Karma is a way of making obvious that the more you put into the game, the more you get out of it. Karma will be awarded in points for going above and beyond the minimum required to play. Examples include creating a new adventure log for a session, creating an in-character journal entry, creating a writeup of your character’s back story, work on the wiki, or other out of game work that adds to the campaign. I will assign points based on how much work seems to have been involved. You can redeem these karma points for a range of benefits within a game session.
1 Karma Point
Momentary Combat Advantage: You gain combat advantage on your target for this round, gaining you a +2 to hit and triggering any abilities that require combat advantage to use. You must activate this before rolling.
Hear me baby, hold together: You gain a +2 to all defenses until your next round. This is not retroactive and does not cancel any ongoing effects already on you.
Blessing of Skill: You gain a +5 to a single skill check. You may activate this after making your roll and simply add the bonus.
Blessing of Life: You stabilize a fallen comrade on any roll higher than a natural 1. You must activate this before rolling.
Karma Saves: You may spend a karma point to earn a free saving roll.
The Karma Initiative: You may add +5 to your initiative roll. You may activate this after making your roll and simply add the bonus.
3 Karma Points
Karmic Action: You may take an additional standard action this round as if you had extended your action point, without using up your action point.
Karma Re-roll: You may re-roll any die roll, except a natural 1 on a 20 sided die. You must take the second result, even if lower.
Karma Chameleon: For a split second, you totally blend into your surroundings, granting you major cover at a +5 save against a single roll. You must activate the enemy reports their roll.
Karma On Top: You win initiative for this encounter, going before everyone. You must activate this before rolling and negate you being surprised.
Karmalization: You convince a single minion to join you for a round. Skill checks may be used to argue the minion into staying on your side or not rejoining the fight.
What Goes Around: You cause an enemy to suffer the same amount of damage as what they just did to you or another ally. This functions as an immediate interrupt and does not include any conditions that may be granted by the triggering attack.