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DC Comics

Up to date as of February 01, 2010
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(Redirected to Wayne Hawkins (New Earth) article)

From DC Database

Character Template Character Template
Real Name
Current Alias

Alignment

Affiliation

Universe

Characteristics
Gender

Height
5' 11"

Weight
179 lbs (81 kg)

Eyes

Hair

Status
Citizenship

Marital Status


First appearance
Appearance of Death

Image:Quote1.png I ain't no hero... never wanted to be. Image:Quote2.png
-- Karma

Contents

History

Karma was a youth with the power to generate bad luck in others who joined the Doom Patrol for a brief period n the eighties under the leadership of Celsius.[1] On the run from the law for past crimes he had committed, he eventually left the team.[2] Although he was eventually apprehended, he died on a mission with the Suicide Squad during War of the Gods.[3]

Powers and Abilities

Powers

  • Probability Manipulation: Karma has the ability to generate immensely bad luck in other people. This makes him functionally invulnerable, because all strikes that are intended to hit him invariably miss their mark.

See Also

Recommended Reading

Links and References

  • Karma at the DCU Guide

Footnotes

Doom Patrol member
This character was at some point primarily a member of the Doom Patrol. A long-running team of rag-tag misfit heroes who work together for the common good, fighting evil against all odds. This template will categorize any article that includes it into the Doom Patrol members category.


This article uses material from the "Wayne Hawkins (New Earth)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Karma's a real bitch, you'd be wise to remember that.

—-Michael Masters.

Karma

Generally referencing the actual concept of Karma, Karma (as a tab on your in-game character sheet) in the Fallout series is the reflection of all good and evil choices you make during the game. In the first Fallout, it only covered a statistic called "Reputation" , as well as the special Karma/Reputation perks. In Fallout 2, what was originally called Reputation was renamed to Karma, and Reputation became a measurement of how you are perceived by various communities.

As a statistic, Karma (Reputation in the original Fallout) is a measurement of your good or bad deeds and how perceived by the inhabitants of the wasteland. Also, you can gain "titles" displaying your "achievements". For example, in Fallout, if you kill a child, you earn the Childkiller award.

Contents

Fallout 2

Neutral Karma

Wanderer

Wanderer

You start off with the status of a 'wanderer' with 0 karma points. This Status can therefore also be called Neutral. You stay a wanderer until you either reach +250 or -250 karma points.

Positive Karma

Defender

Defender
  • If your positive karma reaches 250 you gain the status of the 'Defender'.
  • This karma is a reference to Batman.

Shield of Hope

Shield of Hope
  • If your positive karma reaches 481 you gain the status of the 'Shield of Hope'.
  • This Karma is a reference to Captain America even though that wasn't his shield's name.

Guardian of the Wastes

Guardian of the Wastes
  • If your positive karma reaches 751 you gain the status of the 'Guardian of the Wastes'.
  • This Karma level is a reference to the British Foot Guards.

Savior of the Damned

Savior of the Damned
  • If your positive karma reaches 1000 you gain the status of the 'Savior of the Damned'.

Negative Karma

Betrayer

Betrayer

If your negative karma reaches -250 you gain the status of the 'Betrayer'.

Sword of Despair

Sword of Despair

If your negative karma reaches -481 you gain the status of the 'Sword of Despair'.

Scourge of the Wastes

Scourge of the Wastes

If your negative karma reaches -751 you gain the status of the 'Scourge of the Wastes'.

Demon Spawn

Demon Spawn
  • If your negative karma reaches -1001 you gain the status of the 'Demon Spawn'.
  • This Karma is a reference to Spawn.

Fallout 3

Karma is the system in Fallout 3 that keeps track of the moral actions and consequences of a character. Karma is the principle of cause and effect, and it represents the player's aptitude towards a certain status: good, neutral or evil. Although it is measured in points, the player never gets to see a numerical karmic value, only the title. You can only use the console command player.getav karma to get the current value of karma.

People will behave differently toward you depending upon your karma. For example, if a player has very good karma in Megaton, one NPC will talk to the player everyday to give them free items such as ammo, food or medicine. Players with evil karma can get the same benefits in Paradise Falls. Karma also factors into certain dialog options, such as recruiting followers and learning about Scribe Bigsley's side operation.

If the player's karma ever becomes Good, they will be targeted by Talon Company Mercs (even if their karma subsequently drops back to Neutral or Evil). Likewise, if the player's karma ever becomes Evil, they will be targeted by Regulators, even if their karma later raises to Neutral or Good. A player that has been both Good and Evil (i.e. in order to recruit all followers) may sometimes find themselves attacked by both Talon Company Mercs and Regulators at the same time (though they may attack each other first!) Keeping a neutral Karma level will result in neither Regulators nor Talon Company Mercs to bother you.

Companions and karma

Surprisingly, the two companions (excluding those who don't care about the player's karma) that prove themselves to be the most loyal are those who require low (or evil) karma: in other words, Clover and Jericho. After being hired, they will follow the player regardless of changes in his or her karma level, although they will often mention how boring the player is, should he become good. That is probably because the Lone Wanderer paid for their services (not to mention that Clover herself is a slave, thus blindly loyal), and because they don't really have a "conscience." Following the Lone Wanderer as he or she helps other people is boring, but not disturbing. Jericho is a companion that can prove himself handy when given good armor and weapons. Clover, however, appears to be much weaker than other companions (including Jericho), but when separated from you due to certain events of the story, she will join you again when you go looking for her, unlike Jericho.

Butch DeLoria and Sergeant RL-3, both recruited with Neutral Karma, are similar to Clover and Jericho. They will not leave if your karma becomes good or evil, but unlike Clover, you can't get them back with a high or low karma level when the main story separates you. Furthermore, while RL-3 can be an interesting follower, Butch proves himself to be the worst companion of the game.

Players with high karma may hire Fawkes or Star Paladin Cross. Both are very tough characters, and Cross is a very versatile fighter. They are not slaves or servants like Clover and Charon: they will follow you of their own free will, without any cost, if you ask them and have good karma. Be aware, however, that being good characters, they have a conscience and will leave your side if you become evil after hiring them, and will refuse to follow you again until your karma is high enough. If you want to pick one of them as your follower, be aware also that they appear quite late in the game. You cannot hire Star Paladin Cross before you gain access to the Citadel, which means that you cannot have her as your companion until the quest The Waters of Life is completed. Fawkes, although he appears when the player searches for the G.E.C.K. in Vault 87, cannot be hired before the player escapes from Raven Rock (end of The American Dream).

Karma levels

Karma levels

You begin the game with a value of zero, which increases or decreases based on the players actions. There are 5 levels of Karma:

  • 1000 to 750 : Very Good
  • 749 to 250 : Good
  • 249 to -249 : Neutral
  • -250 to -749 : Evil
  • -750 to -1000 : Very Evil

Titles

Good karma titles apply if your karma is above +250 points, neutral titles are awarded if your karma is between -249 and +249 points and evil titles are assigned if your karma is less than -250 points.

Ranks above 20 can only be reached with the add-on Broken Steel.

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 10G/bronze
9 Urban Avenger Urban Ranger Urban Invader -
10 Exemplar Observer Ne'er-do-well -
11 Capital Crusader Capital Councillor Capital Crimelord -
12 Paladin Keeper Defiler -
13 Vault Legend Vault Descendant Vault Boogeyman -
14 Ambassador of Peace Pinnacle of Survival Harbinger of War 20G/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 30G/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 20G/bronze

Ways of changing karma in Fallout 3

Add Karma (Doing Good)

Subtract Karma (Doing Evil)

  • Devour a corpse (Cannibal Perk required): -1 karma per corpse
  • Stealing from a non-Evil character or faction: -5 karma per transaction
  • Repeatedly hacking a locked terminal (Classifies as stealing, but can be done over and over again) -5 karma per hack attempt
  • Selling Ears taken from the corpses of good characters (you killed) to Daniel Littlehorn via the Contract Killer Perk: -10 karma per ear
  • Killing a Good creature: -25 karma
  • Performing an evil action 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.)
  • Enslaving any character with the Mesmetron: -100 karma
  • Blowing up Megaton in the Power of the Atom quest: -1000 karma
  • Infecting Project Purity with the modified FEV in the Quest Take It Back! : -1000 karma
  • Blowing up the Citadel in the Who Dares Wins quest in the Broken Steel DLC: -1000 karma

To manually adjust karma, the console command rewardkarma xxx can be used, where "xxx" stands for the amount the player wants to add or use a negative value to decrease it instead. Best used when trying to recruit permanent companions.


This article uses material from the "Karma" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Everyone's Grudge in Final Fantasy VII.

Karma, also known as Everyone's Grudge, is a recurring enemy ability in the series. It is a special attack of the Tonberry, which usually deals non-elemental damage which is directly proportional to the number of enemies the targeted character has defeated. It is often used as a counter-attack when the Tonberry is too far away from the player to attack physically.

Contents

Appearances

The legendary Time Damage attack in Final Fantasy VII.

Final Fantasy VII

Everyone's Grudge is used by the Master Tonberry, which it will only used if it is attacked twice before it takes a step. It deals unblockable and unreducable non-elemental damage to the last person who dealt the second hit equal to the number of enemies they have killed x10. The Tonberry, found only in the Battle Square of the Gold Saucer, uses a similar attack called Time Damage as its counter-attack against the 3rd attack, which would deal damage to the player equal to the number of hours played x 100 + Minutes played. However, the player will never see this attack due to the impossibility of doing so.

Crisis Core -Final Fantasy VII-

The attack Karma is used by the Tonberry family of enemies. It has a longer casting time than most spells. It does damage depending on the number of enemies Zack has killed. Should the player encounter many Tonberries at once, it is very likely that the Tonberries will succesively cast Karma, which will be fatal since it can deal thousands of damage at once.

Final Fantasy VIII

Everyone's Grudge is used by the Tonberry as a random counterattack to any attack, and it deals damage to the target equal to the number of monsters the target has killed x20. It is used as a counter to the second attack on it before it takes its first step of that battle. If a character hit by this attack has killed 500 or more monsters, then it is an instant KO on them.

Final Fantasy IX

Everyone's Grudge is used by Tonberry, and does damage to the entire party equal to 4 to the power of the amount of Tonberries the player has killed. It is used freely, making the Tonberry extremely dangerous.

Final Fantasy X

Karma is used by the Tonberry family, including Tonberry, Master Tonberry, and Don Tonberry. When used by Tonberry or Master Tonberry, it inflicts unblockable, unreducable damage equal to the number of enemies the target has killed x10. When used by Don Tonberry, it inflicts damage equal to the number of enemies x100 instead.

Final Fantasy X-2

Karma is only used by Mega Tonberry, which deals damage equal to half of their remaining HP and MP and inflicts Petrify, Poison, and Confusion.

Final Fantasy XI

Everyone's Grudge is an ability used by most of the members of the Tonberry family. An even stronger version of this attack exists, called Everyone's Rancor, and is used exclusively by Tonberry Notorious Monsters. Both attacks are considered magical damage and are influenced by an invisible modifier known as Tonberry Hate; Everyone's Grudge is 5x the total value of a player's Tonberry hate, with Everyone's Rancor raising the modifier to 50x. Tonberry Hate is accumulative and can reach a point where it becomes impossible to survive getting hit by one of these attacks.

Everyone's Grudge is also the name of a repeatable quest that allows players to reset their Tonberry Hate back to 0.

Final Fantasy XII: Revenant Wings

Karma is the special attack of the Tonberry, and deals non-elemental damage based on the number of defeated enemy and ally units.

Final Fantasy Tactics Advance

Karma is an ability used by a Tonberry. It deals damage for each unit the target has KO'ed.

Final Fantasy Tactics A2: Grimoire of the Rift

Karma is an ability used by a Tonberry. It deals damage depending on how many monsters the target had defeated, which is multiplied by 10. It is also has 100% accuracy.

Dissidia Final Fantasy

Karma is an ability used by the summon Tonberry. After a prolonged period of time, Karma removes the opponent's bravery equal to the amount of HP the summoner has lost since Tonberry was summoned.

Etymology

Karma is a term derived in Hindu philosophy which describes the cycle of cause and effect. Somebody who performs good acts will have good karma and those who perform evil acts will have bad karma. It is believed later in life that those with good karma will be blessed with good fortune and those with bad karma will be cursed with bad luck.

In this example, characters who have defeated many enemies will receive bad karma, and this is reflected when they receive more damage than others when the ability is used on them.

Gallery


This article uses material from the "Karma" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010

From Lostpedia

Image:Merge-arrows.gif This article has been marked for merging
It has been suggested that this article be merged with Religion and ideologies - Discuss
Image:Merge-arrows.gif

Karma is, in certain Eastern religions or philosophies, the concept that a person's actions in the material world directly affect his future experiences there and also have consequences in the afterlife. Positive actions lead to positive experiences and outcomes; similarly, negative ones lead to undesirable results.

Lost

Many explicit references to the word karma involve Sawyer:

  1. When Sawyer encounters Sayid after his return, he says, "Well, well, well. I don't know if you Islam's got a concept of karma, but I get the sense this island just served you up a heaping platter of cosmic payback." ("All the Best Cowboys Have Daddy Issues")
  2. Frank Duckett’s last words are that “it’ll come back around” after Sawyer has fatally shot him. ("Outlaws")
  3. When Sawyer asks Juliet why she is going back to the survivor camp to help Sayid, Bernard, and Jin, she replies, "Karma. Why are you going back, James?" ("Through the Looking Glass")
  4. When Richard meets Locke at the nigerian airplane, he says "Well...what comes around, goes around", in reference to Ethan being shot but also to "Locke" traveling in time. ("Because You Left") ("Homecoming") ("The Incident, Parts 1 & 2")

Bernard also mentions karma when fishing with Jin in the Episode "Ji Yeon":

JIN: Then why do you stay with Jack?
BERNARD: Because it was the right thing to do. Locke, uh... He's a murderer. See, it's all about karma, Jin. 
 Do you know karma? (Jin nods)
BERNARD: You make bad choices, bad things happen to you. But you make good choices, and then good-- 
(Bernard is interrupted as a fish gets caught to Jin's rod). 
Hey! Hey, hey, hey! You got one! Yeah. Here, pull it in. (Jin pulls the fish in)
BERNARD: Wow, look at that! You see? Now, that's karma. We must be the good guys, huh?

The Lost Experience

See also


This article uses material from the "Karma" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

Runescape

Up to date as of February 07, 2010
(Redirected to Karma the chameleon article)

From the RuneScape Wiki, the wiki for all things RuneScape

Karma the chameleon
File:Karma_All_Ten_Colours.png
Release date Unknown edit
Race Chameleon
Members NPC? No
Quest NPC? No
Location Falador Party Room
Sells items? No
Skill requirement? No
Quest requirement? No
Gender Male
Examine Party Pete's pet; she comes and goes
Notable features Changes colour frequently.

Karma the chameleon is Party Pete's pet.

Trivia

  • Since the Summoning level required for players to have a Chameleon as a pet is 90, this would imply that Party Pete would also have a Summoning level of at least 90, giving Pete a combat level of at least 14.
  • The name "Karma the Chameleon" is an obvious reference to British band Culture Club's 1983 song Karma Chameleon. The examine text "she comes and goes", is also a reference to the song, being an excerpt from the lyrics.
  • Party Pete received Karma the Chameleon as a Christmas present in 2008.
  • Whenever the chameleon "talks", it has an odd effect on Party Pete.

This article uses material from the "Karma the chameleon" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

"I am like a veritable fable, warning against the karma caused by murdering others, a morality tale if you will. What utter irony."
―HK-47 to Revan

Karma was a concept related to the link between cause and effect. The assassin droid HK-47, in describing the deaths of his former masters, described these fates as the karma caused by murdering others.

Zayne Carrick, a Jedi Padawan during the time of the Mandalorian Wars, possessed a distinct type of luck that could be described as "Karmic".[1]

The relationship between karma and the Force is not fully known.

Contents

Behind the scenes

Karma is a real world concept with roots in the ancient Indian philosophies of Hinduism, Jainism, Sikhism, and Buddhism. The term is often used in nonreligious contexts to refer to people getting what they deserve.

In the Star Wars Miniatures game, Zayne Carrick's unique luck is represented by the special abilities "Karmic Luck" and "Karmic Mettle".

Appearances

  • Star Wars: Knights of the Old Republic (First identified as Karma)

Sources

  • Star Wars Miniatures: Knights of the Old Republic

Notes and references

  1. Star Wars Miniatures: Knights of the Old Republic

This article uses material from the "Karma" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Karma is a Defense enhancement set in the Invention System. It is available in the 10-30 level range.

There are three enhancements in this set:

  • Karma: Defense/Endurance,
  • Karma: Defense/Recharge, and
  • Karma: Knockback Protection Global.

Only one of each of these types of enhancements may be slotted per power.


The following set bonuses apply when slotting more than one of the enhancements in this set into a single power:

  • Two enhancements grants 1.5% debt protection.
  • Three enhancements increases maximum Health by 1.5%.

This article uses material from the "Karma" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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