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As adventures progress in the stories, their known actions effect those around them. A helpful action earns positive karma while a hinder-some action earns negative karma. Both have their benefits and drawbacks. Each player starts with a karma score of 10 and should be written in their notes. Their high profile actions can earn either negative or positive karma. A trait that acts as a skill and can be used as a bonus.

Positive Karma. When a player earns positive karma they gain modifier points same as their physical and mental stats. Every two points above 10 earns a modifier. So a karma of 14 yields a +2 modifier. A positive modifier can be applied to any roll the player makes. Expressed by a feeling of one’s worth as a hero. Players can use this ability a number of times equal to their proficiency bonus and resets on a short rest. The drawbacks of positive karma is individuals with a more unsavory lifestyle can be hostile and remove certain quests from the overall party. 

Negative Karma. When a player earns negative karma they lose modifier points same as their physical and mental stats. Every two points below 10 loses a modifier. So a karma of 8 yields a -1 modifier. However negative karma is applied to non-player character rolls. Expressed by the fear of the player as a villain. Players can use this ability a number of times equal to their proficiency bonus and resets on a short rest. The drawbacks of negative karma is most everyday individuals will look upon you with distain or fear. Authority figures can be outright hostile and remove quest options from the party. 

Karma Image

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