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Message no. 1
From: Loki <daddyjim@**********.COM>
Subject: Re: Karma Pools [Kinda Long]
Date: Wed, 13 Aug 1997 20:16:37 -0700
---"MARTIN E. GOTTHARD" wrote:
>
> > > Actually, I meant the PCs' Karma Pools. Once they get to a
certain level
> > > PCs become unkillable (look at Rex) without ridiculous
opposition. There
> > > has to be a better way of managing PCs Karma Pools, but I
haven't worked
> > > out what it is yet.
> >
> > I was going to try getting rid of the Karma Pool altogether. I
> > would have the PC's use their Good Karma instead. And when they
burn
> > a point, its gone.
> >
> > What do you think of that?

I was finding the same issues after running my group for a while. I
came up with a way to handle it that seems to be working out quite
well. I've pasted the following in from a doc on my webpage.
(Apologies to those who have seen me post this before.)

A Revision on Karma Pools
By Loki (gamemstr@********.com)

------------------------------------------------------------------------

Having GM'd a veteran group of players for the last few years, I have
on occasion found where Personal Karma Pools of 20 and a Team Karma
Pool of 40 begin to affect game balance. Kicking several ideas around
with my group, we made some adjustments to Personal Karma which tends
to keep pools at more manageable levels. These revisions also allow a
character to develop certain knacks or focus in more specific areas.
(On my players' preference we have also done away with Team Karma, as
they prefer to be responsible for their own actions. However, the new
pool system does not require this.)

The following is a list of our revised Karma Pools and what
Attributes/Skills they govern. The standard Personal Karma Pool is now
replaced by three or four separate and more distinct pools. Every PC
will have the three basic pools. The two pools listed in italics are
the special pools, and only certain characters will begin with one.
Magic Karma is only accessible to a magically active character (a PC
with a magic attribute). Vehicle Karma is only obtainable by a Rigger
(a PC with a VCR cybernetically installed).

Each pool starts with one point. A player can then add the starting
Karma Pool point (or two points in the case of a metahuman) he
receives during character creation to any of these pools. Likewise,
Karma Pool points earned during game play may be allocated to the pool
of the player's choosing.

Players with special skills for their characters should consult their
GM and note which Karma Pool would govern these skills.

PHYSICAL KARMA
Attributes
- Body
- Strength
- Quickness
- Reaction
Skills
- Armed Combat
- Athletics
- Firearms
- Gunnery
- Projectile Weapons
- Stealth
- Throwing Weapons
- Unarmed Combat

MENTAL KARMA
Attributes
- Intelligence
- Willpower
- Reaction
Skills
- All B/R Skills
- Biology
- Biotech
- Computer
- Computer Theory
- Cybertechnology
- Demolitions
- Electronics
- Military Theory
- Psychology
- Physical Sciences
- Sociology
**New Decker PC's begin with an additional point of Mental Karma.

Social Karma
Attributes
- Charisma
Skills
- Etiquette
- Instruction
- Interrogation
- Leadership
- Negotiation

MAGIC KARMA
Attributes
- Magic
Skills
- Conjuring
- Enchanting
- Magical Theory
- Psychometry
- Sorcery
**Magic Karma may also be used to augment drain and spell resistance
tests.

Vehicle Karma
Attributes
- None
Skills
- Boats
--- Motorboat
--- Sailboat
- Ground Vehicles
--- Bike
--- Car
--- Hovercraft
- Aircraft
--- Rotor
--- Vector Thrust
--- Winged
**Vehicle Karma may also be used to augment Control Pool related tests.

===

@>--,--'--- Loki <gamemstr@********.com>

Poisoned Elves: www.primenet.com/~gamemstr/

"You're calling me Bitch like it's a bad thing."
--> CrapGame during the Drive in the Country tournament.
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Further Reading

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