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RESISTANCE Gain an immediate additional resistance check against an ongoing effect. If youre compelled or controlled, the fatigue from the extra effort continues to affect you until youre free of the effect; so you can resist yourself to exhaustion. RETAIN You can spend a healing surge to retain a power after a miss. This doesnt add the reliable keyword, and thus keeps reliable powers as special. You can retain a daily power in this way, but you cant use it again in the same encounter. You can only do this if you miss all targets with the power and no Effect is applied. SPEED Increase the heros speed by +2 until the start of the heros next turn. STRENGTH Increase the effect of a heros Strength by +2 until the start of the heros next turn. Carrying Capacity cannot be increased using Heroic Effort unless you also have the Superstrength power feat.
IMPROVE ROLL One Action 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 re-roll is always a result of 11-20). You must spend the Action Point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Action Points on die rolls made by the GM or other players without the Luck Control power feat. INSPIRATION You can spend an Action Point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villains fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villains weakness. Its up to the GM exactly how much help the players get from inspiration and how it manifests, but since hero points are a very limited resource, the help should be in some way significant. POWER Increase one of your heros power effects by +3 until the start of the heros next turn. Permanent effects cannot be increased in this way. RECOVER You can spend an Action Point to recover faster. An Action Point combined with a Healing Surge allows you to immediately remove a dazed, fatigued, or stunned condition, without taking an action. Among other things, this option allows you to use extra effort (previously) without suffering any fatigue. Spending an Action Point to recover also lets you convert an exhausted condition into a fatigued condition. ULTIMATE EFFORT (Power Feat) You can spend an Action Point on a particular check and treat the roll as a 20 (meaning you dont need to roll the die at all, just apply a result of 20 to your modifier). This is not a natural 20, but is treated as a roll of 20 in all other respects. You choose the particular check the advantage applies to when you acquire it and the GM must approve it. You can take Ultimate Effort multiple times, each time, it applies to a different check. This power feat may not be used after youve rolled the die to determine if you succeed.