Basics

  • You can have up to 3.
  • You gain them by achieving Aspirations. (If Aspirations are not used, you gain 3 at the beginning of each session)
  • You can spend one take any action immediately.
  • You can spend one to Edit the Scene.
  • You can spend one to perform a Power Stunt.
  • You can spend one to critically succeed at any check.
  • You can spend one to break free of any effect (short of death).

Effects

Edit the Scene

The following text is designated Product Identity of the Mutants and Masterminds system, by Green Ronin. Ssshh!

You can “edit” a scene to grant your hero an advantage by adding or changing certain details. For example, a hero is fighting a villain with plant-based powers in a scientific lab. You deduce the villain may be weakened by defoliants, so you ask the GM if there are any chemicals in the lab you can throw together to create a defoliant. The Gamemaster requires a hero point to add that detail and says the right chemicals are close at hand. Now you just have to use them!

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, see the following). The GM may also veto uses of editing that ruin the adventure or make things too easy on

the players. This option 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.

Power Stunt

You may add any extras you desire to a power you know. You still must pay the Energy cost.

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