There's a "par" policy on eps and skill points so people who have fallen behind won't stay forever behind. Karma points are the cookie you get for being at a run, and don't get caught up on.
Things that karma points can do:
|1||one-shot replenishment of your fortune die pool|
|1||roll own poor roll over|
|1||more than double your stat with fortune or a buff|
|1||bring a difficulty below 5 with a buff|
|1||After rolling speed but before the turn starts, you may reroll one die until it comes up as a number that you're not already moving in.|
|1||add one success to a roll for 7s|
|1||add one difficulty to the above rule|
|2||roll own catastrophic roll over (i.e. a fumble or awryage, if you have those)|
|2||Move a later action to now, or take your current action out of stat. (Yes, this is what burning a future action also does; it's not worth it unless you're out of actions).|
|2||After rolling speed but before the turn starts, you may pick up one die and put it down as some other number. Yes, you can create a Yahtzee with this.|
|3+|| "Wow. You try to do what?" |
(3 is Quite Unlikely.
5 is Seriously Implausible.
7 is Wildly Impossible.
And it has to be in concept.)