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d20 Modern Reboot: What Would You Want to See?
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<blockquote data-quote="ValhallaGH" data-source="post: 5340267" data-attributes="member: 41187"><p>M&M Hero Points do several things: <ol> <li data-xf-list-type="ol">Power various feats that require one. Examples include Inspire (full-round, give [Charisma bonus] allies +1 to +5 to all attacks, checks, and saves [including Toughness] for 1 round), Ultimate Effort (choose one roll when taking the feat; spend a hero point to get a numeric 20 instead of your d20 roll; does not count as a natural 20), and Beginner's Luck (get to have 5 ranks in any one skill for the rest of that scene). Stuff that's awesome and useful but would be way too powerful without a hefty activation cost.</li> <li data-xf-list-type="ol">Re-roll any die roll before you know the result.</li> <li data-xf-list-type="ol">Heroic feat - acquire a feat for 1 round, excluding Fortune feats (which need Hero points to activate).</li> <li data-xf-list-type="ol">Recover - make a check to recover from damage or condition.</li> <li data-xf-list-type="ol">Inspiration - once per session, when stuck, spend 1 to get a (useful) clue from the GM.</li> <li data-xf-list-type="ol">Dodge - Get a big bonus to Defense for 1 round.</li> <li data-xf-list-type="ol">Cancel Fatigue - you can use "extra effort" to do cool stuff but gain a level of fatigue. Hero Points can be spent at any time to remove a level of fatigue.</li> <li data-xf-list-type="ol">Escape Death - automatically stabilize.</li> <li data-xf-list-type="ol">Instant Counter - attempt to counter other powers as a reaction.</li> <li data-xf-list-type="ol">Edit the scene - have herbicide in the lab where you're fighting Plant Man: the Man-Plant Monster, and similarly useful changes that give your hero a better chance.</li> </ol><p>Hero Points are gained by being heroic, suffering setbacks (i.e. getting a <em>worst</em> result on a skill check or save, waking up captured, being trapped in a torture chamber, etc.), being subjected to GM-fiat, having a predetermined Complication (enemy, rival, sickly aunt, secret identity, etc.) come into play, doing cool stunts with your character's abilities, good role-play, and because your GM thinks you need one.</p><p></p><p>Good stuff, and they add a lot to any game they are used in.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5340267, member: 41187"] M&M Hero Points do several things:[list=1] [*]Power various feats that require one. Examples include Inspire (full-round, give [Charisma bonus] allies +1 to +5 to all attacks, checks, and saves [including Toughness] for 1 round), Ultimate Effort (choose one roll when taking the feat; spend a hero point to get a numeric 20 instead of your d20 roll; does not count as a natural 20), and Beginner's Luck (get to have 5 ranks in any one skill for the rest of that scene). Stuff that's awesome and useful but would be way too powerful without a hefty activation cost. [*]Re-roll any die roll before you know the result. [*]Heroic feat - acquire a feat for 1 round, excluding Fortune feats (which need Hero points to activate). [*]Recover - make a check to recover from damage or condition. [*]Inspiration - once per session, when stuck, spend 1 to get a (useful) clue from the GM. [*]Dodge - Get a big bonus to Defense for 1 round. [*]Cancel Fatigue - you can use "extra effort" to do cool stuff but gain a level of fatigue. Hero Points can be spent at any time to remove a level of fatigue. [*]Escape Death - automatically stabilize. [*]Instant Counter - attempt to counter other powers as a reaction. [*]Edit the scene - have herbicide in the lab where you're fighting Plant Man: the Man-Plant Monster, and similarly useful changes that give your hero a better chance.[/list] Hero Points are gained by being heroic, suffering setbacks (i.e. getting a [I]worst[/I] result on a skill check or save, waking up captured, being trapped in a torture chamber, etc.), being subjected to GM-fiat, having a predetermined Complication (enemy, rival, sickly aunt, secret identity, etc.) come into play, doing cool stunts with your character's abilities, good role-play, and because your GM thinks you need one. Good stuff, and they add a lot to any game they are used in. [/QUOTE]
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