House Rules

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.

Do Something Cool
Campaign Power
Summoning every ounce of inner strength and focus, you leave your companions in awe with a pure expression of your skill and training.
Prerequisite: Spend one action point and one healing surge and describe an effect consistent with the fiction of your character.
Effect: The DM determines an action and effect that matches your description, and you regain the use of this power.


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

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.

Karma Points: No action.
  • Spend for Effect: karma points may be spent at any time to gain an effect listed on the table below.
  • Acquired on Miss: If every attack roll made on your turn misses, you earn earn 1 karma point at the end of your turn.
  • Acquired per Encounter: At the end of each encounter, you earn karma points equal to the number of encounters completed since your last extended rest. You earn 1 karma point at the end of your first encounter following an extended rest, 2 karma points after the second, 3 after the third and so on, until you take another extended rest.
  • Reset after Extended Rest: Your karma points reset to 0 after an extended rest.
  • Empowers the DM: Any karma spent by the party is acquired by the DM, and may be used to enhance the rolls of NPCs and enemies.
  • Effect Karma Points
    Increase the result of your roll by 1 1
    Grant one karma point to a nearby ally 2
    Regain one healing surge 5

    House Rules

    Gotham erlanter erlanter