Karma and RenownEdit

“Write the bad things done to you in sand, but write the good things done to you in marble.” – Islamic Proverb

As previously mentioned, Karma in Fallout is a numerical measure of how “good” or “evil” a person is. Usually, the GM determines what actions will earn or lose a character Karma points, although adventures may outline changes in Karma points for performing specific actions or quests. Some examples of actions that might earn or lose a character Karma points are:

  • Help a person in trouble: +10
  • Attack an innocent person: -10
  • Kill an innocent person: -30
  • Steal from an honest merchant: -10
  • Steal from a crooked merchant: +5
  • Run over someone’s dog: -5
  • Kill a notorious bandit: +50
  • Join a notorious bandit: -40
  • Disable a ticking nuclear bomb: +100
  • Detonate a nuclear bomb: -500

And so on. GMs are encouraged to be as creative as they want when doling out Karma points, but not to use them to corral adventurers into performing certain actions. Remember that evil characters can have just as much fun as good characters.

For every 50 Karma you get a + or – dispositon when dealing with people, + if the same dispositon, and – if the opposite. People with no particular disposition (ie neutral) are not affected by disposition at all unless you have the Cult of Personality Perk, then all karmic disposition is aligned with others, and it will even affect neutral characters.


Fallout: Van Buren underableedingsun