KarmageddonRPG

## Mechanics

### Karma

Karmageddon is a world where every individual has a variable called 'Karma', which represents their spin direction. Spin direction is a physical property that affects how an individual interacts with the forces of nature and the energy fields that permeate the world. There are two possible spin directions: Up and Down. These correspond to the two alignments: Dark and Light.

Dark-aligned individuals have a down spin direction, which means they are more attuned to the negative energy fields and the forces of entropy and decay. They tend to be more aggressive, selfish, and destructive, but also more creative, adaptive, and resourceful. Dark-aligned individuals can manipulate the negative energy fields to perform feats of magic, such as curses, illusions, and necromancy.

Dark-aligned individuals live in a constant struggle for survival and dominance in a world where they are outnumbered and despised by the Light-aligned majority. They are often persecuted, discriminated, and hunted by the forces of the Light, who view them as evil and corrupt. Dark-aligned individuals have to rely on their cunning, ingenuity, and ruthlessness to survive and thrive in a hostile environment. They form alliances based on mutual benefit and respect, rather than trust and loyalty. They value strength, power, and freedom over morality, justice, and order.

Dark-aligned individuals have a natural affinity for the darker aspects of magic, such as curses, illusions, and necromancy. They use these abilities to manipulate, deceive, and harm their enemies, as well as to enhance their own capabilities. Dark-aligned individuals can also tap into the negative energy fields to augment their physical attributes, such as speed, strength, and endurance. However, these abilities come at a cost: Dark-aligned individuals have to constantly balance their Karma, or risk losing control of their spin direction. If their Karma becomes too negative, they will become corrupted by the dark forces and turn into mindless beasts called Ferals. Ferals are savage creatures that attack anything in sight, including other Dark-aligned individuals. To prevent this fate, Dark-aligned individuals have to periodically perform acts of positive Karma, such as helping others, showing compassion, or creating something of value. However, these acts also weaken their connection to the dark forces and reduce their magical potential. Therefore, Dark-aligned individuals have to find a delicate equilibrium between their dark and light sides.

Light-aligned individuals have a Up spin direction, which means they are more attuned to the positive energy fields and the forces of order and growth. They tend to be more peaceful, altruistic, and constructive, but also more rigid, dogmatic, and conservative. Light-aligned individuals can manipulate the positive energy fields to perform feats of magic, such as blessings, healing, and enchantment.

Light-aligned individuals live in harmony with the natural order of the world. They respect the balance of the energy fields and the laws of nature. They seek to preserve and enhance the beauty and diversity of life. They value cooperation, compassion, and wisdom. They follow a code of ethics that guides their actions and decisions. They believe that their Karma is a reflection of their soul and their destiny.

Light-aligned individuals have a natural affinity for magic that involves positive energy fields. They can channel this energy to perform various feats of magic, such as blessings, healing, and enchantment. Blessings are spells that enhance the attributes or abilities of a person or an object. Healing is the ability to restore health and vitality to living beings. Enchantment is the art of imbuing objects with magical properties or effects.

Light-aligned individuals often form communities that share their values and beliefs. They tend to live in places that are rich in positive energy fields, such as forests, mountains, or temples. They cultivate relationships with other living beings, such as animals, plants, or spirits. They practice rituals and ceremonies that honor the cycles of nature and the forces of light. They aspire to achieve enlightenment and harmony with the universe.

The spin direction of an individual is not fixed at birth, but can change over time due to their actions and experiences. Every action has a karmic consequence, which affects the individual's spin direction. Actions that align with one's current spin direction increase their Karma value, while actions that oppose one's current spin direction decrease their Karma value. When an individual's Karma value reaches a certain threshold, their spin direction flips to the opposite alignment.

A spinor is a rare individual who has a Grey alignment, which means they have a balanced spin direction that is neither Up nor Down. They are immune to the karmic consequences of their actions and can freely switch between the Dark and Light alignments. They can also manipulate both the positive and negative energy fields to perform feats of magic that are impossible for other alignments, such as paradoxes, anomalies, and transcendence.

One does not simply become a Spinor. A Spinor is born with a rare genetic mutation that affects their spin direction. Normally, a person's spin direction is determined by their parents' spin directions, which are either Up or Down. However, in some rare cases, a person inherits a Grey spin direction from one or both of their parents, which means they have a balanced spin direction that is neither Up nor Down. This mutation is very rare and occurs in less than one in a million births.

A Spinor's Grey alignment is usually discovered during childhood, when they start to exhibit signs of both Dark and Light magic. For example, a Spinor may be able to heal wounds with positive energy and cause pain with negative energy. A Spinor may also be able to create paradoxes, such as making something exist and not exist at the same time, or creating something out of nothing. These abilities are beyond the comprehension of most people, who can only use one type of energy and follow the laws of logic and physics.

A Spinor's life is often difficult and dangerous, as they are hunted by both the Dark and Light alignments, who want to either use them or destroy them. A Spinor has no allies or friends among the other alignments, who fear their power and unpredictability. A Spinor also has no guidance or direction from the cosmic forces that govern the universe, such as fate, karma, or destiny. A Spinor is free to choose their own path, but also responsible for their own consequences.

Spinors are often feared and mistrusted by both the Dark and Light alignments, who see them as unpredictable, unstable, and dangerous. Spinors are also lonely and isolated, as they have difficulty relating to others who have a fixed spin direction. Spinors often struggle with their identity and purpose, as they have no clear alignment or destiny. Some spinors embrace their uniqueness and use their power for their own goals, while others seek to find a balance between the Dark and Light alignments and help to bridge the gap between them.

The world of Karmageddon is in a state of constant conflict between the Dark and Light alignments. The two sides have different visions for the world and its destiny. The Dark alignment seeks to unleash chaos and freedom, while the Light alignment seeks to impose order and harmony. The fate of the world depends on the balance of Karma among its inhabitants.

### Vampirism

Vampirism is a game mechanic that allows a character to drain the life force of another living being and use it for their own benefit. Vampirism can be acquired by being bitten by a vampire, drinking vampire blood, or performing a dark ritual. Vampirism has several advantages and disadvantages that affect the gameplay.

Some of the advantages of vampirism are:

- Enhanced physical and mental abilities: Vampires have increased strength, speed, agility, reflexes, senses, and intelligence. They can also use supernatural powers such as mind control, telekinesis, or shapeshifting.

- Immortality: Vampires do not age or die from natural causes. They can only be killed by sunlight, fire, wooden stakes, silver weapons, holy items, or decapitation.

- Regeneration: Vampires can heal from most wounds and diseases by consuming blood. They can also regenerate lost limbs or organs if they have enough blood.

- Blood magic: Vampires can use blood as a source of energy to cast spells or enhance their abilities. Blood magic is more powerful than conventional magic, but also more dangerous and addictive.

Some of the disadvantages of vampirism are:

- Bloodlust: Vampires need to feed on blood regularly to survive and maintain their powers. If they do not feed enough, they will become weak, hungry, and aggressive. If they feed too much, they will become bloated, sluggish, and corrupted.

- Sunlight: Vampires are vulnerable to sunlight and will burn if exposed to it for too long. They can only go outside at night or in shaded areas. They also need to sleep in coffins or dark places during the day.

- Weaknesses: Vampires have several weaknesses that can harm or kill them. They are allergic to garlic, holy water, crosses, and other religious symbols. They cannot enter a house without being invited. They cannot cross running water or salt lines. They are repelled by mirrors and silver.

- Social isolation: Vampires are often feared and hated by humans and other races. They have to hide their true nature and avoid detection by hunters or authorities. They also have to deal with the moral dilemma of killing or turning innocent people into vampires.

### Lycanthropy

Lycanthropy is a game mechanic that allows the player to transform into a werewolf under certain conditions. The transformation grants the player enhanced physical attributes, such as strength, speed, agility, and senses, but also reduces their control over their actions and makes them vulnerable to silver weapons. The transformation can be triggered by various factors, such as the phase of the moon, the presence of other werewolves, or the player's willpower. The duration and effects of the transformation depend on the player's level of lycanthropy, which can be increased by performing certain actions or consuming certain items. Lycanthropy also affects the player's interactions with other characters and factions, as some may fear or hunt them, while others may respect or ally with them. Lycanthropy is a game mechanic that offers the player a unique gameplay experience and a different perspective on the game world.

## Spells

### Healing Spells

Healing spells are a type of magic that can restore the health and well-being of living beings. They can be used to heal physical injuries, cure diseases, remove curses, or even revive the dead. Healing spells can be classified into different categories based on their effects and requirements. Here is a list of some common healing spells:

#### Purify

This spell ends all disease or condition affecting a single target within touch range.

#### Restoration

This spell reduces the exhaustion level of a target by one.

#### Heal

This spell heals a target of a large amount of damage. The caster can target a creature within 5 feet of them.

#### Regenerate

This spell restores a severed body part or organ to a target within touch range. The target also regains some hit points at the start of each of its turns for an hour.

#### Resurrection

This spell brings back to life a creature that has been dead for no longer than 200 years. The caster does not need to touch the corpse or provide any material components, but must be within 10 feet of the corpse. The target returns to life with full hit points and no drawbacks.

## Bestiary

### Undead

#### Zombie

A zombie is a reanimated corpse that has lost its free will and rationality. It is driven by a primal hunger for living flesh, especially human brains. Zombies are usually created by a viral infection, a necromantic spell, or a chemical agent. They have no memory of their former lives and no sense of self-preservation. They are slow-moving and clumsy, but relentless and persistent. They can only be killed by destroying their brains or burning their bodies.

Zombies are typically found in large groups or hordes, attracted by noise and movement. They are immune to pain and most forms of damage, except for fire and headshots. They have a decayed appearance, with rotting flesh, exposed bones, and missing limbs. They emit a foul odor and make moaning or groaning sounds. They have poor eyesight and hearing, but a keen sense of smell. They can infect other living beings with their bite or scratch, turning them into zombies as well.

Zombies are a dangerous threat to any living creature, as they can overwhelm their prey with sheer numbers and ferocity. They have no fear or mercy, and will not stop until they are fed or destroyed. They are best avoided or eliminated from a safe distance, using firearms, explosives, or fire. Melee weapons are risky and should only be used as a last resort. Zombies have no natural predators or allies, except for other zombies or more powerful undead beings.

#### Skeleton

A skeleton is a type of undead creature that consists of animated bones of a deceased being. Skeletons are usually created by dark magic, such as necromancy or curses, that binds the restless spirit of the dead to its remains. Skeletons have no flesh, organs, or blood, and thus are immune to most forms of physical damage and disease. However, they are vulnerable to fire, holy magic, and weapons that can shatter bones.

Skeletons retain some memories and skills of their former lives, but they are devoid of emotions and personality. They obey the commands of their creator or master, who can control them through telepathy or verbal orders. Skeletons are often used as soldiers, guards, or laborers by evil wizards, cultists, or tyrants. They can wield weapons and armor that match their skeletal frame, such as swords, axes, bows, or shields.

Skeletons are usually hostile to living beings, especially those who disturb their resting place or oppose their master. They attack with relentless ferocity and coordination, showing no fear or mercy. Skeletons can communicate with each other through rattling noises or gestures, but they cannot speak any language. Some skeletons may have glowing eyes or markings that indicate their origin or rank. Skeletons are among the most common and dangerous undead foes that adventurers may encounter in their quests.

#### Mummy

A mummy is a type of undead creature that was once a living human, but has been preserved by ancient rituals or environmental factors. Mummies are usually wrapped in bandages or cloth, and have dry, withered skin and organs. They are often found in tombs or pyramids, guarding the treasures or secrets of their former lives.

Mummies are driven by a curse that compels them to protect their resting place from intruders. They are immune to diseases and poisons, and can resist most forms of magic. They have a powerful grip and can inflict a deadly rotting disease with their touch. Mummies are also capable of creating sandstorms, summoning scarabs, or casting ancient spells.

Mummies are vulnerable to fire and radiant damage, as well as weapons made of silver or blessed by a deity. They also fear holy symbols and relics that oppose their curse. Mummies can be permanently destroyed by removing their heart, which is usually hidden in a canopic jar or a sarcophagus. Mummies are extremely dangerous foes that should not be underestimated or disturbed.

#### Poltergeist

A poltergeist is a type of malevolent spirit that manifests itself through physical disturbances and noises. Unlike other ghosts, poltergeists do not have a visible form or a clear identity. They are often associated with places or objects that have a history of trauma, violence, or negative emotions. Poltergeists can cause a variety of phenomena, such as knocking, banging, throwing, breaking, levitating, or moving objects. They can also affect electrical devices, create foul smells, or produce cold spots. Some poltergeists may even harm or injure living beings by scratching, biting, pushing, or choking them.

Poltergeists are notoriously difficult to get rid of, as they feed on fear and attention. Some possible ways to deal with them are: ignoring them and not reacting to their antics; cleansing the affected area with salt, sage, holy water, or other substances; performing a ritual or prayer to banish them; seeking professional help from a psychic, medium, exorcist, or paranormal investigator; or removing the source of their attachment, such as a cursed object or a person with latent psychic abilities. Poltergeists are rare and dangerous entities that should not be provoked or underestimated.