Concessions

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Players accumulate points of Karma and can spend Karma for the following concessions:

1 karma: Having all the right (non-combat related) equipment on hand in a scene. Let's say you're ICly on a mission, and mid-scene realize you need bolt cutters and/or a lockpick set. Voila.

5 karma: Having a single weapon and/or piece of protective gear you didn't think to bring. It must be concealable so that IC continuity may be maintained (characters would react differently to a visibly armed character).

10 karma: Buy a temporary, situational advantage from your storyteller who may have otherwise not given you an IC break. You communicate what you want to achieve, the storyteller decides what form your lucky break takes. For example: the player wants to escape detection, the ST makes the security guards distracted. The player wants to fashion a weapon, the ST makes the character notice a formidable looking piece of debris. The player wants to manipulate an NPC, the ST highlights attention to an exploitable flaw the NPC has. This is subject to ST fiat, but you are buying an opportunity you may not have otherwise had.

10 karma: Auto-succeed on one dice-roll. You can do this instead of rolling, or to get a do-over on a singular roll (a do-over that gives you the required amount of successes to get the outcome you desire). This includes but is not limited to dodging a deadly attack, sensing an ambush, or just getting a re-roll on something you feel is very important to succeed on. This can be used to let you survive or succeed in high-stakes situations, like surviving a killing blow, evading detection at a critical moment, and so on. It can not be used on rolls with intent to damage or PK.