Karma (Fallout 3)

Karma is the reflection of all good and evil choices made during the game and how they are perceived by the inhabitants of the wasteland.
==Karma levels==
The Lone Wanderer begins the game with a value of zero, which increases or decreases based on their actions. There are 5 levels of Karma:
* Very Good: +750 to +1,000.
* Good: +250 to +749.
* Neutral: -249 to +249.
* Evil: -250 to -749.
* Very Evil: -750 to -1,000.
==Karma titles==
The Karma status is defined by a "Karma title," depending on one's Karma points and level. Karma titles above level 20 can only be reached with the Broken Steel add-on.
Level	Good Karma 	Neutral Karma 	Bad Karma 	Achievement/Trophy
1 	Vault Guardian 	Vault Dweller 	Vault Delinquent 	-
2 	Vault Martyr 	Vault Renegade 	Vault Outlaw 	-
3 	Sentinel 	Seeker 	Opportunist 	-
4 	Defender 	Wanderer 	Plunderer 	-
5 	Dignitary 	Citizen 	Fat Cat 	-
6 	Peacekeeper 	Adventurer 	Marauder 	-
7 	Ranger of the Wastes 	Vagabond of the Wastes	Pirate of the Wastes 	-
8 	Protector 	Mercenary 	Reaver 	10 / Bronze
9 	Urban Avenger 	Urban Ranger 	Urban Invader 	-
10 	Exemplar 	Observer 	Ne'er-do-well 	-
11 	Capitol Crusader 	Capitol Councilor 	Capitol Crimelord 	-
12 	Paladin 	Keeper 	Defiler 	-
13 	Vault Legend 	Vault Descendant 	Vault Boogeyman 	-
14 	Ambassador of Peace 	Pinnacle of Survival 	Harbinger of War 	20 / Bronze
15 	Urban Legend 	Urban Myth 	Urban Superstition 	-
16 	Hero of the Wastes 	Strider of the Wastes 	Villain of the Wastes	-
17 	Paragon 	Beholder 	Fiend 	-
18 	Wasteland Savior 	Wasteland Watcher 	Wasteland Destroyer 	-
19 	Saint 	Super-Human 	Evil Incarnate 	-
20 	Last, Best Hope of Humanity	Paradigm of Humanity 	Scourge of Humanity 	30 / Silver
21 	Restorer of Faith 	Soldier of Fortune 	Architect of Doom 	-
22 	Model of Selflessness 	Profiteer 	Bringer of Sorrow 	-
23 	Shepherd 	Egocentric 	Deceiver 	-
24 	Friend of the People 	Loner 	Consort of Discord 	-
25 	Champion of Justice 	Hero for Hire 	Stuff of Nightmares 	-
26 	Symbol of Order 	Model of Apathy 	Agent of Chaos 	-
27 	Herald of Tranquility 	Person of Refinement 	Instrument of Ruin 	-
28 	Lightbringer 	Moneygrubber 	Soultaker 	-
29 	Earthly Angel 	Gray Stranger 	Demon's Spawn 	-
30 	Messiah 	True Mortal 	Devil 	20 / Bronze
==Obtaining Karma points==
===Positive===
* Donating caps to a church (in increments of 10, 50, or 100): +1 Karma per cap.
* Selling fingers taken from the corpses of evil characters (one has killed) to Sonora Cruz via the Lawbringer perk: +10 Karma per finger.
* Giving scrap metal to Walter in Megaton's water processing plant for free: +10 Karma per scrap.
* Giving away purified water, or Aqua Pura with Broken Steel installed, to water beggar characters like Carlos outside of Rivet City: +50 Karma per item (but only if Project Impurity was not completed).
* Performing a good action in a quest: At least +50 Karma (e.g., bringing Cherry to Rivet City).
* Giving 25 caps to Mei Wong to buy a gun: +100 Karma
* Saving a wasteland captive: +50 Karma 
* Saving a wasteland captive without the reward: +75 Karma 
* Killing a Very Evil character or creature (Allistair Tenpenny, Mister Burke, Eulogy Jones, Carolina Red, Ahzrukhal, Jaime Palabras, Jotun, Ymir, Cutter or a cannibal hunter): +100 Karma
* Disarming the Megaton bomb in The Power of the Atom quest without requesting payment: +200 Karma
* Activating the failsafe in the Tranquility Lane simulation: +300 Karma
* Activating Project Purity by yourself in the quest Take it Back!: +600 Karma
* Blowing up the Enclave Mobile Command crawler in Who Dares Wins: +500 Karma
* Taking the Escalator to Heaven perk: +2,000 Karma (essentially, it resets Karma to the maximum 1,000).
* Destroying the Krivbeknih during The Dark Heart of Blackhall: +500 Karma
* Siding with the abolitionists during Head of State.
* Making a truce between The Family and Arefu during Blood Ties.
===Negative===
* Devour a corpse (Cannibal perk required): -1 Karma per corpse.
* Stealing from a non-evil character or faction: -5 Karma per instance (note that when stealing from owned (red text) containers, such as cabinets or lockers, the Karma change applies once per activation of that container. Meaning, if a container is opened once and two items are stolen, 5 Karma will be lost, but if the same container is opened twice, stealing one item each time, 5 Karma will be lost each time, which means 10 Karma is lost in total). Items can be replaced in owned containers after being stolen, and then stolen again and again with the same Karma loss each time, making for a useful method by which console gamers can decrease their Karma, although repeatedly hacking an owned terminal is a faster way of doing this.
* Repeatedly hacking an owned (red text) terminal (classified as stealing, but can be done over and over again): -5 Karma per hack attempt. Even accessing the terminal will result in negative Karma.
* Selling ears taken from the corpses of good characters (one has killed) to Daniel Littlehorn via the Contract Killer perk: -10 Karma per ear.
* Killing a good creature: -25 Karma
* Giving away Aqua Pura infected with the modified FEV to water beggar characters like Carlos outside of Rivet City: -50 Karma per item.
* Performing an evil act in a quest: At least -50 Karma
* Killing a non-evil character: -100 Karma (although, this can be gotten around by shooting them once, making them hostile, then letting a follower kill them).(note)
* Giving Psycho to Paulie Cantelli in Rivet City: -100 Karma each time so long as he is alive.
* Enslaving any character with the Mesmetron: -100 Karma
* Burning Harold in the quest Oasis: -200 Karma
* Bringing Bryan Wilks to Paradise Falls during Those!: -400 Karma
* Causing Mister Lopez to commit suicide (either by pushing him or insulting him): -500 Karma
* Letting the feral ghouls into Tenpenny Tower in the Tenpenny Tower quest: -600 Karma
* Blowing up Megaton in The Power of the Atom quest: -1,000 Karma
* Infecting Project Purity with the modified FEV in the quest Take it Back!: -1,000 Karma
* Blowing up the Citadel in Who Dares Wins: -1,000 Karma
* Taking the Devil's Highway perk: -2,000 Karma (essentially, it resets Karma to the minimum -1,000).		
* Lying to Weston Lesko that the fire ant nest guardians are dead during Those!
* Siding with the slavers during Head of State.
* Killing Timebomb in Big Town.
* Upon witnessing the Tunnel Snakes bullying Amata in Vault 101 during Future Imperfect, tell Butch to make fun of her weight.
* When speaking to Leo Stahl at Megaton, blackmail him into selling drugs.
* When speaking to Moira Brown at Megaton, pass a Speech check to convince her not to write the Wasteland Survival Guide during the quest of the same name.
* Completing the Nuka-Cola Challenge quest by trading Nuka-Cola Quantum bottles to Ronald Laren.
===Other===
* Taking the Karmic Rebalance perk: Karma reset to 0.
==Effects of Karma levels==
===Good Karma===
* Access to Star Paladin Cross and Fawkes.
* Talon Company mercs will come after the player character.
* A citizen in Megaton will reward the player character for their good-doings with ammo and other random gifts.
===Neutral Karma===
* The use of the Impartial Mediation perk, the single biggest skill boost in the game.
* Access to Sergeant RL-3, a good early to mid-game follower, and Butch.
* Neither Talon Company nor the Regulators will come after the player character.
===Evil Karma===
* The Regulators will come after the player character.
* Access to Clover and Jericho, good early to mid-game followers.
* A slaver in Paradise Falls will reward the player character for their wrong-doings with ammo and other random gifts.
==Companions and Karma==
Some companions have a Karma level requirement that must be met if the player character wishes to enlist them:
* Clover and Jericho need bad Karma to be recruited. After being hired, they will follow the player character regardless of changes in Karma level, although they will often mention how boring the player character is, should the Lone Wanderer become good. If fired, Jericho will not join the player character again if they stop being evil, but Clover will rejoin the player character after being fired, even if their Karma is no longer evil.
* Butch DeLoria and Sergeant RL-3, both recruited with neutral Karma, are similar to Clover and Jericho. They will not leave if one's Karma becomes good or evil, but unlike Clover, one cannot get them back with a high or low Karma level after being fired.
* With high Karma, it is possible to enlist Fawkes or Star Paladin Cross. They are not slaves or servants like Clover and Charon - they will follow the player character of their own free will, without any cost, if asked. Be aware, however, that being good characters, they will leave if one becomes evil after recruiting them, and will refuse to follow until one's Karma is high enough.
* Dogmeat and Charon will follow the player character regardless of what their Karma level is.
==Notes==
* To check one's exact Karma value, PC players can use the following console command: .
* Some of Three Dog's news will be based on the player character's Karma, which can be odd if they are evil and have done something good or vice versa. For example, he might call the Lone Wanderer a jackass for sending Bryan Wilks to Paradise Falls, and then compliment them for saving Megaton.
* When the player character's Karma is in either the good or evil end of the spectrum, Talon Company (with good Karma) or Regulator (with evil Karma) hit squads can appear and ambush the player. These hit squads appear as random encounters and as ambushes at specific locations where the player character exits structures that utilize loading screens to return them to the Capital Wasteland.
* When the player character has neutral Karma, Talon Company/Regulator hit squads do not spawn. However, Talon Company and/or Regulators that spawned previously will not disappear or become friendly to the player character. They will always be hostile upon contact regardless of one's current Karma.
* A player character that has been both good and evil may sometimes find themselves attacked by Talon Company mercs and Regulators at the same time where their ambushes occur. The two groups will often attack each other if they notice the other group before noticing the player character.
* The player character will only lose Karma for killing a non-Evil creature or NPC if they are assigned to a faction that is programmed to give the player character a Karma penalty for killing its members; by default, no Karma is lost for killing Good/Very Good characters.
Getting positive Karma points	Getting negative Karma points
 	
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Category:Fallout 3 gameplay
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