These rules presented here are an adaptation of Loki's rules that he created for his SR3 group. I
preferred his method in handling this as does my group. Instead of one grand karma pool or team karma pools, they are broken up into the following pools: Physical, Social, Mental, Decking, Vehicle, and Magic Pools.
[Starting Pool Values]
Each Character starts with one karma point in his Physical , Social, and Mental pools. For the remaining pools the character needs to be designed with one of those Archetypes in mind (Decker, Rigger, or Mage/Shaman). If this is done the character
receives an additional point in the appropriate pool.
Example: A character with a VCR would get one in his vehicle pool, an awakened character would have one in his magic pool, etc. Street Sam and Physical Adept characters receive an additional point in their physical pool.
In addition a character also receives a pool point that he may assign to any pool he desires. These additional points are only given at the creation of the character. Should a
character have a VCR put in down the road, he must purchase vehicle pool points as normal.
[Karma Pool Definitions]
The following table represents the tests or actions that each karma pool is related to. In addition for ease of sake, all the skills are grouped by
default categories.
[Standard Karma Pools]
| — PHYSICAL POOL — |
— SOCIAL POOL — |
— MENTAL POOL — |
|
Body
Strength
Clubs
Edged Weapons
Pole Arms/Staffs
|
Cyber-Implant Combat
Unarmed Combat**
|
Heavy Weapons
Spray Weapons
|
| Off-Hand Cyber-Implant Weapons |
Quickness
Special Tests
Damage Resistance
Dodge Test
|
Attribute Tests
Charisma
Skill Tests
Etiquette
Leadership
Instruction
Interrogation
Intimidation
Negotiation
|
Attribute Tests
Intelligence
Willpower
Skill Tests
Aura Reading
Biotech
Build/Repair Skills
Computers (Non-Matrix)
Demolitions
Electronics
Gunnery
Knowledge Skills
Languages
Launch Weapons
|
| Special Karma Pools |
| Decking |
Vehicle |
Magical |
Skill Tests
Computers (Matrix)
Special Tests
Damage Resistance Icon
Resistance Against IC
|
Skill Tests
Bike
Car
Hovercraft
Lighter Than Air
Motorboat
Rotor Aircraft
Sail Boat
Ship
Submarine
Vector Thrust
Winged Aircraft
Special Tests
Vehicle Damage Resistance
Vehicle Dodge Test
|
Skill Tests
Conjuring
Sorcery
Special Tests
Drain Resistance
|
[Karma Pool Usage]
Karma Pools are used as though they were standard Karma or Team Karma (SR3 pg.xx). The pools are treated exactly the same as stated in the rules, and may be used for the listed actions.
However should a character need to use karma from a pool that he doesn't have (i.e., a non-rigger character needs to reroll a driving test). He may do so by taking karma at a two to one point
ratio from other pools. If karma is barrowed from other pools, it is treated as normal in every circumstance, including being lost if a character burns it.
For example: A non-rigger character needs to reroll his drive test or kill the whole team. He doesn't have a vehicle pool, so he takes two karma from his physical pool to generate one vehicle pool karma. If he needs to make a second reroll, he will need to barrow four karma. Since he would require two karma from his control pool for a second reroll. If he decided to buy the success that he needed, he would
permanently lose the two physical karma as it was burned for the success.
[Raising Karma Pools]
Each time a character reaches an increment of ten good karma or twenty good karma (metahuman), he receives a karma pool point, which he may assign to any pool he wishes raising it by one. A character may also buy Pool points, by expending three good karma to purchase one pool point. However this may only be done during times that karma pools would refresh normally.