Karma reflects a hero's control over luck, fate, and consequence. Mechanically, it's a pool of points each player tracks. Karma is earned by good behavior and spent to bend the dice.
Starting Karma equals the hero's Reason + Intuition + Psyche rank numbers added together. (Example: a hero with Good Reason, Typical Intuition, Excellent Psyche starts with 10 + 6 + 20 = 36 Karma.)
Karma is awarded by the Judge for heroic action. Some standard awards:
| Action | Karma |
|---|---|
| Defeating a costumed villain | 10–30 |
| Stopping an ordinary crime in progress | 5 |
| Saving an innocent life | 10–30 |
| Solving a major case or completing an adventure | 25–100 |
| Acting in character (good roleplay, the Judge's call) | 1–5 |
Bad behavior costs Karma. Some standard penalties:
| Action | Karma |
|---|---|
| Killing a normal human, intentionally or not | −30 |
| Letting a known villain escape when capture was possible | −10 |
| Failing to save a life that was savable | −10 |
| Reckless use of powers in public | −5 |
| Acting out of character (the Judge's call) | −1 to −5 |
If Karma ever drops below 0, the hero is in crisis — see the Campaign Book for what happens next.
Karma can be spent in several ways, but it must be spent BEFORE the dice are rolled:
Heroes in a group can pool their Karma when working together on the same goal. The group's combined Karma is used for FEAT rolls made in service of that goal; individual members can't spend pool Karma for personal benefit.