Character Points [CP]
(vs Inspiration and Action Points/Hero Points)
Character Points Explained
Character Points are awarded for excellence in execution or for actions, even in failure, that are deeply in character and drive the story forward. They will often be granted for creative ideas, making a difficult choice - but one that’s in line with your Character’s design and backstory. They are effectively positive rewards to reinforce what I consider to be excellent role playing as I understand your character.
Unlike Action/Hero points, You may have as many Character points as are awarded to you, there is no max, but unlike Hero/Action points they do not regenerate at the next level nor are the lost at such a point, they are single use and are “burned” when they are used. You will gain CP for...
Character Sketch/Story: You may be awarded a CP based off the quality of a written character backstory. I wish to encourage players to take an active role in the history and culture of the game. I may use backstory to generate a pivotal plot points for your character concerning his past. If the event(s) resolved, I may reward more CP. If you feel you cannot do this, I will also provide awards for drawing a character portrait in the likeness of your character, both helping the rest of the group visualize your hero as you see them, AND invest you into the character’s nuances.
Completing Plot Arcs: Depending upon how it's accomplished, I may award a CPs to players who were involved in completing a major chapter or arc in the campaign story. These CP will be awarded at the conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.
Faith/Character RPing Excellence: In a campaign where the gods play an important role in every character’s life, CP might represent their favor. In such a setting, I may reward CP to characters that uphold the tenets of their faith in a grand way, or under extreme duress or whenever they take on one of the faith’s major enemies. Such CP are considered godly inspiration and might be temporary, and if not spent on the task at hand, they may fade away. Excellence in RP is for when you totally embody your character and bring that character to life for the group. (Be aware, if your character is a jerk that being a Jerk - while I do get that is their character's nature - it can be destructive / detract from the group's experience and so rewards will likely be awarding less CP to such efforts.)
Group Service: I may award CP for acts outside the game as well. For service or actions taken to assist the other members of the party or community at large. This sort of reward is given out of generosity, not as a payment.
Heroic Acts: Whenever a character performs an exceptionally heroic act, s/he can be awarded a CP. This might include anything from slaying an evil dragon when the rest of the group has fled, to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a CP, depending on the circumstances. Great deeds done by burning CP or Karma, are not rewarded with CP.
Character Points
| COST | Name | Effect | Burned? |
|---|---|---|---|
| 1 | Experience | Gain [d20* (Level)] experience, level up if possible | Yes |
| 1 | Boost | +1 per point spent, not to exceed your prof bonus | CP (Yes) |
| 1 | Bend Reality | Add a minor item to the scene | Yes |
| 2 | [Stabilize Wound] | Any ongoing HP/BP loss is halted | CP (Yes) |
| 2 | [Avoid an “Oops”] | Prevent a critical failure | CP (Yes) |
| 3 | HINT | Be granted a hint by the GM on course of action | CP (Yes) |
| 4 | Popular | Gain 15 RP points with an NPC for the session | CP (Yes) |
| 4 | Abide | You are spiritual sustained for 1 week | CP (Yes) |
| 5 | Fortify | Gain +2 to either AC, Spell DC, or contested skill | CP (Yes) |
| 6 | Karma | Add 1 point of Karma to your pool | Yes |
| [x]+1 | Raise Ability | Spend x to permanently raise a stat | Yes* |
Karma Points
| COST | Name | Effect | Burned? |
|---|---|---|---|
| 1 | Inspired Action | Gain a bonus to a d20 Roll based off level | — |
| 1 | Force Fate | Reroll a die | — |
| 1 | Cheat Death | An attack that would kill, now does not. | Yes |
| 1 | [Piece of Pantheon] | Receive 1d4 Pantheon Fragments (PP) | Yes |
| 2 | Success! | You succeed the check, or your attack hits. | — |
| 1 | Sustain | Your ongoing spiritual hunger is held off, for a while. | — |
| 2 | [Famous] | Add 2 points to your Renown | — |
| 3 | WARP Reality | Add a twist to the adventure | — |
| [x] | Karmic Circle | A ritual to create a shared Karma Pool | Yes* |
| [x] | Karmic Infusion | Increased the shared Karma Pool | Yes* |
AVOID AN “OOPS”
When a to hit or save/check is rolled and result is an unmodified “1”, the test ALWAYS fails, and at times disastrously. A ranged attack that generated an “Oops” might strike a friendly, an investigation “Oops” might destroy evidence, and a melee “Oops” might damage the character’s weapon(s) and may make them fumble or go prone. Using this will negate the Oops - provided the purchase is done BEFORE the result is declared.
COST: 2 CP
BEND REALITY (TPK only)
[REQUIRES GM oversight.]
When this is activated the player can introduce a minor object into the setting in the storyline.
You can add a previously unnoted bush to hide behind, a table, chair, etc. The GM will provide guidance and rule on its value vs impact. It must be feasible (ie a chest of gold isn't; nor is magical item or map to such). The impact must be small to the game and specific to the scene.
COST: 1 CP
BOOST
[After or before a roll, you may spend no more CPs than your Proficiency bonus.]
For each point you spend you gain a +2 on an ability or skill check if spent before the roll, +1 per point if spent after the roll. The use of such does not overcome an Oops or move a roll into a CRITical.
COST: 1+ CP
CHEAT DEATH
Your deadly wounded character is stabilized and they become conscious, but remain immobile until their next action. Any negative damage remains and attacks against them that reduce them to below their Negative MAX value will still kill the character. At the start of their next action, and for each additional action they regain 1 HP.
After any immediate threat is resolved, they MUST rest for 10 minutes per point of damage they took, Failure to do so increases their exhaustion by +2 Levels.
COST: 1 Karma (Burned)
EXPERIENCE
[CP or Karma spent on this is always burned. ]
You immediately gain d20* 10 experience. If that would move you to the next level you are able to level up. You will still need to train or RP for multiclassing (if necessary). You gain your new HP immediately. You gain any spell slots and class abilities immediately. You do not gain access to new spells until you've completed a long rest.
(if you are already past your next level EXP value, using CP will not level you)
COST: 1 CP or Karma [Burned]
FAMOUS
Your Renown grows by one point.
COST: 2 Karma [Burned]
FORCE FATE
You may reroll one die, but you must take the new result for better or worse.
COST: 1 Karma
FORTIFY
[Only one may be used at a time and it you must declare the fortification upon purchase.]
After purchasing it, you must declare whether your AC, a specific contested Ability Check(Skill), Save or DC gains an effective +2 for the encounter.
COST: 5 CP
HEIRLOOM ITEMS
Are a special set of magical items whose creators, over time invested karma to create these items. Any magical item with greater than a +1 rating was moved to “heirloom” These items do not respond with more details to an identify spell than that they wielder must do one of three things to have the magic of the item work/attune to the character: Owner had to do a one time investment. (Burn x Karma) Owners had to hold Karma to use it (Possess x Karma, but not spend) Owners had to invest into the device to unlock its powers (in tiers) (Spend CP to unlock abilities) Legend Lore will tell the specific amount need to unlock power (and the item’s working name) but not the powers (directly).
Players could create these through crafting when they got exceptional results on such.
COST: varies
HINT
You may ask the GM and yes/no question for guidance on a course of action. After which you gain advantage on such checks as relate to it completion.
The GM may refuse to grant a hint.
COST: 4 CP
INSPIRED ACTION
Before making a skill/ability check; declare your purchase. Depending upon your level, you gain a die of inspiration to add to the roll (added to both in cases of dis/advantage). You may not stack inspiration dice, the highest level die type is the one chosen.
| Character’s Level | Inspiration Dice |
|---|---|
| 1st - 3rd | d6 |
| 4th - 7th | d8 |
| 8th+ | d10 |
COST: 1 Karma
KARMA
In extreme situations you may be rewarded Karma, otherwise you must earn it. Spending 6 CP will purchase 1 Point of Karma. Karma is most often renewable, things that burn CP only exhaust that same amount of Karma. Exhausted Karma may not be used until its renewed. Karma will renew when the event ends. (If you are Dungeon Crawling, until you’ve left the dungeon and returned to safety the Karma will not renew; at the GM’s discretion it may renew after a long rest. When in a safe zone and engaging in social/crafting RP’ing purchasing, gathering information, etc - Karma used on those encounters remains exhausted until the next event ends.)
COST: 6 CP
KARMIC CIRCLE [Ritual]
Each character that burns at least one point of Karma (amount spent = x) in a Karmic Pool ritual joins the circle. At the end of the ritual the amount of the Karma spent less one (X -1) to form the circle is placed in the communal Karma Pool, accessible by any of the members of the circle. It functions the same as Karma, with an exception - any member may burn or exhaust Karma from the Circle’s Pool on their own behalf or for another Circle member. If a Circle member dies, their contributed Karma remains for the circle’s use. The circle’s Karma pool refreshes like individual Karma.
COST: at least 1 Karma Per Character
POPULAR
By a quirk of fate, a specific NPC is either having a great turn of luck (thus impacting their general demeanor) or has heard/seen something about the Character that (although wrong) has made them reconsider and give the character a break. For the session, the NPC’s RP rating with the character is considered 15 points higher.
COST: 4 CP [Burned]
PIECE OF PANTHEON (TPK only)
You find a bit of divinity. d4 rare Pantheon Shards.
COST: 1 Karma [Burned]
RAISE ABILITY
[where x equal the current Ability Score]
Burn the number of CP points +1 Karma (not burned) to equal to the ability stat in question to raise it by 1. You may not raise an ability score above 15 in this manner.
COST: [x] + 1 Karma
STABILIZE WOUND:
Your wounded character is stabilized, all status effects remain, but no additional damage damage is taken from ongoing blood loss.
COST: 2 CP
SUCCESS!
The Attack, Skill Check, Ability Save automatically passes at the lowest possible success value. i.e. If a skill check requires DC 30, you automatically get a 30.
COST: 2 Karma
SUSTAIN (TPK only)
The character is fortified and no longer spends Soul Pieces to subside, for the session or in game week (GM's call).
COST: 1 Karma
WARP REALITY (TPK only)
[REQUIRES GM approval, and only one such use can occur per gaming session.]
When this is activated the player can request a twist of fate in the storyline. The group should agree to the change.
- THE GOOD: The player gets to add some element to the setting or situation. For example, a player might state they have found a secret door (where one doesn’t exist), an NPC appears, or even that a monster turns out to be an ally that was polymorphed into that form.
- THE BAD: Whomever activates the ability chooses a party member to choose a complication of a similar NEGATIVE value to occur as well…. For example, if in the first example a secret door is found; a major magic item maybe removed from the possible treasure of an upcoming battle, if an NPC appears; the NPC might have powerful enemies that now seek you as well, if that monster turns out to be an ally; a the party’s home might be raided while they are away. or the GM will roll the FICKLE_FATE event.
COST: 3 Karma
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EXAMPLES of some Heirloom-ification of Magical Items
Wand of the War Magi [Heirloom]
Attune: 1 CP burn
Attuned: While held the attuned spellcaster ignores half cover when making a spell attack. For each point of Karma held by the wielder -- up to 3 -- the attuned holder of this wand, gains a bonus to spell attack rolls.
Sword of Sharpness [Heirloom]
Attune: 1 CP burn
Attuned: When attuned the sword is considered magical, and may (upon command) produce light (10ft of bright light, and 10ft of dim). For each point of Karma held by the wielder -- up to 4 -- the sword deals an additional d6 slashing damage when the attack roll is a natural 20. If the wielder Burns 1 point of Karma on such a strike, it removes a limb.
Bracers of Defense [Heirloom]
Attune: (First time for that creature) Burn x Karma (up to 5); thereafter 1 cp
Depending upon the Karma burned when first attuned by the creature the Bracers grant an AC bonus (up to 5) while their wearer is unarmored and doesn’t use a shield.
Magic Weapon/Armor +? [Heirloom]
Attune: (if it require attunement; 1 CP burn) +1 Magic Weapon. … each 2 CP spent beyond that unlocks the next tier (ie. an additional bonus -- if it exists)
Sphere of Annihilation [Heirloom]
For each CP burned/ invested in the sphere the DC drops by 1 for that creature, or increases by 1 for another specific creature known well to the person spending the CP.
DC starts at 35 (the rest as per the DMG)
Staff of Power [Heirloom]
Attune: 24 hours possession
Using Karma while holding the Staff unlocks the next tier’s power for that creature (if attuned), wielder becomes aware of the new power immediately.
- Tier 1: Attack and Damage rolls when used as a weapon at +1;
- Tier 2+: With each tier player Chooses one power to unlock:
- Power Strike ability;
- +2 AC while holding;
- +2 on spell attack rolls;
- +2 on saves;
- One Spell (must be in ascending order of charges)or
- Attack and Damage rolls now at +2
The staff has as many charges as it’s unlocked tiers. The staff regains all its charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff reverts tier 1 and progression must begin again; On a 20, the staff’s gains a new tier.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its stored magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.