Tuesday, December 7, 2010

Karma Pool Usage

More uses for Karma Pool:

Escape: Like hand of god, this allows you to get away from a situation that might be impossible to escape from- being chased by police, surrounded by enemies, etc. The GM provides the specific method for escape. This use costs all your existing karma pool (use, not burn) and you must have at least 2 karma pool to use. This does not guarantee escape for your allies, but might (maybe you're driving a car they're in and use this).

Forget About It: By "laying low" for 1 month and burning 1 point of karma pool, the character may ensure that heat dies down on him and the police stop searching for him. Maybe a similar looking person gets arrested instead or the police have a bigger problem- the exact nature is up to the GM. Especially ridiculous cases (as decided by GM), may require 2 points to be burned.

More Money: By spending 1 karma pool, the character can gain +10% to his monthly income (day job, side income, etc) for 1 month. This must be used at the time the income is paid (not in advance at the end of another session). Multiple uses do not stack. This does not increase runner income or other kinds of income. Alternately, the karma pool may be used for a 5% discount to ALL lifestyle costs for the month, used at the time the rent is due. Both uses may be used together at a cost of 2 KP.

Fast Healing: By burning 1 karma pool, the character can make an extreme recovery in almost no time. After 1d6 days of hospitalization, the character makes a miraculous full recovery. This still requires that the character get proper medical attention (and pay for it as normal), but greatly reduces the time in the hospital for major wounds, guarantees no magic loss or cyberware malfunction, and guarantees recovery. This is spent before the roll is made. If it's after the roll, you may need to use hand of god instead.

Hand of God: Instead of being used once per character, this is usable provided that the character has at least 3 karma pool available after the first use- after a while, (30-60 good karma later) you've probably earned a new use.

Calvary: By burning 1 karma point you can call in the calvary to come save you- you must have relevant contacts (and may need to reimburse them) for their help, and this may affect your mission pay depending on the circumstances, but the calvary will attempt to come help you out of a jam.

Exploder: By burning 1 karma pool before a roll, you can roll 1d6 and add that to all the dice you explode for a given skill, as if you've exploded an extra time. For open tests, this basically adds 1d6 to your total roll. Instead of burning a karma point, you can spend one for +1 to all exploded dice rolls. This counts as the first modification to a die roll- any rerolls of failures on this die roll starts at 2 karma and doubles from there.

Angry Moment: By spending 1 karma pool at the beginning of an initiative round, you may ignore all wound penalties for the entire round.

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