Wordsmyth Games

Down-Time Karma

The following rules are modifications to the Shadowrun Second Edition. They regard the use of karma pools between adventures. They were created and playtested by Craig Sanchez, Dave Hoops, Walt Schellin, John Jacobson, Josh Karabin, and Linda Naughton.


Basically, what we've been doing is counting most of what happens between adventures as being the "Down Time" scene. Therefore, for all that stuff, including things like healing from cyberware surgery, spell research, learning new skills, and even such bizzare ones as rolling charisma to see how well you did on your date (okay, I know it sounds weird, but it was fun to see one of the characters spend three karma points to reroll for that when the GM didn't want to role-play the entire date) you only have access to the karma pools (group and personal) once.

An important thing to note is that in case something important happens in the middle of down-time (for example, your character is going home at night and gets mugged and the GM wants to play the scene out, or if your character goes on an astral quest or something else) then you get access to the full karma pools. However, the "Down Time Pool" remains at what it was before that happened.

For example, Wraith has a personal karma pool of 6. He does some spell research and learning new skills during down time and spends four of those points. This comes out of the down-time pool, so it won't refresh until the next adventure begins. However, before the next adventure, Wraith decides to go on an astral quest for wisdom. This counts as it's own scene, the GM rules, so Wraith gets access to all 6 of his points. When he returns, however, he is back in down-time and his pool is down to only a 2 (since he already spent 4).

It seems to work pretty well when you're dealing with stuff that happens between adventures, but which you would want to spend karma on.