Prestige Points

Hero point

When deeds of true heroism are called for and nothing short of a cinematic performance will do, it is time to draw upon prestige points. What are prestige points? Well in short, they are acquired points that your PC’s can spend for a variety of purposes to gain abilities that affect game play. Some of these effects are temporary in duration, such as Round and Encounter Abilities, while other abilities are Permanent in effect.

This system is completely optional. It’s meant to encourage participation to the campaign outside the game. Consider them a “Thank you” for anyone going the extra mile.

How do you gain prestige points? Simple. By contributing to the creation of our campaign. Exactly what this contribution consists in will vary. However the typical ways of earning points is to keep an updated character journal or posting an adventure log entry. There is a maximum of one prestige point available per week.

If anyone has a cool idea for a prestige point ability, let me know and I’ll consider it.

Once points have been acquired, they may be used in one of four ways.

  • Edge Up: First, they may be used to gain a short term benefit lasting the duration of that round. Each Round Ability uses up prestige points as listed. You may use only one of these abilities per round, however you may choose to double the numeric effect of any given ability by doubling the points used (can only be doubled once.) Points “used” in this way are not permanently lost but refresh at the start of the next game session. These abilities can be used after the roll has been determined with no additional cost.
  • Tipping Point: Second, prestige points may be used to gain an immediate short term benefit. Tipping point abilities change if used before or after the action. If used after the action they are more powerful, but require you to “burn” points instead. For example, you can “use” 2 points to roll twice for an attack before it’s made, or “burn” a point to reroll that attack after it’s made.
  • Quick Study: Third, prestige points may be burned either during a game session, or out of session, to gain some permanent benefit. The burn cost of these abilities varies, but regardless of cost, no single ability may be purchased more than twice by the same character.
  • Downtime Retraining: Fourth, prestige points may be burned during periods of extended downtime to retrain features of your character. Retraining requires 4 weeks of downtime per point burned, with a minimum of 2 week increments. You may retrain one thing at a time, and starting something else resets the clock. Points are spent at the beginning of the downtime.

Points gained during the week are forfeit if you are not prepared for the next session and waste valuable playtime (i.e. forgetting character sheet, didn’t finish character, not leveled up, etc..) A maximum of one floating make-up point is allowed at any time.

Prestige Points Acquired

Player Points Acquired Points Remaining
Josh 20 7
Keith 22 9
Jack 21 1
Justin 21 9
Karl 22 2
Character Points Spent Description
Josh
Archibald 1 Expanded Arcana: Level 1
Archibald 1 Magical Endurance: Level 1
Archibald 1 Reroll Diplomacy vs Mr. Banu (East Mwangi Trading Company)
Archibald 5 +1 Charisma (to 19)
Archibald 2 Expanded Arcana: Level 2
Archibald 1 Magical Endurance: Level 2
Archibald 1 Magical Endurance: Level 2
1 Faraji Feat – Craft Arms and Armor
Keith
Xelas 1 Accomplished: Level 1
Xelas 1 Magical Endurance: Level 1
Xelas 2 Vital Power: Level 2
Xelas 1 Reroll Survival in Hex
Xelas 4 + 1 Dex (to 17)
Xelas 3 +1 Wisdom (to 14)
Xelas 2 Magical Endurance: Level 2 x2
1 Faraji Feat – Craft Arms and Armor
Jack
Strootman 1 Accomplished: Level 1
Strootman 4 +1 Dex (to 17)
Strootman 6 Bonus Feat: Fencing Grace
Strootman 1 Burned to Reroll vs Avatar of Mezmazz
Strootman 6 Bonus Feat: Mobility
2 Faraji Feat – Craft Arms and Armor
Justin
Fara’ji 1 Accomplished: Level 1
Fara’ji 1 Expanded Arcana: Level 1
Fara’ji 5 Int +1 (to 19)
Fara’ji 2 Expanded Arcana: Level 2 × 2
Fara’ji 2 Vital Power: Level 5
Fara’ji 1 Renaissance Man – Craft Arms and Armor
Karl
Naximander 1 Accomplished: Level 1
Naximander 1 +1 Dex (to 8)
Naximander 1 Burst of Speed to save Mitzy vs Plant
Naximander 2 Vital Power: Level 2
Naximander 1 Reroll Intimidate vs Kersh Restun
Naximander 1 Reroll Intimidate vs Slaves in the Cage
Naximander 4 + 1 Str (to 17)
Naximander 1 Expanded Arcana: Level 1
Naximander 2 Reroll attack & Confirm Crit vs Avatar of Mezmazz
Naximander 1 Auto Confirm Crit vs Grey Robed Man
Naximander 1 Auto Confirm vs Fara’jiZord
Naximander 1 +1 Diplomacy
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1 Faraji Feat – Craft Arms and Armor

Edge Up

Ability Benefit Point Cost
Offensive Prowess +1 to Attacks and Damage 1
Defensive Prowess +1 to AC and Saving Throws 1
Heightened Spell +1 to spell save DC’s and +1 to overcome SR 1
Skilled Acumen +2 to any skill check 1
Hardiness +5 to stabilize when dying 1
Magic Boost +1 to caster level for one spell 1
Burst of Speed Gain +30ft to movement speed for one round 2
Swift Attack Gain one additional attack 3

Tipping Point

Ability Benefit Before Benefit After Point Cost Use/Burn
Offensive Fortune Roll twice for any attack or damage die Reroll any attack or damage die 2/1
Defensive Fortune Roll twice for any saving throw Reroll any saving throw 2/1
Skilled Fortune Roll twice for any skill check Reroll any skill check 2/1
Devastating Attack Roll twice for critical confirmation Automatically confirm a critical hit 2/1
Supreme Initiative Roll twice for initiative Automatically win initiative 2/1
Resilient Roll twice for stabilization Automatically stabilize when dying 2/1
Concentration Roll twice for concentration check Automatically succeed on concentration check 2/1
Magical Insight Switch out a prepared spell for the day (Must be a spell known) Change a spell while casting (Any spell of that level on class list) 2/1
Magical Adaptability Don’t consume spell slot when casting a spell Retrieve one previously cast spell (Must have an available spell slot) 2/1

Quick Study

Ability Benefit Point Cost
Alter Plot Draw an additional plot twist card 1
Expanded Arcana Gain an additional spell known of any level you can cast 1/2 Spell Level (round up, or buy two at once)
Magical Endurance Gain an additional spell slot of any level you can cast 1/2 Spell Level (round up, or buy two at once)
Second Chances Survive a killing blow (Reduced to 0 HP instead) 3
Vital Fortune Reroll HP gained at time of leveling 1
Vital Power Maximize HP gained at time of leveling 2
Skill Training Attain +1 bonus to any skill 1
Skill Mastery Gain one skill as a class skill 2
Accomplished Gain a bonus Character Trait upon creation or selecting the “Extra Traits” feat 1
Renaissance Man Gain a bonus Feat 6
Atonement Change alignment by 1 point in either Axis (normal penalties apply) 1
Self Improvement Raise an ability score by 1 point
New Score 1 to 9 1
New Score 10 to 11 2
New Score 12 to 14 3
New Score 15 to 17 4
New Score 18 to 20 5

Downtime Retraining

Ability Benefit Point Cost
Retrain Skills Retrain up to 5 skill points 1
Retrain Trait Retrain a single trait 1
Retrain Feat Retrain a single feat 2
Retrain Class Retrain your last class level 3

Prestige Points

The Empire Cidwin Cidwin