Kieran's Mutant's and Masterminds Character Sheet

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Hero:__________________________________________________________________________________________

Player: Kieran
________________________ Identity: ___________________________ Secret Public
2517
Black
6'3"
180lbs
Brown
Gender: Male
__________________ Age: __________________
Height: __________________
Weight: __________________
Eyes: __________________
Hair: __________________
The 12 Olympians
10
Group Affiliation: _________________________________________
Base of Operations: ________________________________________ Power Level: __________________
155
60
1
9
0
85
Power Point Totals: Abilities ____________
+ Powers ____________
+ Advantages ____________
+ Skills ____________
+ Defenses ____________
= ____________

Strength

Agility

Stamina

Dexterity

Fighting

10

Intellect

5
3

Offense

Awareness

Presence

Initiative

Fireblast (+10)

10

Ranged damage, blast, Fire

Flame burst (+10)

Close range damage, cone, fire

Sword of Damocles (+5)

Damage, Slashing, Crit 19-20

Defense

Dodge (agl)

Parry (FGT)

Fortitude (STA)

Toughness (STA)

0/9

Will (awe)

Notes & Conditions

Hero
points
Power points
Earned
Power points
Spent

Powers & Devices

Immortality (divine)
(rank 20)
40p
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*Recover from death at the start of every action round. All
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damage conditions are removed. Lose all hero points.
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Heat Control
(rank 10)
25
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*Blast, ranged damage 10, fire
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*Alternative affect, Close range, cone, damage 5, fire
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Summon (Heroic Minion) Dragon
(rank 5)
20
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*Sustained. Summons pet dragon. Heroic minion (acts as a
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full NPC)
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Mutants & Masterminds Third Edition 2011 Green Ronin Publishing, LLC. All rights reserved.

Character Illustration

Skills

Advantages

Improved Critical Rank 4


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*Critical hit on nat 16-20, but only auto hits on nat 20
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Improved aim
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*double circumstances bonus for aiming
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Equipment 4
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Total

Ability

Acrobatics AGL

Athletics

STR

Ranks

Other

Close Combat FGT


Sword of Damocles
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Deception PRE

Insight AWE

Intimidation PRE

Investigation INT

Perception AWE

Expertise INT
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Complications

Must protect Civillians


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EQUIPMENT, VEHICLES, AND HEADQUARTERS


Sword of Damocles (Damage 3, slashing, crit 19-20)
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Armour of Hephaestus (plate armour) (protection 6)
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Shield of Athena (active defense +3)
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Persuasion PRE

Fire Blast
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10

10

Flame burst
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10

10

Ranged Combat DEX

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Sleight of Hand DEX

Stealth AGL

Technology INT

Treatment INT

Vehicles DEX

Series: _________________________________________________________________________________________ Gamemaster: _____________________________________________________________________

Information

Notes: ________________________________________________________________________________________________________________________________________________________________________________________________________
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Mutants & Masterminds Third Edition 2011 Green Ronin Publishing, LLC. All rights reserved.

Actions
Action

Attack

Defense

Type

Effect

Aid

Std

Close; Attack check (DC 10), success grants +2 attack or defense, four degrees grants +5.

Aim

+5

Std

Close or Ranged; +2 bonus if longer than close range

Charge

-2

Std

Close; Speed rank in straight line, then attack

Defend

Std

Make an opposed check vs. attack, add 10 to roll of 10 or less

Disarm

-2

Std

Close; -5 at range; opposed check Damage vs. targets STR

Escape

Mve

Opposed Athletics or Sleight of Hand vs. opponents routine STR or grab effect

Grab

Std

Attack check, if successful, target resists with STR or Dodge; see Grab p. 176

Recover

+2

Std

Remove highest level of damage or fatigue, or make resistance check; one per combat

Smash

Std

-5 attack if vs. a held object

Trip

-2

Std

Attack vs. Parry, if successful make opposed Acrobatics or Athletics vs.


targets Acrobatics or Athletics; defender is prone

Maneuvers
Maneuver

Attack

Defense

Type

Effect

Accurate Attack

+1 or 2

Std

-1 or 2 to Effect

All-out Attack

+1 or 2

-1 or 2

Std

Defensive Attack

-1 or 2

+1 or 2

Std

Finishing Attack

Std

Auto hit or attack vs. DC 10, if successful treat as a crit.

Power Attack

-1 or 2

Std

+1 or 2 to Effect

Slam Attack

-1 or 2

+1 or 2

Std

Charge, Damage is Damage or Speed ranks +1, full-speed is +2; you make
Toughness check vs. 1/2 damage (round down)

Team Attack

Std

Must be simultaneous, must be vs. same defense, see page 179

Basic Conditions
Compelled: Single standard action determined by another.
Controlled: Another character determines actions.

Immobile: Have no movement speed, cannot move, but can take


actions. Supersedes hindered.
Impaired: -2 penalty on checks.

Dazed: May only take a single standard action.


Debilitated: One or more abilities at -5.

Normal: Unaffected by other conditions.

Defenseless: Active defenses equal 0, often prone. Supersedes


vulnerable.

Transformed: Traits altered by an outside agent. Depends on effect.

Disabled: -5 penalty on checks. Supersedes impaired.


Fatigued: Hindered, recover after 1hour of rest.
Hindered: Move at -1 speed rank.

Stunned: Cannot take actions.


Unaware: Unable to make interaction or Perception checks or
perform actions based on them.
Vulnerable: Active defenses are halved (round up).
Weakened: Temporarily lost power points in a trait. Depends on effect.

Combined Conditions
Asleep: Defenseless, stunned, and unaware.
Blind: Hindered, visually unaware, vulnerable, may be impaired or
disabled for visual tasks.
Bound: Defenseless, immobile, and impaired.
Deaf: Auditory unaware.
Dying: Incapacitated. May die, see p. 19.
Entranced: Stunned, but may only pay attention to entrancing effect.
Breaks free if threatened or from allies interaction skill check (DC
10+effect rank).

Exhausted: Impaired and hindered, recover after 1hour of rest.


Incapacitated: Defenseless, stunned, and unaware. Usually prone.
Paralyzed: Defenseless, immobile, and physically stunned; may be
able to take mental actions.
Prone: Hindered, -5 penalty on close attack checks, +5 bonus to
attackers close attack checks, but -5 penalty to attackers ranged
attack checks. Move action to stand.
Restrained: Hindered and vulnerable, immobile if restraints are
anchored.
Staggered: Dazed and hindered.
Surprised: Stunned and vulnerable.

Mutants & Masterminds Third Edition 2011 Green Ronin Publishing, LLC. All rights reserved.

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