How Group Karma Points are Rewarded

PERSONAL HEROIC ACTS/VILLAINOUS DEEDS
Criminal Act Stop or Prevent Arrest Permit Commit
Conspiracy- +1 (per Player) +1 (per Player) -2 (per Player) -3 (per Player)
Violent Crime- +2 (per Player) +1 (per Player) -2 (per Player) -10 (per Player)
Destructive Crime- +1 (per Player) +1 (per Player) -2 (per Player) -5 (per Player)
Theft- +1 (per Player) +1 (per Player) -2 (per Player) -5 (per Player)
Robbery- +2 (per Player) +1 (per Player) -2 (per Player) -10 (per Player)
Misdemeanors- +1 (per Player) +1 (per Player) -2 (per Player) -3 (per Player)
Other Crimes- +1 (per Player) +1 (per Player) -2 (per Player) -3 (per Player)
Terrorism- +5 (per Player) +2 (per Player) -5 (per Player) -20 (per Player)
= = = =
TOTAL + # + # - # - #
SCENARIO OUTCOME
Result Award Penalty
Meet Famous NPC- +1 per Valuable Person (per Player) -0
Assist Famous/Notorious Villain- +1 (per Player) -5 to -20 (per Player)
Meet Allied NPC- +1 per Valuable Person (per Player) -0
Assist Allied NPC/Opposing Villain- +1 (per Player) -5 to -20 (per Player)
Discover or Find/Destroy- +1 per Valuable Item (per Player) -2 per Valuable Item (per Player)
Rescue or Save/ Harms Way- +1 per Victim (per Player) -5 per Victim (per Player)
Heroes Won/ Foes Won or Escaped- +5 to +25 (per Player) -5 to -25 (per Player)
Defeat: Private- +2 (per Player) -2 (per Player)
Defeat: Public- +5 (per Player) -5 (per Player)
Property Destruction- 0 -1 per Area (per Player)
Death- 0 ALL KARMA EARNED (Accidental)/ ALL KARMA (Intentional)
Noble Death- 0 -10 (per Player)
Mysterious Death- 0 -10 (per Player)
Self-Destruct- 0 -10 (per Player)
Commitment: Making/Failing- +1 (per Player) -1 (per Player)
Malicious Act- 0 -50 per Victim (per Player)
= =
TOTAL + # - #
MAGNITUDE OF EVENT
Measurement of Grandeur Award Penalty
Local- +5 (per Player) -10 (per Player)
County or District- +10 (per Player) -20 (per Player)
State or Province- +15 (per Player) -30 (per Player)
National- +20 (per Player) -40 (per Player)
Continental- +25 (per Player) -50 (per Player)
Global- +30 (per Player) -60 (per Player)
Galactic- +50 (per Player) -100 (per Player)
Universal- +100 (per Player) -1,000 (per Player)
= =
TOTAL + # - #

DETERMINING GROUP KARMA MULTIPLIERS

INFORMATION GATHERING

Learning of Prior During Permit Commit
Violent Crime/Terrorism- +2 +1 -1 -4
Non-violent Crime/Destructive Crime- +2 +1 -1 -4
= = = =
TOTAL + # + # - # - #
Learning About Prior During
Villain’s/Hero’s/NPC’s Abilities- +1 0
Villain’s/Hero’s/NPC’s History- +2 +1
= =
TOTAL + # + #

GROUP KARMA POINTS EARNED

CALCULATIONS
Stop/ Prevent Arrest Award Permit Commit Penalty = Group Multiplier Group = ÷ by # PC TOTAL
0 + 0 + 0 + -0 + -0 + -0 + = 0 x # = 0 ÷ # of PC = 0
WHEN KARMA IS GROUP KARMA AWARDED

Karma is calculated at the conclusion of the gaming session but awarded at the beginning of the next gaming session.

TO WHOM KARMA IS AWARDED TO

Karma is awarded to the group thru Group Karma. Group Karma is determined by what the characters had done; required to perform the action, defeat the bad guy, or rescue the innocent. If more then one person is responsible (such as one character holds the building steady while a second clears the streets and a third checks the collapsing structure for people trapped inside), the total award is awarded to both players.

Because Marvel Superheroes promotes cooperation & team play, karma is also rewarded to the group for what everyone does. This means if one person does all the work or everyone helped, all players benefit. The only differences the person who has done all the work benefits is in PC/Player Karma.

Example 1, a character is forced to save his/her colleagues. Because the character is doing all the work, that character receives all the karma for that scenario in PC/Player Karma but the group benefits in Group Karma.

Example 2, five characters are battling thugs and saving innocent lives. Because the characters are working together as a team, the characters equally receives karma in PC/Player Karma & Group Karma. This gives all characters a near equal balance in karma.

Note: Any karma penalties earned by a player does penalize the the team via Group Karma & the player via PC/Player Karma, but not the other player’s PC/Player Karma. Once again, because Marvel Superheroes promotes cooperation & team play in Group Karma, the characters must find a way to deal with uncooperative characters. Sometimes it is up to the majority of the group to request a player to leave because he/she is constantly not cooperating as a team player & costing the team valuable points. If this occurs, the team must address the GM/Judge about their thoughts on the matter & if all is agreement, that player may be requested to leave. Obviously this isn’t the first resort & is not encouraged unless multiple gaming sessions results in karma penalties.

Example 3, five characters are battling thugs and saving innocent lives. Because the characters are working together as a team, the characters receives the divided total karma sum (300 divided by 5= 60 karma) for that scenario per character. However, one character decides to join the major villain. Because that player has turned his/her back on the team, that player receives the penalty.

TYPES OF ACIONS

Karma is gained and lost through three general types of actions:

-Heroic Actions

-Personal Actions

-Gaming Actions

KARMA EARNED TOTAL MULTIPLIER

After Karma Earned is calculated at the conclusion of the game adventure or gaming session, Multipliers are then calculated to adjust the total Karma Earned amount. Multipliers are adjusted by three major factors;

-Learning of

-Learning About

-Team Effects

Learning of/ Learning About-

Learning of or Learning About Moments are those periods when the player character discovers things during the game which effects the story line, plot, or individual characteristics of an NPC: history or abilities.

Prior or During

These Learning Moments may help the character now, or in the future. Certain Learning Moments offer higher multipliers, depending upon the time in the game at which the character learnt the information; Prior or During.

-Prior

Prior refers to hours or days in the game when the player character discovered information about a certain event or person before encountering that event or meeting the person.

Example of Learning of- Prior: the character learns about Doctor Doom’s plans to assassinate a nation’s leader days before the scheduled event. Because of this, the character can inform the proper authorities or make a detailed plan of action before the encounter.

Example of Learning About- Prior: the character gains information about Fin Fang Foom’s powers, days before meeting the creature. Because of this, the character can inform the proper authorities or make a detailed plan of action before the encounter based on the information known.

-During

During refers to the moment in the game when the player character learns about a certain event or person while encountering that event or meeting the person. The character has no prior knowledge of what is about to happen or about the person until it happened.

Example of Learning of- During: the character learns about Magneto’s plans to attack the White House when he actually is attacking the White House. Because of this, the characters must make a quick assessment of how to deal with the information to properly make a plan of action during the encounter.

Example of Learning About- During: the character gains information about Scarlet Witches’s powers during an encounter with her. Because of this, the character must react based on the information known during that time.

Permit or Commit

These Learning Moments has informed the character either Prior or During, but for some reason the character allows these acts to occur or helps take part in it. Certain Learning Moments offer negative multipliers, depending upon the severity of the knowledge or act in the game at which the character learnt the information. See Permit Crime to Occur & Committing Crimes for further details regarding these acts.

HOW TO USE THE MULTIPLIERS Once all the multipliers have been added up for the group, take the Karma Earned total & multiply it with the total of the Multipliers & the result is the group’s Earned Karma Points.

Example 1; The player learns about a Crime ( 1 ). The character shares this information with the group. Because this act only effects the local bank, the player also gains Local Conspiracy ( 1 ). Sadly the player was not informed by a fellow teammate about Doctor Doom’s abilities and doesn’t receive anything for Villain’s Abilities (0) (although the other player does receive the bonus). It wasn’t until during the encounter that the team learns about Doctor Doom’s life, which he shared openly of why attacked the bank. This only grants Villain’s History/Life at a +1.

Multiplier Becomes a Divider There are times when a negative total occurs due to a player taking advantage of the scenario. When a negative multiplier occurs, it then turns into a divider.

Example; Same scenario… the player learns about a Crime ( 1 ). The character shares this information with the group. Because this act only effects the local bank, the player also gains Local Conspiracy ( 1 ). Sadly the player was not informed by a fellow teammate about Doctor Doom’s abilities and doesn’t receive anything for Villain’s Abilities (0) (although the other player does receive the bonus). It wasn’t until during the encounter that the team learns about Doctor Doom’s life, which he shared openly of why attacked the bank. This only grants Villain’s History at a +1.

How Group Karma Points are Rewarded

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