Revision [224]

This is an old revision of MMHeroPoints made by GilbertoLeon on 2011-08-25 23:06:44.

 

Hero Points


Unless otherwise noted, spending a hero point is a reaction, taking no time. You can spend as many hero points as you have, but only one hero point on any given benefit per round. You can spend hero points for any of the following things.

Improve Roll

One hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the second roll is always a result of 11-20). You must spend the hero point to improve a roll before the GM announces the result of your roll. You cannot spend hero points on die rolls made by the GM or other players without the Luck Control power.

Heroic Feat

You can spend a hero point to gain the benefits of a feat (either a regular or power feat) you don|t already have for one round. You must be capable of using the feat and cannot gain the benefits of fortune feats, only other types of feats. If the feat has another feat as a prerequisite, you must have the prerequisite to gain the benefit of the more advanced feat. For feats acquired in ranks, you gain the benefit of one rank of the feat by spending a hero point. The GM can veto any performance of a feat acquired with a hero point if considered inappropriate for the game.

Dodge

You can spend a hero point to double your dodge bonus for one round. This includes any modifiers to your dodge bonus from feats, powers, or combat actions (such as the total defense action). The improved dodge bonus lasts until the beginning of your next round. You can also spend a hero point whenever you are denied your dodge bonus, but still capable of action (surprised, flat-footed, etc.). In this case, you retain your dodge bonus until your next action (this is the same as spending a hero point to perform the Uncanny Dodge feat).

Instant Counter

You can spend a hero point to attempt to counter a power used against you as a reaction. See Countering Powers for details.

Cancel Fatigue

Any time you would suffer fatigue (including the effects of the Fatigue power and the use of extra effort), you can spend a hero point and reduce the amount of fatigue by one level (so you suffer no fatigue from a fatigued result, are fatigued by an exhausted result, etc.).

Recover

You can spend a hero point to recover faster. A hero point allows you to
immediately shake off a stunned or fatigued condition.
If you are exhausted, spending a hero point causes you to become
fatigued. If you have suffered damage, a hero point allows you an immediate
recovery check as a full-round action (see Recovery, page 165). It
takes two rounds for a staggered hero to make a recovery check, since you
can only take a standard or move action each round while staggered. This
check is made normally, the hero point just allows you to make it in addition
to your normal recovery checks. If the recovery check is successful, it
turns out the damage wasn|t as serious as it first appeared, or your hero is
able to shake it off.
While disabled, you can spend a hero point to take a strenuous action
for one round without your condition worsening to dying. If you spend a
hero point on a normal recovery check for bruised or injured conditions, a
successful check eliminates all of that condition, rather than just one. The
hero point does not improve the recovery check, only its effect.
ESCAPE DEATH
Spending a hero point automatically stabilizes a dying character (you or
someone you are assisting), although this doesn|t protect the character
from further damage.
INSPIRATION
Once per game session, you can spend a hero point to get a sudden inspiration
in the form of a hint, clue, or bit of help from the GM. It might
be a way out of the villain|s fiendish deathtrap, a vital clue for solving a
mystery, or an idea about the villain|s weakness. It|s up to the GM exactly
how much help the players get from inspiration.
Gamemasters may even wish to expand the "inspiration" facet of hero
points to allow players greater control over the environment of the game,
effectively allowing them to "edit" a scene to grant their heroes an advantage.
For example, a hero is fighting a villain with plant-based powers in
a scientific lab. The player deduces the villain may be vulnerable to defoliants,
so she asks the GM if there are any chemicals in the lab she can
throw together to create a defoliant. The Gamemaster requires to player
to spend a hero point and says the right chemicals are close at hand.
How much players are allowed to "edit" circumstances is up to the
individual Gamemaster, but generally hero points should not be allowed to
change any event that has already occurred or any detail already explained
in-game. For example, players cannot "edit" away damage or the effects of
powers (hero points already allow this to a limited degree). The GM may
also veto uses of editing that ruin the adventure or make things too easy on
the players. Inspiration is intended to give the players more input into the
story and allow their heroes chances to succeed, but it shouldn|t be used as
a replacement for planning and cleverness, just a way to enhance them.
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