Type: General
Action: Reaction (passive)
Range: Perception
Duration: Instant
Saving Throw: None
Cost: 3 points per rank
You can use hero points to affect others in various ways (see Hero Points, M&M, page 121). For each rank you have in the effect, choose one of the following capabilities:
• You can spend a hero point on another character’s behalf, with the normal benefits.• You can bestow your hero points on others. You can grant only one hero point to any given character in a round, but the recipient may use the bestowed hero point(s) normally.
• You can spend one of your hero points to negate someone else’s use of a hero point or a use of Gamemaster fiat (see Gamemaster Fiat, M&M, page 124). This also eliminates the setback of the fiat, so no hero points are awarded for it.
• You can spend a hero point to force someone else to re-roll a die roll and take the worse of the two rolls. The target of this last effect may spend a hero point to avoid having to re-roll. GM fiat may do the same (earning you a hero point).
POWER FEATS
• Luck: The Luck feat may also be a power feat of Luck Control, granting additional hero points useful for the various effects given previously. The GM may wish to set a limit on the maximum rank of Luck (such as the power level of the campaign).
EXTRAS
• Area: Your Luck Control effect works equally on all targets in the affected area. You spend only one hero point, although the subjects are each affected individually. You must apply the same effect to all subjects at once.
• Duration: Luck Control’s duration cannot be changed from instant, since none of its effects last more than an instant regardless.
• Selective Attack: This extra, applied to Area Luck Control, allows you to choose who in the area of affect is or is not affected by it.
FLAWS
• Action: If the action required for Luck Control is increased beyond a reaction, it is only usable during your turn each round, which limits its usefulness in responding to the actions of others.
• Range: Luck Control normally requires no attack roll; if reduced below perception range, it does, either ranged or a melee attack for touch range Luck Control.
• Saving Throw (–1): Targets of your Luck Control get a saving throw—usually Reflex or Will—to avoid its effects, with a save DC of (10 + rank). The Progression feat can increase the save DC by +1 per rank.
• Side Effect: As a particular side effect of Luck Control, if your effort to alter luck fails, you suffer a setback without earning a hero point. Effectively the GM gains a “free” use of GM Fiat against you (see Setbacks, M&M, page 122 for details).