Generic Karma Injury
Moderate Karma Injury
Moderate Injury, DC 10 [Spiritual]
An injury has afflicted your spirit with a karmic burden.
Initial Effects
- 1 Morale Damage
- Dazed 1d4 segments
Persistent Effects
☐☐☐ Moderate: Any time you spend Karma, you must spend double the amount.
Severe Karma Injury
Severe Injury, DC 15 [Spiritual]
An injury has afflicted your spirit with a karmic burden.
Initial Effects
- 2 Morale Damage
- Dazed 1d6 segments
Persistent Effects
☐☐☐ Severe: Karma Locked: You cannot earn Karma, and you cannot spend Karma for any purpose.
☐☐☐ Moderate: Any time you spend Karma, you must spend double the amount.
Critical Karma Injury
Critical Injury, DC 20 [Spiritual]
An injury has afflicted your spirit with a karmic burden.
Initial Effects
- 3 Morale Damage
- Incapacitated [SE, ST 6d10 vs CHA]
Persistent Effects
☐☐☐ Critical: Karma Debt: You cannot heal this injury in any way until you sacrifice 3 Karma to the GM. If you do not have 3 Karma to sacrifice, each time you would normally earn a Karma, that Karma is sacrificed to the GM until 3 Karma have been sacrificed. You cannot spend Karma for any other purpose.
☐☐☐ Severe: Karma Locked: You cannot earn Karma, and you cannot spend Karma for any purpose.
☐☐☐ Moderate: Any time you spend Karma, you must spend double the amount.
When Fully Healed
After the injury is healed you gain one of the following traits (your choice): Strange Luck