Karma

General
Karma is the currency to improve that which can’t be bought. To increase an attribute, learn a spell or skill, they need to spend Karma.

Karma is received at the end of an adventure. Surviving one grants a minimum of 1 Karma. One Adventure usually grants a maximum of 3-10 Karma, depending on difficulty and length, with the average being 3 for easy and 5 for advanced adventures.

The max. Amount DOES apply to additional Karma (meaning, if one player was exceptional in four additional ways, he might still only get Karma for two of them).

Great Roleplaying
1 Karma for mostly staying in character, 2 for excellent role playing. Given after GM determines “average” of group. NOT given for overacting or purposefully making a run difficult unless an actual character flaw makes it so.

Guts

1 Karma for bravery, 2 for very heroic acts.

Given for brave acts in situations of Valor (no other option apart from either abandoning the cause/person OR being brave). NOT given for running head-first into danger. Having the “Guts” quality need to be extra brave to gain this Karma point.

Smarts

Players whose characters come up with a clever strategy, solve a puzzling clue, or pull off a good scam should get 1 point of Karma (maybe more, if the scheme was particularly dastardly). This award also applies to characters who know when it’s smart enough when to surrender or run.

Motivation

Players whose characters really drive the story forward, or who are continuously motivated to get to the bottom of the story, may be deserving of a point or two of Karma. Characters who start subplots on their own accord, rather than waiting for the GM to instigate them, are particularly deserving.

Right Place and Time

When a player has the perfect skill for the perfect situation, he receives 1 Karma.

Does not apply when it was planned to use the skill (eg. the Hacker disabling the cameras so the group can sneak into a building) or when GM planned situation like this. Aka, BE CREATIVE! When stuck or in danger, take a look at your sheet and figure out if you could be the perfect guy to save the day."Example:""Group is trapped in a dead-end alley with the bad guys closing in, one player spots an old doorway by chance and then picking the lock to let the team escape."

Comedy and Drama

A player who paralyzes the entire group with laughter, all the while acting in character, deserves 1 Karma Point. Likewise, if a player acting in character impresses the group with a particular piece of high drama (or melodrama), that also merits a point of Karma. Just anyone that makes it fun to play WITHOUT breaking character gets a nice Karma for that.