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SX:1 Help Wanted: Exterminators (Velmont Judging)-Completed
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<blockquote data-quote="Salix" data-source="post: 2997428" data-attributes="member: 40003"><p>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.</p><p></p><p>[Sblock=hero point rules from the book]</p><p>HERO POINTS Whether it ’s luck,talent,or sheer determination,heroes have something</p><p>setting them apart from everyone else,allowing them to perform amazing</p><p>deeds under the most difficult circumstances.In Mutants &Masterminds</p><p>that something is hero points .Spending a hero point can make the differ-</p><p>ence between success and failure.When you ’re entrusted with the safety</p><p>of the world that means a lot!</p><p>Hero points allow players to “edit ”the plot of the adventure and the</p><p>rules of the game to a degree.They give heroes the ability to do the</p><p>amazing things heroes do in the comics,but with certain limits,and they</p><p>encourage players to make the sort of choices heroes do in the comics,in</p><p>order to get more hero points.</p><p>Heroes start each game session with 1 hero point.During the adven-</p><p>ture they get opportunities to earn more hero points.Players can use</p><p>various tokens (poker chips,glass beads,etc .)to keep track of their hero</p><p>points,handing them over to the Gamemaster when they spend them.The</p><p>Gamemaster can likewise give out tokens when awarding hero points to</p><p>the players.Unspent hero points don ’t carry over to the next adventure;</p><p>the heroes start out with 1 point again.</p><p>USING HERO POINTS</p><p>Unless otherwise noted,spending a hero point is a reaction,taking no</p><p>time.You can spend as many hero points as you have,but only one hero</p><p>point on any given benefit per round.You can spend hero points for any</p><p>of the following things.</p><p>IMPROVE ROLL</p><p>One hero point allows you to re-roll any die roll you make and take the</p><p>better of the two rolls.On a result of 1 through 10 on the second roll,add</p><p>10 to the result,an 11 or higher remains as-is (so the second roll is always</p><p>a result of 11-20).You must spend the hero point to improve a roll before</p><p>the GM announces the result of your roll.You cannot spend hero points</p><p>on die rolls made by the GM or other players without the Luck Control</p><p>power (see page 90).</p><p>HEROIC FEAT</p><p>You can spend a hero point to gain the benefits of a feat (either a regular</p><p>or power feat)you don ’t already have for one round (see Chapter 4 ).You</p><p>must be capable of using the feat and cannot gain the benefits of fortune</p><p>feats,only other types of feats.If the feat has another feat as a prerequisite,</p><p>you must have the prerequisite to gain the benefit of the more advanced</p><p>feat.For feats acquired in ranks,you gain the benefit of one rank of the</p><p>feat by spending a hero point.The GM can veto any performance of a feat</p><p>acquired with a hero point if considered inappropriate for the game.</p><p>DODGE</p><p>You can spend a hero point to double your dodge bonus for one round.</p><p></p><p>This includes any modifiers to your dodge bonus from feats,powers,or</p><p>combat actions (such as the total defense action,page 159).The improved</p><p>dodge bonus lasts until the beginning of your next round.You can also</p><p>spend a hero point whenever you are denied your dodge bonus,but still</p><p>capable of action (surprised,flat-footed,etc .).In this case,you retain your</p><p>dodge bonus until your next action (this is the same as spending a hero</p><p>point to perform the Uncanny Dodge feat).</p><p>INSTANT COUNTER</p><p>You can spend a hero point to attempt to counter a power used against</p><p>you as a reaction.See Countering Powers ,page 70,for details.</p><p>CANCEL FATIGUE</p><p>Any time you would suffer fatigue (including the effects of the Fatigue</p><p>power and the use of extra effort),you can spend a hero point and reduce</p><p>the amount of fatigue by one level (so you suffer no fatigue from a</p><p>fatigued result,are fatigued by an exhausted result,etc .).</p><p>RECOVER</p><p>You can spend a hero point to recover faster.A hero point allows you to</p><p>immediately shake off a stunned or fatigued condition.</p><p>If you are exhausted,spending a hero point causes you to become</p><p>fatigued.If you have suffered damage,a hero point allows you an imme-</p><p>diate recovery check as a full-round action (see Recovery ,page 165).It</p><p>takes two rounds for a staggered hero to make a recovery check,since you</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Salix, post: 2997428, member: 40003"] 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] [/QUOTE]
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