hero4hire said:
OOC: Spend that saved HP then for a Toughness Reroll. Staggered MY Aunt Petunia..It's Clobberin' Time Baby!!! Oh wait that is the other game.
OOC: I'm going to rule against that. One of your compadres might be able to use thier hero point to heal you from a distance. I'd have to delve into it a little. Since you have two you could burn one to take care of the stunned and one to force a constitution check to take care of the staggered condition. Looks like a job for the resident medic to me.
[Sblock=hero point rules from the book]
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
[/sblock]