So, you heard that ``Hackmaster is all about character points'', and you're wondering, ``What can you do with character points?''. The following list mentions only the mechanics of spending character points; many situations will also require in-character efforts (time spent training, cost for equipment and study/practice materials, acquiring teachers, etc.).
For 3 CPs, you can acquire a skill. This gives you a base score of 0 in that skill, although stat modifiers still apply. Yes, this may result in a negative score in a skill.
For 1 CP, you can permanently increase your score in a skill by 1.
You can buy Character Abilities at the listed cost.
For 5+current CPs, you can permanently increase one of you stats by +1.
You may spend CPs to give yourself a one-time bonus to most rolls, including damage and skill rolls. You must spend the CPs before rolling, and you may spend up to 4 CPs in this way per roll.
You may spend 1 CP before rolling to give yourself a `second chance' roll. The CP is spent regardless of whether or not the `second chance' roll is taken/used.
You may spend CPs to attempt to `improvise a spell'. This costs 2 CPs/level if your character knows the spell (but doesn't have it ready), and 5 CPs/level if your character doesn't know the spell. You may be required to make a d20 roll to avoid a `fumble'. This is also known as `orifice casting'.
You may spend CPs to attempt to `improvise a skill'. The cost for this is 1 CPs per rank in the (temporary) skill. The total rank may not exceed the character's level, and stat modifiers do not apply (even negative ones). This is also known as `orifice skilling' or `MacGuyvering'.