Karma Manipulation
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Karma Manipulation by Iczer
The character can manipulate the fortunes of others. At the start of each game session, the character may roll a 2d6. This is how many “adjustments” a character may make during that particular session. Sample adjustments include:
- Re rolling a damage dice, perception roll, skill roll or defensive combat roll.
- Rigging a simple game of chance in the character’s favour (at least to 3:1)
- Walking away from a serious wound (damage becomes 1/10) not useable in combat
- Adding one simple element to the game (yes the chick at the bar is a scorpio with a lisp)
- Guessing one riddle or password (must of course make sense, not random numbers)
- Can be used in reverse on others, but counts as two adjustments.
Gains one more d6 at levels 3,5,7,9,12
Other bonuses: +2 initiative, +2 MA +2 PE +15SDC. Heals at 2x normal rate