Basic SetTSR 6850 · 1984

Karma

Original Boxed Set · Battle Book + Campaign Book

What Karma Is

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.)

Earning Karma

Karma is awarded by the Judge for heroic action. Some standard awards:

ActionKarma
Defeating a costumed villain10–30
Stopping an ordinary crime in progress5
Saving an innocent life10–30
Solving a major case or completing an adventure25–100
Acting in character (good roleplay, the Judge's call)1–5

Losing Karma

Bad behavior costs Karma. Some standard penalties:

ActionKarma
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.

Spending Karma

Karma can be spent in several ways, but it must be spent BEFORE the dice are rolled:

Karma Pools

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.