Karma
| Player | Karma | Donated Karma |
|---|---|---|
| Camarau | 3 | 1 |
| Dante | 1 | 1 |
| David | 14 | 2 |
| Eil | 3 | 1 |
| Elias | 3 | 2 |
| Gimble | 1 | 1 |
| Hakim | 13 | 1 |
| Moridin | 10 | 1 |
| Octavius | 1 | 1 |
| Relhor | 1 | 1 |
| Salhadin | 15 | 1 |
| Sergei | 18 | 2 |
| Thaljun | 9 | 2/-3 |
| Zef | 3 | 1 |
| Party | Glantri – 4 / Karameikos – 7 | 8/7 |
- Check here often for current Karma totals. You should receive a notification when this page updates your Karma.
- Please note that although there is presently no limit on how much Karma you may accumulate, a character’s maximum available pool cannot exceed 10 for an adventure.
- Please also note that an adventure can span multiple play sessions, and your Karma will not refresh until the DM declares a refresh point. This is usually at the end of a major objective (like returning the Eye of Traldar to the Seer).
- Character Death: If a character dies, his remaining Karma is to be completely spent on his next character before play begins. Any not spent is lost.
- Please note that although there is presently no limit on how much Karma you may accumulate, a character’s maximum available pool cannot exceed 10 for an adventure.
- Please also note that an adventure can span multiple play sessions, and your Karma will not refresh until the DM declares a refresh point. This is usually at the end of a major objective (like returning the Eye of Traldar to the Seer).
- Character Death: If a character dies, his remaining Karma is to be completely spent on his next character before play begins. Any not spent is lost.
| Karma Pool Uses (refreshes) | Cost |
|---|---|
| Bonus to a roll (not a dmg roll) before the roll* | |
| - +2 | 1 |
| - +4 | 2 |
| - +5 | 3 |
| - +6 | 5 |
| * After the roll the cost to add a bonus is double | |
| Reroll your dmg inflicted | 1 |
| Avoid a critical failure | 1 |
| Avoid being hit (before dmg is rolled) | 1 |
| - Save at highest bonus to avoid critical wound or death blow | |
| - DC – 12 + HD of inflictor (or DM’s adjudication) | |
| Win initiative | 1 |
| Activate the Dead Man’s Trigger (last act before dying or going unconscious) | 1 |
| - Must have an action left in the round. | |
| - Can perform one action before succumbing. |
| Karma Burn Uses (permanent) | Cost |
|---|---|
| Reroll hit points gained at time of leveling | 1 |
| Score a critical success | 1 |
| - Cannot be on something for which you have no chance of success | 1 |
| Avoid certain death (a maximum of once per adventure) | 1 |
| Attain +1 bonus rank to any skill | 2 |
| Raise an ability score one point (not above racial max) | |
| - Up to 9 | 1 |
| - 10 to 11 | 2 |
| - 12 to 13 | 3 |
| - 14 to 17 | 4 |
| - 18 | 5 |
| Gain a bonus feat | 8 |
| Gain a level | 20 |
