Difficulty

Difficulty is an easy way to measure buffs or debuffs to rolls based on situations or any other multitude of values in the equation. Difficulty is a very simple system, simply adding a special condition to the roll of a check. Always remember, when difficulty levels stack, they will upgrade to the next difficulty level.

Where it becomes slightly more complicated is where Karma comes in. Karma is a system meant to keep players in check, and is largely at the GM's discretion. Karma is not meant to judge the arbitrary morality of a character's actions, but to judge players who make actions that are a detriment to other players without good reason. A player will not be punished for betraying other players should they have a good reason and discuss with the GM BEFORE making their actions, for example.

Idiotically easy:
Action

Easy:
Advantage

Normal difficulty:
Normal roll

Somewhat difficult:
Disadvantage

Difficult:
1/2 of net window of success

Very difficult:
1/5 of net window of success

Karma:
To prevent players from unjustifiably slighting other players or breaking rules, the GM may punish those who do proportionally to the number and severity of their slights. Though to be fair to the players, the GM must not target karma on specific players and on specific actions. Karma will be used on rolling for every action a player attempts until the karma score is reduced to 0.

Earning Karma:
Karma isn't really meant to be in the positives, but points may be awarded at the GM's discretions. Points may be awarded for things like:

Sacrifice for another player +3 (Life, significant items, etc)

Helping another player +1 (In or out of game)

Exceptionally good RP +1

Losing Karma:
Karma isn't meant to be constantly lost either, and is supposed to be more of a deterrent than anything

Meta-gaming -1

Absent during turn (Without notification) -1

Unjust/unplanned malicious actions against a player or the campaign as a whole (In or out of character) -10

Karma checks:
For every point of negative karma, the DC required to have a karma-based action failure raises by 10, and for every karma-based action failure 1 point of karma will be restored. Though if the player has less than -3 karma, every failure will be counted as a critical failure [Example: player has -3 karma and makes an action. The GM then rolls 1d100 with a DC of 30 and gets a 23. The player's action then automatically fails for some reason.]