Karma (KAR) Optional
A character receives 1 Karma for every 10 points of LUC. One Karma point may be spent to re-roll a skill, stat check or to hit roll that would otherwise have failed. Alternatively, before a skill is rolled, a player may spend three Karma in order to assure that a skill is successful. At the discretion of the GM, the effects of a failed roll may be enforced regardless of Karma. For instance, a failed Disarm Traps may result in the trap being set off even if the player still has Karma. Skills such as Search would not have these consequences since failure has no physical effect. Karma may be spent as many times as the player wants on a single action until all points are exhausted. For example, if a player has ten Karma and wishes to, they may re-roll their Search skill up to ten times. If the desired result is not reached by then, the last result stands.
At the Game Master’s discretion, Karma may be used to perform extraordinary feats such as leaping from one building to another across an alley based on skills the character possesess. In this case, the skill would be Acrobatics. The use of Karma in this manner causes the game to be more cinematic and everyone in the group should agree to their use in this manner. They cannot be used to alter the primary plot of the game; i.e. “I use a Karma Point so the main opponent is dead.”
Karma Points are recovered at the end of a session.
1 Reroll a skill
1 +5% to hit, skill, or stat save
1 1 additional die of damage
2 1 additional attack
3 Perform an extraordinary feat
3 Automatically successful skill check
I have no problem with the automatic success. I'd add " Cost 2 Allow another PC to automatically succeed on a skill check." It costs less to be a be a team player.
I like the idea of tying it to codes. I think if a player character has codes that are not conducive to recovering karma in the context of the campaign, I would ask the player why he thought a character with these codes should be with this party. Codes are what the character is all about. If a character's codes are antithetical or orthogonal to the rest of the party, he probably doesn't belong with the party. OTOH, igf the whole party is having trouble tying their codes into the campaign, the GM really ought to look carefully at the campaign itself.
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