The following rules addenda apply to this campaign and will be adjusted as necessary for the sake of game balance.
Do Something Cool
Do Something Cool is a campaign power received by all players at level one. This power encourages roleplaying and exciting moments of improvised character fiction that allow players to test and improve the adjudication skills of the Dungeon Master.
Derek plays Raife, a psion currently backed into a kitchen corner by encroaching orcs. Remembering the knives line the kitchen walls, Derek decides to Do Something Cool. Derek spends an action point and healing surge and describes Raife mentally reaching out to the knives, picking them up from their hooks and pointing them like daggers at his enemies. The Dungeon Master asks Derek to make an area burst 3 within 10 Intelligence vs. Reflex attack and describes the entire room shuddering as the knives fly through his swath of enemies, becoming buried in both flesh and wall. Each enemy hit takes 2d6 + Intelligence modifier damage; those missed are still grazed, taking half damage.
Karma points reduce the frustration of disappointing attack rolls and the urge to rest between each combat round. Earned during and after encounters, they can then be exchanged for beneficial effects but be careful—they come with a twist.