Spending Karma and Advancement
Posted: Wed Apr 24, 2024 2:50 am
Karma in this game is pretty important. It is not only used to assist you on dice rolls, but also should be saved so that it can be used when your character learns new things and wishes to advance those talents, powers, resources or even attributes.
Initially, Karma is granted as the sum of your R I P (Reasoning, Intuition and Psyche) added together. This is also your Mental Health statistic. As time progresses, however, Karma and Mental Health will not be the same.
Karma can be given and taken at any time in this game. Heroic deeds or important traits that your character stands for tend to earn Karma. Considering this game assumes you will be a hero, doing deeds that steer from that can affect your Karma earned. Foul play and acts that go greatly against the nature of your character can call for removal of Karma points. These advancements or removals of Karma do not affect Mental Health.
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Only a GM/Judge can grant you Karma points or remove them. Karma points are not stagnant in this game and how to spend them for boosts in combat or for assistance on other rolls is explained in other sections.
The following is the guideline for spending Karma on Statistics, Talents, Resources, Popularity and Powers. Understand that the GM may declare that something may not be able to be raised due to the nature of the type of character you possess. All races have limitations of some sort. Another issue is that each improvement should be story based. There should be a solid reason for the advancement such as if you want to improve your Strength skill, your character should be doing things such as weight training consistently. Other excuses can be a story line event that transpired and you wish the character to advance due to that special scenario.
* FASE RIP Statistics Advancement:
- Attributes may only be raised in increments of 5 points.
- The cost for each advancement of these 5 points is 1000 Karma points.
- If a character has a Statistic that is not divisible by 5, 200 Karma points will be spent for each point to increase the Statistic to the proper amount and thereafter will follow the two steps above.
Note that characters have limitations based on the foundations of what the very Stats mean in Marvel so there are just some walls that will not be crossed unless something significant story-wise happens to alter that limitation for that specific character.
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Power Rank Increases:
- Powers will be increased in increments of 5.
- The cost for advancement is 2000 Karma points. This is for a single power and may not apply to FEATS.
- It is necessary to provide a solid reason as to why the specific power is increased.
Power increases may not be approved after a certain level due to the type of character you possess. Consider that anything above Monstrous may be denied regardless unless for a very good reason.
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New Powers:
- A new power to the character cost 4000 Karma points to begin with and sets the power at Typical (6).
- At the time of the power spend for the new power, additional Karma points may be spent to boost the power beyond Typical (6). 1000 Karma points per increment of 5 may be used as many times as the Player desires, until the Power is ranked at Incredible (40).
- After the initial spending, in the future, the power advancement works the same as raising old powers.
- There must be an in game reason to explain the acquiring of the new power, subject to approval.
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Resource Increase:
- Resource Level is raised in increments of 5.
- The cost is 200 Karma points.
- There must be a sound reason as to why the character is earning this increase in resources.
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Raising Popularity:
Popularity, in this game, can go from bad to good to extremely crappy to awesome just based on a role-playing session.
Karma, however, CANNOT be used to advance Popularity, when it comes to how the public feels about your character. However, occasionally, Popularity can assist with gaining more Karma by the hero using it to do some very good deeds, taking advantage of his or her status in the world.
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Contacts (secondary popularity) which is used as a means of securing established contacts, can use Karma.
- By spending 500 Karma points, you can gain a person as a special contact that will assist your character regularly. Realize that if you abuse this, however, the character may become jaded and not be a valid contact anymore; especially if you do not do the contact specific favors he or she requests. Also, if your character does acts that the contact dislikes or stands against, this can lose that contact and Karma points spent are nonrefundable.
___________________________________________________________________________________
Talents:
These are your basic skills and specializations. They can be trained by working with someone else to learn the talents.
- A talent learned from an NPC or PC costs 1000 Karma points.
- A specialization learned from an NPC or PC costs 2000 Karma points.
- The player must announce well prior to the time that he or she is training and considerable time should be spent on learning the new Talent and apply logic to the conditions. A GM will apply the standard time it will take to learn said ability based on some realism and any boosts your character may have for making learning easier.
___________________________________________________________________________________
Initially, Karma is granted as the sum of your R I P (Reasoning, Intuition and Psyche) added together. This is also your Mental Health statistic. As time progresses, however, Karma and Mental Health will not be the same.
Karma can be given and taken at any time in this game. Heroic deeds or important traits that your character stands for tend to earn Karma. Considering this game assumes you will be a hero, doing deeds that steer from that can affect your Karma earned. Foul play and acts that go greatly against the nature of your character can call for removal of Karma points. These advancements or removals of Karma do not affect Mental Health.
__________________________________________________________________________________
Only a GM/Judge can grant you Karma points or remove them. Karma points are not stagnant in this game and how to spend them for boosts in combat or for assistance on other rolls is explained in other sections.
The following is the guideline for spending Karma on Statistics, Talents, Resources, Popularity and Powers. Understand that the GM may declare that something may not be able to be raised due to the nature of the type of character you possess. All races have limitations of some sort. Another issue is that each improvement should be story based. There should be a solid reason for the advancement such as if you want to improve your Strength skill, your character should be doing things such as weight training consistently. Other excuses can be a story line event that transpired and you wish the character to advance due to that special scenario.
* FASE RIP Statistics Advancement:
- Attributes may only be raised in increments of 5 points.
- The cost for each advancement of these 5 points is 1000 Karma points.
- If a character has a Statistic that is not divisible by 5, 200 Karma points will be spent for each point to increase the Statistic to the proper amount and thereafter will follow the two steps above.
Note that characters have limitations based on the foundations of what the very Stats mean in Marvel so there are just some walls that will not be crossed unless something significant story-wise happens to alter that limitation for that specific character.
___________________________________________________________________________________
Power Rank Increases:
- Powers will be increased in increments of 5.
- The cost for advancement is 2000 Karma points. This is for a single power and may not apply to FEATS.
- It is necessary to provide a solid reason as to why the specific power is increased.
Power increases may not be approved after a certain level due to the type of character you possess. Consider that anything above Monstrous may be denied regardless unless for a very good reason.
___________________________________________________________________________________
New Powers:
- A new power to the character cost 4000 Karma points to begin with and sets the power at Typical (6).
- At the time of the power spend for the new power, additional Karma points may be spent to boost the power beyond Typical (6). 1000 Karma points per increment of 5 may be used as many times as the Player desires, until the Power is ranked at Incredible (40).
- After the initial spending, in the future, the power advancement works the same as raising old powers.
- There must be an in game reason to explain the acquiring of the new power, subject to approval.
___________________________________________________________________________________
Resource Increase:
- Resource Level is raised in increments of 5.
- The cost is 200 Karma points.
- There must be a sound reason as to why the character is earning this increase in resources.
___________________________________________________________________________________
Raising Popularity:
Popularity, in this game, can go from bad to good to extremely crappy to awesome just based on a role-playing session.
Karma, however, CANNOT be used to advance Popularity, when it comes to how the public feels about your character. However, occasionally, Popularity can assist with gaining more Karma by the hero using it to do some very good deeds, taking advantage of his or her status in the world.
___________________________________________________________________________________
Contacts (secondary popularity) which is used as a means of securing established contacts, can use Karma.
- By spending 500 Karma points, you can gain a person as a special contact that will assist your character regularly. Realize that if you abuse this, however, the character may become jaded and not be a valid contact anymore; especially if you do not do the contact specific favors he or she requests. Also, if your character does acts that the contact dislikes or stands against, this can lose that contact and Karma points spent are nonrefundable.
___________________________________________________________________________________
Talents:
These are your basic skills and specializations. They can be trained by working with someone else to learn the talents.
- A talent learned from an NPC or PC costs 1000 Karma points.
- A specialization learned from an NPC or PC costs 2000 Karma points.
- The player must announce well prior to the time that he or she is training and considerable time should be spent on learning the new Talent and apply logic to the conditions. A GM will apply the standard time it will take to learn said ability based on some realism and any boosts your character may have for making learning easier.
___________________________________________________________________________________