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Karma is a gameplay mechanic in Fallout: New Vegas. It reflects the balance of positive and negative actions towards the inhabitants of the wasteland.

Characteristics[]

In Fallout: New Vegas, Karma functions parallel to Reputation as a game mechanic. Karma works mechanically as a 2,000-point linear scale with -1,000 being the most Evil, 0 is firmly Neutral, and +1,000 the most Good. Unlike Reputation, where one's Fame and Infamy cannot be lost (which can lead to a "Mixed" reputation), Karma can be both gained and lost, followed by a specific notification and audio effect:

Gaining Karma points Losing Karma points
FO3PositiveKarmaPoints FO3NegativeKarmaPoints

Companions and Karma[]

Unlike Fallout 3, having a certain Karma level is not a requirement for recruiting any permanent companions. That said, a unique case is found with Cass where, after being recruited during Heartache by the Number, if one's Karma drops to -100, she will initiate dialogue and complain about their behavior, with a second warning following one's Karms dropping further to -150. If one manages to keep their Karma within the Neutral threshold (between -250 to 250) and not drop it further, she will not complain anymore. However, talking to her again after one has achieved Evil Karma at -250, she will scold them and permanently leave the party. Note that there is no grace period between Cass's interactions in which one can improve their Karma, meaning it is possible to get her abandonment dialogue in the space of minutes by making three attempts in a row to converse with her with Evil Karma. While she will initially agree to travel with an Evil Karma character, the first attempt to talk with her (which one will need to do in order to tell her to travel with them) will result in the first of her three strikes being used up on the spot.

Karma-based interactions[]

If one is completing a non-Legion faction ending, when meeting Legate Lanius at the Legate's camp during the Second Battle of Hoover Dam, if the Speech or Barter checks cannot be passed and/or one picks certain dialogue options, he will prepare to engage combat. In this instance, a unique Good Karma dialogue option becomes available where Lanius can be convinced to fight them alone, regardless of whether the player character has companions of their own with them.

The ending slides for each faction ending have variants based on whether the player character had Good, Neutral, or Evil Karma after finishing their ending quest.

Karma levels[]

KarmaF3

Karma level icons, from left to right: Very Evil, Evil, Neutral, Good, Very Good

Upon waking up in Goodsprings, the Karma meter will always be set at 0 and changes depending on certain actions performed by the player character. There are 5 levels with certain thresholds according to one's Karma value:

  • Very Good - from 750 to 1,000.
  • Good - from 250 to 749.
  • Neutral - from -249 to 249.
  • Evil - from -749 to -250.
  • Very Evil - from -750 to -1,000.

Karma titles[]

The current Karma level is defined by a "Karma title" which is uniquely tied to one's level. The base game level cap is set at 30 and, although each of the four major add-ons for the game raise this cap by 5 levels up to a maximum of 50, from level 31 up to 50 will have the same Karma title:

Level Good Karma Neutral Karma Bad Karma
1 Samaritan Drifter Grifter
2 Martyr Renegade 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 Betrayer
9 Desert Avenger Desert Scavenger Desert Terror
10 Exemplar Observer Ne'er-do-well
11 Vegas Crusader Vegas Councilor Vegas Crime lord
12 Paladin Keeper Defiler
13 Mojave Legend Mojave Myth Mojave Boogeyman
14 Shield of Hope Pinnacle of Survival Sword of Despair
15 Vegas Legend Vegas Myth Vegas Boogeyman
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 Guardian of the Wastes Renegade of the Wastes Scourge of the Wastes
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 Last, Best Hope of Humanity Moneygrubber Soultaker
29 Savior of the Damned Gray Stranger Demon's Spawn
30+ Messiah True Mortal Devil

Karma-influencing actions[]

Gaining Karma[]

Losing Karma[]

Maintaining Neutral Karma[]

Due to the number of actions that can both gain and lose Karma, if one is seeking to maintain a Neutral Karma level, certain orders of actions can be used:

Notes[]

  • It is normally impossible to see one's exact Karma value, meaning it is necessary to use use the console command player.getav Karma to view it.
  • One can see their current Karma title in the Pip-Boy, in the "general" category in the stats section. If the general category of the Pip-Boy shows the character's faction reputation instead, the player may need to press the button shown in the top right of the Pip-Boy screen to view their Karma level.
  • When attempting to steal drained energy cells, casings or any type of ammunition ingredients from non-player characters, there is no risk of failure, no Karma loss and the NPC will not react even if detected when taking them. This could be due to the drained cells and casings having no monetary value, much the same way vendors will let the player character take such objects for free from their shops. This explanation appears to be accurate since the same phenomenon also occurs with Xander roots.
  • Even if one is Vilified by a given faction, stealing any items from owned containers of that faction or lockpicking their doors, will result in a loss of Karma. This occurs whether one is seen or not. However, no Karma is gained or lost if the player character steals from containers belonging to criminal groups, such as the Powder Gangers, so long as their reputation with said group is Vilified.
  • 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. The same is true for Evil and Very Evil characters.
  • The values for Karma gain may be bugged; currently, killing "Very Evil" NPCs such as Vulpes Inculta gains the player character only +2 Karma gain, while killing some Fiends and feral ghouls grants 100 Karma.

Bugs[]

  • Playstation 3Playstation 3Playstation 3 There is a random glitch where the Karma title remains at "Guardian of the Wastes" or "Scourge of the Wastes" even if the player character is above level 20. This occurs with Good, Neutral and Evil Karma.[verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 When reaching higher levels, the game may "forget" one's Karma at random times, then it will return without warning.[verified]
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