Post by Jordan on Sept 1, 2007 0:29:28 GMT -5
The following rules describe how Hero Points and Extra Effort can be used. Note that each time Extra Effort is used, the character suffers one level of fatigue. This fatigue can be cancelled or removed by spending a Hero Point (as noted below) if desired.
HERO POINTS:
1) Improve Roll- Re-roll any die roll and take the better of the two results. If the second roll is a 1-10, add 10 to the result (so the second roll will always be an 11-20).
2) Heroic Feat- You can gain the benefits of a feat (or power feat) you don't have for one round.
3) Dodge- You can double your dodge bonus to defense for one round.
4) Instant Counter- You can attempt to counter a power used against you as a reaction.
5) Cancel Fatigue- Any time you would suffer fatigue, you can spend a Hero Point to reduce the amount of fatigue by one level.
6) Recover- You can immediately shake off a "stunned" or "fatigued" condition, or you can make an immediate check as a full-round action to recover damage that you've taken. You can also spend a Hero Point to perform a strenuous action while you are "disabled" without worsening to "dying".
7) Escape Death- Automatically stabilize a dying character (though further damage may still kill them).
8) Inspiration- Receive a hint, clue or other bit of help from the game master.
EXTRA EFFORT
1) Check Bonus- Receive +2 to a single ability, skill or power check. This does not include attack rolls.
2) Increase Carrying Capacity- Add +5 to Strength to determine the character's carrying capacity for one round.
3) Increase Movement- Speed for all forms of movement doubles for one round.
4) Increase Power- Increase a power by 2 ranks for one round. Permanent powers cannot be improved in this way.
5) Power Stunt- Temporarily add a power feat to a power (including the "Alternate Power" power feat). The power feat lasts until the end of the encounter or until you stop maintaining it, whichever comes first.
6) Willpower- Gain an immediate additional saving throw against a power with a "Lasting" effect, such as Mind Control or Nullify.
7)Surge- Gain an additional action before or after your normal actions for the round.
HERO POINTS:
1) Improve Roll- Re-roll any die roll and take the better of the two results. If the second roll is a 1-10, add 10 to the result (so the second roll will always be an 11-20).
2) Heroic Feat- You can gain the benefits of a feat (or power feat) you don't have for one round.
3) Dodge- You can double your dodge bonus to defense for one round.
4) Instant Counter- You can attempt to counter a power used against you as a reaction.
5) Cancel Fatigue- Any time you would suffer fatigue, you can spend a Hero Point to reduce the amount of fatigue by one level.
6) Recover- You can immediately shake off a "stunned" or "fatigued" condition, or you can make an immediate check as a full-round action to recover damage that you've taken. You can also spend a Hero Point to perform a strenuous action while you are "disabled" without worsening to "dying".
7) Escape Death- Automatically stabilize a dying character (though further damage may still kill them).
8) Inspiration- Receive a hint, clue or other bit of help from the game master.
EXTRA EFFORT
1) Check Bonus- Receive +2 to a single ability, skill or power check. This does not include attack rolls.
2) Increase Carrying Capacity- Add +5 to Strength to determine the character's carrying capacity for one round.
3) Increase Movement- Speed for all forms of movement doubles for one round.
4) Increase Power- Increase a power by 2 ranks for one round. Permanent powers cannot be improved in this way.
5) Power Stunt- Temporarily add a power feat to a power (including the "Alternate Power" power feat). The power feat lasts until the end of the encounter or until you stop maintaining it, whichever comes first.
6) Willpower- Gain an immediate additional saving throw against a power with a "Lasting" effect, such as Mind Control or Nullify.
7)Surge- Gain an additional action before or after your normal actions for the round.