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== Karma == In keeping with the rescaling from d100 to d20 rolls, all Karma awards, penalties, and expenditures are one-fifth the published values (e.g. it costs 1 Karma to improve a FEAT roll by +1 point, and 10 Karma to reduce a Kill result to a Bullseye). There is no specific Karma award for monetary donations — these can be treated the same as any other act of charity. <blockquote style="background:LightGray">'''''Rationale:''''' It's more of a sacrifice and thus more heroic for e.g. Spider-Man to make a Poor challenge donation than for Tony Stark to make an Good rank donation, and this should be reflected in Karma awards).</blockquote> Characters can receive +1 Karma for an impressively humorous ''or'' dramatic moment. <blockquote style="background:LightGray">'''''Rationale:''''' A suitably "Captain America" inspiring speech should be rewarded as much as a suitably "Spider-Man" quip.)</blockquote> If a member of a team kills another character in circumstances where no other member had any opportunity to prevent them from doing so, the pool is only reduced by 10 points (cf. mysterious or suicidal deaths). === Advancement === Instead of choosing to place earned Karma in an advancement fund, all Karma awarded to a character (including their starting amount) automatically generates a matching amount of ''advancement points'' (AP) which can be then spent to improve the character's abilities. * Increasing the rank of a physical stat, mental stat, or power costs 100 times the ''new'' rank. * Raising Resources costs 80 AP plus 10 times the ''new'' rank. * Raising Popularity costs 10 times the ''new'' rank, and cashes in one headline (see above). * Gaining a new power costs 600 AP, plus 40 times its starting rank. ** A robotic character with access to a suitably skilled inventor can add powers for 600 AP plus 10 times the starting rank. ** A sorceror can learn a new magical spell for only 300 AP plus 20 times the starting rank. * Learning a new Talent requires 400 AP. Receiving instruction from a character who already possesses that Talent allows a character to add AP toward learning that equal to the instructor's own effective rank in the ability (once per day). Power Stunts are purchased with AP rather than Karma.
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