Thanks!
wrt Abilities, I was trying to find a balance between flavor and clarity. I had considered using actual terminology and specific concepts from Buddhism, Taoism, and Confucianism, but that seemed overly limiting, beyond my purview, and too difficult to use. Instead, the three attributes broadly represent these philosophies (Nature <-> Buddhism, Wisdom <-> Taoism, Propriety <-> Confucianism), but also each represent some aspect of play (Nature <-> Things that are physically or mentally exerting, Wisdom <-> Investigation, noticing, perceiving, willpower, Propriety <-> Charisma, social conflict, mundane tasks in the world). I'm glad you liked the government documents as propriety damage ;).
Ability Armor will most likely just come from items like Armour in Into the Odd, although it might also get tied into some of the character customization stuff I haven't written yet. Your idea of a passport as a form of Propriety Armor is a good example of what I'd be going for, thank you! Very reassuring to see that came across.
The way I'm using Karma in this setting is very different than the American / New Age colloquialism of Karma. It's not about good and evil per se, but about attachment to the material world. The material world is intrinsically flawed, so even if your intentions are good, you are just adding more Karma into this broken system. So unless you want to be an ascetic or nihilist or whatever, you have to find this balance between doing good in the world, because for those of us here in the material world, Black Lives Matter and we need a corona virus vaccine, but also detaching yourself so that you can see reality more holistically (I am trying very hard to avoid saying "spiritually" lol because that's become a kind of loaded and meaningless term).
So in game terms, your Karma goes up when you get involved in new quests and adventures and such (Karmic Attachments), and you get more powerful, but if it goes up too much you become an Ashura (an NPC Karma Devil). So you need to lower your Karma by resolving or divesting yourself of these Karmic Attachments, either by actually resolving them in some capacity, or dying and reincarnating.
Unlike most humans, the PCs have the ability to reincarnate with continuity, meaning they basically come back into existence as if nothing had happened, but only if they kill themselves in a specific ritualistic way. I'm still deciding on the particulars both from a setting perspective and game perspective, but tentatively I'm thinking it'll be something like if they resolve a certain number of Karmic Attachments and then ritualistically kill themselves, they level up mechanically, meaning either they gain some permanent buff, or a new item, or maybe an increase to their Karma Die, and in terms of the setting, it means they're closer to having a "negative karma footprint" so to speak, and closer to exiting samsara, the karmic cycle of death and rebirth, and entering Heaven. Within the context of the setting, this would mean the campaign "levels up" because now they have to save Heaven from the Monkey King, but I'm not at all prepared to start working on that yet, that would basically be like a supplement to a hypothetical full campaign book for this game 0.o...
EDIT: To elaborate further briefly because now I'm getting self-conscious about it (I had originally intended on calling this game KILL YOURSELF: The Karma Punk RPG), my intention with the ritualistic suicide thing is not to trivialize or mock depression and suicidal ideation. In the classic "-Punk" sense, it's meant to subvert your expectations. It's intended more as a metaphor for being able to face yourself, and challenge your perceived identity, to accept "ego death". Being willing to put your weaknesses or failings behind you and grow, and fundamentally change as a person. That's what this game is supposed to be about; about how to manage all of these things- the mundanity of life, the very real problems in the world, and also yourself, and how all of these things are connected and you can't really manage any one of them well without managing all of them, otherwise you're just going to create more problems for yourself or others.
EDIT2: Also superficially the suicide idea was somewhat inspired by Persona 3, where the characters would shoot themselves in the head with this special gun to summon their personas.