Erekose13 said:
With an opening presenting itself, Body & Spirit stop to try again to stun Dr. Null. This time they can work together, the gestalt entity much more powerful.
[sblock=ooc]Can I use an AP for something here? Increase DC or something like that. I don't really know the rules very well.[/sblock]
OOC: [sblock=extra effort and hero point rules]EXTRA EFFORT Often,heroes are called upon to perform feats beyond even their amazing
abilities.This calls for extra effort .Players can use extra effort to improve
a hero ’s abilities in exchange for the hero suffering some fatigue.The ben-
efits of extra effort are not limited by power level.
USING EXTRA EFFORT
Extra effort is a free action and can be performed at any time during the
hero ’s action (but is limited to once per round).A hero using extra effort
gains one of the following benefits:
• Check bonus:+2 bonus on a single ability,skill,or power check.
This does not include attack rolls.
• Increase carrying capacity:+5 effective Strength for determining
the hero ’s carrying capacity for one round.
• Increase movement:The hero ’s speed for all modes of movement
doubles for one round.
• Increase power:Increase a power by 2 ranks for one round.This
only increases the power ’s rank;you cannot apply power modifiers
(but see the power stunt benefit).Permanent powers cannot be
improved in this way.
•Power stunt:Temporarily add a power feat to a power.This includes
an Alternate Power of an existing power.The power feat must follow
the normal rules for adding a power feat.The temporary power feat
lasts for the duration of the encounter or until you choose to stop
maintaining it,whichever comes first.This includes turning off the
power or switching to a different Alternate Power.Power stunts can-
not be applied to Permanent powers via extra effort.
•Willpower:Gain an immediate additional saving throw against
a power with a Lasting effect,such as Mind Control or Nullify (see
Duration ,page 70).You get this save even if the Lasting power has
a Continuous duration (which doesn ’t normally allow for additional
saves at all).If you ’re mind-controlled,the fatigue from the extra
effort doesn ’t affect you until you ’re free of it.
•Surge:Gain an additional standard or move action,before or after
your normal actions for the round (your choice).Using this extra
action does not change your place in the initiative order.You can use
a standard action gained from extra effort to start or complete a full-
round action in conjunction with your normal actions for the round.
FATIGUE FROM EXTRA EFFORT
At the beginning of the round immediately after extra effort,the hero
becomes fatigued (see Fatigue ,page 167).A fatigued hero becomes
exhausted and an exhausted hero becomes unconscious the round after
using extra effort.If you spend a hero point at the start of the round follow-
ing extra effort to shake off the fatigue,the hero suffers no adverse effects.
HERO POINTS Whether it ’s luck,talent,or sheer determination,heroes have something
setting them apart from everyone else,allowing them to perform amazing
deeds under the most difficult circumstances.In Mutants &Masterminds
that something is hero points .Spending a hero point can make the differ-
ence between success and failure.When you ’re entrusted with the safety
of the world that means a lot!
Hero points allow players to “edit ”the plot of the adventure and the
rules of the game to a degree.They give heroes the ability to do the
amazing things heroes do in the comics,but with certain limits,and they
encourage players to make the sort of choices heroes do in the comics,in
order to get more hero points.
Heroes start each game session with 1 hero point.During the adven-
ture they get opportunities to earn more hero points.Players can use
various tokens (poker chips,glass beads,etc .)to keep track of their hero
points,handing them over to the Gamemaster when they spend them.The
Gamemaster can likewise give out tokens when awarding hero points to
the players.Unspent hero points don ’t carry over to the next adventure;
the heroes start out with 1 point again.
USING 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 (see page 90).
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 (see Chapter 4 ).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,page 159).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 ,page 70,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 imme-
diate 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 addi-
tion 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 inspi-
ration 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 advan-
tage.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 defoli-
ants,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.[/sblock]
I'm not seeing anything here, but read through and see what you come up with. I'd like Velmont and anyone else's input also. Increase power under extra effort doesn't let you apply power modifiers to permanent powers. That one seemed the most likely.