The Summer Campaign
Bounties are special, single-use powers you can buy with Karma Points (KP). Players can have no more than one bounty at a time and no more than one copy of each bounty is ever present at a table (they’ll be represented by cards). Also, unused bounties are lost at the end of the session in which they were purchased. Purchases can be made at the beginning of a session or during any rest period. To use a bounty, simply hand in its card. Finally, unless noted otherwise, using a bounty is a free action which can, when appropriate, interrupts another creature’s turn. Below, you will find a list of the bounties available for purchase.
Foregone Conclusion (2 KP)
As if you were going to miss that shot!
Add +2 to any d20 roll you make. You can decide to use this bounty after knowing the result of the roll, before making any other roll.
Lucky Save (2 KP)
Something distracts the guard at just the right time; thank you Mr. Squirrel.
You gain a +2 to all defences until the end of your next turn. You can decide to use this bounty after knowing the result of an attack roll, before damage is rolled.
Valiant Surge (3 KP)
Just as things take a turn for the worst, you surge forward with unexpected energy.
This bounty acts in all ways as an action point except that it does not fade during rest periods and can be used in the same encounter as another action point. You still can’t use more than one action point per round.
Wheel of Fortune (2 KP)
“Please, oh please, oh please!”
You reroll any d20 roll and take the new result. You can decide to use this bounty after knowing the result of the roll, before making any other roll.