1. Know the mechanics of the [Talent] you're trying to improvise. If you can't be troubled to look them up, propose something and the [GM] will slap a [Circle] label on it. I'll be guessing high. >:) 2. Figure out what the closest you can come is. 3. Spend at least one point of [Karma] and concentrate for a second. More, if this is particularly hard, or if you're missing [Circle] prereqs (e.g. a first [Circle] character improvising a third [Circle] [Talent]). Don't expect me to be consistent unless you've formalized it. 4. Roll against that "closest" skill. You have a penalty of -3 per [Circle] you're missing, and -1 per prerequisite [Talent] you're missing (e.g. Woodskin is a prereq for Stoneskin). 5. If it succeeded, describe what this looks like. Include the fact that your [Karma] is visually manifesting. For example, glowing trails on arrows from an Improvised Missile Weapons. If you're trying to improvise things which need to be instant, like Avoid Blow, do the concentrate-and-burn-Karma thing ahead of time, then dive into combat. No, it's not as useful as having avoid blow. [Eit]. The [Karma] you spend in (3) doesn't count for the roll, and this isn't a [Talent] (yet) so you can't spend extra [Karma] on it.