HT Games

Negative Karma in Stick RPG 2: No Formal System, But Consequences Exist

Stick RPG 2 has no explicit karma meter (unlike Fallout, Infamous, or KOTOR). However, "bad" choices have consequences:

Actions with Negative Outcomes

  • Stealing (Shoplifting): Chance to get caught → arrested → lose all cash + time in jail.
  • Failing crimes: Mugging, car theft, bank robbery can fail → hospital (lose stats/time) or jail.
  • Skipping work: Lose job → lose income stream.
  • Ignoring quests: Miss rewards, unique items, stat gains, story branches.
  • Being rude in dialogue: Some NPCs refuse future trades/quests. Minor effect.
  • Drug use (in-game): Temporary stat boosts → crash, addiction mechanics, health drain.

What the Game Tracks Instead

  • Stats: Strength, Intelligence, Charm — raised by jobs, study, gym, items.
  • Money: Cash on hand + bank.
  • Assets: Car, house, furniture, businesses.
  • Completed quests: Log in menu.
  • Days survived: Score metric.

Roleplay "Evil" Run Tips

  • Focus on crime jobs (Hitman, Drug Dealer, Car Thief).
  • Max Strength/Charm for crime success.
  • Buy the Mansion (requires high cash + rep).
  • Stock market manipulation (buy low, sell high — needs Intelligence).
  • Skip "good" quests (help homeless, charity).

No karma number, but the world reacts. Play however you want — it's a sandbox!


https://www.htfbw.com © HT Games