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<blockquote data-quote="HolyMan" data-source="post: 5011370" data-attributes="member: 84167"><p><strong>Special Rules</strong></p><p></p><p><strong>Karma:</strong> This operates in the future the same way it does now. However, it is earned and lost differently in several cases.</p><p> </p><p><strong>Unherioc Acts:</strong> It is unfortunate fact that mutants must commit crimes to survive in the future. They must often steal food, forge documents, and destory property. These things turn public opinion against mutants, so characters do lose Karma for them. However, they only lose the listed amount of Karma for each crime, not twice the listed amount.</p><p> </p><p><strong>Personal Karma:</strong> It is impossible for mutants to lead normal lives while the sentinels control North America. For this reason, characters never lose Karma points for failing to keep up with their personal commitments. The only personal commitment that needs to be considered is to family members. If a character manages to visit his family, the normal Karma award is doubled (to +10 Karma points). However, if the visit endangers his family at all, the chaeacter loses 20 Karma points. The best thing most characters can do for their families is stay away from them.</p><p>Charity also works differently in the future. No charitable foundation wants a munt to show up at its benefit dinner. However, a donationof food, medicine, clothing, or other necessities to anomalous humans or powerless mutants in hiding earns Karma points equal to the donation's Resource rank. If the donated items were originally stolen by the characters, they have already lost 20 Karma points for the theft.</p><p> </p><p><strong>Negative Popularity FEAT rolls:</strong> Characters do not lose Karma for making negative Popularity FEAT rolls unless the result of the FEAT roll is red.</p><p> </p><p><strong>Resources:</strong> Are used quite differently by mutants in the future. It is impossible for a mutant to hold a job for more than a week or two, and all assets and bank accounts were frozen when the sentinels took over. Resources therefore, don't represent income; they represent cash or valuable items which the character managed to collect before being lockd out if his savings.</p><p>Everytime a character uses his Resources, the player must make two Resource FEAT rolls. The first is a normsl FEAT roll to determine whether the character has sufficient Resources to do what he wants. The second FEAT roll determines how much of the character's stash of vaulables has to be given away to make the purchase (the second roll is not necessary if the first roll failed). A white result causes the character's Resources to be reduced by one rank, permanently. When a character's Resources reach Shift 0 he is broke.</p><p>The only way to increase a character's Resources rank is by accumulating new valuables. If a character acquires an item that has a Resource value higher than his current Resource rank, his Resource rank increases by one. However, the character can't use the item after he "cashs it in" and raise his Resource rank. This can be done at any time.</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5011370, member: 84167"] [b]Special Rules[/b] [B]Karma:[/B] This operates in the future the same way it does now. However, it is earned and lost differently in several cases. [B]Unherioc Acts:[/B] It is unfortunate fact that mutants must commit crimes to survive in the future. They must often steal food, forge documents, and destory property. These things turn public opinion against mutants, so characters do lose Karma for them. However, they only lose the listed amount of Karma for each crime, not twice the listed amount. [B]Personal Karma:[/B] It is impossible for mutants to lead normal lives while the sentinels control North America. For this reason, characters never lose Karma points for failing to keep up with their personal commitments. The only personal commitment that needs to be considered is to family members. If a character manages to visit his family, the normal Karma award is doubled (to +10 Karma points). However, if the visit endangers his family at all, the chaeacter loses 20 Karma points. The best thing most characters can do for their families is stay away from them. Charity also works differently in the future. No charitable foundation wants a munt to show up at its benefit dinner. However, a donationof food, medicine, clothing, or other necessities to anomalous humans or powerless mutants in hiding earns Karma points equal to the donation's Resource rank. If the donated items were originally stolen by the characters, they have already lost 20 Karma points for the theft. [B]Negative Popularity FEAT rolls:[/B] Characters do not lose Karma for making negative Popularity FEAT rolls unless the result of the FEAT roll is red. [B]Resources:[/B] Are used quite differently by mutants in the future. It is impossible for a mutant to hold a job for more than a week or two, and all assets and bank accounts were frozen when the sentinels took over. Resources therefore, don't represent income; they represent cash or valuable items which the character managed to collect before being lockd out if his savings. Everytime a character uses his Resources, the player must make two Resource FEAT rolls. The first is a normsl FEAT roll to determine whether the character has sufficient Resources to do what he wants. The second FEAT roll determines how much of the character's stash of vaulables has to be given away to make the purchase (the second roll is not necessary if the first roll failed). A white result causes the character's Resources to be reduced by one rank, permanently. When a character's Resources reach Shift 0 he is broke. The only way to increase a character's Resources rank is by accumulating new valuables. If a character acquires an item that has a Resource value higher than his current Resource rank, his Resource rank increases by one. However, the character can't use the item after he "cashs it in" and raise his Resource rank. This can be done at any time. [/QUOTE]
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