenant or a Dread Pirate]].
* In ''VideoGame/NexusClash'', 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 [[ManipulativeBastard 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.]]
* ''{{VideoGame/Warframe}}'' adds a Karma Meter in the form of the White and Black meters once [[spoiler:the player Operator begins to be personally active during ''The War Within'']]. Rather than good and evil, the meters tend to more fit the distinct natures of Yin and Yang in fitting with the Japanese Space Opera feel of the game. White tends to be more optimistic, empathetic, and poetic, but sometimes the choices can be hot-headed and poorly thought-out or place moral superiority over pragmatism. Black, on the other hand, is more cynical, realistic, and pragmatic, but can also be prone to making power-hungry decisions and being merciless when mercy is an option. At the moment, though, there's no usage of the karma meter besides changing minor details at the moment of the choices.

to:

* The old BBS game ''[=TradeWars 2002=]'', ''VideoGame/TradeWars2002'', in addition to an experience-based rank, also has a good/evil alignment scale. Alignment affects a number of things, such as whether an attacker's alignment will go up or down, whose corporations you can join, whether you're allowed access to Federation facilities or the Feds will go after you, whether you can rob ports, and of course, [[ArsonMurderAndJaywalking whether you're called a Lieutenant or a Dread Pirate]].
* In ''VideoGame/NexusClash'', every character has ''VideoGame/{{Ultima}} X'', 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 [[ManipulativeBastard Tlacolotl]] ''also'' pays attention to it, requiring that Demons remain Evil cancelled game, was planned to use ''their'' powers. [[spoiler:It's an eightfold karma system similar to ''VideoGame/UltimaIV'' (see below in RPG) where the different morals would frequently conflict. An example the developers gave is a trap. Namm defines "Good" as whatever will help quest where you are tasked with hunting down a thief, and learn that he stole to buy food for his starving family. You could then follow Compassion or Justice by letting the thief go or having him win face the war no matter who gets hurt, and Tlacolotl is all too willing to egg punishment for his enemy on so long as Namm's zealotry produces an unending stream of wounded souls willing to crime. To further muddle the issue, if you returned the stolen item, you would learn that the quest-giver is not the legitimate owner, which in 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 gives the agendas of choice between Honor in sticking to the aforementioned deities.]]
original agreement or Honesty in delivering the item to its proper place.
* ''{{VideoGame/Warframe}}'' ''VideoGame/{{Warframe}}'' adds a Karma Meter in the form of the White and Black meters once [[spoiler:the player Operator begins to be personally active during ''The War Within'']]. Rather than good and evil, the meters tend to more fit the distinct natures of Yin and Yang in fitting with the Japanese Space Opera feel of the game. White tends to be more optimistic, empathetic, and poetic, but sometimes the choices can be hot-headed and poorly thought-out or place moral superiority over pragmatism. Black, on the other hand, is more cynical, realistic, and pragmatic, but can also be prone to making power-hungry decisions and being merciless when mercy is an option. At the moment, though, there's no usage of the karma meter besides changing minor details at the moment of the choices.



* In the ''VideoGame/{{Oddworld}}'' series (except for ''Stranger's Wrath''), "Qarma" has only one variable — whether or not you save the NPC Mudokons, Fuzzles, etcetera. Its only plot impact is on the ending, but in the later games, Abe would act and sound depressed if he'd failed to save enough of them.
* Each level in ''VideoGame/ShadowTheHedgehog'' has its own Good, Neutral, and Evil goals, and which you complete determines your path through the game and your ending. Also, there are power meters for good and evil that fill depending on which enemies you defeat in the level, and once they are totally filled, Shadow will be able to use a special ability (Chaos Control if the good meter is filled, Chaos Blast if the evil one is.) Not only that, but there are separate point scores for each alignment — when you reach the good or evil goal, that side's points are added to your score, and the other side's points are ''subtracted'' from it.
* The kill counter in ''VideoGame/{{Iji}}'' has some elements of this, given that it affects some events in the game. Also, unlike the other counters, there is no unlockable reward associated with it, aside from a few friendly Tasen and an entire level of not getting shot at, with bonus stuff accessible in that level.

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* In ''VideoGame/{{Iji}}'': The kill counter has some elements of this, given that it affects some events in the ''VideoGame/{{Oddworld}}'' series (except game. Also, unlike the other counters, there is no unlockable reward associated with it, aside from a few friendly Tasen and an entire level of not getting shot at, with bonus stuff accessible in that level.
* ''VideoGame/{{Oddworld}}'': Except
for in ''Stranger's Wrath''), Wrath'', "Qarma" has only one variable -- whether or not you save the NPC Mudokons, Fuzzles, etcetera. Its only plot impact is on the ending, but in the later games, Abe would act and sound depressed if he'd failed to save enough of them.
* ''VideoGame/ShadowTheHedgehog'': Each level in ''VideoGame/ShadowTheHedgehog'' has its own Good, Neutral, and Evil goals, and which you complete determines your path through the game and your ending. Also, there are power meters for good and evil that fill depending on which enemies you defeat in the level, and once they are totally filled, Shadow will be able to use a special ability (Chaos Control if the good meter is filled, Chaos Blast if the evil one is.) Not only that, but there are separate point scores for each alignment -- when you reach the good or evil goal, that side's points are added to your score, and the other side's points are ''subtracted'' from it.
* The kill counter in ''VideoGame/{{Iji}}'' has some elements of this, given that it affects some events in the game. Also, unlike the other counters, there is no unlockable reward associated with it, aside from a few friendly Tasen and an entire level of not getting shot at, with bonus stuff accessible in that level.
it.



* The online escape-the-room game ''[[http://diversity.me03.se/ Diversity]]'' gives you a number of different ways to complete certain actions. While the actions yield the same result, the selected one will cause a shown Karma Meter to slide towards the white (good) or black (bad) end. Not only does the meter determine the final puzzle and [[MultipleEndings ending]] you get, it also increasingly affects the look of the rooms you encounter: if you perform enough good actions, the rooms remain bright and clean, but if you become bad enough, the rooms become progressively darker with furniture tipped over and plants dead.
* In ''VideoGame/{{Catherine}}'', you have a meter that swings between [[OrderVersusChaos Order/Commitment and Chaos/Freedom]]. It changes based on how you have Vincent answer his text messages in the Stray Sheep and how you answer the questions in the confessional between stages of each level. It mostly only affects Vincent's inner thoughts, but it also affects [[MultipleEndings which of the eight endings you get in story mode]].

to:

* The online escape-the-room game ''VideoGame/{{Catherine}}'': You have a meter that swings between [[OrderVersusChaos Order/Commitment and Chaos/Freedom]]. It changes based on how you have Vincent answer his text messages in the Stray Sheep and how you answer the questions in the confessional between stages of each level. It mostly only affects Vincent's inner thoughts, but it also affects [[MultipleEndings which of the eight endings you get in story mode]].
*
''[[http://diversity.me03.se/ Diversity]]'' gives you a number of different ways to complete certain actions. While the actions yield the same result, the selected one will cause a shown Karma Meter to slide towards the white (good) or black (bad) end. Not only does the meter determine the final puzzle and [[MultipleEndings ending]] you get, it also increasingly affects the look of the rooms you encounter: if you perform enough good actions, the rooms remain bright and clean, but if you become bad enough, the rooms become progressively darker with furniture tipped over and plants dead.
* In ''VideoGame/{{Catherine}}'', you have a meter that swings between [[OrderVersusChaos Order/Commitment and Chaos/Freedom]]. It changes based on how you have Vincent answer his text messages in the Stray Sheep and how you answer the questions in the confessional between stages of each level. It mostly only affects Vincent's inner thoughts, but it also affects [[MultipleEndings which of the eight endings you get in story mode]].
dead.



* ''VideoGame/MedievalIITotalWar'' gives a Karma Meter to each general in your army. The good side, Chivalry, is cultivated by things like freeing prisoners and keeping cities happy. This is rewarded by increasing happiness and population growth of a city when the general is managing it, and increasing the morale of all soldiers under his command. The evil side, Dread, comes from executing prisoners, excessively taxing populations, arranging many assassinations, and more. This increases public order when garrisoned in a city and decreases the morale of all troops fighting against him. Given that soldiers that flee are likely to be captured and executed when facing an evil general, you'd think it would be the other way around… Unfortunately, DumbIsGood is in effect here. "Chivalrous" tactics seem to consist of sending your army head-first against the enemy, but if you decide to skirmish, out-flank, or God forbid attack your enemy from the rear, your generals will quickly pick up "Cruel and Cunning" or similar traits. And for some reason, using Spies to keep tabs on your enemy's movements is also evil. You certainly can have multiple generals throughout your forces, so there's nothing wrong with having your maximized Dread general sweep aside your opposition while a maximized Chivalry general arrives on his heels to build the new territory up. Even more annoying is how your diplomatic reputation works on the world map — you can go the entire game without starting a single war, but if you fight back against your enemy or take their cities in retaliation, you'll quickly be saddled with a reputation as an untrustworthy monster.

to:

* ''VideoGame/MedievalIITotalWar'' gives ''VideoGame/DawnOfWarII: Chaos Rising'' had a Karma Meter Corruption meter, which allowed you to each general use certain Chaos-tainted equipment and would rise depending on fulfilling actions in certain missions. It also affects the ending you get in the game. Each of your army. The good side, Chivalry, is cultivated by things like freeing prisoners fellow Space Marine also had their own Corruption meters, which also granted them access to Chaos-tainted gear and keeping cities happy. This is rewarded by increasing happiness and population growth of a city Chaos powers. Failing to take them along on certain missions or failing to fulfill certain mission objectives would also increase their Corruption, such as with Cyrus if you left him behind when the general is managing it, and increasing chapter's scouts were being attacked (since he personally taught most of them). The one with the morale of all soldiers under his command. The evil side, Dread, comes from executing prisoners, excessively taxing populations, arranging many assassinations, and more. This increases public order when garrisoned in a city and decreases the morale of all troops fighting against him. Given that soldiers that flee are likely highest Corruption score would also [[spoiler:turn out to be captured a traitor and executed when facing an evil general, you'd think it would have to be fought before the final boss. If everyone was entirely pure the traitor role was dumped on Martellus]].
* ''VideoGame/EuropaUniversalis'': Buddhist nations get a ''literal'' karma meter. In this case, the goal is to try and keep it neutral; ceaselessly cruel and ruthless leaders will not be trusted by
other way around… Unfortunately, DumbIsGood is in effect here. "Chivalrous" tactics seem to consist of sending your army head-first against the enemy, nations, but if you decide to skirmish, out-flank, or God forbid attack your enemy overly benevolent ones become too detached from the rear, your generals will quickly pick up "Cruel and Cunning" or similar traits. And for some reason, using Spies to keep tabs on your enemy's movements is also evil. You certainly can have multiple generals throughout your forces, so there's nothing wrong with having your maximized Dread general sweep aside your opposition while a maximized Chivalry general arrives on his heels to build the new territory up. Even more annoying is how your diplomatic reputation works on the world map — you can go to maintain the entire game without starting a single war, but if you fight back against your enemy or take discipline of their cities in retaliation, you'll quickly be saddled with a reputation as an untrustworthy monster.armies.



* ''VideoGame/DawnOfWar II: Chaos Rising'' had a Corruption meter, which allowed you to use certain Chaos-tainted equipment and would rise depending on fulfilling actions in certain missions. It also affects the ending you get in the game. Each of your fellow Space Marine also had their own Corruption meters, which also granted them access to Chaos-tainted gear and Chaos powers. Failing to take them along on certain missions or failing to fulfill certain mission objectives would also increase their Corruption, such as with Cyrus if you left him behind when the chapter's scouts were being attacked (since he personally taught most of them). The one with the highest Corruption score would also [[spoiler:turn out to be a traitor and have to be fought before the final boss. If everyone was entirely pure the traitor role was dumped on Martellus]].



* In ''VideoGame/EuropaUniversalis'', Buddhist nations get a ''literal'' karma meter. In this case, the goal is to try and keep it neutral; ceaselessly cruel and ruthless leaders will not be trusted by other nations, but overly benevolent ones become too detached from the world to maintain the discipline of their armies.

to:

* In ''VideoGame/EuropaUniversalis'', Buddhist nations get ''VideoGame/MedievalIITotalWar'' gives a ''literal'' karma meter. In this case, Karma Meter to each general in your army. The good side, Chivalry, is cultivated by things like freeing prisoners and keeping cities happy. This is rewarded by increasing happiness and population growth of a city when the goal general is to try managing it, and keep it neutral; ceaselessly cruel increasing the morale of all soldiers under his command. The evil side, Dread, comes from executing prisoners, excessively taxing populations, arranging many assassinations, and ruthless leaders will not more. This increases public order when garrisoned in a city and decreases the morale of all troops fighting against him. Given that soldiers that flee are likely to be trusted by captured and executed when facing an evil general, you'd think it would be the other nations, way around… Unfortunately, DumbIsGood is in effect here. "Chivalrous" tactics seem to consist of sending your army head-first against the enemy, but overly benevolent ones become too detached if you decide to skirmish, out-flank, or God forbid attack your enemy from the rear, your generals will quickly pick up "Cruel and Cunning" or similar traits. And for some reason, using Spies to keep tabs on your enemy's movements is also evil. You certainly can have multiple generals throughout your forces, so there's nothing wrong with having your maximized Dread general sweep aside your opposition while a maximized Chivalry general arrives on his heels to build the new territory up. Even more annoying is how your diplomatic reputation works on the world to maintain map — you can go the discipline of entire game without starting a single war, but if you fight back against your enemy or take their armies.cities in retaliation, you'll quickly be saddled with a reputation as an untrustworthy monster.
* ''VideoGame/TheWanderingVillage'': The game is set on the back of a huge beast called the Onbu, and a mechanic keeps track of how much the beast trusts the tiny beings living on its back. Trust is gained primarily be feeding it and giving it medicine, and is lost by drilling into its back to harvest minerals or blood. Building trust with the Onbu makes it more likely to obey your instructions in choosing paths and when to move or rest, while low trust will make it ignore your commands.



* ''VideoGame/NetHack'' uses an odd variation where the meter doesn't measure how lawful or chaotic you are, but rather how ''well'' you're doing at being lawful/neutral/chaotic. While there are some actions that affect the meter differently based on your alignment (chaotic characters get a bonus for sleeping with SuccubiAndIncubi) and role (knights get a penalty for attacking fleeing or sleeping monsters), the biggest impact is the same for all characters: killing hostile monsters usually boosts (and never penalizes) the meter, and killing peaceful monsters always penalizes it. That's right, the game considers a chaotic character bathing in the blood of innocent bystanders a bad thing (since letting chaotic characters get away with killing peaceful monsters would break CompetitiveBalance with regards to players choosing which alignment to play).



* ''VideoGame/{{Elona}}'' has a visible Karma Meter explicitly named "Karma". Positive karma reduces the monthly taxes you have to pay, and an extreme enough negative karma will cause the CityGuards to attack you on sight. You gain karma by completing repeatable {{Irrelevant Sidequest}}s (even helping a farmer gather the harvest or cooking food for someone increases your karma), and lose it by failing on delivery and [[EscortMission escort]] sidequests, attacking talkative neutral {{Non Player Character}}s (murdering silent [=NPCs=] is fine), or from [[VideoGameStealing pickpocketing]].



* ''VideoGame/{{Elona}}'' has a visible Karma Meter explicitly named "Karma". Positive karma reduces the monthly taxes you have to pay, and an extreme enough negative karma will cause the CityGuards to attack you on sight. You gain karma by completing repeatable {{Irrelevant Sidequest}}s (even helping a farmer gather the harvest or cooking food for someone increases your karma), and lose it by failing on delivery and [[EscortMission escort]] sidequests, attacking talkative neutral {{Non Player Character}}s (murdering silent [=NPCs=] is fine), or from [[VideoGameStealing pickpocketing]].

to:

* ''VideoGame/{{Elona}}'' has a visible Karma Meter explicitly named "Karma". Positive karma reduces ''VideoGame/NetHack'' uses an odd variation where the monthly taxes meter doesn't measure how lawful or chaotic you have to pay, and an extreme enough negative karma will cause are, but rather how ''well'' you're doing at being lawful/neutral/chaotic. While there are some actions that affect the CityGuards to attack you meter differently based on sight. You gain karma by completing repeatable {{Irrelevant Sidequest}}s (even helping a farmer gather the harvest or cooking food for someone increases your karma), alignment (chaotic characters get a bonus for sleeping with SuccubiAndIncubi) and lose it by failing on delivery and [[EscortMission escort]] sidequests, role (knights get a penalty for attacking talkative neutral {{Non Player Character}}s (murdering silent [=NPCs=] fleeing or sleeping monsters), the biggest impact is fine), or from [[VideoGameStealing pickpocketing]].the same for all characters: killing hostile monsters usually boosts (and never penalizes) the meter, and killing peaceful monsters always penalizes it. That's right, the game considers a chaotic character bathing in the blood of innocent bystanders a bad thing (since letting chaotic characters get away with killing peaceful monsters would break CompetitiveBalance with regards to players choosing which alignment to play).



* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' has a Karma Meter ranging from -100 to 100, with the protagonist starting out at 0. Many different things within the game affect this meter, mostly your actions in regards to quests and other similar things, like killing evil monsters or going on a rampage through some town. Depending on the value, certain characters might want to (or refuse to) join you, you might get offered different responses in dialogue, and if you commit certain acts (such as attacking a Good aligned creature with a Good character in your party), it may result in them getting upset and eventually leaving the group. For some reason, evil actions include killing people in self-defense, fighting dirty cops who just murdered a civil rights activist, and honoring a demon-possessed man's request for you to kill him before he goes on another homicidal rampage.
* ''VideoGame/{{Avernum}}'' has "reputation". Performing quests and other good deeds would raise it. Stealing or killing friendly people would lower it. Having a good reputation results in some {{Non Player Character}}s being more helpful. There's no benefit to having a low reputation. But then, you start the game with a fairly low reputation and are almost certainly going to end the game with a high one.
* ''Franchise/BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while a sufficiently low reputation might result in the random appearance of guards to hunt you down. Reputation also determines which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen if you're a Paladin or Ranger. It's also possible to change your alignment without altering your reputation, in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil -- even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil. ''[[VideoGame/BaldursGateIIThroneOfBhaal Throne of Bhaal]]'' also has another, minor karma meter going on when the Solar tests you in the demiplane and the sum of your answers to her determines what one of your two alternative ending options means in practice.



* The ''VideoGame/{{Ultima}}'' series, beginning with the fourth game, [[TropeCodifier codified and popularized]] this concept for {{Western RPG}}s. In ''VideoGame/UltimaIV'', there were ''eight'' Karma Meters, one for each virtue. The Path of Virtue was a type of Secular Humanism. Remarkably, this first use of a karma meter is still one of the very few where the choices are not just between good/evil, but also between different ''types'' of good, as all virtues weren't entirely compatible with each other. The later games in the series played around with this concept some more, introducing alternate virtue systems that were incompatible both with the original one and each other, yet ''still'' all being good.
* ''VideoGame/DragonSlayerIIXanadu'' is another early example of the Karma Meter, released at around the same time as ''Ultima IV''. ''Xanadu'', which [[TropeCodifier codified and popularized]] the trope among early {{Japanese RPG}}s, was also the first known game to refer to it as "Karma", possibly making it the TropeNamer. Each enemy killed is either good or bad, and if the player kills too many good enemies, the Karma statistic will rise, at which point the temples will refuse to level up the player.
** The sequels ''[[VideoGame/DragonSlayer Dragon Slayer Jr: Romancia]]'' and ''[[VideoGame/DragonSlayer Sorcerian]]'' also feature Karma meters.
* ''VideoGame/{{Hydlide}} [[http://en.wikipedia.org/wiki/Hydlide_II:_Shine_of_Darkness II]]'' is yet another early example of the Karma Meter, released in the same year as ''Ultima IV'' and ''Xanadu'' ([[NoExportForYou in Japan only]]). In ''Hydlide'', the player can be [[CharacterAlignment Aligned]] with Justice, Normal, or Evil. Killing humans or good monsters can lower the player's morality, while fighting only evil monsters can help them increase it. If the player has an Evil alignment, the townsfolk will ignore the player, denying access to certain clues, dialogues, equipment, and training.
** The sequel ''Hydlide 3''' also featured a Karma Meter and was released as ''Super Hydlide'' in North America.
* ''VideoGame/{{Fable|I}}'' has your character go "light" or "dark", depending on their choices. (Including their choices of wardrobe!) However, unlike most of the other examples, the meter doesn't actually do anything to affect the game, and is actually quite uneven in its distribution (for instance, marrying someone and then ''killing'' them only netted you around 60 evil points; marrying and then ''divorcing'' them gave you a whopping ''600'' evil points). Somewhat annoyingly, your alignment had absolutely no effect on gameplay, except to allow you to use certain spells. This is particularly grating when [[spoiler:Twinblade's bandits]] send assassins after you late in the game, ''whether you [[MercyRewarded spared his life]] or not''.
* In ''VideoGame/FableII'', purity versus corruption are added on. Based on the foods you eat and the rent you charge... okay... It gets sort of odd when you own all the property in Albion, though — essentially running a feudal state. Not to mention that, ironically, it got there because of your capitalist supremacy.
* It gets interesting in ''VideoGame/FableIII'' when you become the ruler of Albion and get to make decisions that affect the entire country. Given that the shadow-army of an EldritchAbomination will invade in a year's time and you need to finance your own army to save the lives of its people, those decisions are closer to being Idealism vs Pragmaticism; you can either keep your promises to the people who got you into power and make life better for your people, but deplete the treasury in doing so, or break them and install immoral but lucrative policies that will fill the royal coffers. The game still sees these choices as Good and Evil respectively, so you can end up with odd situations where people will worship the ground you walk on if you've ensured their annihilation, yet loathe your guts if you've done everything in your power to save their lives no matter the cost.
* ''VideoGame/KnightsOfTheOldRepublic'' features a Light/Dark side meter, influenced by specific choices you make over the course of the game. Being Light or Dark changes which Force powers you can use most effectively, as well as your character's appearance and the way your crewmembers treat you. However, regardless of your Karma Meter, your final side is chosen in one action right near the end of the game, as is rather typical for SW games.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' was on the whole a lot more ambiguous than its predecessor with the Light Side/Jedi = Pure Good and Dark Side/Sith = Pure Evil dichotomy. While in the first game, you were pretty much either a paragon of virtue or a complete monster, it was a lot easier to play a flawed, almost anti-heroic light side character or a dark side character who was closer to being a MagnificentBastard. Or really pretty much anything on the scale. It also features a mild [[DeconstructedTrope deconstruction]]: On Nar Shaddaa, a beggar approaches you, and asks for a few credits. You may choose to give him a small amount of cash, or threaten him [[note]]It's implied that Kreia's influence is preventing you from just blowing the beggar off[[/note]]. A brief dialogue with Kreia about unintended consequences follows; if the player chose to give the beggar money, the player sees the price of his benevolence (the beggar is now a target for a mugging). You still get light side points for giving to the beggar. A similar scene, in reverse, plays out if you threaten the beggar; he's frustrated by the way you treated him, and when another beggar talks to him, he snaps and attacks the guy. Additionally, [[RelationshipValues your crewmembers have their own Karma meter that is influenced by the protagonist's own]]... with special events unlocked for pushing theirs to the extremes. The funny thing is that if you make them hate the protagonist, their karma meter pushes to the opposite extreme of the protagonist's, which can ''also'' unlock the special events... [[spoiler:i.e. Force sensitive characters like Atton Rand can be trained to be Light Side Jedi if you're Dark Side, or vice versa... which allows for a much more varied array of skills in the party]].
* The ''VideoGame/MegaManLegends'' games have Mega Man's armor turning light or dark through certain actions. Kicking pigs and donating to the church were the biggest ones. It doesn't affect the plot, except for some dialogue and weapon opportunities. This was later elaborated on in the ''VideoGame/MegaManBattleNetwork'' games from ''4'' onwards, where Dark Chips ("evil" Battle Chips) darkened [=MegaMan=]'s soul and lowered his HP by one point for every time he used one, in return for making them more readily available the more you use them (at positive karma, they only appear when you're really in a bind; at sufficiently low levels, they're available whenever you want) and making them ''incredibly'' powerful, on par with [[LimitBreak Program Advances]].
* ''VideoGame/ValkyrieProfile'' had a Seal Rating and an Evaluation Rating that affected certain aspects of Lenneth's personality. While the Evaluation Rating didn't have any major effects, having the Seal Rating at a certain level at a certain point in the game unlocked the best ending, if certain other actions were also done. This was so specific and non-intuitive that many complained that one could only get the best ending by [[GuideDangIt reading how to do it]]. However, this has less to do with good and evil and more to do with how subservient/rebellious Lenneth is to Odin.
* The sequel, ''VideoGame/ValkyrieProfileCovenantOfThePlume'', is entirely based around a much more straightforward karma meter based on how many of your teammates you're willing to sacrifice for power. Sacrificing even a single one after the tutorial, though, makes it impossible to get the best ending.
* ''VideoGame/JadeEmpire'' had "The Way of the Open Palm" and "The Way of the Closed Fist" stand in for good and evil. They were presented as based on more subtle moral principles: the Open Palm stood for harmony, accepting one's position in life, and helping others accept theirs by supporting them, while Closed Fist stood for chaos, seeking to rise above one's station, and encouraging others to do the same by teaching them self-sufficiency (harshly if necessary). However, with a few exceptions, this still comes down to being a goody two-shoes or an amoral bastard. Not to mention that your final karma score [[LastSecondEndingChoice depends on a single action near the end of the game…]]
* ''VideoGame/SkiesOfArcadia'' has the "Swashbuckler Rating", which measures not just your karma in the traditional sense, but also your adventurousness and leadership skills. The rating was underused in the game itself, as it only affected one or two sidequests. It's an interesting example even though it's underused, as it's not really a decision between "good" and "evil" so much as "good captain" or "bad captain". The game encourages a balance between daring and consideration of your crew — you have to consider each question carefully, as too far along the scale of "bold and daring" becomes "foolish and reckless", but too cautious becomes "cowardly".

to:

* The ''VideoGame/{{Ultima}}'' series, beginning with ''VideoGame/DarkSouls'':
** All three games have
the fourth "Sin" mechanic. Every time the player either kills a non-hostile NPC or Invades another world and kills another player, they accumulate one point of Sin. This has no effect on the main game, [[TropeCodifier codified and popularized]] but in multiplayer, it has consequences: players with high levels of Sin are targeted by a Covenant that seeks to punish evildoers, meaning they will get Invaded more often themselves. Although, many [=PvP=]'ers see this concept as a [[{{Unishment}} good thing]], since it means more multiplayer action. Sin can be cleansed by praying to a specific NPC (or a statue in ''Dark Souls III'') and spending a very large amount of souls as penance.
** ''VideoGame/DarkSoulsII'': Sin has another consequence. Normally, a player will never fall below 50% of their maximum health due to Hollowing. A player with a large amount of Sin will lose health more quickly and can fall below 50% health, making the game much more difficult
for {{Western RPG}}s. In ''VideoGame/UltimaIV'', there were ''eight'' them while Hollowed.
* ''VideoGame/DemonsSouls'' doesn't just have a
Karma Meters, one Meter for your character, but for each virtue. The Path region of Virtue was a type the game world. Pushing either in one of Secular Humanism. Remarkably, this first use the directions will alter character stats under certain circumstances and trigger events. In addition, altering an area's Karma Meter has an influence on enemies -- pushing it towards the good end will weaken them, while pushing it towards evil will strengthen enemies and cause new types of a enemies to appear... but will also increase the amount of Souls enemies give you, which act as both the game's currency and ExperiencePoints.
* ''VideoGame/DeusExHumanRevolution'': An invisible, completely secret
karma meter is still one of the (based on how many people you killed) will flavor Jensen's ending monologue along good, neutral, or evil lines. For example, if you do a PacifistRun (or killed very few enemies besides the bosses), he'll say something about how he resisted the urge to abuse his power. The kill count will also affect some NPC dialogue and actions throughout the story.
* ''VideoGame/DragonAgeOrigins'' is one Creator/BioWare game that notably ''[[AvertedTrope doesn't]]'' apply a KarmaMeter. While certain events will only happen if you've picked "good" or "bad" choices, the game still doesn't actually track your morality visibly. The closest thing it has is a [[RelationshipValues friendship meter for each party member]]. Doing bad things will gain the approval of the more evil-inclined party members, and vice versa with the heroic ones.
** ''VideoGame/DragonAgeII'' also has a Friendship/Rivalry gauge for your party members, and getting far enough along either side grants a bonus for them.
** Downplayed in ''VideoGame/DragonAgeInquisition,''
where the choices are party members' approval doesn't affect the game as much. On one hand, they will have an opinion of your actions even if they're not there to personally witness them (compared to ''Origins'' where you could just between good/evil, but also between different ''types'' of good, as all virtues weren't entirely compatible with each other. The later games leave Morrigan at camp if you don't want to hear her complain every time you do something heroic). But on the other hand, it takes ''very'' specific circumstances to make someone leave the party or end a romance. Makes sense since every party member in the series played around with this concept some more, introducing alternate virtue systems that were incompatible both with the original one game specifically seeks you out and each other, yet ''still'' all being good.
asks to join.
* ''VideoGame/DragonSlayerIIXanadu'' is another early example of the Karma Meter, released at around the same time as ''Ultima IV''. ''Xanadu'', which [[TropeCodifier codified and popularized]] the trope among early {{Japanese RPG}}s, was also the first known game to refer to it as "Karma", possibly making it the TropeNamer. Each enemy killed is either good or bad, and if the player kills too many good enemies, the Karma statistic will rise, at which point the temples will refuse to level up the player.
**
player. The sequels ''[[VideoGame/DragonSlayer Dragon Slayer Jr: Romancia]]'' and ''[[VideoGame/DragonSlayer Sorcerian]]'' also feature Karma meters.
* ''VideoGame/{{Hydlide}} [[http://en.wikipedia.org/wiki/Hydlide_II:_Shine_of_Darkness II]]'' is yet another early example of the Karma Meter, released in the same year as ''Ultima IV'' and ''Xanadu'' ([[NoExportForYou in Japan only]]). In ''Hydlide'', the player can be [[CharacterAlignment Aligned]] with Justice, Normal, or Evil. Killing humans or good monsters can lower the player's morality, while fighting only evil monsters can help them increase it. If the player has an Evil alignment, the townsfolk will ignore the player, denying access to certain clues, dialogues, equipment, and training.
** The sequel ''Hydlide 3''' also featured a Karma Meter and was released as ''Super Hydlide'' in North America.
* ''VideoGame/{{Fable|I}}'' has your character go "light" or "dark", depending on their choices. (Including their choices of wardrobe!) However, unlike most of the other examples, the meter doesn't actually do anything to affect the game, and is actually quite uneven in its distribution (for instance, marrying someone and then ''killing'' them only netted you around 60 evil points; marrying and then ''divorcing'' them gave you a whopping ''600'' evil points). Somewhat annoyingly, your alignment had absolutely no effect on gameplay, except to allow you to use certain spells. This is particularly grating when [[spoiler:Twinblade's bandits]] send assassins after you late in the game, ''whether you [[MercyRewarded spared his life]] or not''.
* In ''VideoGame/FableII'', purity versus corruption are added on. Based on the foods you eat and the rent you charge... okay... It gets sort of odd when you own all the property in Albion, though — essentially running a feudal state. Not to mention that, ironically, it got there because of your capitalist supremacy.
* It gets interesting in ''VideoGame/FableIII'' when you become the ruler of Albion and get to make decisions that affect the entire country. Given that the shadow-army of an EldritchAbomination will invade in a year's time and you need to finance your own army to save the lives of its people, those decisions are closer to being Idealism vs Pragmaticism; you can either keep your promises to the people who got you into power and make life better for your people, but deplete the treasury in doing so, or break them and install immoral but lucrative policies that will fill the royal coffers. The game still sees these choices as Good and Evil respectively, so you can end up with odd situations where people will worship the ground you walk on if you've ensured their annihilation, yet loathe your guts if you've done everything in your power to save their lives no matter the cost.
* ''VideoGame/KnightsOfTheOldRepublic'' features a Light/Dark side meter, influenced by specific choices you make over the course of the game. Being Light or Dark changes which Force powers you can use most effectively, as well as your character's appearance and the way your crewmembers treat you. However, regardless of your Karma Meter, your final side is chosen in one action right near the end of the game, as is rather typical for SW games.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' was on the whole a lot more ambiguous than its predecessor with the Light Side/Jedi = Pure Good and Dark Side/Sith = Pure Evil dichotomy. While in the first game, you were pretty much either a paragon of virtue or a complete monster, it was a lot easier to play a flawed, almost anti-heroic light side character or a dark side character who was closer to being a MagnificentBastard. Or really pretty much anything on the scale. It also features a mild [[DeconstructedTrope deconstruction]]: On Nar Shaddaa, a beggar approaches you, and asks for a few credits. You may choose to give him a small amount of cash, or threaten him [[note]]It's implied that Kreia's influence is preventing you from just blowing the beggar off[[/note]]. A brief dialogue with Kreia about unintended consequences follows; if the player chose to give the beggar money, the player sees the price of his benevolence (the beggar is now a target for a mugging). You still get light side points for giving to the beggar. A similar scene, in reverse, plays out if you threaten the beggar; he's frustrated by the way you treated him, and when another beggar talks to him, he snaps and attacks the guy. Additionally, [[RelationshipValues your crewmembers have their own Karma meter that is influenced by the protagonist's own]]... with special events unlocked for pushing theirs to the extremes. The funny thing is that if you make them hate the protagonist, their karma meter pushes to the opposite extreme of the protagonist's, which can ''also'' unlock the special events... [[spoiler:i.e. Force sensitive characters like Atton Rand can be trained to be Light Side Jedi if you're Dark Side, or vice versa... which allows for a much more varied array of skills in the party]].
* The ''VideoGame/MegaManLegends'' games have Mega Man's armor turning light or dark through certain actions. Kicking pigs and donating to the church were the biggest ones. It doesn't affect the plot, except for some dialogue and weapon opportunities. This was later elaborated on in the ''VideoGame/MegaManBattleNetwork'' games from ''4'' onwards, where Dark Chips ("evil" Battle Chips) darkened [=MegaMan=]'s soul and lowered his HP by one point for every time he used one, in return for making them more readily available the more you use them (at positive karma, they only appear when you're really in a bind; at sufficiently low levels, they're available whenever you want) and making them ''incredibly'' powerful, on par with [[LimitBreak Program Advances]].
* ''VideoGame/ValkyrieProfile'' had a Seal Rating and an Evaluation Rating that affected certain aspects of Lenneth's personality. While the Evaluation Rating didn't have any major effects, having the Seal Rating at a certain level at a certain point in the game unlocked the best ending, if certain other actions were also done. This was so specific and non-intuitive that many complained that one could only get the best ending by [[GuideDangIt reading how to do it]]. However, this has less to do with good and evil and more to do with how subservient/rebellious Lenneth is to Odin.
* The sequel, ''VideoGame/ValkyrieProfileCovenantOfThePlume'', is entirely based around a much more straightforward karma meter based on how many of your teammates you're willing to sacrifice for power. Sacrificing even a single one after the tutorial, though, makes it impossible to get the best ending.
* ''VideoGame/JadeEmpire'' had "The Way of the Open Palm" and "The Way of the Closed Fist" stand in for good and evil. They were presented as based on more subtle moral principles: the Open Palm stood for harmony, accepting one's position in life, and helping others accept theirs by supporting them, while Closed Fist stood for chaos, seeking to rise above one's station, and encouraging others to do the same by teaching them self-sufficiency (harshly if necessary). However, with a few exceptions, this still comes down to being a goody two-shoes or an amoral bastard. Not to mention that your final karma score [[LastSecondEndingChoice depends on a single action near the end of the game…]]
* ''VideoGame/SkiesOfArcadia'' has the "Swashbuckler Rating", which measures not just your karma in the traditional sense, but also your adventurousness and leadership skills. The rating was underused in the game itself, as it only affected one or two sidequests. It's an interesting example even though it's underused, as it's not really a decision between "good" and "evil" so much as "good captain" or "bad captain". The game encourages a balance between daring and consideration of your crew — you have to consider each question carefully, as too far along the scale of "bold and daring" becomes "foolish and reckless", but too cautious becomes "cowardly".
meters.



* ''VideoGame/{{Fable}}'':
** ''VideoGame/FableI'' has your character go "light" or "dark", depending on their choices. (Including their choices of wardrobe!) However, unlike most of the other examples, the meter doesn't actually do anything to affect the game, and is actually quite uneven in its distribution (for instance, marrying someone and then ''killing'' them only netted you around 60 evil points; marrying and then ''divorcing'' them gave you a whopping ''600'' evil points). Somewhat annoyingly, your alignment had absolutely no effect on gameplay, except to allow you to use certain spells. This is particularly grating when [[spoiler:Twinblade's bandits]] send assassins after you late in the game, ''whether you [[MercyRewarded spared his life]] or not''.
** ''VideoGame/FableII'': Purity versus corruption are added on. Based on the foods you eat and the rent you charge... okay... It gets sort of odd when you own all the property in Albion, though — essentially running a feudal state. Not to mention that, ironically, it got there because of your capitalist supremacy.
** ''VideoGame/FableIII'': You become the ruler of Albion and get to make decisions that affect the entire country. Given that the shadow-army of an EldritchAbomination will invade in a year's time and you need to finance your own army to save the lives of its people, those decisions are closer to being Idealism vs Pragmaticism; you can either keep your promises to the people who got you into power and make life better for your people, but deplete the treasury in doing so, or break them and install immoral but lucrative policies that will fill the royal coffers. The game still sees these choices as Good and Evil respectively, so you can end up with odd situations where people will worship the ground you walk on if you've ensured their annihilation, yet loathe your guts if you've done everything in your power to save their lives no matter the cost.
* ''VideoGame/FallenLondon'': The Magnanimous and Heartless quirks sort of function as this with certain actions/choices raising one of them at the expense of the other. It's not a complete black-and-white meter, however; the description for the Magnanimous quirk acknowledges that it's perfectly possible to [[NotInThisForYourRevolution do good deeds for selfish reasons]], and it's the very rare Magnanimous player who hasn't nonetheless done something morally questionable at ''some'' point in the GreyAndGrayMorality-filled depths of the Neath.



** ''VideoGame/{{Fallout|1}}'' only offers a general karma meter. ''VideoGame/{{Fallout 2}}'' has the karma meter, plus an AllianceMeter. They also feature a series of status elements such as "grave robber", "child killer", and "slaver", depending on the choices made. Certain characters will react differently to different combinations of these — for example, some stores will only sell to people with negative karma, [[EvenEvilHasStandards but still balk at selling to a child murderer]]. The only truly bad effect of negative karma turns up in ''Fallout 2'', in which towns will pay for bounty hunters to attack the player — but killing bounty hunters results in a further drop in karma, creating an unstoppable downward spiral…

to:

** ''VideoGame/{{Fallout|1}}'' ''VideoGame/Fallout1'' only offers a general karma meter. ''VideoGame/{{Fallout 2}}'' has the karma meter, plus an AllianceMeter. They also feature a series of status elements such as "grave robber", "child killer", and "slaver", depending on the choices made. Certain characters will react differently to different combinations of these — for example, some stores will only sell to people with negative karma, [[EvenEvilHasStandards but still balk at selling to a child murderer]]. The only truly bad effect of negative karma turns up in ''Fallout 2'', in which towns will pay for bounty hunters to attack the player — but killing bounty hunters results in a further drop in karma, creating an unstoppable downward spiral…



* ''VideoGame/{{Geneforge}}'' has a karma meter that determines what the factions think of you based on your words and actions. It essentially comes down to whether you support creation rights/the Rebels or creation control/the Shapers. Factions that share your view will be helpful to you and let you join them. Factions that don't will distrust you. This interacts with the SanityMeter in interesting ways as well. The Shapers are opposed to shaping yourself and using the Geneforge or canisters, and although the games give them reasons to come to an accommodation with your protagonist, some of them will still treat you with loathing, disdain, or fear if you show up with the characteristic GlowingEyesOfDoom of a canister user.
* ''VideoGame/{{Hydlide}} [[http://en.wikipedia.org/wiki/Hydlide_II:_Shine_of_Darkness II]]'' is yet another early example of the Karma Meter, released in the same year as ''Ultima IV'' and ''Xanadu'' ([[NoExportForYou in Japan only]]). In ''Hydlide'', the player can be [[CharacterAlignment Aligned]] with Justice, Normal, or Evil. Killing humans or good monsters can lower the player's morality, while fighting only evil monsters can help them increase it. If the player has an Evil alignment, the townsfolk will ignore the player, denying access to certain clues, dialogues, equipment, and training. The sequel ''Hydlide 3''' also featured a Karma Meter and was released as ''Super Hydlide'' in North America.
* ''VideoGame/JadeEmpire'' had "The Way of the Open Palm" and "The Way of the Closed Fist" stand in for good and evil. They were presented as based on more subtle moral principles: the Open Palm stood for harmony, accepting one's position in life, and helping others accept theirs by supporting them, while Closed Fist stood for chaos, seeking to rise above one's station, and encouraging others to do the same by teaching them self-sufficiency (harshly if necessary). However, with a few exceptions, this still comes down to being a goody two-shoes or an amoral bastard. Not to mention that your final karma score [[LastSecondEndingChoice depends on a single action near the end of the game...]]



* ''Franchise/BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while a sufficiently low reputation might result in the random appearance of guards to hunt you down. Reputation also determines which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen if you're a Paladin or Ranger. It's also possible to change your alignment without altering your reputation, in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil - even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil.
** ''[[VideoGame/BaldursGateIIThroneOfBhaal Throne Of Bhaal]]'' also has another, minor karma meter going on when the Solar tests you in the demiplane and the sum of your answers to her determines what one of your two alternative ending options means in practice.
* ''VideoGame/PlanescapeTorment'' has a two-dimensional meter based on the ''TabletopGame/DungeonsAndDragons'' [[CharacterAlignment alignment]] concept (the familiar Good-Evil and Lawful-Chaotic scales). The hero begins as a TrueNeutral and adjusts depending on your actions. The most notable feature in Torment was perhaps that dialog options had such diverse elements as "Truth: 'Tell me, or I'll kill you!'" and "Bluff: 'Tell me, or I'll kill you!'" which would affect alignment differently, but [=NPCs=] similarly. The next-most notable feature was [[VideoGameCrueltyPotential how evil you could actually be]].
* ''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'' had a OrderVersusChaos KarmaMeter that affected how the story unfolded and which demons you could recruit. Later games in the metaseries tend to either only keep the latter aspect or a variation thereof, or drop the Karma Meter entirely.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' had ''five'' endings, each based upon a different philosophy. At certain points in the game, the main representative of each philosophy straight-out asks if you agree with them, and later asks for a confirmation. Answering in the affirmative twice locks you into that ending, unless you do it with more than one path, in which case the game looks at how you answered certain questions posed throughout the game and tallies up your affinity score for each philosophy. There is also a sixth ending that you get locked into if you complete the BonusLevelOfHell.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' returns to the classic OrderVersusChaos KarmaMeter, though it only affects how easy it is to recruit certain demons (it is no longer impossible to recruit demons of the opposite alignment, just harder) and the Demon Co-Op feature. If you're heavily tilted towards Law or Chaos, then you're locked into that ending; otherwise, you get some questions at the end of the game to determine your ending (which basically boil down to, "Hey, you want this ending or what?").
** ''VideoGame/ShinMegamiTenseiIVApocalypse'' downplays this trope. Getting the ending you want is a simple matter of picking obvious dialogue choices: [[spoiler:Joining Merkabah]] for Law, [[spoiler:joining Lucifer]] for Chaos, [[spoiler:opposing Dagda's offer in the Cosmic Egg]] for Bonds, [[spoiler:accepting the same offer]] for Massacre. Instead, the morality check is used to slam a massive penalty onto you if your dialogue choices don't match with the ending you want: joining Bonds when the game deems you a {{Jerkass}} will cause all of your demons to be confiscated, while joining Massacre when the game deems you a NiceGuy will cause all of your items to be taken away. Other than that, you're entirely free to choose whatever ending you want.
** ''VideoGame/ShinMegamiTenseiV'' takes the ''Apocalypse'' example and further reduces its relevance; the game ''does'' keep track, but (with the exception of the GoldenEnding) the game decides your route with [[LastSecondEndingChoice a single decision 30 minutes before the end of the game.]] However, if you pick a route matching your alignment, you get a nice prize in the form of an exclusive Miracle that carries over to NewGamePlus. Conversely, a sidequest in the final dungeon will force you to pay up a hefty Macca fine to complete if you picked a route counterproductive to your alignment. In addition, the GoldenEnding itself has nothing to do with alignment whatsoever and only requires you to complete a specific quest line and fight the BonusBoss.

to:

* ''Franchise/BaldursGate'' has reputation. A higher reputation results in some stores offering discounts, while ''VideoGame/KnightsOfTheOldRepublic'' features a sufficiently low reputation might result in Light/Dark side meter, influenced by specific choices you make over the random course of the game. Being Light or Dark changes which Force powers you can use most effectively, as well as your character's appearance and the way your crewmembers treat you. However, regardless of guards to hunt your Karma Meter, your final side is chosen in one action right near the end of the game, as is rather typical for SW games.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' was on the whole a lot more ambiguous than its predecessor with the Light Side/Jedi = Pure Good and Dark Side/Sith = Pure Evil dichotomy. While in the first game,
you down. Reputation were pretty much either a paragon of virtue or a complete monster, it was a lot easier to play a flawed, almost anti-heroic light side character or a dark side character who was closer to being a MagnificentBastard. Or really pretty much anything on the scale. It also determines features a mild [[DeconstructedTrope deconstruction]]: On Nar Shaddaa, a beggar approaches you, and asks for a few credits. You may choose to give him a small amount of cash, or threaten him [[note]]It's implied that Kreia's influence is preventing you from just blowing the beggar off[[/note]]. A brief dialogue with Kreia about unintended consequences follows; if the player chose to give the beggar money, the player sees the price of his benevolence (the beggar is now a target for a mugging). You still get light side points for giving to the beggar. A similar scene, in reverse, plays out if you threaten the beggar; he's frustrated by the way you treated him, and when another beggar talks to him, he snaps and attacks the guy. Additionally, [[RelationshipValues your crewmembers have their own Karma meter that is influenced by the protagonist's own]]... with special events unlocked for pushing theirs to the extremes. The funny thing is that if you make them hate the protagonist, their karma meter pushes to the opposite extreme of the protagonist's, which {{sidekick}}s would stay on your team and which powers you develop (healing or damage-based). If your reputation drops below 10, you also become Fallen can ''also'' unlock the special events... [[spoiler:i.e. Force sensitive characters like Atton Rand can be trained to be Light Side Jedi if you're a Paladin Dark Side, or Ranger. It's also possible to change your alignment without altering your reputation, vice versa... which allows for a much more varied array of skills in the Hell demiplane you go to at the end of the second game, which may exist primarily in your own head. For example, yelling at Sarevok that you'll transform into the Slayer turns you evil - even if you don't actually do it. And this doesn't have the same effects as reputation. You can spend the entirety of the Throne of Bhaal as an officially LawfulEvil paladin, retain all paladin abilities against the rules of the universe, had a reputation of twenty, and have never really done anything evil.
** ''[[VideoGame/BaldursGateIIThroneOfBhaal Throne Of Bhaal]]'' also has another, minor karma meter going on when the Solar tests you in the demiplane and the sum of your answers to her determines what one of your two alternative ending options means in practice.
* ''VideoGame/PlanescapeTorment'' has a two-dimensional meter based on the ''TabletopGame/DungeonsAndDragons'' [[CharacterAlignment alignment]] concept (the familiar Good-Evil and Lawful-Chaotic scales). The hero begins as a TrueNeutral and adjusts depending on your actions. The most notable feature in Torment was perhaps that dialog options had such diverse elements as "Truth: 'Tell me, or I'll kill you!'" and "Bluff: 'Tell me, or I'll kill you!'" which would affect alignment differently, but [=NPCs=] similarly. The next-most notable feature was [[VideoGameCrueltyPotential how evil you could actually be]].
* ''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'' had a OrderVersusChaos KarmaMeter that affected how the story unfolded and which demons you could recruit. Later games in the metaseries tend to either only keep the latter aspect or a variation thereof, or drop the Karma Meter entirely.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' had ''five'' endings, each based upon a different philosophy. At certain points in the game, the main representative of each philosophy straight-out asks if you agree with them, and later asks for a confirmation. Answering in the affirmative twice locks you into that ending, unless you do it with more than one path, in which case the game looks at how you answered certain questions posed throughout the game and tallies up your affinity score for each philosophy. There is also a sixth ending that you get locked into if you complete the BonusLevelOfHell.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' returns to the classic OrderVersusChaos KarmaMeter, though it only affects how easy it is to recruit certain demons (it is no longer impossible to recruit demons of the opposite alignment, just harder) and the Demon Co-Op feature. If you're heavily tilted towards Law or Chaos, then you're locked into that ending; otherwise, you get some questions at the end of the game to determine your ending (which basically boil down to, "Hey, you want this ending or what?").
** ''VideoGame/ShinMegamiTenseiIVApocalypse'' downplays this trope. Getting the ending you want is a simple matter of picking obvious dialogue choices: [[spoiler:Joining Merkabah]] for Law, [[spoiler:joining Lucifer]] for Chaos, [[spoiler:opposing Dagda's offer in the Cosmic Egg]] for Bonds, [[spoiler:accepting the same offer]] for Massacre. Instead, the morality check is used to slam a massive penalty onto you if your dialogue choices don't match with the ending you want: joining Bonds when the game deems you a {{Jerkass}} will cause all of your demons to be confiscated, while joining Massacre when the game deems you a NiceGuy will cause all of your items to be taken away. Other than that, you're entirely free to choose whatever ending you want.
** ''VideoGame/ShinMegamiTenseiV'' takes the ''Apocalypse'' example and further reduces its relevance; the game ''does'' keep track, but (with the exception of the GoldenEnding) the game decides your route with [[LastSecondEndingChoice a single decision 30 minutes before the end of the game.]] However, if you pick a route matching your alignment, you get a nice prize in the form of an exclusive Miracle that carries over to NewGamePlus. Conversely, a sidequest in the final dungeon will force you to pay up a hefty Macca fine to complete if you picked a route counterproductive to your alignment. In addition, the GoldenEnding itself has nothing to do with alignment whatsoever and only requires you to complete a specific quest line and fight the BonusBoss.
party]].



* The ''Franchise/MassEffect'' games have a clever [[{{Reconstruction}} reconstruction]] on the karma meter in the Paragon/Renegade system. Rather than [[BlackAndWhiteMorality good and evil]], the meter represents [[SlidingScaleOfIdealismVSCynicism idealism and cynicism]]. As [[WebAnimation/ZeroPunctuation Yahztee]] put it, Paragon represents [[Series/StarTrekTheNextGeneration Captain Picard]] and Renegade represents Film/DirtyHarry. What makes it flexible is that each morality works on an ''independant'' meter: you can be halfway down the Paragon bar, then do a Renegade action and not be outright punished for it. This gives the player greater flexibility to divert when they feel the situation calls for it. Regularly "playing both sides" however leaves your character weaker overall in the Charm and Intimidate departments than if you'd specialized, but it's a big improvement over other games that [[NoPointsForNeutrality effectively penalize you for not picking one side all the way]].

to:

* The ''VideoGame/TheLostHeir'' uses a simple Good/Evil karma meter. ''The Lost Heir'' explores it more thoroughly, with many classes that can only be accessed by evil [=PCs=], cases where your alignment can be affected by events that are not your personal actions, and [[spoiler:an ending where you go to Heaven or Hell after death]]. There are a lot of oddities, particularly the loophole that [[MurderInc Assassin's Guild]] contracts do not affect your alignment.
*
''Franchise/MassEffect'' games have a clever [[{{Reconstruction}} reconstruction]] on the karma meter in uses the Paragon/Renegade system. Rather than [[BlackAndWhiteMorality good and evil]], the meter represents [[SlidingScaleOfIdealismVSCynicism idealism and cynicism]]. As [[WebAnimation/ZeroPunctuation Yahztee]] put it, Paragon represents [[Series/StarTrekTheNextGeneration Captain Picard]] and Renegade represents Film/DirtyHarry. What makes it flexible is that each morality works on an ''independant'' ''independent'' meter: you can be halfway down the Paragon bar, then do a Renegade action and not be outright punished for it. This gives the player greater flexibility to divert when they feel the situation calls for it. Regularly "playing both sides" however leaves your character weaker overall in the Charm and Intimidate departments than if you'd specialized, but it's a big improvement over other games that [[NoPointsForNeutrality effectively penalize you for not picking one side all the way]].



* The freeware RPG ''Wilfred The Hero'' divides spells into the ethical and unethical categories. Ethical spells increase your morality when used and require a sufficiently high morality rating to learn, and vice-versa for unethical spells. Unlike most examples, [[GameplayAndStorySegregation this has no effect on the plot]].
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' has a Karma Meter ranging from -100 to 100, with the protagonist starting out at 0. Many different things within the game affect this meter, mostly your actions in regards to quests and other similar things, like killing evil monsters or going on a rampage through some town. Depending on the value, certain characters might want to (or refuse to) join you, you might get offered different responses in dialogue, and if you commit certain acts (such as attacking a Good aligned creature with a Good character in your party), it may result in them getting upset and eventually leaving the group. For some reason, evil actions include killing people in self-defense, fighting dirty cops who just murdered a civil rights activist, and honoring a demon-possessed man's request for you to kill him before he goes on another homicidal rampage.
* The original ''VideoGame/{{Avernum}}'' trilogy has "reputation". Performing quests and other good deeds would raise it. Stealing or killing friendly people would lower it. Having a good reputation results in some {{Non Player Character}}s being more helpful. There's no benefit to having a low reputation. But then, you start the game with a fairly low reputation and are almost certainly going to end the game with a high one.

to:

* The freeware RPG ''Wilfred The Hero'' divides spells into ''VideoGame/MegaManLegends'': Mega Man's armor turns light or dark through certain actions. Kicking pigs and donating to the ethical church are the biggest ones. It doesn't affect the plot, except for some dialogue and unethical categories. Ethical spells increase your morality weapon opportunities. This was later elaborated on in the ''VideoGame/MegaManBattleNetwork'' games from ''4'' onwards, where Dark Chips ("evil" Battle Chips) darkened [=MegaMan=]'s soul and lowered his HP by one point for every time he used one, in return for making them more readily available the more you use them (at positive karma, they only appear when used and require you're really in a bind; at sufficiently high morality rating to learn, low levels, they're available whenever you want) and vice-versa for unethical spells. Unlike most examples, [[GameplayAndStorySegregation this making them ''incredibly'' powerful, on par with [[LimitBreak Program Advances]].
* ''VideoGame/MightAndMagic''
has no effect on the plot]].
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' has a Karma Meter
this, ranging from -100 Notorious to 100, with Saintly.
* ''VideoGame/MiracleWarriors'' from
the protagonist starting out at 0. Many different things within the game affect this meter, mostly your actions in regards original UsefulNotes/SegaMasterSystem uses a very primitive version of this. In addition to quests and other similar things, like killing evil running into monsters or going on a rampage through some town. Depending on in the value, certain field, the player could also encounter Merchants, White Mages and Travellers (as well as evil counterparts of the same). The characters might want were subject to (or refuse to) join you, the same "Attack" and "Talk" commands available in the player's menu. Under normal conditions, talking to said characters yielded beneficial results such as the merchant selling you might get offered different responses in dialogue, monster items, the White Mage healing the hero and his party, and the travellers offering up advice. Surprisingly these characters were also fountains of exp if the player could kill them, something that starts out easy because said characters will waste turns demanding to know what you're doing. The catch was, the more you commit certain acts (such as attacking a Good aligned creature with a Good character in did this, the more word of your party), it may result misdeeds gets around, causing the in them getting upset game population to question how much you and eventually leaving the group. For some reason, evil actions include killing people in self-defense, fighting dirty cops who just murdered a civil rights activist, and honoring a demon-possessed man's request for you to kill him before he goes on another homicidal rampage.
* The original ''VideoGame/{{Avernum}}'' trilogy has "reputation". Performing quests and other good deeds would raise it. Stealing or killing friendly people would lower it. Having a good reputation
your crew can be trusted. This results in some {{Non Player Character}}s being the good characters attacking you on sight (the White Mage packs a wallop) and the towns actively tossing you out on your axe. While the evil counterparts do become friendlier (the actual monsters could care less either way) their boons are often just less useful versions of the good guys' (with the evil merchant even taking advantage of your inability to enter towns to gouge you for more helpful. There's no benefit mundane items). The only way to having restore your karma to good is to go on a low reputation. But then, you start very long killing spree against the game with bad characters (and like his good counterpart, the Black Mage packs a fairly low reputation wallop, but only offers up a tenth of the exp) and are almost certainly going there is an overlap where neither side is willing to end the game with a high one.help you.



* ''VideoGame/{{Geneforge}}'' has a karma meter that determines what the factions think of you based on your words and actions. It essentially comes down to whether you support creation rights/the Rebels or creation control/the Shapers. Factions that share your view will be helpful to you and let you join them. Factions that don't will distrust you. This interacts with the SanityMeter in interesting ways as well. The Shapers are opposed to shaping yourself and using the Geneforge or canisters, and although the games give them reasons to come to an accommodation with your protagonist, some of them will still treat you with loathing, disdain, or fear if you show up with the characteristic GlowingEyesOfDoom of a canister user.



* There's a slight Karma Meter in ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld''. Throughout the game, there's a few choices, and choosing wrong nets you points on the meter. 9 points and you can't get the "[[HappyEnding Good Ending]]". Of course, there's other ways to get points added... like getting hit with lightning in the temple of lightning. You'll know if you can't get the good ending if [[RogueProtagonist Lloyd]] gets a core besides Lumen. You can always get the "BadEnd" though.
* ''VideoGame/MightAndMagic'' has this, ranging from Notorious to Saintly.
* ''VideoGame/DemonsSouls'' doesn't just have a Karma Meter for your character, but for each region of the game world. Pushing either in one of the directions will alter character stats under certain circumstances and trigger events. In addition, altering an area's Karma Meter has an influence on enemies -- pushing it towards the good end will weaken them, while pushing it towards evil will strengthen enemies and cause new types of enemies to appear... but will also increase the amount of Souls enemies give you, which act as both the game's currency and ExperiencePoints.
* ''VideoGame/DarkSouls'':
** All three games have the "Sin" mechanic. Every time the player either kills a non-hostile NPC or Invades another world and kills another player, they accumulate one point of Sin. This has no effect on the main game, but in multiplayer, it has consequences: players with high levels of Sin are targeted by a Covenant that seeks to punish evildoers, meaning they will get Invaded more often themselves. Although, many [=PvP=]'ers see this as a [[{{Unishment}} good thing]], since it means more multiplayer action. Sin can be cleansed by praying to a specific NPC (or a statue in ''Dark Souls III'') and spending a very large amount of souls as penance.
** In ''VideoGame/DarkSoulsII'' only, Sin has another consequence. Normally, a player will never fall below 50% of their maximum health due to Hollowing. A player with a large amount of Sin will lose health more quickly and can fall below 50% health, making the game much more difficult for them while Hollowed.
* ''VideoGame/DragonAgeOrigins'' is one Creator/BioWare game that notably ''[[AvertedTrope doesn't]]'' apply a KarmaMeter. While certain events will only happen if you've picked "good" or "bad" choices, the game still doesn't actually track your morality visibly. The closest thing it has is a [[RelationshipValues friendship meter for each party member]]. Doing bad things will gain the approval of the more evil-inclined party members, and vice versa with the heroic ones.
** ''VideoGame/DragonAgeII'' also has a Friendship/Rivalry gauge for your party members, and getting far enough along either side grants a bonus for them.
** Downplayed in ''VideoGame/DragonAgeInquisition,'' where the party members' approval doesn't affect the game as much. On one hand, they will have an opinion of your actions even if they're not there to personally witness them (compared to ''Origins'' where you could just leave Morrigan at camp if you don't want to hear her complain every time you do something heroic). But on the other hand, it takes ''very'' specific circumstances to make someone leave the party or end a romance. Makes sense since every party member in the game specifically seeks you out and asks to join.
* ''VideoGame/{{Uplink}}'' has a 'neuromancer' rating, which starts at neutral and ranges from revolutionary (the best) to morally bankrupt (worst), and are analogous to PlayfulHacker and TheCracker, respectfully. Actions that destroy or steal data will push you towards Hacker, while actions that hurt ''people'' (especially fellow hackers) or mess with their personal data push you towards Cracker. The meter has little actual effect on the game itself, beyond affecting how clients think of you (people interested in data theft won't hire Crackers, while people interested in hurting people won't hire Hackers). There's also one action you can take [[spoiler:stealing the data containing the identities of your fellow Uplink agents and selling it]] that will mark you as a Cracker and lock you there, no matter what actions you take thereafter.
* ''VideoGame/SpaceSiege'' sets this up as something of an EmotionsVsStoicism meter, with emotions as "good" and stoicism as "bad." You start at full emotion, and drop downwards as you get more [[CyberneticsEatYourSoul cybernetic augmentations]].
* ''VideoGame/RomancingSaGa'' uses a KarmaMeter to determine one of the three area before the final dungeon you can access. Being good locks you with the Trial of Elore. Being evil lets you get to hell. And being neutral sends you to a giant village.
** ''VideoGame/RomancingSaGa3'' also had a Karma Meter, but this one was blatantly unfinished -- it only affected the availability of a single side quest and had no other purpose in the entire game.
* In ''VideoGame/DeusExHumanRevolution'', an invisible, completely secret karma meter (based on how many people you killed) will flavor Jensen's ending monologue along good, neutral, or evil lines. For example, if you did a PacifistRun (or killed very few enemies besides the bosses), he'll say something about how he resisted the urge to abuse his power. The kill count will also affect some NPC dialogue and actions throughout the story.
* In ''VideoGame/FallenLondon'', the Magnanimous and Heartless quirks sort of function as this with certain actions/choices raising one of them at the expense of the other. It's not a complete black-and-white meter, however; the description for the Magnanimous quirk acknowledges that it's perfectly possible to [[NotInThisForYourRevolution do good deeds for selfish reasons]], and it's the very rare Magnanimous player who hasn't nonetheless done something morally questionable at ''some'' point in the GreyAndGrayMorality-filled depths of the Neath.
* ''VideoGame/{{Undertale}}'' features this as a central game mechanic. The game is advertised as an RPG where no one has to die, and during battles, the player can choose to either "Fight" an enemy and potentially kill it, or "Spare" it and reach a peaceful resolution. The story has MultipleEndings and routes based on how many enemies you spare or kill, with a full PacifistRun being completely possible (and encouraged). [[spoiler:It is revealed near the end of the game that [[ExperiencePoints EXP]] actually stands for "Execution Points", and [[CharacterLevel LOVE]] stands for "Level Of Violence". These stats essentially act as the game's Meter.]]
** 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 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, 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!]]"]]
* ''VideoGame/RakenzarnTales'' uses one to determine how you interact with others and which party members will join you. You can't go full evil, as Kyuu is an inherently good person and your goal is to save the world, so you flit between lawful, neutral and chaotic good instead.
* ''Life of a Wizard'' and ''VideoGame/TheLostHeir'', set in the same world, use a simple Good/Evil karma meter. ''The Lost Heir'' explores it more thoroughly, with many classes that can only be accessed by evil [=PCs=], cases where your alignment can be affected by events that are not your personal actions, and [[spoiler:an ending where you go to Heaven or Hell after death]]. There are a lot of oddities, particularly the loophole that [[MurderInc Assassin's Guild]] contracts do not affect your alignment.
* ''VideoGame/RakenzarnFrontierStory'' uses a point system for Lawful and Chaotic options, with certain answers adding or subtracting more points to one category than another. Gameplay-wise, this mostly influences how other characters interact with Makoto or how certain sidequests turn out. Interestingly, there's no neutrality option at all. Once the system is opened up, you'll always lean just slightly to one or the other and treated as such.
* A very primitive one exists in the old sword and sorcery game ''VideoGame/MiracleWarriors'' from the original UsefulNotes/SegaMasterSystem. In addition to running into monsters in the field, the player could also encounter Merchants, White Mages and Travellers (as well as evil counterparts of the same). The characters were subject to the same "Attack" and "Talk" commands available in the player's menu. Under normal conditions, talking to said characters yielded beneficial results such as the merchant selling you monster items, the White Mage healing the hero and his party, and the travellers offering up advice. Surprisingly these characters were also fountains of exp if the player could kill them, something that starts out easy because said characters will waste turns demanding to know what you're doing. The catch was, the more you did this, the more word of your misdeeds gets around, causing the in game population to question how much you and your crew can be trusted. This results in the good characters attacking you on sight (the White Mage packs a wallop) and the towns actively tossing you out on your axe. While the evil counterparts do become friendlier (the actual monsters could care less either way) their boons are often just less useful versions of the good guys' (with the evil merchant even taking advantage of your inability to enter towns to gouge you for more mundane items). The only way to restore your karma to good is to go on a very long killing spree against the bad characters (and like his good counterpart, the Black Mage packs a wallop, but only offers up a tenth of the exp) and there is an overlap where neither side is willing to help you.



* The adult RPG ''Perpetual Change'' has Eclair's actions affect her maturity levels; if you choose to act more immaturely, not only will the characters around her treat her as such (especially her mother), but Eclair's own mental state and how she sees the world around her will also become much more childlike (i.e. words she'd normally be able to read becoming more and more like ineligible squiggles). And no, there is no possible way to lower the immaturity meter back down once it rises.

to:

* The adult RPG ''Perpetual Change'' Change'', an adult RPG, has Eclair's actions affect her maturity levels; if you choose to act more immaturely, not only will the characters around her treat her as such (especially her mother), but Eclair's own mental state and how she sees the world around her will also become much more childlike (i.e. words she'd normally be able to read becoming more and more like ineligible squiggles). And no, there is no possible way to lower the immaturity meter back down once it rises.rises.
* ''VideoGame/PlanescapeTorment'' has a two-dimensional meter based on the ''TabletopGame/DungeonsAndDragons'' [[CharacterAlignment alignment]] concept (the familiar Good-Evil and Lawful-Chaotic scales). The hero begins as a TrueNeutral and adjusts depending on your actions. The most notable feature in Torment was perhaps that dialog options had such diverse elements as "Truth: 'Tell me, or I'll kill you!'" and "Bluff: 'Tell me, or I'll kill you!'" which would affect alignment differently, but [=NPCs=] similarly. The next-most notable feature was [[VideoGameCrueltyPotential how evil you could actually be]].
* ''VideoGame/RakenzarnFrontierStory'' uses a point system for Lawful and Chaotic options, with certain answers adding or subtracting more points to one category than another. Gameplay-wise, this mostly influences how other characters interact with Makoto or how certain sidequests turn out. Interestingly, there's no neutrality option at all. Once the system is opened up, you'll always lean just slightly to one or the other and treated as such.
* ''VideoGame/RakenzarnTales'' uses one to determine how you interact with others and which party members will join you. You can't go full evil, as Kyuu is an inherently good person and your goal is to save the world, so you flit between lawful, neutral and chaotic good instead.
* ''VideoGame/RomancingSaGa'' uses a KarmaMeter to determine one of the three area before the final dungeon you can access. Being good locks you with the Trial of Elore. Being evil lets you get to hell. And being neutral sends you to a giant village. ''VideoGame/RomancingSaGa3'' also has a Karma Meter, but this one was blatantly unfinished -- it only affected the availability of a single side quest and had no other purpose in the entire game.
* ''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'' had a OrderVersusChaos KarmaMeter that affected how the story unfolded and which demons you could recruit. Later games in the metaseries tend to either only keep the latter aspect or a variation thereof, or drop the Karma Meter entirely.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' had ''five'' endings, each based upon a different philosophy. At certain points in the game, the main representative of each philosophy straight-out asks if you agree with them, and later asks for a confirmation. Answering in the affirmative twice locks you into that ending, unless you do it with more than one path, in which case the game looks at how you answered certain questions posed throughout the game and tallies up your affinity score for each philosophy. There is also a sixth ending that you get locked into if you complete the BonusLevelOfHell.
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' returns to the classic OrderVersusChaos KarmaMeter, though it only affects how easy it is to recruit certain demons (it is no longer impossible to recruit demons of the opposite alignment, just harder) and the Demon Co-Op feature. If you're heavily tilted towards Law or Chaos, then you're locked into that ending; otherwise, you get some questions at the end of the game to determine your ending (which basically boil down to, "Hey, you want this ending or what?").
** ''VideoGame/ShinMegamiTenseiIVApocalypse'' downplays this trope. Getting the ending you want is a simple matter of picking obvious dialogue choices: [[spoiler:Joining Merkabah]] for Law, [[spoiler:joining Lucifer]] for Chaos, [[spoiler:opposing Dagda's offer in the Cosmic Egg]] for Bonds, [[spoiler:accepting the same offer]] for Massacre. Instead, the morality check is used to slam a massive penalty onto you if your dialogue choices don't match with the ending you want: joining Bonds when the game deems you a {{Jerkass}} will cause all of your demons to be confiscated, while joining Massacre when the game deems you a NiceGuy will cause all of your items to be taken away. Other than that, you're entirely free to choose whatever ending you want.
** ''VideoGame/ShinMegamiTenseiV'' takes the ''Apocalypse'' example and further reduces its relevance; the game ''does'' keep track, but (with the exception of the GoldenEnding) the game decides your route with [[LastSecondEndingChoice a single decision 30 minutes before the end of the game.]] However, if you pick a route matching your alignment, you get a nice prize in the form of an exclusive Miracle that carries over to NewGamePlus. Conversely, a sidequest in the final dungeon will force you to pay up a hefty Macca fine to complete if you picked a route counterproductive to your alignment. In addition, the GoldenEnding itself has nothing to do with alignment whatsoever and only requires you to complete a specific quest line and fight the BonusBoss.
* ''VideoGame/SkiesOfArcadia'' has the "Swashbuckler Rating", which measures not just your karma in the traditional sense, but also your adventurousness and leadership skills. The rating was underused in the game itself, as it only affected one or two sidequests. It's an interesting example even though it's underused, as it's not really a decision between "good" and "evil" so much as "good captain" or "bad captain". The game encourages a balance between daring and consideration of your crew — you have to consider each question carefully, as too far along the scale of "bold and daring" becomes "foolish and reckless", but too cautious becomes "cowardly".
* ''VideoGame/SpaceSiege'' sets this up as something of an EmotionsVsStoicism meter, with emotions as "good" and stoicism as "bad." You start at full emotion, and drop downwards as you get more [[CyberneticsEatYourSoul cybernetic augmentations]].
* ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'': Throughout the game, there's a few choices, and choosing wrong nets you points on the meter. 9 points and you can't get the "[[HappyEnding Good Ending]]". Of course, there's other ways to get points added... like getting hit with lightning in the temple of lightning. You'll know if you can't get the good ending if [[RogueProtagonist Lloyd]] gets a core besides Lumen. You can always get the "BadEnd" though.
* ''VideoGame/{{Ultima}}'': Beginning with the fourth game, the series [[TropeCodifier codified and popularized]] this concept for {{Western RPG}}s. In ''VideoGame/UltimaIV'', there were ''eight'' Karma Meters, one for each virtue. The Path of Virtue was a type of Secular Humanism. Remarkably, this first use of a karma meter is still one of the very few where the choices are not just between good/evil, but also between different ''types'' of good, as all virtues weren't entirely compatible with each other. The later games in the series played around with this concept some more, introducing alternate virtue systems that were incompatible both with the original one and each other, yet ''still'' all being good.
* ''VideoGame/{{Undertale}}'' features this as a central game mechanic. The game is advertised as an RPG where no one has to die, and during battles, the player can choose to either "Fight" an enemy and potentially kill it, or "Spare" it and reach a peaceful resolution. The story has MultipleEndings and routes based on how many enemies you spare or kill, with a full PacifistRun being completely possible (and encouraged). [[spoiler:It is revealed near the end of the game that [[ExperiencePoints EXP]] actually stands for "Execution Points", and [[CharacterLevel LOVE]] stands for "Level Of Violence". These stats essentially act as the game's Meter.]] 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 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, 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!]]"]]
* ''VideoGame/{{Uplink}}'' has a "neuromancer" rating, which starts at neutral and ranges from revolutionary (the best) to morally bankrupt (worst), and are analogous to PlayfulHacker and TheCracker, respectfully. Actions that destroy or steal data will push you towards Hacker, while actions that hurt ''people'' (especially fellow hackers) or mess with their personal data push you towards Cracker. The meter has little actual effect on the game itself, beyond affecting how clients think of you (people interested in data theft won't hire Crackers, while people interested in hurting people won't hire Hackers). There's also one action you can take [[spoiler:stealing the data containing the identities of your fellow Uplink agents and selling it]] that will mark you as a Cracker and lock you there, no matter what actions you take thereafter.
* ''VideoGame/ValkyrieProfile'' had a Seal Rating and an Evaluation Rating that affected certain aspects of Lenneth's personality. While the Evaluation Rating didn't have any major effects, having the Seal Rating at a certain level at a certain point in the game unlocked the best ending, if certain other actions were also done. This was so specific and non-intuitive that many complained that one could only get the best ending by [[GuideDangIt reading how to do it]]. However, this has less to do with good and evil and more to do with how subservient/rebellious Lenneth is to Odin.
* ''VideoGame/ValkyrieProfileCovenantOfThePlume'' is entirely based around a much more straightforward karma meter based on how many of your teammates you're willing to sacrifice for power. Sacrificing even a single one after the tutorial, though, makes it impossible to get the best ending.
* ''VideoGame/WilfredTheHero'' divides spells into the ethical and unethical categories. Ethical spells increase your morality when used and require a sufficiently high morality rating to learn, and vice-versa for unethical spells. Unlike most examples, [[GameplayAndStorySegregation this has no effect on the plot]].



* This was a large part of the mechanics of ''VideoGame/BlackAndWhite'': your actions towards your villagers and your Creature affected the Creature's powers and behaviour. [[FisherKing Even the landscape changed to match]]: light and bucolic for good treatment, dark and blasted with gnarled trees for evil.



* ''VideoGame/BlackAndWhite'': This is a large part of the mechanics: your actions towards your villagers and your Creature affect the Creature's powers and behaviour. [[FisherKing Even the landscape changes to match]]: light and bucolic for good treatment, dark and blasted with gnarled trees for evil.



* ''VisualNovel/LongLiveTheQueen'' is similar to ''VideoGame/PrincessMaker'' with its various parameters. But Elodie's actual karma meter is a ''hidden parameter'' called Cruelty. It naturally increases if she chooses to deal with uprisings and manipulating nobles by [[OffWithHisHead executing them]] and it can influence [[MultipleEndings the ending]].



* ''VisualNovel/LongLiveTheQueen'' is similar to ''VideoGame/PrincessMaker'' with its various parameters. But Elodie's actual karma meter is a ''hidden parameter'' called Cruelty. It naturally increases if she chooses to deal with uprisings and manipulating nobles by [[OffWithHisHead executing them]] and it can influence [[MultipleEndings the ending]].



* The main focus of ''VideoGame/SplinterCell: Double Agent'', where Sam Fisher has to curry the favour of both his native NSA and his target organization, the JBA. Interestingly, there are only a small handful of choices in the game that add to your trust with one faction while also taking an equivalent hit to your trust with the other, so it's neither difficult nor time-consuming to gain 100% favor with both the JBA and the NSA through the majority of the game. As seems to be the case with a lot of these games, your "good and evil" rating ended up depending on one action: [[spoiler:whether you kill your old friend and handler Lambert or the somewhat sympathetic but still entirely evil new friend in the JBA.]] This is not possible in "Version 2" of the game (the version on [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames sixth-generation]] consoles), which has a "classic" tug-of-war meter, meaning you can't please both the NSA and the JBA. Also one of the few examples which discourages playing to extremes, since doing so means that you're either "in over your head" or in danger of blowing your cover and being exposed as a double agent (i.e., complete a loyalty test within a time limit or you fail the mission).
* The ''VideoGame/{{Hitman}}'' games have a notoriety meter, which is filled up whenever someone sees you commit a highly suspicious act and gets away to tell someone. Filling it up too much will make it easier for random people to recognize you and call for help, and in ''VideoGame/HitmanBloodMoney'', the newspaper report you get at the end of each level will slowly start to build up a description and composite ID picture of Agent 47, becoming more accurate the higher your notoriety is. You ''can'' bribe people to lower your notoriety, though.
* ''VideoGame/{{Manhunt 2}}'' focuses not on whether you kill, but on how sadistic you are in your killing. Being professional in your slaughter leads to [[spoiler:a BattleInTheCenterOfTheMind]], while killing in more sadistic ways results in [[spoiler:a SplitPersonalityTakeover.]]
* ''VideoGame/YandereSimulator'' utilizes a "Reputation" gauge to measure Yandere-chan's standing among her fellow students. Complimenting her fellow students, or calling in favors from Info-chan, will increase her rep, making it easier for other students (including romantic rivals) to trust her. On the other hand, doing suspicious things around other students (carrying weapons, being covered in blood, acting insane, being witnessed committing murder, or [[ArsonMurderAndJaywalking taking up-skirt photos]]) will harm her reputation. Getting away with a murder to which you were witnessed may also result in said witness spreading rumors about you and cause continuous damage to her reputation until they are [[LeaveNoWitnesses dealt with]].
** Other students also have reputation meters that can be raised by calling in favors from Info-chan, or lowered through spreading gossip. If you find out something demeaning about another student (like the fact that they engage in CompensatedDating) and gab about it on social media, it will deal a major blow to their reputation. At -100 reputation, Senpai will reject their confession. [[VideoGameCrueltyPotential If you're feeling like a monster]], you can continue to damage their reputation after that point until they are DrivenToSuicide.
* 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, and once you netting 150,000 points of Heroism, you'll gain the "Hero" status, allowing you to infiltrate nuclear-armed [=FOBs=]. 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.
* ''{{VideoGame/Dishonored}}'' keeps track of the amount of kills you make, recording it as a Chaos stat. Your Chaos will have various effects on the gameplay, particularly as the story continues, such as the guards becoming a lot more cautious, or the increase in dead bodies leading to more flesh-eating rats wandering around the city, spreading the plague, also leading to more people [[TechnicallyLivingZombie becoming weepers]], and eventually leading to the final mission having two distinct versions, based on whether your Chaos is considered low or high, the ending you get being based on whether you played the Low Chaos or High Chaos finale.

to:

* ''VideoGame/{{Dishonored}}'' keeps track of the amount of kills you make, recording it as a Chaos stat. Your Chaos will have various effects on the gameplay, particularly as the story continues, such as the guards becoming a lot more cautious, or the increase in dead bodies leading to more flesh-eating rats wandering around the city, spreading the plague, also leading to more people [[TechnicallyLivingZombie becoming weepers]], and eventually leading to the final mission having two distinct versions, based on whether your Chaos is considered low or high, the ending you get being based on whether you played the Low Chaos or High Chaos finale.
* ''VideoGame/{{Hitman}}'' has a notoriety meter, which is filled up whenever someone sees you commit a highly suspicious act and gets away to tell someone. Filling it up too much will make it easier for random people to recognize you and call for help, and in ''VideoGame/HitmanBloodMoney'', the newspaper report you get at the end of each level will slowly start to build up a description and composite ID picture of Agent 47, becoming more accurate the higher your notoriety is. You ''can'' bribe people to lower your notoriety, though.
* ''VideoGame/Manhunt2'' focuses not on whether you kill, but on how sadistic you are in your killing. Being professional in your slaughter leads to [[spoiler:a BattleInTheCenterOfTheMind]], while killing in more sadistic ways results in [[spoiler:a SplitPersonalityTakeover.]]
* ''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, and once you netting 150,000 points of Heroism, you'll gain the "Hero" status, allowing you to infiltrate nuclear-armed [=FOBs=]. 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 main focus 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.
*
''VideoGame/SplinterCell: Double Agent'', where Agent'': The main focus: Sam Fisher has to curry the favour of both his native NSA and his target organization, the JBA. Interestingly, there are only a small handful of choices in the game that add to your trust with one faction while also taking an equivalent hit to your trust with the other, so it's neither difficult nor time-consuming to gain 100% favor with both the JBA and the NSA through the majority of the game. As seems to be the case with a lot of these games, your "good and evil" rating ended up depending on one action: [[spoiler:whether you kill your old friend and handler Lambert or the somewhat sympathetic but still entirely evil new friend in the JBA.]] This is not possible in "Version 2" of the game (the version on [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames sixth-generation]] consoles), which has a "classic" tug-of-war meter, meaning you can't please both the NSA and the JBA. Also one of the few examples which discourages playing to extremes, since doing so means that you're either "in over your head" or in danger of blowing your cover and being exposed as a double agent (i.e., complete a loyalty test within a time limit or you fail the mission).
* The ''VideoGame/{{Hitman}}'' games have a notoriety meter, which is filled up whenever someone sees you commit a highly suspicious act and gets away to tell someone. Filling it up too much will make it easier for random people to recognize you and call for help, and in ''VideoGame/HitmanBloodMoney'', the newspaper report you get at the end of each level will slowly start to build up a description and composite ID picture of Agent 47, becoming more accurate the higher your notoriety is. You ''can'' bribe people to lower your notoriety, though.
* ''VideoGame/{{Manhunt 2}}'' focuses not on whether you kill, but on how sadistic you are in your killing. Being professional in your slaughter leads to [[spoiler:a BattleInTheCenterOfTheMind]], while killing in more sadistic ways results in [[spoiler:a SplitPersonalityTakeover.]]
* ''VideoGame/YandereSimulator'' utilizes a "Reputation" gauge to measure Yandere-chan's standing among her fellow students. Complimenting her fellow students, or calling in favors from Info-chan, will increase her rep, making it easier for other students (including romantic rivals) to trust her. On the other hand, doing suspicious things around other students (carrying weapons, being covered in blood, acting insane, being witnessed committing murder, or [[ArsonMurderAndJaywalking taking up-skirt photos]]) will harm her reputation. Getting away with a murder to which you were witnessed may also result in said witness spreading rumors about you and cause continuous damage to her reputation until they are [[LeaveNoWitnesses dealt with]].
**
with]]. Other students also have reputation meters that can be raised by calling in favors from Info-chan, or lowered through spreading gossip. If you find out something demeaning about another student (like the fact that they engage in CompensatedDating) and gab about it on social media, it will deal a major blow to their reputation. At -100 reputation, Senpai will reject their confession. [[VideoGameCrueltyPotential If you're feeling like a monster]], you can continue to damage their reputation after that point until they are DrivenToSuicide.
* 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, and once you netting 150,000 points of Heroism, you'll gain the "Hero" status, allowing you to infiltrate nuclear-armed [=FOBs=]. 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.
* ''{{VideoGame/Dishonored}}'' keeps track of the amount of kills you make, recording it as a Chaos stat. Your Chaos will have various effects on the gameplay, particularly as the story continues, such as the guards becoming a lot more cautious, or the increase in dead bodies leading to more flesh-eating rats wandering around the city, spreading the plague, also leading to more people [[TechnicallyLivingZombie becoming weepers]], and eventually leading to the final mission having two distinct versions, based on whether your Chaos is considered low or high, the ending you get being based on whether you played the Low Chaos or High Chaos finale.
DrivenToSuicide.



* The ''Franchise/SilentHill'' series has always had multiple endings (Known as Good+, Good, Bad, Bad+, and an extra, silly ending). In [[VideoGame/SilentHill1 the first game]], which one you got was based on your choices in two key scenes, one of which required an unintuitive SideQuest to achieve the Good endings. In later games, it was based on your performance throughout the game.

to:

* The ''Franchise/SilentHill'' series has always had multiple endings (Known as Good+, Good, Bad, Bad+, and an extra, silly ending). In [[VideoGame/SilentHill1 the first game]], which one you got was based on your choices in two key scenes, one of which required an unintuitive SideQuest to achieve the Good endings. In later games, it was based on your performance throughout the game.



* The ThirdPersonShooter ''VideoGame/TheSuffering'' has a Karma Meter which depends on whether the main character, Torque, helps the less hostile {{Non Player Character}}s he encounters or guns them down in cold blood. This rating determines which of three endings (Good, Neutral, or Evil) you get. While the meter isn't shown explicitly, the player can to some extent gauge their karmic state by the reactions that the ghost of his wife and children have to his actions. Not only that, but the player can see what their karma is at any time in two ways: looking at Torque, and looking at a photo of his family. If the player is good, Torque is nice and clean (save for the blood he got on him from previous fights) and looks fine, while the photo is fine. If the player is neutral, they are a bit dirty and have a couple scratches on them, and the photo is somewhat damaged. If the player is evil, Torque is covered in scars and sores, and the photo of his family is burned and increasingly faded. Torque will also change appearance based on your actions. A third way to tell is to listen to the Infernas on the occasions you meet them before they start showing up as enemies. If you're on the good route, they'll be relatively friendly and compassionate. If you're on the evil route, they'll be insulting and mocking, pretending to be afraid of you. The sequel, ''The Suffering: Ties That Bind'' has a similar system, though this time actually visible in the pause menu and having concrete bonuses, and even includes an OldSaveBonus that changes the opening depending on which ending you got in the first game.
** The original game also has a ghostly NPC symbolizing each of the possibilities on the Karma Meter: Good is represented by Horace Gage, the ghost of a minor convict driven insane by his time on Carnate and ultimately executed in the electric chair for killing his wife on a conjugal visit, who wants to stop Torque from succumbing like he did; Neutral is represented by [[ProjectedMan Dr. Killjoy]], a deranged psychiatrist dedicated to "helping" his patients no matter the cost, and has now adopted Torque as his latest project ; and representing Evil, Hermes T Haight, a sadistic executioner who eventually killed himself in the gas chamber so he could see death from the other side, and now sees a possible kindred spirit in Torque.
* ''VideoGame/ReservoirDogs'' has a meter that determines whether you're merely an amoral, businesslike Professional like the movie's Mr. Pink, a Career Criminal like Mr. White, or a psychopath like Mr. Blonde. This is affected by whether you shoot people at random or try to take hostages and escape peacefully. While all the other characters' fates are sealed, the karma meter determines what happens to Mr. Pink - [[spoiler:psychopaths get shot by the cops, career criminals get arrested, but professionals KnowWhenToFoldEm and escape scot-free (possibly making off with the diamonds, too)!]]
* ''VideoGame/{{Warframe}}'' introduced the Sun / Moon alignment system in ''The War Within'', which can go in either direction depending on choices made during certain quests. Unlike most examples, this is less "Good vs. Evil" and closer to RomanticismVersusEnlightenment; Sun leans towards Romantic (ethical, constrained, and warm, but prone to questionable acts and putting one's own morality first regardless of context) and Moon leaning towards Enlightenment (intellectual, merciful, and respectful, but shamelessly power-hungry and amoral).

to:

* The ThirdPersonShooter ''VideoGame/ReservoirDogs'' has a meter that determines whether you're merely an amoral, businesslike Professional like the movie's Mr. Pink, a Career Criminal like Mr. White, or a psychopath like Mr. Blonde. This is affected by whether you shoot people at random or try to take hostages and escape peacefully. While all the other characters' fates are sealed, the karma meter determines what happens to Mr. Pink -- [[spoiler:psychopaths get shot by the cops, career criminals get arrested, but professionals KnowWhenToFoldEm and escape scot-free (possibly making off with the diamonds, too)!]]
*
''VideoGame/TheSuffering'' has a Karma Meter which depends on whether the main character, Torque, helps the less hostile {{Non Player Character}}s he encounters or guns them down in cold blood. This rating determines which of three endings (Good, Neutral, or Evil) you get. While the meter isn't shown explicitly, the player can to some extent gauge their karmic state by the reactions that the ghost of his wife and children have to his actions. Not only that, but the player can see what their karma is at any time in two ways: looking at Torque, and looking at a photo of his family. If the player is good, Torque is nice and clean (save for the blood he got on him from previous fights) and looks fine, while the photo is fine. If the player is neutral, they are a bit dirty and have a couple scratches on them, and the photo is somewhat damaged. If the player is evil, Torque is covered in scars and sores, and the photo of his family is burned and increasingly faded. Torque will also change appearance based on your actions. A third way to tell is to listen to the Infernas on the occasions you meet them before they start showing up as enemies. If you're on the good route, they'll be relatively friendly and compassionate. If you're on the evil route, they'll be insulting and mocking, pretending to be afraid of you. The sequel, ''The Suffering: Ties That Bind'' has a similar system, though this time actually visible in the pause menu and having concrete bonuses, and even includes an OldSaveBonus that changes the opening depending on which ending you got in the first game.
**
game.\\\
The original game also has a ghostly NPC symbolizing each of the possibilities on the Karma Meter: Good is represented by Horace Gage, the ghost of a minor convict driven insane by his time on Carnate and ultimately executed in the electric chair for killing his wife on a conjugal visit, who wants to stop Torque from succumbing like he did; Neutral is represented by [[ProjectedMan Dr. Killjoy]], a deranged psychiatrist dedicated to "helping" his patients no matter the cost, and has now adopted Torque as his latest project ; and representing Evil, Hermes T Haight, a sadistic executioner who eventually killed himself in the gas chamber so he could see death from the other side, and now sees a possible kindred spirit in Torque.
* ''VideoGame/ReservoirDogs'' has a meter that determines whether you're merely an amoral, businesslike Professional like the movie's Mr. Pink, a Career Criminal like Mr. White, or a psychopath like Mr. Blonde. This is affected by whether you shoot people at random or try to take hostages and escape peacefully. While all the other characters' fates are sealed, the karma meter determines what happens to Mr. Pink - [[spoiler:psychopaths get shot by the cops, career criminals get arrested, but professionals KnowWhenToFoldEm and escape scot-free (possibly making off with the diamonds, too)!]]
* ''VideoGame/{{Warframe}}'' introduced the Sun / Moon alignment system in ''The War Within'', which can go in either direction depending on choices made during certain quests. Unlike most examples, this is less "Good vs. Evil" and closer to RomanticismVersusEnlightenment; Sun leans towards Romantic (ethical, constrained, and warm, but prone to questionable acts and putting one's own morality first regardless of context) and Moon leaning towards Enlightenment (intellectual, merciful, and respectful, but shamelessly power-hungry and amoral).
Torque.



* ''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.
** ''VideoGame/TacticsOgre'' averts this for characters, replacing it with a Law-Neutral-Chaos system of CharacterAlignment that doesn't use a meter, but has a quasi-visible Chaos Frame that only affects which way you get screwed over in one ending.

to:

* ''VideoGame/OgreBattle'' ''VideoGame/DigimonSurvive'' 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.
** ''VideoGame/TacticsOgre'' averts this for characters, replacing it with a Law-Neutral-Chaos
karma system of CharacterAlignment that doesn't split into three categories corresponding to the Digimon TacticalRockPaperScissors system; Harmony, Moral, and Wrathful. Moral focuses on justice, [[RedIsHeroic is denoted by red]], and allows access to the [[AlwaysLawfulGood righteous]] Vaccine-type Digimon. Harmony focuses on cooperation, is denoted by a green color, and shares compatibility with the more neutral Data-type Digimon. Wrathful focuses on [[WellIntentionedExtremist achieving the objective no matter what]], is denoted by yellow, and attracts the AlwaysChaoticEvil Virus-type Digimon. The player's dialogue choices and daily actions decide where on the spectrum they fall.
* ''VideoGame/HeroesOfMightAndMagicVI'' uses a blood/tears alignment system, where a hero earns blood points if they
use aggressive tactics, overwhelm opponents with sheer force, and solve problems with violence whenever the opportunity arises, while tears points are earned for showing mercy, using diplomacy, and endeavoring to keep the soldiers in their army alive. Eventually, a meter, but has hero will be offered the chance to devote themselves to a quasi-visible Chaos Frame that only affects philosophy, which way you get screwed over in one ending.will earn them unique abilities; for example, a warlock who pursues tears will become a demonist who can support their army through summoning, while a blood warlock becomes a pyromancer who gains unique destruction spells.



* The turn-based strategy game ''VideoGame/ShatteredUnion'' features a "political rating" that fluctuates based on how much collateral damage you cause while conquering territories. Both the good and evil ends of the meter offer various special abilities. Being the good guy earns you the ability to spawn commandos and cyborg soldiers, heal and repair units, and temporarily make units faster and tougher. Having a ZeroPercentApprovalRating, meanwhile, gives you access to things like artillery strikes, biological weapons, and nukes. Your political rating also affects the ending you get. If you're good, America is peacefully reunited, and everybody lives happily ever after. If you were evil, you become the new fascist dictator.
* ''[[VideoGame/HeroesOfMightAndMagic Might and Magic: Heroes VI]]'' uses a blood/tears alignment system, where a hero earns blood points if they use aggressive tactics, overwhelm opponents with sheer force, and solve problems with violence whenever the opportunity arises, while tears points are earned for showing mercy, using diplomacy, and endeavoring to keep the soldiers in their army alive. Eventually, a hero will be offered the chance to devote themselves to a philosophy, which will earn them unique abilities; for example, a warlock who pursues tears will become a demonist who can support their army through summoning, while a blood warlock becomes a pyromancer who gains unique destruction spells.

to:

* ''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 turn-based strategy game 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. ''VideoGame/TacticsOgre'' averts this for characters, replacing it with a Law-Neutral-Chaos system of CharacterAlignment that doesn't use a meter, but has a quasi-visible Chaos Frame that only affects which way you get screwed over in one ending.
*
''VideoGame/ShatteredUnion'' features a "political rating" that fluctuates based on how much collateral damage you cause while conquering territories. Both the good and evil ends of the meter offer various special abilities. Being the good guy earns you the ability to spawn commandos and cyborg soldiers, heal and repair units, and temporarily make units faster and tougher. Having a ZeroPercentApprovalRating, meanwhile, gives you access to things like artillery strikes, biological weapons, and nukes. Your political rating also affects the ending you get. If you're good, America is peacefully reunited, and everybody lives happily ever after. If you were evil, you become the new fascist dictator.
* ''[[VideoGame/HeroesOfMightAndMagic Might and Magic: Heroes VI]]'' uses a blood/tears alignment system, where a hero earns blood points if they use aggressive tactics, overwhelm opponents with sheer force, and solve problems with violence whenever the opportunity arises, while tears points are earned for showing mercy, using diplomacy, and endeavoring to keep the soldiers in their army alive. Eventually, a hero will be offered the chance to devote themselves to a philosophy, which will earn them unique abilities; for example, a warlock who pursues tears will become a demonist who can support their army through summoning, while a blood warlock becomes a pyromancer who gains unique destruction spells.
dictator.



* ''VideoGame/DigimonSurvive'' has a karma system split into three categories corresponding to the Digimon TacticalRockPaperScissors system; Harmony, Moral, and Wrathful. Moral focuses on justice, [[RedIsHeroic is denoted by red]], and allows access to the [[AlwaysLawfulGood righteous]] Vaccine-type Digimon. Harmony focuses on cooperation, is denoted by a green color, and shares compatibility with the more neutral Data-type Digimon. Wrathful focuses on [[WellIntentionedExtremist achieving the objective no matter what]], is denoted by yellow, and attracts the AlwaysChaoticEvil Virus-type Digimon. The player's dialogue choices and daily actions decide where on the spectrum they fall.



* Downplayed in ''VisualNovel/{{Melody}}''. Certain choices can net the player Melody points, even if there’s no reason to suspect that Melody would ever be aware enough of them to actually think more favorably of the protagonist because of them. However, in the end, [[spoiler:the points only decide whether the player reaches the Perfect Ending or the Good Ending.]]

to:

* Downplayed in ''VisualNovel/{{Melody}}''.''VisualNovel/{{Melody}}'': Downplayed. Certain choices can net the player Melody points, even if there’s no reason to suspect that Melody would ever be aware enough of them to actually think more favorably of the protagonist because of them. However, in the end, [[spoiler:the points only decide whether the player reaches the Perfect Ending or the Good Ending.]]



* As mentioned in the page quote, ''{{VideoGame/inFAMOUS}}'' (as well as its sequels ''{{VideoGame/inFAMOUS 2}}'' and ''{{VideoGame/inFAMOUS Second Son}}'') revolve around making [[BlackAndWhiteMorality binary moral decisions]] that affect the gameplay and story. As the recipient of superpowers, [[PlayerCharacter Cole MacGrath]] (and later Delsin Rowe in ''Second Son'') have to choose whether to [[WithGreatPowerComesGreatResponsibility use them to help others]], or to [[WithGreatPowerComesGreatInsanity only help himself]]. Notable in the fact that helping people will usually ''hurt'' you, with a long (but temporary) effect. Hurting innocents will still give you negative Karma, but it's possible to be extremely evil just by looking out for number one.

to:

* As mentioned in the page quote, ''{{VideoGame/inFAMOUS}}'' ''VideoGame/{{inFAMOUS}}'' (as well as its sequels ''{{VideoGame/inFAMOUS 2}}'' ''VideoGame/inFAMOUS2'' and ''{{VideoGame/inFAMOUS Second Son}}'') revolve ''VideoGame/inFAMOUSSecondSon'') revolves around making [[BlackAndWhiteMorality binary moral decisions]] that affect the gameplay and story. As the recipient of superpowers, [[PlayerCharacter Cole MacGrath]] (and later Delsin Rowe in ''Second Son'') have to choose whether to [[WithGreatPowerComesGreatResponsibility use them to help others]], or to [[WithGreatPowerComesGreatInsanity only help himself]]. Notable in the fact that helping people will usually ''hurt'' you, with a long (but temporary) effect. Hurting innocents will still give you negative Karma, but it's possible to be extremely evil just by looking out for number one.



* ''VideoGame/TrueCrimeStreetsOfLA'' has a karma meter that plays on the concept of GoodCopBadCop. Simply arresting random criminals (you may incapacitate them to make it easier) will raise it towards the "Good Cop" side, while shooting them dead leans you towards "Bad Cop"[[note]]Unless they're armed and shooting at you, in which case you get neither good nor bad points[[/note]]. In order for you to advance beyond a certain point, you need to be at "Good Cop", which means there is no separate path or ending for playing as a Bad Cop. Not to mention that if you get carried away, it will be almost impossible for you to return to good cop without grinding for arrests in order to score some Good Cop points.



** For extra fun, John's interactions with [=NPCs=] change depending on his Honor; being Good means he'll greet people politely when they pass on the street, while being Evil means he'll insult and threaten them.
*** The game also has a Fame meter which goes alongside the Honor meter.
* The Honor Meter of ''[=RDR1=]'' returns in the prequel, ''VideoGame/RedDeadRedemption2''. High Honor brings rewards like increased payments for hunting, cleaner killcams, and discounts at merchants. Low Honor players get more money from robberies and gorier killcams, though even at maximum honor they're quite bloody. And not only that, but the honor system actually plays a role in the story beyond being a gameplay mechanic, [[spoiler:with several late-game cutscenes and conversations, [[AlignmentBasedEndings including both endings, having low and high honor variants]]. Depending on which path you take for the ClimaxBoss fight with the traitorous Micah Bell toward the end of Chapter 6 (either "Go with John Marston" or "Go for the loot"), Micah will kill the low-honor Arthur, while at high honor he simply leaves the wounded Arthur to [[DyingAlone die alone]] from tuberculosis while [[CueTheSun watching the sunrise]], at peace with himself for having helped John and his family secure a better future. However, high honor, help John is considered the canonical ending. ]]
* In ''VideoGame/ScarfaceTheWorldIsYours'', the "Cop Heat" and "Gang Heat" meters gauge Tony Montana's congeniality with the police and enemy gangs. Filling either one (or both!) too much brings about various negative effects. Some of those, however, can be mitigated with upgrades or careful play.
* ''VideoGame/{{Spore}}'' has a kind of karma meter for each stage based on your species' behavior. Typically, the green choices are "friendly/social", the blue choices are "flexible/mixed", and the red choices are pretty much "aggressive/violent", depending on how the player decides to reach the goals for stage completion.

to:

** For extra fun, John's interactions with [=NPCs=] change depending on his Honor; being Good means he'll greet people politely when they pass on the street, while being Evil means he'll insult and threaten them.
***
them. The game also has a Fame meter which goes alongside the Honor meter.
* The Honor Meter of ''[=RDR1=]'' returns in the prequel, ''VideoGame/RedDeadRedemption2''. ''VideoGame/RedDeadRedemption2'': High Honor brings rewards like increased payments for hunting, cleaner killcams, and discounts at merchants. Low Honor players get more money from robberies and gorier killcams, though even at maximum honor they're quite bloody. And not only that, but the honor system actually plays a role in the story beyond being a gameplay mechanic, [[spoiler:with several late-game cutscenes and conversations, [[AlignmentBasedEndings including both endings, having low and high honor variants]]. Depending on which path you take for the ClimaxBoss fight with the traitorous Micah Bell toward the end of Chapter 6 (either "Go with John Marston" or "Go for the loot"), Micah will kill the low-honor Arthur, while at high honor he simply leaves the wounded Arthur to [[DyingAlone die alone]] from tuberculosis while [[CueTheSun watching the sunrise]], at peace with himself for having helped John and his family secure a better future. However, high honor, help John is considered the canonical ending. ]]
* In ''VideoGame/ScarfaceTheWorldIsYours'', the ''VideoGame/ScarfaceTheWorldIsYours'': The "Cop Heat" and "Gang Heat" meters gauge Tony Montana's congeniality with the police and enemy gangs. Filling either one (or both!) too much brings about various negative effects. Some of those, however, can be mitigated with upgrades or careful play.
* ''VideoGame/{{Spore}}'' has a kind of karma meter for each stage based on your species' behavior. Typically, the green choices are "friendly/social", the blue choices are "flexible/mixed", and the red choices are pretty much "aggressive/violent", depending on how the player decides to reach the goals for stage completion.completion. In early stages, where you play as an animal, these focus on your ecological niche. In later stages, where you control a culture of sapient beings, they represent social ethoses.



** Upon arriving in space stage, a species "archetype" is chosen for the species based on the previously-made choices, resulting in a different special power for each choice, for example, a pure or majority "blue" run would give you the Trader Archetype, and the ability to instantly make alien planets with which you have a trade route available for purchase, while two greens, a blue, and a red would give you the Ecologist Archetype, and the power to automatically snag samples of each kind of life-form found on a planet, the Zealot archetype grants you Fanatical Frenzy, which lets you [[MassHypnosis conquer all cities on a planet instantly]]; the Scientist archetype grants you the Gravitation Wave, which wipes out all civilization on a planet while keeping the planet itself intact, just to name a few examples. Your archetype can actually be completely changed by taking a special mission from another space faring civilization of that archetype if they have a 4-5 star rating. Though it requires a hefty amount of Sporebucks to do so and sometimes the objectives are lengthy, alternatively, unlocking all of the equipment of that archetype as a captain in the ''Galactic Adventures'' expansion allows you the ability to change into that archetype. Interestingly, the Knight archetype by completing two stages in red, one stage blue and one stage as green never occurs as a civilization and thus you can never change to it (save-file civilizations of Knights are treated as Warriors instead and there is no Knight equipment in ''Galactic Adventures''). The final archetype is Wanderer and is there if you started the Space stage on a new file, skipping everything else.
* ''VideoGame/GrandTheftAutoOnline'': Mental State, introduced in The High Life Update, tracks the player's aggression in-game. Killing other [=players/NPCs=], destroying cars and other such carnage will raise the stat, whilst avoiding violence will reduce it. Increasing Mental State reddens your player blip and increases the [[ExperiencePoints Reputation]] other players get for killing you, putting a target on your back.

to:

** Upon arriving in space stage, a species "archetype" is chosen for the species based on the previously-made choices, resulting in a different special power for each choice, for choice. For example, a pure or majority "blue" run would give you the Trader Archetype, and the ability to instantly make alien planets with which you have a trade route available for purchase, while two greens, a blue, and a red would give you the Ecologist Archetype, and the power to automatically snag samples of each kind of life-form found on a planet, planet; among other paths, the Zealot archetype grants you Fanatical Frenzy, which lets you [[MassHypnosis conquer all cities on a planet instantly]]; the Scientist archetype grants you the Gravitation Wave, which wipes out all civilization on a planet while keeping the planet itself intact, just to name a few examples. Your archetype can actually be completely changed by taking a special mission from another space faring spacefaring civilization of that archetype if they have a 4-5 star rating. Though Although it requires a hefty amount of Sporebucks to do so and sometimes the objectives are lengthy, alternatively, unlocking all of the equipment of that archetype as a captain in the ''Galactic Adventures'' expansion allows gives you the ability to change into that archetype. Interestingly, the Knight archetype archetype, achieved by completing two stages in red, one stage blue and one stage as green green, never occurs as a civilization and thus you can never change to it (save-file civilizations of Knights are treated as Warriors instead and there is no Knight equipment in ''Galactic Adventures''). The final archetype is Wanderer and is there if you started the Space stage on a new file, skipping everything else.
* ''VideoGame/GrandTheftAutoOnline'': Mental State, introduced in The High Life Update, tracks
else. You also cannot become a Wanderer secondarily; asking a Wanderer empire to teach you their ways will cause them to give you the player's aggression in-game. Killing other [=players/NPCs=], destroying cars and other such carnage Diplomat mission instead.
* ''VideoGame/TrueCrimeStreetsOfLA'' has a karma meter that plays on the concept of GoodCopBadCop. Simply arresting random criminals (you may incapacitate them to make it easier)
will raise it towards the stat, whilst avoiding violence "Good Cop" side, while shooting them dead leans you towards "Bad Cop"[[note]]Unless they're armed and shooting at you, in which case you get neither good nor bad points[[/note]]. In order for you to advance beyond a certain point, you need to be at "Good Cop", which means there is no separate path or ending for playing as a Bad Cop. Not to mention that if you get carried away, it will reduce it. Increasing Mental State reddens your player blip and increases the [[ExperiencePoints Reputation]] other players get be almost impossible for killing you, putting a target on your back.you to return to good cop without grinding for arrests in order to score some Good Cop points.



* This is a plot point in ''Manhwa/{{Yureka}}''.
* ''Literature/HalfPrince'' mentions this, but it does not seem to mean anything.
* ''Manga/LoveInHell'' has a similar system to ''Series/TheGoodPlace'' (see below).

to:

* This is a plot point in ''Manhwa/{{Yureka}}''.
*
%%* ''Literature/HalfPrince'' mentions this, but it does not seem to mean anything.
* %%* ''Manga/LoveInHell'' has a similar system to ''Series/TheGoodPlace'' (see below).''Series/TheGoodPlace''.



%%* ''Manhwa/{{Yureka}}'': This is a plot point.



* In ''Literature/DesolateEra'', the Daoist themes include an individual's karma and it plays such a role that the purpose of one organization, the Raindragon Guard, is to perform tasks of karmic merit so that would provide the imperial family with good luck. When an immortal practitioner becomes a Primal Daoist, they are able to open their [[PsychicPowers Celestial Eye]], they are able to see any karma aura that a person has. Good auras emit a golden light and bad auras emit a bloody, vile light. Auras of that strength, however, are extremely rare: [[TheProtagonist Ji Ning]] was noted as having exceptional karma in his first life, but his aura is still very faint.

to:

* In ''Literature/DesolateEra'', the ''Literature/DesolateEra'': The Daoist themes include an individual's karma and it plays such a role that the purpose of one organization, the Raindragon Guard, is to perform tasks of karmic merit so that would provide the imperial family with good luck. When an immortal practitioner becomes a Primal Daoist, they are able to open their [[PsychicPowers Celestial Eye]], they are able to see any karma aura that a person has. Good auras emit a golden light and bad auras emit a bloody, vile light. Auras of that strength, however, are extremely rare: [[TheProtagonist Ji Ning]] was noted as having exceptional karma in his first life, but his aura is still very faint.



* In the ''Series/{{Supernatural}}'' episode "Byzantium", [[Myth/EgyptianMythology Anubis]] possesses an abacus that can measure a person's deeds. If the white beads outnumber the black ones, they get to enter Heaven, while if the opposite is true, they enter Hell. This is very important to Lily Sunder, a vigilante sorceror whose magic use has eaten up large portions of her soul.
* Pretty much the whole concept behind ''Series/TheGoodPlace'': all actions humans take in life add or subtract to their point total, taking into account motivation as well (so you don't get as many points if you're doing good things for selfish reasons). If your points aren't high enough to get into the Good Place, you get sent to the Bad Place to be tortured for eternity. Of course, we find out that [[spoiler:no human has gotten into the Good Place in over 500 years because the interconnected nature of the modern world makes it impossible to avoid causing harm somewhere.]]

to:

* In the ''Series/{{Supernatural}}'' episode "Byzantium", [[Myth/EgyptianMythology Anubis]] possesses an abacus that can measure a person's deeds. If the white beads outnumber the black ones, they get to enter Heaven, while if the opposite is true, they enter Hell. This is very important to Lily Sunder, a vigilante sorceror whose magic use has eaten up large portions of her soul.
* Pretty much the whole concept behind
''Series/TheGoodPlace'': all All actions humans take in life add or subtract to their point total, taking into account motivation as well (so you don't get as many points if you're doing good things for selfish reasons). If your points aren't high enough to get into the Good Place, you get sent to the Bad Place to be tortured for eternity. Of course, we find out that [[spoiler:no human has gotten into the Good Place in over 500 years because the interconnected nature of the modern world makes it impossible to avoid causing harm somewhere.]]]]
* ''Series/{{Supernatural}}'': In "[[Recap/SupernaturalS14E08Byzantium Byzantium]]", [[Myth/EgyptianMythology Anubis]] possesses an abacus that can measure a person's deeds. If the white beads outnumber the black ones, they get to enter Heaven, while if the opposite is true, they enter Hell. This is very important to Lily Sunder, a vigilante sorceror whose magic use has eaten up large portions of her soul.



* In ''TabletopGame/{{Trinites}}'': The {{Mana}} of the game is called Karma. It basically corresponds to either of your Archont (dark Karma) or Deva (light Karma), strength. Having a higher dark Karma doesn't make you necessarily evil, as the opposite doesn't make you necessarily good, but blatantly evil acts might raise your dark Karma dots, as the archont within the player rejoices. Played more straight for Incarnate Devas and Archonts, who only have light or dark Karma, respectively.
* The pen-and-paper ''Star Wars RPG'' uses Dark Side Points - as soon as they equal your Force-sensitive character's Wisdom score, you go [[DrunkOnTheDarkSide completely off the rails]]. For a non-Force-sensitive character, your DSP score is just a measuring tool for how big a JerkAss you are.
* The first version of the TabletopGames ''TabletopGame/VampireTheMasquerade'' gave each vampire a Humanity score, rating how much he still acts and thinks like a normal human being; inhumane acts decrease the Humanity meter, and if a Vampire runs out of Humanity, he becomes little more than a feral beast. The video game adaptation, ''Vampire: The Masquerade -- Redemption'' uses the Humanity score more as a standard Karma meter: your score at the end determines whether you join with the BigBad as his minion, kill him and take his place, or kill him and are reunited with your lover.
** In the ''TabletopGame/NewWorldOfDarkness'', ''every'' character type has a variation on the Morality rating (Morality being the human version). What happens if it hits zero depends on the character type; for a human, zero Morality is absolute, cold-blooded sociopathy, usually accompanied by insanity (since the guilt from losing Morality often causes the character to develop Derangements). In ''TabletopGame/VampireTheRequiem'', the moral standard is still Humanity, and zero renders them unthinking monsters, as before.
** ''TabletopGame/WerewolfTheForsaken'' has Harmony, which determines the situations in which a werewolf enters "Death Rage", where he or she turns into a ferocious monster who kills foes and friends nearby or runs for a safe location. All werewolves risk it during combat, but those with lower Harmony risk the violent version every time they are insulted, have their authority challenged, or even if they burn themselves on the stove trying to cook.
*** In Second Edition, Harmony is retooled to represent the balance between the wolf's dual natures of Spirit and Flesh. Harmony can now range from 0 (completely controlled by the Spirit) to 10 (completely of the Flesh), with the ideal being 5 (perfect balance between the two) and Breaking Points pushing the character in either direction. The closer Harmony is to 5, the better the wolf's control of his shapeshifting (High Harmony makes it difficult to transform, while low Harmony makes it difficult to ''hold'' a specific shape), the fewer things trigger his UnstoppableRage, and the longer he can remain in the TranquilFury stage of that rage where he retains some self-control and has a chance of pulling out of it or getting someplace where he can't do any harm upon going fully berserk.
*** ''TabletopGame/WerewolfTheApocalypse'' lacks a general one, which fits with the theme of the game - while vampires have to take care to not become too inhuman, werewolves are fighting a war for the survival of the world, with several tribes denying that there are such things as non-combatants. That being said, every character has three meters for the Renown they collect, representing Glory (which is gained for accomplishing great deeds, particularly in battle), Honor (for fulfilling your duties and being courteous) and Wisdom (mostly for interacting with the spirit world). Rank advancement is handled entirely by Renown requirements, creating a mostly meritocratic society. Other were-creatures usually have similar traits, reflecting the preferred virtues of their cultures.
*** Notably, Honor is very much not GoodIsDumb - it only refers to honorable behaviour ''within your society''. Challenging a great monstrosity to single combat rather than having your pack's Ragabash slit its throat while it sleeps is considered glorious, but not particularly honorable, as the enemy does not deserve anything but death.
** ''TabletopGame/MageTheAwakening'' has Wisdom, which reflects how prudently you use your magic. Using magic to harm a sentient being is actually a pretty bad sin, as are the standard murder, mind control, and soul theft. Oddly enough, you can actually get slightly dinged for MundaneUtility, because bending the very power of the cosmos in order to boil an egg is selfish and just plain lazy.
** ''TabletopGame/PrometheanTheCreated'' has Humanity, like with vampires, with the inversion that Prometheans are trying to ''ape'' humanity, which they have relatively little experience with, rather than trying to cling to old memories of morality.
** ''TabletopGame/ChangelingTheLost'' has Clarity, which officially isn't so much a Karma Meter as it is a SanityMeter, representing how easily you can keep yourself centered and distinguish fantasy from reality after getting [[MindRape the mother of all mind rapes]] from TheFairFolk. Murder and theft are still sins, but so are things such as taking psychotropic drugs, spending too much time away from humanity, and experiencing unexpected life changes.
** ''TabletopGame/HunterTheVigil'' has Morality, the standard mortal measure. However, hunters can alter their moral thresholds to be more in line with the Vigil. They'll just have to take a penalty to social actions that mounts the more their moral code skews away from the norm.
** ''TabletopGame/GeistTheSinEaters'' uses Synergy, a measure of how well the Sin-Eater and their [[OurGhostsAreDifferent geist]] get along. Acts such as murder to restore health and consuming ghosts for [[{{Mana}} Plasm]] ding the meter, as well as [[CameBackWrong dying and coming back more than once]]. If you reach 0, you become a soulless creature cowering in fear at the sights of the Underworld.
*** Sin-Eaters have it even worse than most. If they die, they come back to life, but lose one point of Synergy, and two points of ''maximum'' Synergy. If their maximum Synergy is reduced to 0 by this, they're either subject to death, or go through the above, but worse; a geist who chooses to linger in its host body after the Sin-Eater's soul has been shredded is sooner or later invariably driven homicidally insane by the tortured remnants of its former host's soul -- and given that they're already {{Anthropomorphic Personification}}s of Death fused with human ghosts, this is a very, ''very'' bad thing. For some reason, both these and the more moderate version above are referred to as "The Wretched."
** ''TabletopGame/MummyTheCurse'' has Memory, a measure of how much of their self-identity and past existence a mummy recalls. In addition to the standard mortal sins, a mummy must avoid destroying evidence of their mortal life and of the culture they came from, and must protect their tomb and the relics they're charged with guarding. Compared to other supernaturals, a mummy's Memory starts much lower, reflecting their limited self-knowledge (the standard rating is 7; starting Memory is 3). They can bounce back after hitting Memory 0 by dying and coming back again, which resets them to Memory 1.
** "Minor" supernaturals, like Psychics, Thaumaturges, and Immortals, also use Morality. This is not good for Blood Bathers, one of the forms of Immortal -- their method of immortality, at best, with a particularly forgiving and not especially vile [[BloodBath Blood Bathing]] ritual, involves being permanently camped at the low end of the Morality Meter, just waiting for a ''really'' atrocious act to send them into sociopathic depravity. More commonly, it sends them unavoidably screaming off the Evil end of the Karma Meter, sooner or later. Unsurprisingly, the game recommends that PlayerCharacter Blood Bathers be constructed so they're at the former end.
** Fan-made game ''TabletopGame/GeniusTheTransgression'' has Obligation, representing the [[MadScientist Genius's]] personal connection to "normal" humanity. Treating humans as disposable or replaceable (Mengele gets quoted) damages it; at the highest levels, ''surgery'' calls for a check, and some manner of socialization is needed to keep it high, but you're also innately trustworthy. Hit zero and you start cackling, and decide to [[TheUnfettered stop at absolutely nothing to see your experiments through]], no matter how many scientific atrocities are needed.
** For completion's sake, it's worth mentioning ''TabletopGame/DemonTheDescent'', which has a truly bizarre variation on the nWoD Karma Meter -- instead of representing karma, sanity, or any more standard facet to be measured, it covers the demon's ability to hide from the God-Machine and convincingly appear to be an ordinary mortal. As such, hitting zero with it ''doesn't'' mean the character is automatically forfeit, but it is extremely dangerous, and a demon that can't establish a new cover quickly probably won't survive. It's also mechanically based on Integrity, as introduced in ''The God-Machine Chronicle'', rather than Morality, leading to it functioning substantially differently in important ways.
*** Its spiritual ancestor, ''TabletopGame/DemonTheFallen'', also handled morality in an interesting way with Torment. Unlike other meters, which start high and go down as the character sins, Torment starts ''low'' and goes ''up''. This is because, rather than representing a moral code, it represents the Fallen's memories of Hell and how well they're coping with them. A Fallen's Torment affects how their powers work (if they're on the high end, they're considerably more dangerous), and at 10 the Fallen is irretrievably consumed by rage and hate, unable to do anything but lash out. (Conceivably, a demon that reached Torment 0 would become an angel again, but the rules don't allow for this...)
** The upcoming ''Beast: The Primordial'' has Satiety, a measure of how well the Beast satisfies their Horror's Hunger through causing the appropriate sort of fear and suffering. Acts that can feed Hunger are usually morally-grey at best, but letting it fall too low usually causes more harm in the long run, as the Horror roams in search of food -- at 0, the Beast becomes a nearly-uncontrolled monster obsessed with feeding its hunger at any cost and which can only be truly satisfied (and pulled back out of this state) with fairly major acts of cruelty. It also tends to fluctuate more than most, as in addition to a KarmaMeter, it's ''also'' their ManaMeter.
*** Notably, high Satiety can be just as dangerous as low. When a Beast's Satiety maxes out at 10, his Hunger falls into a glutted sleep, and the Beast is no more than a mortal until it has digested some of its feast.
** ''TabletopGame/PrincessTheHopeful'' has Belief, which roughly represents a Princess's optimism, hope that the world will get better, and commitment to her principles. At high Belief a Princess's magic becomes more powerful, she has an easier time transforming, and she is better able to bear the burden of [[AllergicToEvil Sensitivity]]. A princess who hits Belief 0 loses her magic, suffers amnesia regarding everything to do with having been a Princess, and becomes little more than an EmptyShell, going through the motions of her mundane life if prompted and hemorrhaging Willpower. If she recovers a dot of Belief (which will almost always require intervention from her friends) before running out of Willpower, then she dies the next time she sleeps and her soul escapes into the Light. If not, she falls into a coma from which she can only escape by a MercyKill (which frees her soul), or by calling the Darkness into herself and becoming one of the Dethroned.
** ''TabletopGame/SirenTheDrowning'' has Stability, which differs from most ''TabletopGame/NewWorldOfDarkness'' karma gages in that it's double-sided: A siren has a single dot of Foundation (representing their personal will to survive), 1-5 dots of Civilization Stability stretching upwards from the Foundation (representing their connection to humanity and society), and 1-5 dots of Nature Stability stretching ''downwards'' from the Foundation (representing their connection to the natural world.) If the Siren's Civilization hits zero, they are locked into their Diluvian form, while if their Nature hits zero, they are locked into their human form. If both hit zero, the Siren regains access to both forms, but it becomes possible for them to lose their Foundation dot (as long as you have at least one dot in either Stability, acts that would cause Foundation Dissonance cause you to lose Stability from the higher of the two meters). And if they lose ''that'' dot, they degenerate into a mindless Banshee, their sole remaining desire to find humans and drain them of [[{{Mana}} Pneuma]].
** ''TabletopGame/LeviathanTheTempest'' has Tranquility, which represents the character's ability to keep his [[{{Kaiju}} beastial self]] and [[GodOfEvil divine self]] in check. The Leviathan has a Tranquility track of twelve boxes. The divine nature starts in the top box (which it will always occupy barring the intervention of an [[KidWithTheLeash Atoll]]) and expanding downwards from there whenever the Leviathan treats others as pawns, deliberately uses [[MindRape the Wake]] on others, goes too long without human contact, or is criticized by an Atoll. The bestial nature, on the other hand, starts in the bottom box (which, again, it cannot be removed from without an Atoll), and expands upwards whenever the Leviathan destroys things, attacks others without a good reason, goes too long without human contact, or is criticized by an Atoll. Whatever spaces are left in the middle are occupied by the Leviathan's human mind. When Tranquility hits zero, the Leviathan's divine and bestial selves come into direct conflict and battle for control. If the bestial self wins, the Leviathan becomes a Typhon, a feral beast dominated only by its instincts. If the divine self wins, the Leviathan becomes an Ophion, a mad demigod seeking to expand its power and influence by dominating and manipulating mortal proxies.
*** One other quirk of Tranquility is that, unlike almost all other ''TabletopGame/NewWorldOfDarkness'' KarmaMeters, the player does ''not'' have the ability to spend Experience to buy back lost Tranquility. Each School offers a specific achievement that will give you a chance to regain Tranquility, and it can be restored by positive reinforcement from an Atoll, but you cannot buy it back.
** The [[TabletopGame/OldWorldOfDarkness Old World Of Darkness]] crossover game ''Midnight Circus'' features an unusual variation on this in the form of Snares and Barbs, representing the level of influence the eponymous [[CircusOfFear Circus]] has over your soul, most of which can only be removed by powerful magic. Buying a round of drinks is usually only enough to get you a single Snare, while [[DealWithTheDevil bargaining for new powers]] with [[BigBad Cavendish]] [[RepulsiveRingmaster the Ringmaster]] will get you five Snares. Five Snares equal a single Barb; the more Barbs you have, the more control the Circus has over you, until at five Barbs, you become a NPC and join the ranks of the Circus. For good measure, some exhibits actually ''force'' Snares on you just for staying around too long: [[FreakShow Freak City]] has players developing a Snare for every minute they stay, and for every Barb they acquire, they also lose a dot in Social or Mental Attributes and gain a deformity; at five Barbs, they become one of the freaks.

to:

* In ''TabletopGame/{{Trinites}}'': The {{Mana}} of the game is called Karma. It basically corresponds to either of your Archont (dark Karma) or Deva (light Karma), strength. Having a higher dark Karma doesn't make you necessarily evil, as the opposite doesn't make you necessarily good, but blatantly evil acts might raise your dark Karma dots, as the archont within the player rejoices. Played ''TabletopGame/BleakWorld'' has one for each race, although some function more as a hunger or balance meter. Humans are the only race with with a straight for Incarnate Devas up karma meter, but each race's meter has something in common, they all power magic and Archonts, who only have light or dark Karma, respectively.
are usually used to buy things.
* The pen-and-paper ''Star Wars RPG'' uses Dark Side ''TabletopGame/DeadInside'' has [[OurSoulsAreDifferent Soul Points - as soon as they equal and their generation or decay]]. There were five major Virtues and Vices to track behavior against, and acting in accord with Virtues generated new Soul Points for you while indulging Vices caused decay. If you indulge your Force-sensitive character's Wisdom score, you go [[DrunkOnTheDarkSide Vices too much and completely off the rails]]. For a non-Force-sensitive character, decay your DSP score is soul, you "husk" and become an EldritchAbomination (and thus unplayable). However, Virtues and Vices aren't mutually exclusive, they're just a measuring tool for how big a JerkAss often you've acted in accord with one or the other, and so your Soul Point total is an imperfect reflection of morality, especially since you are.
*
can steal Soul Points from others. The first version ultimate result is a setting where Power versus Karma is on a bell curve, where the least and most powerful people are the most horrible ones. Truly good people rarely graduate out of the TabletopGames ''TabletopGame/VampireTheMasquerade'' gave each vampire a Humanity score, rating how much he still acts and thinks like a normal human being; inhumane acts decrease the Humanity meter, and if a Vampire runs out middle ranks of Humanity, he becomes little more than a feral beast. The video game adaptation, ''Vampire: The Masquerade -- Redemption'' uses the Humanity score more as a standard Karma meter: your score at the end determines whether you join power because they're just not ruthless enough to deal with the BigBad as his minion, kill him and take his place, or kill him and are reunited with your lover.
** In the ''TabletopGame/NewWorldOfDarkness'', ''every'' character type
big players.
* ''TabletopGame/{{Deadlands}}''
has a variation on the Morality rating (Morality being the human version). What happens if it hits zero depends on the character type; for a human, zero Morality is absolute, cold-blooded sociopathy, usually accompanied by insanity (since the guilt from losing Morality often causes the character to develop Derangements). In ''TabletopGame/VampireTheRequiem'', the moral standard is still Humanity, and zero renders them unthinking monsters, as before.
** ''TabletopGame/WerewolfTheForsaken'' has Harmony, which determines the situations in which a werewolf enters "Death Rage", where he or she turns into a ferocious monster who kills foes and friends nearby or runs for a safe location. All werewolves risk it during combat, but those with lower Harmony risk the violent version every time they are insulted, have their authority challenged, or even if they burn themselves on the stove trying to cook.
*** In Second Edition, Harmony is retooled to represent the balance between the wolf's dual natures of Spirit and Flesh. Harmony can now range from 0 (completely controlled by the Spirit) to 10 (completely of the Flesh), with the ideal being 5 (perfect balance between the two) and Breaking Points pushing the character in either direction. The closer Harmony is to 5, the better the wolf's control of his shapeshifting (High Harmony makes it difficult to transform, while low Harmony makes it difficult to ''hold'' a specific shape), the fewer things trigger his UnstoppableRage, and the longer he can remain in the TranquilFury stage of that rage where he retains some self-control and has a chance of pulling out of it or getting someplace where he can't do any harm upon going fully berserk.
*** ''TabletopGame/WerewolfTheApocalypse'' lacks a general one, which fits with the theme of the game - while vampires have to take care to not become too inhuman, werewolves are fighting a war for the survival of the world, with several tribes denying that there are such things as non-combatants. That being said, every character has three meters for the Renown they collect, representing Glory (which is gained for accomplishing great deeds, particularly in battle), Honor (for fulfilling your duties and being courteous) and Wisdom (mostly for interacting with the spirit world). Rank advancement is handled entirely by Renown requirements, creating a mostly meritocratic society. Other were-creatures usually have similar traits, reflecting the preferred virtues of their cultures.
*** Notably, Honor is very much not GoodIsDumb - it only refers to honorable behaviour ''within your society''. Challenging a great monstrosity to single combat rather than having your pack's Ragabash slit its throat while it sleeps is considered glorious, but not particularly honorable, as the enemy does not deserve anything but death.
** ''TabletopGame/MageTheAwakening'' has Wisdom, which reflects how prudently you use your magic. Using magic to harm a sentient being is actually a pretty bad sin, as are the standard murder, mind control, and soul theft. Oddly enough, you can actually get slightly dinged for MundaneUtility, because bending the very power of the cosmos in order to boil an egg is selfish and just plain lazy.
** ''TabletopGame/PrometheanTheCreated'' has Humanity, like with vampires, with the inversion that Prometheans are trying to ''ape'' humanity, which they have relatively little experience with, rather than trying to cling to old memories of morality.
** ''TabletopGame/ChangelingTheLost'' has Clarity, which officially isn't so much
a Karma Meter as it is a SanityMeter, representing how easily you can keep yourself centered and distinguish fantasy from reality after getting [[MindRape the mother of all mind rapes]] from TheFairFolk. Murder and theft are still sins, but so are things such as taking psychotropic drugs, spending too much time away from humanity, and experiencing unexpected life changes.
** ''TabletopGame/HunterTheVigil'' has Morality, the standard mortal measure. However, hunters can alter their moral thresholds to be more
that works in line with the Vigil. They'll just have to take a penalty to social largely negative fashion: committing certain, well-defined horrible actions that mounts the more their moral code skews away from the norm.
** ''TabletopGame/GeistTheSinEaters'' uses Synergy, a measure of how well the Sin-Eater and their [[OurGhostsAreDifferent geist]] get along. Acts such as murder to restore health and consuming ghosts for [[{{Mana}} Plasm]] ding the meter, as well as [[CameBackWrong dying and coming back more than once]]. If
nets certain PlayerCharacters "Corruption" points. Once you reach 0, you become a soulless creature cowering in fear at the sights of the Underworld.
*** Sin-Eaters
have it even worse than most. If they die, they come back to life, but lose one point a number of Synergy, and two Corruption points of ''maximum'' Synergy. If their maximum Synergy is reduced equal to 0 by this, they're either subject to death, or go through the above, but worse; a geist who chooses to linger in its host body after the Sin-Eater's soul has been shredded is sooner or later invariably driven homicidally insane by the tortured remnants of its former host's soul -- and given that they're already {{Anthropomorphic Personification}}s of Death fused with human ghosts, this is a very, ''very'' bad thing. For some reason, both these and the more moderate version above are referred to as "The Wretched."
** ''TabletopGame/MummyTheCurse'' has Memory, a measure of how much of their self-identity and past existence a mummy recalls. In addition to the standard mortal sins, a mummy must avoid destroying evidence of their mortal life and of the culture they came from, and must protect their tomb and the relics they're charged with guarding. Compared to other supernaturals, a mummy's Memory starts much lower, reflecting their limited self-knowledge (the standard rating is 7; starting Memory is 3). They can bounce back after hitting Memory 0 by dying and coming back again, which resets them to Memory 1.
** "Minor" supernaturals, like Psychics, Thaumaturges, and Immortals, also use Morality. This is not good for Blood Bathers, one of the forms of Immortal -- their method of immortality, at best, with a particularly forgiving and not especially vile [[BloodBath Blood Bathing]] ritual, involves being permanently camped at the low end of the Morality Meter, just waiting for a ''really'' atrocious act to send them into sociopathic depravity. More commonly, it sends them unavoidably screaming off the Evil end of the Karma Meter, sooner or later. Unsurprisingly, the game recommends that PlayerCharacter Blood Bathers be constructed so they're at the former end.
** Fan-made game ''TabletopGame/GeniusTheTransgression'' has Obligation, representing the [[MadScientist Genius's]] personal connection to "normal" humanity. Treating humans as disposable or replaceable (Mengele gets quoted) damages it; at the highest levels, ''surgery'' calls for a check, and some manner of socialization is needed to keep it high, but
your ''Spirit'' die type, you're also innately trustworthy. Hit zero and you start cackling, and decide to [[TheUnfettered stop at absolutely nothing to see in danger of losing your experiments through]], no matter how many scientific atrocities are needed.
** For completion's sake, it's worth mentioning ''TabletopGame/DemonTheDescent'', which has a truly bizarre variation on the nWoD Karma Meter -- instead of representing karma, sanity, or any more standard facet to be measured, it covers the demon's ability to hide from the God-Machine and convincingly appear to be an ordinary mortal. As such, hitting zero with it ''doesn't'' mean the
character is automatically forfeit, but it is extremely dangerous, and a demon that can't establish a new cover quickly probably won't survive. It's also mechanically based on Integrity, as introduced in ''The God-Machine Chronicle'', rather than Morality, leading to it functioning substantially differently in important ways.
*** Its spiritual ancestor, ''TabletopGame/DemonTheFallen'', also handled morality in an interesting way with Torment. Unlike other meters, which start high and go down as the character sins, Torment starts ''low'' and goes ''up''.
TheDarkSide. This is because, rather than representing a moral code, it represents meant to shepherd the Fallen's memories of Hell and how well they're coping with them. A Fallen's Torment affects how their powers work (if they're on the high end, they're considerably more dangerous), and at 10 the Fallen is irretrievably consumed by rage and hate, unable to do anything but lash out. (Conceivably, a demon that reached Torment 0 would become an angel again, but the rules don't allow for this...)
** The upcoming ''Beast: The Primordial'' has Satiety, a measure of how well the Beast satisfies their Horror's Hunger through causing
[=PCs=] into the appropriate sort of fear and suffering. Acts that can feed Hunger are usually morally-grey at best, but letting it fall too low usually causes more harm side in the long run, as the Horror roams in search of food -- at 0, the Beast becomes a nearly-uncontrolled monster obsessed with feeding its hunger at any cost and which can only be truly satisfied (and pulled back out of this state) with fairly major acts of cruelty. It also tends to fluctuate more than most, as in addition to a KarmaMeter, it's ''also'' their ManaMeter.
*** Notably, high Satiety can be just as dangerous as low. When a Beast's Satiety maxes out at 10, his Hunger falls into a glutted sleep, and the Beast is no more than a mortal until it has digested some of its feast.
** ''TabletopGame/PrincessTheHopeful'' has Belief, which roughly represents a Princess's optimism, hope that the world will get better, and commitment to her principles. At high Belief a Princess's magic becomes more powerful, she has an easier time transforming, and she is better able to bear the burden of [[AllergicToEvil Sensitivity]]. A princess who hits Belief 0 loses her magic, suffers amnesia regarding everything to do with having been a Princess, and becomes little more than an EmptyShell, going through the motions of her mundane life if prompted and hemorrhaging Willpower. If she recovers a dot of Belief (which will almost always require intervention from her friends) before running out of Willpower, then she dies the next time she sleeps and her soul escapes into the Light. If not, she falls into a coma from which she can only escape by a MercyKill (which frees her soul), or by calling the Darkness into herself and becoming one of the Dethroned.
** ''TabletopGame/SirenTheDrowning'' has Stability, which differs from most ''TabletopGame/NewWorldOfDarkness'' karma gages in that it's double-sided: A siren has a single dot of Foundation (representing their personal will to survive), 1-5 dots of Civilization Stability stretching upwards from the Foundation (representing their connection to humanity and society), and 1-5 dots of Nature Stability stretching ''downwards'' from the Foundation (representing their connection to the natural world.) If the Siren's Civilization hits zero, they are locked into their Diluvian form, while if their Nature hits zero, they are locked into their human form. If both hit zero, the Siren regains access to both forms, but it becomes possible for them to lose their Foundation dot (as long as you have at least one dot in either Stability, acts that would cause Foundation Dissonance cause you to lose Stability from the higher of the two meters). And if they lose ''that'' dot, they degenerate into a mindless Banshee, their sole remaining desire to find humans and drain them of [[{{Mana}} Pneuma]].
** ''TabletopGame/LeviathanTheTempest'' has Tranquility, which represents the character's ability to keep his [[{{Kaiju}} beastial self]] and [[GodOfEvil divine self]] in check. The Leviathan has a Tranquility track of twelve boxes. The divine nature starts in the top box (which it will always occupy barring the intervention of an [[KidWithTheLeash Atoll]]) and expanding downwards from there whenever the Leviathan treats others as pawns, deliberately uses [[MindRape the Wake]] on others, goes too long without human contact, or is criticized by an Atoll. The bestial nature, on the other hand, starts in the bottom box (which, again, it cannot be removed from without an Atoll), and expands upwards whenever the Leviathan destroys things, attacks others without a good reason, goes too long without human contact, or is criticized by an Atoll. Whatever spaces are left in the middle are occupied by the Leviathan's human mind. When Tranquility hits zero, the Leviathan's divine and bestial selves come into direct conflict and battle for control. If the bestial self wins, the Leviathan becomes a Typhon, a feral beast dominated only by its instincts. If the divine self wins, the Leviathan becomes an Ophion, a mad demigod seeking to expand its power and influence by dominating and manipulating mortal proxies.
*** One other quirk of Tranquility is that, unlike almost all other ''TabletopGame/NewWorldOfDarkness'' KarmaMeters, the player does ''not'' have the ability to spend Experience to buy back lost Tranquility. Each School offers a specific achievement that will give you a chance to regain Tranquility, and it can be restored by positive reinforcement from an Atoll, but you cannot buy it back.
** The [[TabletopGame/OldWorldOfDarkness Old World Of Darkness]] crossover game ''Midnight Circus'' features an unusual variation on this in the form of Snares and Barbs, representing the level of influence the eponymous [[CircusOfFear Circus]] has over your soul, most of which can only be removed by powerful magic. Buying a round of drinks is usually only enough to get you a single Snare, while [[DealWithTheDevil bargaining for new powers]] with [[BigBad Cavendish]] [[RepulsiveRingmaster the Ringmaster]] will get you five Snares. Five Snares equal a single Barb; the more Barbs you have, the more control the Circus has over you, until at five Barbs, you become a NPC and join the ranks of the Circus. For good measure, some exhibits actually ''force'' Snares on you just for staying around too long: [[FreakShow Freak City]] has players developing a Snare for every minute they stay, and for every Barb they acquire, they also lose a dot in Social or Mental Attributes and gain a deformity; at five Barbs, they become one of the freaks.
settings' BlackAndWhiteMorality.



** In 1st Edition the Dungeon Master was advised to keep a CharacterAlignment chart for each {{PC}} showing how Good/Evil and Lawful/Chaotic they were. Each time a {{PC}} committed a Good/Evil and/or Lawful/Chaotic act, they would be moved appropriately within the chart. If a {{PC}} ever changed their alignment due to such drift, they would lose a level of experience. Certain character classes (such as LawfulGood paladins) could lose their powers if they changed alignment. Magic items, spells and creatures of a specific alignment would react negatively to characters of an opposite alignment (e.g. ChaoticGood vs. LawfulEvil).
** 2nd Edition loosened these restrictions somewhat. Instead of losing a level of experience, it just took twice as many ExperiencePoints to reach the next level. Also, the penalty was no longer automatic: it only occurred if the DungeonMaster didn't agree with the change and the change was completely voluntary.
** The ''TabletopGame/{{Ravenloft}}'' campaign setting has a variation in the form of Dark Powers Checks: If you perform an evil deed that the GameMaster feels deserving, he rolls a percentage die to judge if it attracts attention from the Dark Powers, and, should the RandomNumberGod dislike you, they start turning you into a [[OneWingedAngel monster]]. Should you perform a deed of ''exceptional'' evil, you may eventually find yourself a [[EvilOverlord darklord]] of your own domain--too bad in both cases it's a [[BlessedWithSuck true curse]]. Also rather unforgiving--although it has reservations for PayEvilUntoEvil, there are just some deeds the baddies don't deserve. There are also some rather controversial options for the rules, such as mandating powers checks just for gaining levels in t he wrong classes, which fans universally ignore. It ''is'' possible to seek redemption and remove the curses, but it's ''extremely'' hard to do.
** 3rd Edition book ''Unearthed Arcana'' was full of rules variants, including alternate Karma Meters. Honor was one, where you could cultivate a good score by acting honorably regardless of your personal inclinations. Reputation was another, though less reliant on morality and more on the scale and perception of your deeds.
* Creator/WhiteWolf's other main game line ''TabletopGame/{{Exalted}}'' has a variant of this: acting against your Virtues costs willpower and gives you Limit which when full makes you go crazy for a little while. However as the virtues [[BlueAndOrangeMorality don't really correspond to modern morality]], and resisting magical MindControl also gives you limit, it almost doesn't count as this trope.
* The old ''TabletopGame/MarvelSuperHeroes'' RPG has Karma points. The main problem with this is that it rewards HonorBeforeReason almost obsessively, and saving a life is worth only 20 Karma, while knocking down a given area of city is worth -5. So if you save a life by knocking down four squares of city, you come out even. It essentially made a Punisher character unplayable, because you lost ''all'' your Karma if you killed, ''even to save lives''. You also take a Karma ding for mind control, owning a gun, [[ArsonMurderAndJaywalking jaywalking]]...
** It was worse. There were karma penalties for missing press conferences, and letting crime go unpunished. You were better off making that date at the Town Square. Oh, and villains naturally had their own Karma system.

to:

** In 1st Edition the Dungeon Master was is advised to keep a CharacterAlignment chart for each {{PC}} showing how Good/Evil and Lawful/Chaotic they were. are. Each time a {{PC}} committed commits a Good/Evil and/or Lawful/Chaotic act, they would be they're moved appropriately within the chart. If a {{PC}} ever changed changes their alignment due to such drift, they would lose a level of experience. Certain character classes (such as LawfulGood paladins) could can lose their powers if they changed change alignment. Magic items, spells and creatures of a specific alignment would react negatively to characters of an opposite alignment (e.g. ChaoticGood vs. LawfulEvil).
** 2nd Edition loosened loosens these restrictions somewhat. Instead of losing a level of experience, it just took twice as many ExperiencePoints to reach the next level. Also, the penalty was no longer automatic: it only occurred if the DungeonMaster didn't agree with the change and the change was completely voluntary.
** The ''TabletopGame/{{Ravenloft}}'' campaign setting has a variation in the form of Dark Powers Checks: If you perform an evil deed that the GameMaster feels deserving, he rolls a percentage die to judge if it attracts attention from the Dark Powers, and, should the RandomNumberGod dislike you, they start turning you into a [[OneWingedAngel monster]]. Should you perform a deed of ''exceptional'' evil, you may eventually find yourself a [[EvilOverlord darklord]] of your own domain--too bad in both cases it's a [[BlessedWithSuck true curse]]. Also rather unforgiving--although it has reservations for PayEvilUntoEvil, there are just some deeds the baddies don't deserve. There are also some rather controversial options for the rules, such as mandating powers checks just for gaining levels in t he wrong classes, which fans universally ignore. It ''is'' possible to seek redemption and remove the curses, but it's ''extremely'' hard to do.
** 3rd Edition book ''Unearthed Arcana'' was is full of rules variants, including alternate Karma Meters. Honor was one, where you could cultivate a good score by acting honorably regardless of your personal inclinations. Reputation was another, though less reliant on morality and more on the scale and perception of your deeds.
* Creator/WhiteWolf's other main game line ''TabletopGame/{{Exalted}}'' has a variant of this: acting against your Virtues costs willpower and gives you Limit which when full makes you go crazy for a little while. However as the virtues [[BlueAndOrangeMorality don't really correspond to modern morality]], and resisting magical MindControl also gives you limit, it almost doesn't count as this trope.
* The old ''TabletopGame/MarvelSuperHeroes'' RPG has Karma points. The main problem with this is that it rewards HonorBeforeReason almost obsessively, and saving a life is worth only 20 Karma, while knocking down a given area of city is worth -5. So if you save a life by knocking down four squares of city, you come out even. It essentially made a Punisher character unplayable, because you lost ''all'' your Karma if you killed, ''even to save lives''. You also take a Karma ding for mind control, owning a gun, [[ArsonMurderAndJaywalking jaywalking]]...
** It was worse. There were karma penalties for
jaywalking, missing press conferences, conferences]], and letting crime go unpunished. You were You're better off making that date at the Town Square. Oh, and villains naturally had their own Karma system.system.
* ''TabletopGame/TheOneRing'': Heroes gain Shadow Points from ignoble deeds (from murder down to lying) and exposure to evil (like encountering a Ringwraith or traveling across UnholyGround). They can be removed by taking some downtime to CopeByCreating, but a high Shadow score can cause a hero to suffer [[HeroicBSOD bouts of madness]], gain permanent character flaws, and ultimately [[NoCampaignForTheWicked fall to darkness and become an NPC]].
* ''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.



** Revised in recent editions. Karma isn't awarded for being a good character, but a good player. That is, a gamemaster is instructed to award karma for good roleplaying, being funny, driving the plot along. So if someone makes the game fun, they get rewarded for it. There is a notoriety attribute, which you increase by failing or being a dick. It contributes to intimidate and penalizes negotiation.
*** And partially reintroduced with Fifth Edition -- although you get Karma for any mission, you get ''more'' for morally good missions. The tradeoff is that EvilPaysBetter.
* ''TabletopGame/{{Deadlands}}'' has a Karma Meter that works in a largely negative fashion: committing certain, well-defined horrible actions nets certain PlayerCharacters "Corruption" points. Once you have a number of Corruption points equal to your ''Spirit'' die type, you're in danger of losing your character to TheDarkSide. This is meant to shepherd the [=PCs=] into the appropriate side in the settings' BlackAndWhiteMorality.
* A literal one in ''TabletopGame/TenraBanshoZero'': It goes up whenever you do certain things, and goes down only rarely, when you willingly give up your character's Fates. If it goes above the Mystical108, you become an Asura.
* ''TabletopGame/DeadInside'' has [[OurSoulsAreDifferent Soul Points and their generation or decay]]. There were five major Virtues and Vices to track behavior against, and acting in accord with Virtues generated new Soul Points for you while indulging Vices caused decay. If you indulge your Vices too much and completely decay your soul, you "husk" and become an EldritchAbomination (and thus unplayable). However, Virtues and Vices aren't mutually exclusive, they're just how often you've acted in accord with one or the other, and so your Soul Point total is an imperfect reflection of morality, especially since you can steal Soul Points from others. The ultimate result is a setting where Power versus Karma is on a bell curve, where the least and most powerful people are the most horrible ones. Truly good people rarely graduate out of the middle ranks of power because they're just not ruthless enough to deal with the big players.
* ''TabletopGame/BleakWorld'' has one for each race, although some function more as a hunger or balance meter. Humans are the only race with with a straight up karma meter, but each race's meter has something in common, they all power magic and are usually used to buy things.
* ''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.
* ''TabletopGame/TheOneRing'': Heroes gain Shadow Points from ignoble deeds (from murder down to lying) and exposure to evil (like encountering a Ringwraith or traveling across UnholyGround). They can be removed by taking some downtime to CopeByCreating, but a high Shadow score can cause a hero to suffer [[HeroicBSOD bouts of madness]], gain permanent character flaws, and ultimately [[NoCampaignForTheWicked fall to darkness and become an NPC]].

to:

** Revised in recent editions. Karma In modern editions, karma isn't awarded for being a good character, but a good player. That is, a gamemaster is instructed to award karma for good roleplaying, being funny, driving the plot along. So if someone makes the game fun, they get rewarded for it. There is a notoriety attribute, which you increase by failing or being a dick. It contributes to intimidate and penalizes negotiation.
*** And partially reintroduced with ** In Fifth Edition -- Edition, although you get Karma for any mission, you get ''more'' for morally good missions. The tradeoff is that EvilPaysBetter.
* ''TabletopGame/{{Deadlands}}'' has a Karma Meter that works in a largely negative fashion: committing certain, well-defined horrible actions nets certain PlayerCharacters "Corruption" points. Once you have a number of Corruption points ''TabletopGame/StarWarsD6'' uses Dark Side Points -- as soon as they equal to your ''Spirit'' die type, you're in danger of losing Force-sensitive character's Wisdom score, you go [[DrunkOnTheDarkSide completely off the rails]]. For a non-Force-sensitive character, your character to TheDarkSide. This DSP score is meant to shepherd the [=PCs=] into the appropriate side in the settings' BlackAndWhiteMorality.
just a measuring tool for how big a JerkAss you are.
* A literal one in ''TabletopGame/TenraBanshoZero'': It goes up whenever you do certain things, and goes down only rarely, when you willingly give up your character's Fates. If it goes above the Mystical108, you become an Asura.
* ''TabletopGame/DeadInside'' ''TabletopGame/{{Trinites}}'': The {{Mana}} of the game is called Karma. It basically corresponds to either of your Archont (dark Karma) or Deva (light Karma), strength. Having a higher dark Karma doesn't make you necessarily evil, as the opposite doesn't make you necessarily good, but blatantly evil acts might raise your dark Karma dots, as the archont within the player rejoices. Played more straight for Incarnate Devas and Archonts, who only have light or dark Karma, respectively.
* ''Franchise/TheWorldOfDarkness'':
** ''TabletopGame/NewWorldOfDarkness'': Every character type
has [[OurSoulsAreDifferent Soul Points a variation on the Morality rating (Morality being the human version). What happens if it hits zero depends on the character type. For a human, zero Morality is absolute, cold-blooded sociopathy, usually accompanied by insanity (since the guilt from losing Morality often causes the character to develop Derangements). "Minor" supernaturals, like Psychics, Thaumaturges, and Immortals, also use Morality. This is not good for Blood Bathers, one of the forms of Immortal -- their generation or decay]]. There were five major Virtues and Vices to track behavior against, and acting in accord method of immortality, at best, with Virtues generated new Soul Points a particularly forgiving and not especially vile [[BloodBath Blood Bathing]] ritual, involves being permanently camped at the low end of the Morality Meter, just waiting for you while indulging Vices caused decay. If you indulge your Vices too much and completely decay your soul, you "husk" and become an EldritchAbomination (and thus unplayable). However, Virtues and Vices aren't mutually exclusive, a ''really'' atrocious act to send them into sociopathic depravity. More commonly, it sends them unavoidably screaming off the Evil end of the Karma Meter, sooner or later. Unsurprisingly, the game recommends that PlayerCharacter Blood Bathers be constructed so they're at the former end.
*** ''TabletopGame/BeastThePrimordial'' has Satiety, a measure of how well the Beast satisfies their Horror's Hunger through causing the appropriate sort of fear and suffering. Acts that can feed Hunger are usually morally-grey at best, but letting it fall too low usually causes more harm in the long run, as the Horror roams in search of food -- at 0, the Beast becomes a nearly-uncontrolled monster obsessed with feeding its hunger at any cost and which can only be truly satisfied (and pulled back out of this state) with fairly major acts of cruelty. It also tends to fluctuate more than most, as in addition to a KarmaMeter, it's ''also'' their ManaMeter. Notably, high Satiety can be
just as dangerous as low. When a Beast's Satiety maxes out at 10, his Hunger falls into a glutted sleep, and the Beast is no more than a mortal until it has digested some of its feast.
*** ''TabletopGame/ChangelingTheLost'' has Clarity, which officially isn't so much a Karma Meter as it is a SanityMeter, representing
how often you've acted in accord with one or the other, and so your Soul Point total is an imperfect reflection of morality, especially since easily you can steal Soul Points keep yourself centered and distinguish fantasy from others. The ultimate result is reality after getting [[MindRape the mother of all mind rapes]] from TheFairFolk. Murder and theft are still sins, but so are things such as taking psychotropic drugs, spending too much time away from humanity, and experiencing unexpected life changes.
*** ''TabletopGame/DemonTheDescent'' has
a setting where Power versus truly bizarre variation on the ''[=nWoD=]'' Karma is on a bell curve, where Meter -- instead of representing karma, sanity, or any more standard facet to be measured, it covers the least demon's ability to hide from the God-Machine and most powerful people are convincingly appear to be an ordinary mortal. As such, hitting zero with it ''doesn't'' mean the most horrible ones. Truly good people rarely graduate out character is automatically forfeit, but it is extremely dangerous, and a demon that can't establish a new cover quickly probably won't survive. It's also mechanically based on Integrity, as introduced in ''The God-Machine Chronicle'', rather than Morality, leading to it functioning substantially differently in important ways.
*** ''TabletopGame/GeistTheSinEaters'' uses Synergy, a measure of how well the Sin-Eater and their [[OurGhostsAreDifferent geist]] get along. Acts such as murder to restore health and consuming ghosts for [[{{Mana}} Plasm]] ding the meter, as well as [[CameBackWrong dying and coming back more than once]]. If you reach 0, you become a soulless creature cowering in fear at the sights
of the middle ranks Underworld. Sin-Eaters have it even worse than most. If they die, they come back to life, but lose one point of power because Synergy, and two points of ''maximum'' Synergy. If their maximum Synergy is reduced to 0 by this, they're just not ruthless enough either subject to deal death, or go through the above, but worse; a geist who chooses to linger in its host body after the Sin-Eater's soul has been shredded is sooner or later invariably driven homicidally insane by the tortured remnants of its former host's soul -- and given that they're already {{Anthropomorphic Personification}}s of Death fused with human ghosts, this is a very, ''very'' bad thing. For some reason, both these and the more moderate version above are referred to as "The Wretched."
*** ''TabletopGame/HunterTheVigil'' has Morality, the standard mortal measure. However, hunters can alter their moral thresholds to be more in line
with the big players.
* ''TabletopGame/BleakWorld'' has one for each race, although some function
Vigil. They'll just have to take a penalty to social actions that mounts the more their moral code skews away from the norm.
*** ''TabletopGame/MageTheAwakening'' has Wisdom, which reflects how prudently you use your magic. Using magic to harm a sapient being is actually a pretty bad sin,
as a hunger or balance meter. Humans are the only race with with a straight up karma meter, but each race's meter has something in common, they all standard murder, mind control, and soul theft. You can also get slightly dinged for MundaneUtility, because bending the very power magic of the cosmos in order to boil an egg is selfish and are usually used to buy things.
* ''TabletopGame/RedDragonInn''
just plain lazy.
*** ''TabletopGame/MummyTheCurse''
has Memory, a paladin character, Serena measure of how much of their self-identity and past existence a mummy recalls. In addition to the Pious, whose "Piety Meter" is affected by her cards standard mortal sins, a mummy must avoid destroying evidence of their mortal life and actions. Her paladin abilities get less effective when her Piety level goes down.
* ''TabletopGame/TheOneRing'': Heroes gain Shadow Points from ignoble deeds (from murder down to lying)
of the culture they came from, and exposure must protect their tomb and the relics they're charged with guarding. Compared to evil (like encountering other supernaturals, a Ringwraith or traveling across UnholyGround). mummy's Memory starts much lower, reflecting their limited self-knowledge (the standard rating is 7; starting Memory is 3). They can bounce back after hitting Memory 0 by dying and coming back again, which resets them to Memory 1.
*** ''TabletopGame/PrometheanTheCreated'' has Humanity, with the specificity that Prometheans are trying to ''ape'' humanity, which they have relatively little experience with, rather than trying to cling to old memories of morality like vampires do.
*** ''TabletopGame/VampireTheRequiem'': The moral standard is also Humanity, and dropping to zero renders them unthinking monsters.
*** ''TabletopGame/WerewolfTheForsaken'' has Harmony, which determines the situations in which a werewolf enters "Death Rage", where he or she turns into a ferocious monster who kills foes and friends nearby or runs for a safe location. All werewolves risk it during combat, but those with lower Harmony risk the violent version every time they are insulted, have their authority challenged, or even if they burn themselves on the stove trying to cook. In Second Edition, Harmony is retooled to represent the balance between the wolf's dual natures of Spirit and Flesh. Harmony can now range from 0 (completely controlled by the Spirit) to 10 (completely of the Flesh), with the ideal being 5 (perfect balance between the two) and Breaking Points pushing the character in either direction. The closer Harmony is to 5, the better the wolf's control of his shapeshifting (High Harmony makes it difficult to transform, while low Harmony makes it difficult to ''hold'' a specific shape), the fewer things trigger his UnstoppableRage, and the longer he can remain in the TranquilFury stage of that rage where he retains some self-control and has a chance of pulling out of it or getting someplace where he can't do any harm upon going fully berserk.
** ''TabletopGame/OldWorldOfDarkness'':
*** ''TabletopGame/DemonTheFallen'' handles morality in an interesting way with Torment. Unlike other meters, which start high and go down as the character sins, Torment starts ''low'' and goes ''up''. This is because, rather than representing a moral code, it represents the Fallen's memories of Hell and how well they're coping with them. A Fallen's Torment affects how their powers work (if they're on the high end, they're considerably more dangerous), and at 10 the Fallen is irretrievably consumed by rage and hate, unable to do anything but lash out. (Conceivably, a demon that reached Torment 0 would become an angel again, but the rules don't allow for this...)
*** ''TabletopGame/MidnightCircus'', a crossover game, features an unusual variation on this in the form of Snares and Barbs, representing the level of influence the eponymous [[CircusOfFear Circus]] has over your soul, most of which can only
be removed by taking powerful magic. Buying a round of drinks is usually only enough to get you a single Snare, while [[DealWithTheDevil bargaining for new powers]] with [[BigBad Cavendish]] [[RepulsiveRingmaster the Ringmaster]] will get you five Snares. Five Snares equal a single Barb; the more Barbs you have, the more control the Circus has over you, until at five Barbs, you become a NPC and join the ranks of the Circus. For good measure, some downtime to CopeByCreating, but exhibits actually ''force'' Snares on you just for staying around too long: [[FreakShow Freak City]] has players developing a high Shadow Snare for every minute they stay, and for every Barb they acquire, they also lose a dot in Social or Mental Attributes and gain a deformity; at five Barbs, they become one of the freaks.
*** ''TabletopGame/VampireTheMasquerade'': Each vampire has a Humanity score, rating how much he still acts and thinks like a normal human being; inhumane acts decrease the Humanity meter, and, if a Vampire runs out of Humanity, he becomes little more than a feral beast. The video game adaptation, ''VideoGame/VampireTheMasqueradeRedemption'' uses the Humanity
score can cause more as a hero standard Karma meter: your score at the end determines whether you join with the BigBad as his minion, kill him and take his place, or kill him and are reunited with your lover.
*** ''TabletopGame/WerewolfTheApocalypse'' lacks a general one, which fits with the theme of the game -- while vampires have
to suffer [[HeroicBSOD bouts take care to not become too inhuman, werewolves are fighting a war for the survival of madness]], gain permanent the world, with several tribes denying that there are such things as non-combatants. That being said, every character flaws, has three meters for the Renown they collect, representing Glory (which is gained for accomplishing great deeds, particularly in battle), Honor (for fulfilling your duties and ultimately [[NoCampaignForTheWicked fall to darkness being courteous) and become Wisdom (mostly for interacting with the spirit world). Rank advancement is handled entirely by Renown requirements, creating a mostly meritocratic society. Other were-creatures usually have similar traits, reflecting the preferred virtues of their cultures. Notably, Honor is very much not GoodIsDumb -- it only refers to honorable behaviour ''within your society''. Challenging a great monstrosity to single combat rather than having your pack's Ragabash slit its throat while it sleeps is considered glorious, but not particularly honorable, as the enemy does not deserve anything but death.
** Fan-made gamelines:
*** ''TabletopGame/GeniusTheTransgression'' has Obligation, representing the [[MadScientist Genius's]] personal connection to "normal" humanity. Treating humans as disposable or replaceable (Mengele gets quoted) damages it; at the highest levels, ''surgery'' calls for a check, and some manner of socialization is needed to keep it high, but you're also innately trustworthy. Hit zero and you start cackling, and decide to [[TheUnfettered stop at absolutely nothing to see your experiments through]], no matter how many scientific atrocities are needed.
*** ''TabletopGame/LeviathanTheTempest'' has Tranquility, which represents the character's ability to keep his [[{{Kaiju}} beastial self]] and [[GodOfEvil divine self]] in check. The Leviathan has a Tranquility track of twelve boxes. The divine nature starts in the top box (which it will always occupy barring the intervention of
an NPC]].[[KidWithTheLeash Atoll]]) and expanding downwards from there whenever the Leviathan treats others as pawns, deliberately uses [[MindRape the Wake]] on others, goes too long without human contact, or is criticized by an Atoll. The bestial nature, on the other hand, starts in the bottom box (which, again, it cannot be removed from without an Atoll), and expands upwards whenever the Leviathan destroys things, attacks others without a good reason, goes too long without human contact, or is criticized by an Atoll. Whatever spaces are left in the middle are occupied by the Leviathan's human mind. When Tranquility hits zero, the Leviathan's divine and bestial selves come into direct conflict and battle for control. If the bestial self wins, the Leviathan becomes a Typhon, a feral beast dominated only by its instincts. If the divine self wins, the Leviathan becomes an Ophion, a mad demigod seeking to expand its power and influence by dominating and manipulating mortal proxies. One other quirk of Tranquility is that, unlike almost all other ''TabletopGame/NewWorldOfDarkness'' KarmaMeters, the player does ''not'' have the ability to spend Experience to buy back lost Tranquility. Each School offers a specific achievement that will give you a chance to regain Tranquility, and it can be restored by positive reinforcement from an Atoll, but you cannot buy it back.
*** ''TabletopGame/PrincessTheHopeful'' has Belief, which roughly represents a Princess' optimism, hope that the world will get better, and commitment to her principles. At high Belief a Princess's magic becomes more powerful, she has an easier time transforming, and she is better able to bear the burden of [[AllergicToEvil Sensitivity]]. A princess who hits Belief 0 loses her magic, suffers amnesia regarding everything to do with having been a Princess, and becomes little more than an EmptyShell, going through the motions of her mundane life if prompted and hemorrhaging Willpower. If she recovers a dot of Belief (which will almost always require intervention from her friends) before running out of Willpower, then she dies the next time she sleeps and her soul escapes into the Light. If not, she falls into a coma from which she can only escape by a MercyKill (which frees her soul), or by calling the Darkness into herself and becoming one of the Dethroned.
*** ''TabletopGame/SirenTheDrowning'' has Stability, which differs from most ''TabletopGame/NewWorldOfDarkness'' karma gages in that it's double-sided: A siren has a single dot of Foundation (representing their personal will to survive), 1-5 dots of Civilization Stability stretching upwards from the Foundation (representing their connection to humanity and society), and 1-5 dots of Nature Stability stretching ''downwards'' from the Foundation (representing their connection to the natural world.) If the Siren's Civilization hits zero, they are locked into their Diluvian form, while if their Nature hits zero, they are locked into their human form. If both hit zero, the Siren regains access to both forms, but it becomes possible for them to lose their Foundation dot (as long as you have at least one dot in either Stability, acts that would cause Foundation Dissonance cause you to lose Stability from the higher of the two meters). And if they lose ''that'' dot, they degenerate into a mindless Banshee, their sole remaining desire to find humans and drain them of [[{{Mana}} Pneuma]].



* The animated webshow ''WebAnimation/UnforgottenRealms'' has "Sins of the Unforgotten," which the main character, Sir Shmoopy of Awesometon, gets two of. [[spoiler:The secret behind them is that he gets one for every time he cheats. Whenever Rob (the person controlling Sir Shmoopy) cheats in the game, his character has a heart attack and a mark is made on his wrist. After three marks, his character dies.]]

to:

* The animated webshow ''WebAnimation/UnforgottenRealms'' has "Sins of the Unforgotten," which the main character, Sir Shmoopy of Awesometon, gets two of. [[spoiler:The secret behind them is that he gets one for every time he cheats. Whenever Rob (the person controlling Sir Shmoopy) cheats in the game, his character has a heart attack and a mark is made on his wrist. After three marks, his character dies.]]



* In ''Webcomic/{{Homestuck}}'', [[TheMostDangerousVideoGame Sburb]] seems to have a version of this to determine whether the death of a [[PhysicalGod God Tier]] player is [[HeroicSacrifice Heroic]], [[KarmicDeath Just]], or neither, [[KilledOffForReal killing]] off the player in question if their death falls under one of the aforementioned categories, but [[ResurrectiveImmortality resurrecting]] the player if neither criteria are met. [[spoiler:This system can be gamed, however, and numerous characters end up dying an unwarranted death over the course of the plot due to this]].

to:

* ''Webcomic/ElGoonishShive NP'': Sometimes referenced in the video game storylines:
**
In ''Webcomic/{{Homestuck}}'', "Rad Squirrel", Grace is attempting a PacifistRun on ''VideoGame/FalloutNewVegas'', and is frustrated that her karma keeps getting dinged for not killing bad people.
** In "Parable", Susan is in a ''VideoGame/{{Fable}}'' parody, and finds the Karma Meter entitely arbitrary (as do other characters). She's [[NeatFreak far more interested]] in the Purity mechanic.
* ''Webcomic/{{Homestuck}}'':
[[TheMostDangerousVideoGame Sburb]] seems to have has a version of this to determine whether the death of a [[PhysicalGod God Tier]] player is [[HeroicSacrifice Heroic]], [[KarmicDeath Just]], or neither, [[KilledOffForReal killing]] {{kill|edOffForReal}}ing off the player in question if their death falls under one of the aforementioned categories, but [[ResurrectiveImmortality resurrecting]] {{resurrecti|veImmortality}}ng the player if neither criteria are is met. [[spoiler:This The system can notably operates under CartesianKarma -- deeds done while under mind control count towards it -- and [[spoiler:can be gamed, however, and numerous characters end up dying an unwarranted death over the course of the plot due to this]].this.]]



* ''WebComic/TowerOfGod'': On the Hidden Floor, a kind of virtual reality (and parody of video games), you're supposed to advance by completing quests that raise the karma meter on a device that you carry, until it's all white and you can summon the final BossFight to advance to the next level. [[spoiler:The whole system turns out to be a ruse to keep visitors from getting to the really interesting place, which can be achieved by getting the gauge to turn all black by opposing the authorities.]]



* ''WebComic/TowerOfGod'': On the Hidden Floor, a kind of virtual reality (and parody of video games), you're supposed to advance by completing quests that raise the karma meter on a device that you carry, until it's all white and you can summon the final BossFight to advance to the next level. [[spoiler:The whole system turns out to be a ruse to keep visitors from getting to the really interesting place, which can be achieved by getting the gauge to turn all black by opposing the authorities.]]
* Sometimes referenced in the video game storylines in ''Webcomic/ElGoonishShive NP'':
** In "Rad Squirrel", Grace is attempting a PacifistRun on ''VideoGame/FalloutNewVegas'', and is frustrated that her karma keeps getting dinged for not killing bad people.
** In "Parable", Susan is in a ''VideoGame/{{Fable}}'' parody, and finds the Karma Meter entitely arbitrary (as do other characters). She's [[NeatFreak far more interested]] in the Purity mechanic.



* In ''WebVideo/DrHorriblesSingAlongBlog'', the colour of Doctor Horrible's goggles. In Act I, they're reflecting some light, and look white. As the story unfolds, the light gets reflected less and less often, and the goggles turn darker and darker as Horrible's personality [[DarkerAndEdgier does the same]]. Finally in Act III, the goggles are completely black. Interestingly, just as "Everything You Ever" starts, light momentarily reflects off the goggles again. Last trace of goodness?
* In ''Literature/{{Pact}}'', many practitioners use some sort of implement to measure their karma.

to:

* In ''WebVideo/DrHorriblesSingAlongBlog'', the ''WebVideo/DrHorriblesSingAlongBlog'': The colour of Doctor Horrible's goggles. In Act I, they're reflecting some light, and look white. As the story unfolds, the light gets reflected less and less often, and the goggles turn darker and darker as Horrible's personality [[DarkerAndEdgier does the same]]. Finally in Act III, the goggles are completely black. Interestingly, just as "Everything You Ever" starts, light momentarily reflects off the goggles again. Last trace of goodness?
* In ''Literature/{{Pact}}'', many ''Literature/{{Pact}}'': Many practitioners use some sort of implement to measure their karma.



* ''WesternAnimation/TheFairlyOddparents'': In "Power Mad," where Timmy wishes up a challenging virtual reality game in which you can die if you lose your three lives and Chester and A.J. get stuck in it, Timmy sacrifices his own last life to save theirs. The game rewards him for his HeroicSacrifice with enough points for a 1Up.

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* ''WesternAnimation/TheFairlyOddparents'': In "Power Mad," "[[Recap/TheFairlyOddParentsS1E2PowerMad Power Mad!]]", where Timmy wishes up a challenging virtual reality game in which you can die if you lose your three lives and Chester and A.J. get stuck in it, Timmy sacrifices his own last life to save theirs. The game rewards him for his HeroicSacrifice with enough points for a 1Up.
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* The adult RPG ''Perpetual Change'' has Eclair's actions affect her maturity levels; if you choose to act more immaturely, not only will the characters around her treat her as such (especially her mother), but Eclair's own mental state and how she sees the world around her will also become much more childlike. And no, there is no possible way to lower the immaturity meter back down once it rises.

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* The adult RPG ''Perpetual Change'' has Eclair's actions affect her maturity levels; if you choose to act more immaturely, not only will the characters around her treat her as such (especially her mother), but Eclair's own mental state and how she sees the world around her will also become much more childlike.childlike (i.e. words she'd normally be able to read becoming more and more like ineligible squiggles). And no, there is no possible way to lower the immaturity meter back down once it rises.
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* The adult RPG ''Perpetual Change'' has Eclair's actions affect her maturity levels; if you choose to act more immaturely, not only will the characters around her treat her as such (especially her mother), but Eclair's own mental state and how she sees the world around her will also become much more childlike. And no, there is no possible way to lower the immaturity meter back down once it rises.
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* ''VideoGame/GrandTheftAutoOnline'': Mental State, introduced in The High Life Update, tracks the player's aggression in-game. Killing other players/NPCs, destroying cars and other such carnage will raise the stat, whilst avoiding violence will reduce it. Increasing Mental State reddens your player blip and increases the [[ExperiencePoints Reputation]] other players get for killing you, putting a target on your back.

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* ''VideoGame/GrandTheftAutoOnline'': Mental State, introduced in The High Life Update, tracks the player's aggression in-game. Killing other players/NPCs, [=players/NPCs=], destroying cars and other such carnage will raise the stat, whilst avoiding violence will reduce it. Increasing Mental State reddens your player blip and increases the [[ExperiencePoints Reputation]] other players get for killing you, putting a target on your back.
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* In the InteractiveFiction game ''[[https://ifdb.tads.org/viewgame?id=j61yaux1cqbptxyb Metamorphoses]]'', you play as a slave girl who needs to complete a series of tasks to obtain a MacGuffin for her master. Each task has multiple solutions, and the hidden Karma Meter is based on whether you choose to solve them by destroying things or placing yourself in harm's way, or in more creative ways. The Karma Meter doesn't really affect any of the MultipleEndings, but it does noticeably change the tone of these endings, as well as the girl's overall attitude after claiming the ultimate MacGuffin: a girl who solves all problems in non-destructive ways is happy to return home to her master and travels to other places only because of wanderlust, a girl who solves some (but not all) problems with violence and/or self-harm is more conflicted between returning home to her master or fleeing to a place where she won't be a slave, and a girl who uses destruction all the time hates having to return to her servitude and is all too glad to escape to another world or even commit suicide.

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* In the InteractiveFiction game ''[[https://ifdb.tads.org/viewgame?id=j61yaux1cqbptxyb Metamorphoses]]'', Metamorphoses,]]'' you play as a slave girl who needs to complete a series of tasks to obtain a MacGuffin for her master. Each task has multiple solutions, and the hidden Karma Meter is based on whether you choose to solve them by destroying things or placing yourself in harm's way, or in more creative ways. The Karma Meter doesn't really affect any of the MultipleEndings, but it does noticeably change the tone of these endings, as well as the girl's overall attitude after claiming the ultimate MacGuffin: a girl who solves all problems in non-destructive ways is happy to return home to her master and travels to other places only because of wanderlust, a girl who solves some (but not all) problems with violence and/or self-harm is more conflicted between returning home to her master or fleeing to a place where she won't be a slave, and a girl who uses destruction all the time hates having to return to her servitude and is all too glad to escape to another world or even commit suicide.



* ''{{VideoGame/Warframe}}'' adds a Karma Meter in the form of the White and Black meters once [[spoiler: the player Operator begins to be personally active during ''The War Within'']]. Rather than good and evil, the meters tend to more fit the distinct natures of Yin and Yang in fitting with the Japanese Space Opera feel of the game. White tends to be more optimistic, empathetic, and poetic, but sometimes the choices can be hot-headed and poorly thought-out or place moral superiority over pragmatism. Black, on the other hand, is more cynical, realistic, and pragmatic, but can also be prone to making power-hungry decisions and being merciless when mercy is an option. At the moment, though, there's no usage of the karma meter besides changing minor details at the moment of the choices.

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* ''{{VideoGame/Warframe}}'' adds a Karma Meter in the form of the White and Black meters once [[spoiler: the [[spoiler:the player Operator begins to be personally active during ''The War Within'']]. Rather than good and evil, the meters tend to more fit the distinct natures of Yin and Yang in fitting with the Japanese Space Opera feel of the game. White tends to be more optimistic, empathetic, and poetic, but sometimes the choices can be hot-headed and poorly thought-out or place moral superiority over pragmatism. Black, on the other hand, is more cynical, realistic, and pragmatic, but can also be prone to making power-hungry decisions and being merciless when mercy is an option. At the moment, though, there's no usage of the karma meter besides changing minor details at the moment of the choices.



** ''VideoGame/MassEffectAndromeda'' [[AvertedTrope averts this]] by ditching the Paragon/Renegade system altogether. Instead the player can choose from one of four mental approaches: Creative, Logical, Casual and Formal. It allows the player greater freedom to roleplay as a specific personality or character, however it is quite difficult to work this into evil choices especially. However ''Andromeda'' does include binary choices and still keeps track of all your decisions as the series always had, so the idea of choices and consequences is still present throughout. The main difference is that the two choices you get may not be entirely cut-and-dry, with [[Catch22Dillema Catch 22s]] and moral ambiguity abound.

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** ''VideoGame/MassEffectAndromeda'' [[AvertedTrope averts this]] by ditching the Paragon/Renegade system altogether. Instead the player can choose from one of four mental approaches: Creative, Logical, Casual and Formal. It allows the player greater freedom to roleplay as a specific personality or character, however it is quite difficult to work this into evil choices especially. However ''Andromeda'' does include binary choices and still keeps track of all your decisions as the series always had, so the idea of choices and consequences is still present throughout. The main difference is that the two choices you get may not be entirely cut-and-dry, with [[Catch22Dillema [[Catch22Dilemma Catch 22s]] and moral ambiguity abound.



* ''VideoGame/{{Uplink}}'' has a 'neuromancer' rating, which starts at neutral and ranges from revolutionary (the best) to morally bankrupt (worst), and are analogous to PlayfulHacker and TheCracker, respectfully. Actions that destroy or steal data will push you towards Hacker, while actions that hurt ''people'' (especially fellow hackers) or mess with their personal data push you towards Cracker. The meter has little actual effect on the game itself, beyond affecting how clients think of you (people interested in data theft won't hire Crackers, while people interested in hurting people won't hire Hackers). There's also one action you can take [[spoiler:(stealing the data containing the identities of your fellow Uplink agents and selling it)]] that will mark you as a Cracker and lock you there, no matter what actions you take thereafter.

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* ''VideoGame/{{Uplink}}'' has a 'neuromancer' rating, which starts at neutral and ranges from revolutionary (the best) to morally bankrupt (worst), and are analogous to PlayfulHacker and TheCracker, respectfully. Actions that destroy or steal data will push you towards Hacker, while actions that hurt ''people'' (especially fellow hackers) or mess with their personal data push you towards Cracker. The meter has little actual effect on the game itself, beyond affecting how clients think of you (people interested in data theft won't hire Crackers, while people interested in hurting people won't hire Hackers). There's also one action you can take [[spoiler:(stealing [[spoiler:stealing the data containing the identities of your fellow Uplink agents and selling it)]] it]] that will mark you as a Cracker and lock you there, no matter what actions you take thereafter.



* ''Life of a Wizard'' and ''VideoGame/TheLostHeir'', set in the same world, use a simple Good/Evil karma meter. ''The Lost Heir'' explores it more thoroughly, with many classes that can only be accessed by evil [=PCs=], cases where your alignment can be affected by events that are not your personal actions, and [[spoiler: an ending where you go to Heaven or Hell after death]]. There are a lot of oddities, particularly the loophole that [[MurderInc Assassin's Guild]] contracts do not affect your alignment.

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* ''Life of a Wizard'' and ''VideoGame/TheLostHeir'', set in the same world, use a simple Good/Evil karma meter. ''The Lost Heir'' explores it more thoroughly, with many classes that can only be accessed by evil [=PCs=], cases where your alignment can be affected by events that are not your personal actions, and [[spoiler: an [[spoiler:an ending where you go to Heaven or Hell after death]]. There are a lot of oddities, particularly the loophole that [[MurderInc Assassin's Guild]] contracts do not affect your alignment.



* Pretty much the whole concept behind ''Series/TheGoodPlace'': all actions humans take in life add or subtract to their point total, taking into account motivation as well (so you don't get as many points if you're doing good things for selfish reasons). If your points aren't high enough to get into the Good Place, you get sent to the Bad Place to be tortured for eternity. Of course, we find out that [[spoiler: no human has gotten into the Good Place in over 500 years because the interconnected nature of the modern world makes it impossible to avoid causing harm somewhere.]]

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* Pretty much the whole concept behind ''Series/TheGoodPlace'': all actions humans take in life add or subtract to their point total, taking into account motivation as well (so you don't get as many points if you're doing good things for selfish reasons). If your points aren't high enough to get into the Good Place, you get sent to the Bad Place to be tortured for eternity. Of course, we find out that [[spoiler: no [[spoiler:no human has gotten into the Good Place in over 500 years because the interconnected nature of the modern world makes it impossible to avoid causing harm somewhere.]]



* The animated webshow ''WebAnimation/UnforgottenRealms'' has "Sins of the Unforgotten," which the main character, Sir Shmoopy of Awesometon, gets two of. [[spoiler: The secret behind them is that he gets one for every time he cheats. Whenever Rob (the person controlling Sir Shmoopy) cheats in the game, his character has a heart attack and a mark is made on his wrist. After three marks, his character dies.]]

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* The animated webshow ''WebAnimation/UnforgottenRealms'' has "Sins of the Unforgotten," which the main character, Sir Shmoopy of Awesometon, gets two of. [[spoiler: The [[spoiler:The secret behind them is that he gets one for every time he cheats. Whenever Rob (the person controlling Sir Shmoopy) cheats in the game, his character has a heart attack and a mark is made on his wrist. After three marks, his character dies.]]



* In ''Webcomic/{{Homestuck}}'', [[TheMostDangerousVideoGame Sburb]] seems to have a version of this to determine whether the death of a [[PhysicalGod God Tier]] player is [[HeroicSacrifice Heroic]], [[KarmicDeath Just]], or neither, [[KilledOffForReal killing]] off the player in question if their death falls under one of the aforementioned categories, but [[ResurrectiveImmortality resurrecting]] the player if neither criteria are met. [[spoiler: This system can be gamed, however, and numerous characters end up dying an unwarranted death over the course of the plot due to this]].

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* In ''Webcomic/{{Homestuck}}'', [[TheMostDangerousVideoGame Sburb]] seems to have a version of this to determine whether the death of a [[PhysicalGod God Tier]] player is [[HeroicSacrifice Heroic]], [[KarmicDeath Just]], or neither, [[KilledOffForReal killing]] off the player in question if their death falls under one of the aforementioned categories, but [[ResurrectiveImmortality resurrecting]] the player if neither criteria are met. [[spoiler: This [[spoiler:This system can be gamed, however, and numerous characters end up dying an unwarranted death over the course of the plot due to this]].



* ''WebComic/TowerOfGod'': On the Hidden Floor, a kind of virtual reality (and parody of video games), you're supposed to advance by completing quests that raise the karma meter on a device that you carry, until it's all white and you can summon the final BossFight to advance to the next level. [[spoiler: The whole system turns out to be a ruse to keep visitors from getting to the really interesting place, which can be achieved by getting the gauge to turn all black by opposing the authorities.]]

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* ''WebComic/TowerOfGod'': On the Hidden Floor, a kind of virtual reality (and parody of video games), you're supposed to advance by completing quests that raise the karma meter on a device that you carry, until it's all white and you can summon the final BossFight to advance to the next level. [[spoiler: The [[spoiler:The whole system turns out to be a ruse to keep visitors from getting to the really interesting place, which can be achieved by getting the gauge to turn all black by opposing the authorities.]]
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I wouldn't say it's THAT interesting - werewolves and demons are the only two supernatural beings that didn't used to be human, and sin-eaters don't completely control their minds anymore. Everything else used to be human, so why wouldn't human morality carry over?


** Interestingly, of the above, only werewolves, demons and sin-eaters have BlueAndOrangeMorality, with all of their karma meters being notably different in terms of sins to the standard set by Morality. All other supernaturals have basically a few added sins (and slightly different rationalizations as to why various acts are immoral) to humans, and that's it.

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** Interestingly, of the above, only werewolves, demons and sin-eaters have BlueAndOrangeMorality, *** Its spiritual ancestor, ''TabletopGame/DemonTheFallen'', also handled morality in an interesting way with all Torment. Unlike other meters, which start high and go down as the character sins, Torment starts ''low'' and goes ''up''. This is because, rather than representing a moral code, it represents the Fallen's memories of Hell and how well they're coping with them. A Fallen's Torment affects how their karma meters being notably different in terms of sins to powers work (if they're on the standard set by Morality. All other supernaturals have basically a few added sins (and slightly different rationalizations as to why various acts are immoral) to humans, high end, they're considerably more dangerous), and that's it.at 10 the Fallen is irretrievably consumed by rage and hate, unable to do anything but lash out. (Conceivably, a demon that reached Torment 0 would become an angel again, but the rules don't allow for this...)
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* ''VideoGame/GrandTheftAutoOnline'': Mental State, introduced in The High Life Update, tracks the player's aggression in-game. Killing other players/NPCs, destroying cars and other such carnage will raise the stat, whilst avoiding violence will reduce it. Increasing Mental State reddens your player blip and increases the [[ExperiencePoints Reputation]] other players get for killing you, putting a target on your back.
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* ''VideoGame/NetHack'' uses an odd variation where the meter doesn't measure how lawful or chaotic you are, but rather how ''well'' you're doing at being lawful/neutral/chaotic. While there are some actions that affect the meter differently based on your alignment (chaotic characters get a bonus for sleeping with [[HornyDevils succubi and incubi]]) and role (knights get a penalty for attacking fleeing or sleeping monsters), the biggest impact is the same for all characters: killing hostile monsters usually boosts (and never penalizes) the meter, and killing peaceful monsters always penalizes it. That's right, the game considers a chaotic character bathing in the blood of innocent bystanders a bad thing (since letting chaotic characters get away with killing peaceful monsters would break CompetitiveBalance with regards to players choosing which alignment to play).

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* ''VideoGame/NetHack'' uses an odd variation where the meter doesn't measure how lawful or chaotic you are, but rather how ''well'' you're doing at being lawful/neutral/chaotic. While there are some actions that affect the meter differently based on your alignment (chaotic characters get a bonus for sleeping with [[HornyDevils succubi and incubi]]) SuccubiAndIncubi) and role (knights get a penalty for attacking fleeing or sleeping monsters), the biggest impact is the same for all characters: killing hostile monsters usually boosts (and never penalizes) the meter, and killing peaceful monsters always penalizes it. That's right, the game considers a chaotic character bathing in the blood of innocent bystanders a bad thing (since letting chaotic characters get away with killing peaceful monsters would break CompetitiveBalance with regards to players choosing which alignment to play).
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* ''VideoGame/TriangleStrategy'' has a "conviction" mechanic with three axes -- Morality, Utility, and Liberty. Serenoa's dialogue choices, as well as votes made with the Scales of Conviction, influence these three stats, and which characters you can recruit are determined by which of the three the player focuses on. On the first playthrough, you're not given much of an idea how exactly your choices influence your convictions (other than being told that they've been strengthened), but on a NewGamePlus you're told ''which'' of your convictions was strengthened for doing something and by how much. It's also handled rather interestingly in that none of the three convictions are presented as inherently "good" or "evil," though having high enough values in each trait also makes it easier to convince your party members to vote the way you want them to in Scales of Conviction sessions so you are, in a way, "punished" for neglecting or favoring one side too heavily).

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* ''VideoGame/TriangleStrategy'' has a "conviction" mechanic with three axes -- Morality, Utility, and Liberty. Serenoa's dialogue choices, as well as votes made with the Scales of Conviction, influence these three stats, and which characters you can recruit are determined by which of the three the player focuses on. On the first playthrough, you're not given much of an idea how exactly your choices influence your convictions (other than being told that they've been strengthened), but on a NewGamePlus you're told ''which'' of your convictions was strengthened for doing something and by how much. It's also handled rather interestingly in that none of the three convictions are presented as inherently "good" or "evil," though having high enough values in each trait also makes it easier to convince your party members to vote the way you want them to in Scales of Conviction sessions so (so you are, in a way, "punished" for neglecting or favoring one side too heavily).
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* ''VideoGame/TriangleStrategy'' has a "conviction" mechanic with three axes -- Morality, Utility, and Liberty. Serenoa's dialogue choices, as well as votes made with the Scales of Conviction, influence these three stats, and which characters you can recruit are determined by which of the three the player focuses on. On the first playthrough, you're not given much of an idea how exactly your choices influence your convictions (other than being told that they've been strengthened), but on a NewGamePlus you're told ''which'' of your convictions was strengthened for doing something and by how much.

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* ''VideoGame/TriangleStrategy'' has a "conviction" mechanic with three axes -- Morality, Utility, and Liberty. Serenoa's dialogue choices, as well as votes made with the Scales of Conviction, influence these three stats, and which characters you can recruit are determined by which of the three the player focuses on. On the first playthrough, you're not given much of an idea how exactly your choices influence your convictions (other than being told that they've been strengthened), but on a NewGamePlus you're told ''which'' of your convictions was strengthened for doing something and by how much. It's also handled rather interestingly in that none of the three convictions are presented as inherently "good" or "evil," though having high enough values in each trait also makes it easier to convince your party members to vote the way you want them to in Scales of Conviction sessions so you are, in a way, "punished" for neglecting or favoring one side too heavily).
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


** 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, 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!]]"]]

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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]] 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, 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!]]"]]
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* ''VideoGame/BigMuthaTruckers'' has the Notoriety Bar, which shifts on one way or another depending on how the game is played. On one side, you can drive carefully and earn the respect of people by taking part in side-quests for them. The cops will leave you alone. But the trade-off is the player may be attacked by [[AllBikersAreHellsAngels bikers]] who jump on the truck and hope to detach the trailer and steal it for themselves. On the other side, you can play more agressively, where you can smash into cars and objects, earning money from this. The bikers would be too scared to mess with you. But on the other hand, you may be pursued by cops.
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* ''VideoGame/DigimonSurvive'' has a karma system split into three categories corresponding to the Digimon TacticalRockPaperScissors system; Harmony, Moral, and Wrathful. Moral focuses on justice, is denoted by yellow, and allows access to the [[AlwaysLawfulGood righteous]] Vaccine-type Digimon. Harmony focuses on cooperation, is denoted by a green color, and shares compatibility with the more neutral Data-type Digimon. Wrathful focuses on [[WellIntentionedExtremist achieving the objective no matter what]], [[RedIsViolent is denoted by red]], and attracts the AlwaysChaoticEvil Virus-type Digimon. The player's dialogue choices and daily actions decide where on the spectrum they fall.

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* ''VideoGame/DigimonSurvive'' has a karma system split into three categories corresponding to the Digimon TacticalRockPaperScissors system; Harmony, Moral, and Wrathful. Moral focuses on justice, [[RedIsHeroic is denoted by yellow, red]], and allows access to the [[AlwaysLawfulGood righteous]] Vaccine-type Digimon. Harmony focuses on cooperation, is denoted by a green color, and shares compatibility with the more neutral Data-type Digimon. Wrathful focuses on [[WellIntentionedExtremist achieving the objective no matter what]], [[RedIsViolent is denoted by red]], yellow, and attracts the AlwaysChaoticEvil Virus-type Digimon. The player's dialogue choices and daily actions decide where on the spectrum they fall.
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* ''VideoGame/DigimonSurvive'' has a karma system split into three categories corresponding to the Digimon TacticalRockPaperScissors system; Harmony, Moral, and Wrathful. Moral focuses on justice, is denoted by yellow, and allows access to the [[AlwaysLawfulGood righteous]] Vaccine-type Digimon. Harmony focuses on cooperation, is denoted by a green color, and shares compatibility with the more neutral Data-type Digimon. Wrathful focuses on [[WellIntentionedExtremist achieving the objective no matter what]], [[RedIsViolent is denoted by red]], and attracts the AlwaysChaoticEvil Virus-type Digimon. The player's dialogue choices and daily actions decide where on the spectrum they fall.
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[[folder:MMORPGs]]

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[[folder:MMORPGs]][[folder:[=MMORPGs=]]]
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* ''VideoGame/BleedingSun'': Yori's choices can determine the ending he gets based on the number of honorable or dishonorable choices made throughout the game, though the choices also affect skills and minor events. In the progression tab, left-side choices are considered honorable while right-side choices are considered dishonorable.
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** ''VideoGame/ShinMegamiTenseiV'' takes the ''Apocalypse'' example and further reduces its relevance; the game ''does'' keep track, but (with the exception of the GoldenEnding) the game decides your route with [[LastSecondEndingChoice a single decision 30 minutes before the end of the game.]] However, if you pick a route matching your alignment, you get a nice prize in the form of an exclusive Miracle that carries over to NewGamePlus. Conversely, a sidequest in the final dungeon will force you to pay up a hefty Macca fine to complete if you picked a route counterproductive to your alignment. In addition, the GoldenEnding itself has nothing to do with alignment whatsoever and only requires you to complete a specific quest line and fight the BonusBoss.
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* ''[[TabletopGame/ProseDescriptiveQualities Dead Inside]]'' has [[OurSoulsAreDifferent Soul Points and their generation or decay]]. There were five major Virtues and Vices to track behavior against, and acting in accord with Virtues generated new Soul Points for you while indulging Vices caused decay. If you indulge your Vices too much and completely decay your soul, you "husk" and become an EldritchAbomination (and thus unplayable). However, Virtues and Vices aren't mutually exclusive, they're just how often you've acted in accord with one or the other, and so your Soul Point total is an imperfect reflection of morality, especially since you can steal Soul Points from others. The ultimate result is a setting where Power versus Karma is on a bell curve, where the least and most powerful people are the most horrible ones. Truly good people rarely graduate out of the middle ranks of power because they're just not ruthless enough to deal with the big players.

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* ''[[TabletopGame/ProseDescriptiveQualities Dead Inside]]'' ''TabletopGame/DeadInside'' has [[OurSoulsAreDifferent Soul Points and their generation or decay]]. There were five major Virtues and Vices to track behavior against, and acting in accord with Virtues generated new Soul Points for you while indulging Vices caused decay. If you indulge your Vices too much and completely decay your soul, you "husk" and become an EldritchAbomination (and thus unplayable). However, Virtues and Vices aren't mutually exclusive, they're just how often you've acted in accord with one or the other, and so your Soul Point total is an imperfect reflection of morality, especially since you can steal Soul Points from others. The ultimate result is a setting where Power versus Karma is on a bell curve, where the least and most powerful people are the most horrible ones. Truly good people rarely graduate out of the middle ranks of power because they're just not ruthless enough to deal with the big players.
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* ''Website/{{Lioden}}': Your lion's karma is effected by your actions while exploring- kind actions towards other creatures increases your karma, cruel ones decrease it. Some encounters are only possible if you are in a certain karma range, and what title your king holds also depends on how good or evil your karma is. The exact value that these encounters effect your karma is hidden by default, though by giving some beetles to the Karma Snake all subsequent encounters will show their effects.

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* ''Website/{{Lioden}}': ''Website/{{Lioden}}'': Your lion's karma is effected by your actions while exploring- kind actions towards other creatures increases your karma, cruel ones decrease it. Some encounters are only possible if you are in a certain karma range, and what title your king holds also depends on how good or evil your karma is. The exact value that these encounters effect your karma is hidden by default, though by giving some beetles to the Karma Snake all subsequent encounters will show their effects.
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* ''VideoGame/TriangleStrategy'' has a "conviction" mechanic with three axes -- Morality, Utility, and Liberty. Serenoa's dialogue choices, as well as votes made with the Scales of Conviction, influence these three stats, and which characters you can recruit are determined by which of the three the player focuses on. On the first playthrough, you're not given much of an idea how exactly your choices influence your convictions (other than being told that they've been strengthened), but on a NewGamePlus you're told ''which'' of your convictions was strengthened for doing something and by how much.
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Some games employ a type of morality in their gameplay. Actions taken within the game affect the player, and sometimes how the player is treated by the plot and {{NPC}}. This happens even if there were no witnesses to the action and no circumstances that point to you. Some games will make it impossible for one to continue if their Karma Meter is too low, or give a [[MultipleEndings bad ending]]. Others will simply result in the character having an "[[CharacterAlignment evil alignment]]" and playing this way.

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Some games employ a type of morality in their gameplay. Actions taken within the game affect the player, and sometimes how the player is treated by the plot and {{NPC}}.{{Non Player Character}}s. This happens even if there were no witnesses to the action and no circumstances that point to you. Some games will make it impossible for one to continue if their Karma Meter is too low, or give a [[MultipleEndings bad ending]]. Others will simply result in the character having an "[[CharacterAlignment evil alignment]]" and playing this way.



** In the sequel, ''VideoGame/BioShock2'', your Karma Meter gets a bit of an upgrade. Your ending/alignment is determined by your decisions with the Little Sisters (whether you saved them all, killed them all, or mixed) and with several key {{NPC}}s. Rescued Little Sisters will provide gifts similar to the first game, while only one of the other {{NPC}}s will give you a (comparatively minor) reward for sparing her. [[spoiler:Your karma ends up affecting not only the player character, but Eleanor as well.]] This also affects [[spoiler:Sophia Lamb's fate, as it will determine if Eleanor will rescue her mother or drown her]].

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** In the sequel, ''VideoGame/BioShock2'', your Karma Meter gets a bit of an upgrade. Your ending/alignment is determined by your decisions with the Little Sisters (whether you saved them all, killed them all, or mixed) and with several key {{NPC}}s. {{Non Player Character}}s. Rescued Little Sisters will provide gifts similar to the first game, while only one of the other {{NPC}}s {{Non Player Character}}s will give you a (comparatively minor) reward for sparing her. [[spoiler:Your karma ends up affecting not only the player character, but Eleanor as well.]] This also affects [[spoiler:Sophia Lamb's fate, as it will determine if Eleanor will rescue her mother or drown her]].



* The Reputation meter in ''VideoGame/{{Pathologic}}'' is an interesting and realistic variation on this. It's actually, for all intents and purposes, another health meter, and one of the most important ones at that. If you squander your Reputation, an already NintendoHard game will become ''even more difficult'', as important {{NPC}}s will refuse to help you or provide shelter, most likely resulting in your unavoidable death.

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* The Reputation meter in ''VideoGame/{{Pathologic}}'' is an interesting and realistic variation on this. It's actually, for all intents and purposes, another health meter, and one of the most important ones at that. If you squander your Reputation, an already NintendoHard game will become ''even more difficult'', as important {{NPC}}s {{Non Player Character}}s will refuse to help you or provide shelter, most likely resulting in your unavoidable death.



* ''VideoGame/{{Elona}}'' has a visible Karma Meter explicitly named "Karma". Positive karma reduces the monthly taxes you have to pay, and an extreme enough negative karma will cause the CityGuards to attack you on sight. You gain karma by completing repeatable {{Irrelevant Sidequest}}s (even helping a farmer gather the harvest or cooking food for someone increases your karma), and lose it by failing on delivery and [[EscortMission escort]] sidequests, attacking talkative neutral {{NPC}}s (murdering silent [=NPCs=] is fine), or from [[VideoGameStealing pickpocketing]].

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* ''VideoGame/{{Elona}}'' has a visible Karma Meter explicitly named "Karma". Positive karma reduces the monthly taxes you have to pay, and an extreme enough negative karma will cause the CityGuards to attack you on sight. You gain karma by completing repeatable {{Irrelevant Sidequest}}s (even helping a farmer gather the harvest or cooking food for someone increases your karma), and lose it by failing on delivery and [[EscortMission escort]] sidequests, attacking talkative neutral {{NPC}}s {{Non Player Character}}s (murdering silent [=NPCs=] is fine), or from [[VideoGameStealing pickpocketing]].



* ''VideoGame/TheElderScrollsIVOblivion'' features both a fame rating and a notoriety rating for the player. The former is increased by doing deeds that make you popular, and {{NPC}}s tend to like you better the higher it is. The latter is increased with doing crimes and getting caught, and by completing theft and assassination quests. Though it makes no sense, {{NPC}}s will dislike you for doing these quests even if you were never caught or even seen, because they somehow know that you are a criminal even if you have never been arrested or even implicated in anything. Although there is a way to remove all infamy (it's necessary for a certain quest chain) as well as an item that gives you a new identity, preventing you from gaining any for real if you're wearing it, although it does set your infamy to 250 while you're wearing it, and all guards attack you on sight.

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* ''VideoGame/TheElderScrollsIVOblivion'' features both a fame rating and a notoriety rating for the player. The former is increased by doing deeds that make you popular, and {{NPC}}s {{Non Player Character}}s tend to like you better the higher it is. The latter is increased with doing crimes and getting caught, and by completing theft and assassination quests. Though it makes no sense, {{NPC}}s {{Non Player Character}}s will dislike you for doing these quests even if you were never caught or even seen, because they somehow know that you are a criminal even if you have never been arrested or even implicated in anything. Although there is a way to remove all infamy (it's necessary for a certain quest chain) as well as an item that gives you a new identity, preventing you from gaining any for real if you're wearing it, although it does set your infamy to 250 while you're wearing it, and all guards attack you on sight.



* The original ''VideoGame/{{Avernum}}'' trilogy has "reputation". Performing quests and other good deeds would raise it. Stealing or killing friendly people would lower it. Having a good reputation results in some {{NPC}}s being more helpful. There's no benefit to having a low reputation. But then, you start the game with a fairly low reputation and are almost certainly going to end the game with a high one.

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* The original ''VideoGame/{{Avernum}}'' trilogy has "reputation". Performing quests and other good deeds would raise it. Stealing or killing friendly people would lower it. Having a good reputation results in some {{NPC}}s {{Non Player Character}}s being more helpful. There's no benefit to having a low reputation. But then, you start the game with a fairly low reputation and are almost certainly going to end the game with a high one.



* The ThirdPersonShooter ''VideoGame/TheSuffering'' has a Karma Meter which depends on whether the main character, Torque, helps the less hostile {{NPC}}s he encounters or guns them down in cold blood. This rating determines which of three endings (Good, Neutral, or Evil) you get. While the meter isn't shown explicitly, the player can to some extent gauge their karmic state by the reactions that the ghost of his wife and children have to his actions. Not only that, but the player can see what their karma is at any time in two ways: looking at Torque, and looking at a photo of his family. If the player is good, Torque is nice and clean (save for the blood he got on him from previous fights) and looks fine, while the photo is fine. If the player is neutral, they are a bit dirty and have a couple scratches on them, and the photo is somewhat damaged. If the player is evil, Torque is covered in scars and sores, and the photo of his family is burned and increasingly faded. Torque will also change appearance based on your actions. A third way to tell is to listen to the Infernas on the occasions you meet them before they start showing up as enemies. If you're on the good route, they'll be relatively friendly and compassionate. If you're on the evil route, they'll be insulting and mocking, pretending to be afraid of you. The sequel, ''The Suffering: Ties That Bind'' has a similar system, though this time actually visible in the pause menu and having concrete bonuses, and even includes an OldSaveBonus that changes the opening depending on which ending you got in the first game.

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* The ThirdPersonShooter ''VideoGame/TheSuffering'' has a Karma Meter which depends on whether the main character, Torque, helps the less hostile {{NPC}}s {{Non Player Character}}s he encounters or guns them down in cold blood. This rating determines which of three endings (Good, Neutral, or Evil) you get. While the meter isn't shown explicitly, the player can to some extent gauge their karmic state by the reactions that the ghost of his wife and children have to his actions. Not only that, but the player can see what their karma is at any time in two ways: looking at Torque, and looking at a photo of his family. If the player is good, Torque is nice and clean (save for the blood he got on him from previous fights) and looks fine, while the photo is fine. If the player is neutral, they are a bit dirty and have a couple scratches on them, and the photo is somewhat damaged. If the player is evil, Torque is covered in scars and sores, and the photo of his family is burned and increasingly faded. Torque will also change appearance based on your actions. A third way to tell is to listen to the Infernas on the occasions you meet them before they start showing up as enemies. If you're on the good route, they'll be relatively friendly and compassionate. If you're on the evil route, they'll be insulting and mocking, pretending to be afraid of you. The sequel, ''The Suffering: Ties That Bind'' has a similar system, though this time actually visible in the pause menu and having concrete bonuses, and even includes an OldSaveBonus that changes the opening depending on which ending you got in the first game.

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Despite its flaws, the trope has its purposes, not least of which is maintaining consequences to the player's actions in the absence of StoryBranching. The player makes hundreds or even thousands of choices over the course of a game, and developing the game to include direct, ongoing consequences for ''all'' those decisions [[AcceptableBreakFromReality would be extremely taxing from both a writing and programming perspective.]] Thus, for the sake of feasibility, many developers just stick with this trope, having the {{Non Player Character}}s and game world react less to each ''specific'' choice you're making and more to your current position on the Karma Meter instead, allowing the player lots of flexibility in how they choose to play while avoiding the rigorous workload demands that the equivalent amount of StoryBranching would entail. (That said, plenty of games use both tropes, and games that go the whole nine yards and give nearly all your specific choices lasting consequences, such as the ''Franchise/MassEffect'' series, aren't unheard of, either.)

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Despite its flaws, the trope has its purposes, not least of which is maintaining consequences to the player's actions in the absence of StoryBranching. The player makes hundreds or even thousands of choices over the course of a game, and developing the game to include direct, ongoing consequences for ''all'' those decisions [[AcceptableBreakFromReality would be extremely taxing from both a writing and programming perspective.]] Thus, for the sake of feasibility, many developers just stick with this trope, having the {{Non Player Character}}s and game world react less to each ''specific'' choice you're making and more to your current position on the Karma Meter instead, allowing the player lots of flexibility in how they choose to play while avoiding the rigorous workload demands that the equivalent amount of StoryBranching would entail. (That (that said, plenty of games use both tropes, and games that go the whole nine yards and give nearly all your specific choices lasting consequences, log every decision you make to call upon them later, such as the ''Franchise/MassEffect'' series, aren't unheard of, either.)
either)



* ''Franchise/MassEffect'' included a clever [[{{Reconstruction}} reconstruction]] on the karma meter with the Paragon/Renegade system. Rather than [[BlackAndWhiteMorality good and evil]], the meter represents [[SlidingScaleOfIdealismVSCynicism idealism and cynicism]]. As [[WebAnimation/ZeroPunctuation Yahztee]] put it, Paragon represents [[Series/StarTrekTheNextGeneration Captain Picard]] and Renegade represents Film/DirtyHarry. Certain actions and dialogue choices can gain you Paragon points or Renegade points. Depending on where you are, you're given points in either the Charm or Intimidate skills, and your choice towards the end of the game affects what ending you receive. Although "playing both sides" leaves your character weaker overall in the Charm and Intimidate departments than if you'd specialized, the choice is there, unlike the games which [[NoPointsForNeutrality effectively penalize you for not picking one side all the way]].

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* The ''Franchise/MassEffect'' included games have a clever [[{{Reconstruction}} reconstruction]] on the karma meter with in the Paragon/Renegade system. Rather than [[BlackAndWhiteMorality good and evil]], the meter represents [[SlidingScaleOfIdealismVSCynicism idealism and cynicism]]. As [[WebAnimation/ZeroPunctuation Yahztee]] put it, Paragon represents [[Series/StarTrekTheNextGeneration Captain Picard]] and Renegade represents Film/DirtyHarry. Certain actions and dialogue choices What makes it flexible is that each morality works on an ''independant'' meter: you can gain you be halfway down the Paragon points or bar, then do a Renegade points. Depending on where you are, you're given points in either action and not be outright punished for it. This gives the Charm or Intimidate skills, and your choice towards player greater flexibility to divert when they feel the end of the game affects what ending you receive. Although situation calls for it. Regularly "playing both sides" however leaves your character weaker overall in the Charm and Intimidate departments than if you'd specialized, the choice is there, unlike the but it's a big improvement over other games which that [[NoPointsForNeutrality effectively penalize you for not picking one side all the way]].



** Renegades tend to be more [[AntiHero 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]].
** The problem with the series' morality system, however, is that the Paragon choice is almost always the right choice to make. While the Renegade options tend to be more immediately satisfying, they offer no long-term gain. Do you let the hostages die because you can't be arsed to save them, or spend little extra time in taking out the bad guys so that their captives live? Do you kill the mysterious alien creature in cold blood because it ''might'' pose a threat, or let it live so that it becomes an ally? This is reflected in ''VideoGame/MassEffect3'', where your War Readiness Rating is ''much'' higher for a Paragon Shepard. The only choices where there's no definite right answer--like deciding which party member to save--are not part of the karma meter.
* ''VideoGame/MassEffect2'' does away with non-combat skills and makes your ability to intimidate or charm people based entirely on your Renegade and Paragon points, respectively. This has the unfortunate side effect of penalising you heavily for not always picking the same thing, or even taking a more neutral approach. It still does mean, though, that unlike most other games, you can take ''occasional'' opposite-alignment action without any problem whatsoever. Dedicated Paragon players, particularly, tend to have [[KickTheSonOfABitch a few favorite Renegade choices that are just too satisfying to miss.]]
* In ''VideoGame/MassEffect3'', Paragon and Renegade occupy the same meter, unlike the previous 2 games. This allows morality choices to be made purely based on situational personal preference without penalisation. However some scenarios, especially late in the game, require that you've filled the meter to a certain extent to access the paragon/renegade responses. In essence, if you haven't done enough missions, the meter sometimes won't be high enough for you to talk your way out of trouble.

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** Renegades tend to be more [[AntiHero 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]].
what]]. In the second and third games, Renegade actions will also cause Shepard's face to gain deep scars with a red glow behind them (although you can surgically remove them).
** The problem with the series' morality system, however, is that the Paragon choice is almost always the right choice to make. While the Renegade options tend to be more immediately satisfying, they offer no long-term gain. Do you let the hostages die because you can't be arsed to save them, or spend little extra time in taking out the bad guys so that their captives live? Do you kill the mysterious alien creature in cold blood because it ''might'' pose a threat, or let it live so that it becomes an ally? This is reflected in ''VideoGame/MassEffect3'', where your War the Galactic Readiness Rating is will be ''much'' higher for a Paragon Shepard. Shepard thanks to all their hard work in the previous two games. The only choices where there's no definite right answer--like deciding which party member to save--are save--do not part affect the Morality mechanic. As well, the overall story of ''Mass Effect 3'', where Shepard stresses over humanity and trying to unite all of the karma meter.
*
races, doesn't really make sense if you spent the past two games being a xenophobic bigot who had no qualms gunning even their fellow humans down for no reason.
** With the original ''VideoGame/MassEffect'', progressing down the Paragon or Renegade meter would eventually unlock an Assignment, one for each Morality. The dialogue wheel does feature Charm and Intimidate persuasion options associated with either Morality, but [[EarlyInstallmentWeirdness unlocking them isn't actually tied to the Morality bars are all]]; you just spend Talent Points on them as you level up through combat. This gives the player the bizarre ability to play as a Renegade Shepard who can pick the Charm persuasion options with ease.
**
''VideoGame/MassEffect2'' does away with non-combat skills and makes your ties the ability to intimidate or charm people based entirely on use Charm and Intimidate options directly to your Paragon and Renegade and Paragon points, meters, respectively. Specifically, it checks not only your total points, but how many you ''SHOULD'' have considering the levels you've completed so far (so the biggest conflicts require total dedication to either Paragon or Renegade if you want to pick them). This has the unfortunate side effect result of penalising penalizing you heavily for not always committing down a single Morality path, and even moreso for playing Neutral and not picking the same thing, or even taking a more neutral approach. It still does mean, though, that unlike most other games, you can take ''occasional'' opposite-alignment action without any problem whatsoever. either. Dedicated Paragon players, particularly, tend to have [[KickTheSonOfABitch a few favorite Renegade choices that are just too satisfying to miss.]]
*
miss]], and Renegade players have similar moments where [[EvenEvilHasStandards they can't help but be compassionate]].
**
In ''VideoGame/MassEffect3'', Paragon and Renegade occupy the same meter, unlike the previous 2 games. This allows morality a single "Reputation" meter that represents Shepard's clout with anyone they're talking with; Charm and Intimidate are therefore based around your ''total'' Morality points, allowing these choices to be made purely based on situational personal preference without penalisation. However some scenarios, especially late in the game, require that penalization. The Charm/Intimidate options check for how much you've filled the meter to a certain extent to access meter, so doing side content will increase Shepard's clout by helping allies and defeating enemies. This does however punish players who ''don't'' do the paragon/renegade responses. In essence, side content: if you haven't done enough missions, of them, the meter sometimes won't may not be high enough for you to talk your way out of trouble.trouble. ''Mass Effect 3'' also solves the odd issue from ''2'' where a player would be awarded both Paragon ''and'' Renegade points for completing a core story Mission so as to reward both sides: now the player gets Reputation points, which simply scale up the amount Paragon/Renegade points they already have.
** ''VideoGame/MassEffectAndromeda'' [[AvertedTrope averts this]] by ditching the Paragon/Renegade system altogether. Instead the player can choose from one of four mental approaches: Creative, Logical, Casual and Formal. It allows the player greater freedom to roleplay as a specific personality or character, however it is quite difficult to work this into evil choices especially. However ''Andromeda'' does include binary choices and still keeps track of all your decisions as the series always had, so the idea of choices and consequences is still present throughout. The main difference is that the two choices you get may not be entirely cut-and-dry, with [[Catch22Dillema Catch 22s]] and moral ambiguity abound.

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