How to Use Karma

IN GAME

Manipulate Die Rolls

Die Roll Result – FEAT Amount Needed x 10 = Karma Cost

Whenever making a FEAT roll, the player may change the die roll by declaring, before a FEAT required situation begins, that he/she is spending Karma on the result. At this point, the player is committed to spend at least 10 Karma points. After rolling the dice, subtract the amount needed to successfully fulfill the FEAT with the die roll result, then multiply that total by 10. The multiplied number is equal to the amount of Karma spent. The player does not have to declare how much Karma is spent on the roll, only that he/she will be spending Karma. Certain FEATs may not be manipulated by Karma. Resource FEATs may not be so manipulated, nor may Popularity FEATs. FEATs resulting from being Blindsided or suffering an unexpected attack may not be modified by Karma (you cannot spend Karma, unless you had some previous warning of an attack).

Modify Combat Results

50 Karma per One Color

In most types of combat, the attacking character may choose to reduce the effect of his/her attack (from a red result to a yellow result). Certain attacks may not be voluntarily reduced in effect: Edged Attack, Shooting, and Energy (those attacks with a possible Kill result). The player may reduce these effects by spending Karma. An expenditure of 50 Karma points may reduce the result by one color (from red to yellow, for example). This expenditure may only be made immediately after the roll generating the effect, and before any other die rolls, such as the Endurance FEAT to see if the character survives.

Creative Power Stunts

100 Karma per 1 Stunt Act

A Power Stunt permits the character to use his/her Power in a fashion that has hitherto not been used. When a character wishes to attempt the stunt, he/she describes the stunt to the Judge. The Judge then states if the stunt is possible, given the character’s level of Power, and what FEAT would required. The player then spends 100 Karma points to try the stunt. Any additional Karma to manipulate the die roll may be spent now, according to the rules laid out above.

Building/Creating

Player Declares Karma Amount

Karma may be used to determine the success of an experiment or invention. In this case and this case only, the player making the roll must determine how much Karma is being spent before rolling the dice (as opposed to the mere declaration of how much is to be spent, with an automatic spending of 10 Karma points). If the player does not declare the amount for this success roll, then 10 points are assumed to be spent.

Favored Event- Players’ Advantage

Karma may be used to alter a situation in favor of the player or group. The Game Master may grant a period in game time where a Favored Event may occur, (There’s a Red FEAT chance something will occur”). Whenever player(s) wish to manipulate a Favored Event roll to their favor, the player may change the die roll by declaring, before the Favored Event roll begins, that he/she is spending Karma on the result. At this point, the player(s) is committed to spend at least 10 Karma points. After rolling the dice, subtract the amount needed to successfully fulfill the FEAT with the die roll result, then multiply that total by 10. The multiplied number is equal to the amount of Karma spent. The player does not have to declare how much Karma is spent on the roll, only that he/she will be spending Karma.

Favored Event/Take Advantage- Game Master’s Advantage

Karma may be awarded to alter a situation in favor of the Game Master. The Game Master may grant a period in game time where a Favored Event may occur, (There’s a Red FEAT chance something will occur”) or Take Advantage of a player’s failure. Whenever the Game Master wishes to manipulate a Favored Event roll to his/her favor, the Game Master may change the die roll by declaring, before the Favored Event roll begins or after a Take Advantage moment occurs, that he/she is rewarding Karma on the result. At this point, the Game Master is committed to award at least 10 Karma points. After rolling the dice, subtract the amount needed to successfully fulfill the Favored Event/Advantage FEAT with the die roll result, then multiply that total by 10. The multiplied number is equal to the amount of Karma awarded. The players instantly receive this special Karma reward during game play.

ADVANCEMENT

Abilities

Raising an ability by one rank number costs 10 times the current rank number of that ability. Raising an ability to the next highest rank (from Excellent(25) to Remarkable(26), for example) is called Cresting. When cresting into the next rank, an additional 400 Karma points are spent. Example, to add + 1 to your Excellent rank from 16 to 17 will simply cost 160 karma points. To advance from Excellent 16 to Remarkable 26 add; 160+170+180+190+200+210+220+230+240+250= 2050+400 Cresting= 2450.

Resources

The individual numbers of a Resource do not reflect any change, but only when the character advances to the next rank is that change apparent. Cost is 10 times the rank number, plus 200 points for Cresting. Example, to add + 1 to your Excellent rank from 16 to 17 will simply cost 160 karma points. To advance from Excellent 16 to Remarkable 26 add; 160+170+180+190+200+210+220+230+240+250= 2050+200 Cresting= 2250.

Popularity

Reflects a concentrated effort to increase the character’s Popularity score, and is reflected both by the addition of Karma as well as in specific acts the character must perform. Raising Popularity by one rank number costs 10 times the current rank number. There is no Cresting cost to raise from one Popularity rank to the next. In addition, the character must have performed one publicized act of charity in the past three weeks.

Power

Abilities under the character’s Powers may be increased through expenditure of Karma. Cost is 20 times the rank number gained, and the cost for cresting is 500 additional points. Any additional increase of rank beyond the first should require a rationale similar to that of the Ability advancement. Example, to add + 1 to your Excellent rank from 16 to 17 will simply cost 320 karma points. To advance from Excellent 16 to Remarkable 26 add; 320+340+360+380+400+420+440+460+480+500= 4100+500 Cresting= 4600.

2x Power

Abilities of this Powers may be increased through expenditure of Karma. Cost is 40 times the rank number gained, and the cost for cresting is 1,000 additional points. Any additional increase of rank beyond the first should require a rationale similar to that of the Ability advancement. Example, to add 1 to your Excellent rank from 16 to 17 will simply cost 680 karma points. To advance from Excellent 16 to Remarkable 26 add;

680+720+760+800+840+880+920+960+1,000+1040,= 9,520 + 1,000 Cresting= 10,520.

Adding Power

Characters may increase their Powers by spending Karma. The player is able to add any number of powers he/she has karma for. Example, the player has enough karma to add Mind Probe & Mind Blast. Once a power is added it is considered crested until scheduling dictates he/she can; cresting to the next level stops that power or ability to advance further until noted under scheduling.

The cost of an additional Power is 3000 plus 40 times the starting rank number of Feeble. New Powers must have a rationale of some type. Exception: Robotic characters may be modified at a cost of 3000 plus 10 times the starting rank number, provided that someone is capable of modifying their form. The procedure is the same as for reactivating robots. A third party must have sufficient Reason to include a Power of that rank. Cost: 3040 for a power at Feeble.

Adding 2x Power

The cost of a 2x Power is 6000 plus 80 times the starting rank number of Feeble. New Powers must have a rationale of some type. Exception: Robotic characters may be modified at a cost of 6000 plus 20 times the starting rank number, provided that someone is capable of modifying their form. The procedure is the same as for reactivating robots. A third party must have sufficient Reason to include a Power of that rank.

Adding Contact

Contacts may be found by spending Karma. Spending Karma indicates that the character is actively seeking a specific person for a task , aid or information. This does not mean that the Contact will be established as a Contact. Social interaction must occur to establish trust and understanding. Some new Contacts may require a mission or task to be performed to establish trust. If the Contact is one the character has already encountered, that Contact should be Friendly or Neutral (not Unfriendly or Hostile); however if the character’s Popularity is negative or the Contact is criminal, influencing these Contacts may be challenging. Contacts cost 500 points plus 10 times the Resource rank number of the Contact.

Adding Talent

Characters may add to the Talents they have by spending Karma into the advancement pool and seeking training. The player is able to add any number of talents he/she has karma for. Example, the player has enough karma to add Martial Arts B & C. Once a talent is added the player must wait until the talent training time has expired. Only one talent may be learnt at any given time.

Additional Talents must always have a rationale. If your character wants to learn Martial Arts D, he/she must find someone to teach them. Characters may learn from other player characters at a cost of 2000 points, or from NPCs at a cost of 1000 points per Talent.

Must successfully roll a Reason FEAT check per training day. If failed, character must add 1 week/day or 24 hours to their training schedule.

Max. Training Time
ReasonTime
Shift 0 Decade
Feeble 1 Year
Poor 6 Months
Typical 3 Months
Good 1 Month
Excellent 3 Weeks
Remarkable 2 Weeks
Incredible 1 Week
Amazing 1 Day
Monstrous 12 Hours
Unearthly 1 Hour
Shift X 30 Minutes

Player Character Karma Points

How Karma is Awarded

How Additions and Advancement Scheduling Work

How to Use Karma

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