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1 Bruised

A character who fails a Toughness


check by one degree or less is
bruised. Bruised characters suffer
a cumulative –1 penalty to all
future damage resistance checks.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Dazed
A character who fails a Toughness
check by two degrees is dazed. A
dazed character is limited to free
actions and a single standard
action per turn, although the
character may use that action
to perform a move, as usual.
Stunned supersedes dazed.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Staggered
A character who fails a Toughness
check by three degrees is
staggered. A staggered
character is dazed and hindered.
• Dazed characters are limited to free
actions and a single standard action
per turn.
• Hindered characters move at half
normal speed (–1 speed rank).

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
4 Incapacitated
A character who fails a Toughness
check by four degrees is
incapacitated. An incapacitated
character is defenseless, stunned,
and unaware. Incapacitated
characters generally also fall
prone, unless some outside force
or aid keeps them standing.
• Defenseless characters have active
defense bonuses of 0.
• Stunned characters cannot take any
actions, including free actions.
• Unaware characters can’t make
interaction or Perception checks or
perform any action based on them.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Compelled
A compelled character is
directed by an outside force,
but struggling against it; the
character is limited to free actions
and a single standard action
per turn, with both types of
action being chosen by another,
controlling character. As usual, this
standard action can be traded
for a move action. Controlled
supersedes compelled.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Controlled
A controlled character has no
free will; the character’s actions
each turn are dictated by
another, controlling, character.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Dazed
A dazed character is limited
to free actions and a single
standard action per turn,
although the character may use
that action to perform a move, as
usual. Stunned supersedes dazed.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Stunned
Stunned characters cannot take
any actions, including free actions.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Debilitated
The character has one or more
abilities lowered below –5.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Defenseless
Defenseless characters have
active defense bonuses of 0.
Attackers can make attacks on
defenseless opponents as routine
checks. If the attacker chooses
to forgo the routine check and
make a normal attack check,
any hit is treated as a critical hit.
Defenseless characters are often
prone, providing opponents with
an additional bonus to attack
checks.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Disabled
A disabled character is at a –5
circumstance penalty on checks.
If the penalty applies to specific
checks, they are added to the
name of the condition, such
as Attack Disabled, Fighting
Disabled, Perception Disabled,
and so forth. Debilitated, if
it applies to the same trait(s),
supersedes disabled.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Fatigued
Fatigued characters are
hindered. Characters recover
from a fatigued condition after
an hour of rest.
• Hindered characters move at half
normal speed (–1 speed rank).

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Hindered
Hindered characters move at half
normal speed (–1 speed rank).
Immobile supersedes hindered.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Immobile
Immobile characters have no
movement speed and cannot
move from the spot they occupy,
although they are still capable of
taking actions un-less prohibited
by another condition.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Impaired
An impaired character is at a –2
circumstance penalty on checks.
If the impairment applies to
specific checks, they are added
to the name of the condition,
such as Attack Impaired, Fighting
Impaired, Perception Impaired,
and so forth. If it applies to the
same trait(s), disabled supersedes
impaired.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Transformed
Transformed characters have
some or all of their traits altered
by an outside agency. This may
range from a change in the
character’s appearance to a
complete change in trait ranks,
even the removal of some traits
and the addition of others! The

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Unaware
The character is completely
unaware of his surroundings,
unable to make interaction or
Perception checks or perform
any action based on them. If the
condition applies to a specific
sense or senses, they are added
to the name of the condition, such
as visually unaware, tactilely
unaware (or numb), and so forth.
Subjects have full concealment
from all of a character’s unaware
senses.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Vulnerable
Vulnerable characters are
limited in their ability to defend
themselves, halving their active
defenses (round up the final
value). Defenseless supersedes
vulnerable.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Weakened
The character has temporarily
lost power points in a trait.
Debilitated supersedes
weakened.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Asleep
While asleep, a character is
defenseless, stunned, and unaware.
A hearing Perception check with
three or more degrees of success
wakes the character and removes
all these conditions, as does any
sudden movement (such as shaking
the sleeping character) or any
effect allowing a resistance check.
• Defenseless characters have active
defense bonuses of 0.
• Stunned characters cannot take any
actions, including free actions.
• Unaware characters can’t make
interaction or Perception checks or
perform any action based on them.
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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Blind
The character cannot see.
Everything effectively has full
visual concealment from him. He is
hindered, visually unaware, and
vulnerable, and may be impaired
or disabled for activities where
vision is a factor.
• Hindered characters move at half
normal speed (–1 speed rank).
• Impaired characters are at a –2
circumstance penalty on checks.
• Unaware characters can’t make
interaction or Perception checks or
perform any action based on them.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Bound
A bound character is defenseless,
immobile, and impaired.
• Defenseless characters have active
defense bonuses of 0.
• Immobile characters have no
movement speed and cannot move.
• Impaired characters are at a –2
circumstance penalty on checks.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Deaf
The character cannot hear,
giving everything total auditory
concealment from him. This may
allow for surprise attacks on the
unaware character. Interaction
with other characters is limited to
sign-language and lip-reading.
• Unaware characters can’t make
interaction or Perception checks or
perform any action based on them.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
Dying
*
A dying character is
incapacitated (defenseless,
stunned, and unaware) and near
death. When the character gains
this condition, immediately make
a Fortitude check (DC 15). If the
check succeeds, nothing happens.
With two degrees of success, the
character stabilizes, removing this
condition. If the check fails, the
character remains dying. Three
or more total degrees of failure
mean the character dies.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Entranced
An entranced character is
stunned, taking no actions other
than paying attention to the
entrancing effect. Any obvious
threat automatically breaks the
trance. An ally can also shake a
character free of the condition
with an interaction skill check (DC
10 + effect rank).
• Stunned characters cannot take any
actions, including free actions.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Exhausted
Exhausted characters are near
collapse. They are impaired and
hindered. Characters recover
from an exhausted condition after
an hour of rest in comfortable
surroundings.
• Impaired characters are at a –2
circumstance penalty on checks.
• Hindered characters move at half
normal speed (–1 speed rank).

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Incapacitated
An incapacitated character
is defenseless, stunned, and
unaware. Incapacitated
characters generally also fall
prone, unless some outside force
or aid keeps them standing.
• Defenseless characters have active
defense bonuses of 0.
• Stunned characters cannot take any
actions, including free actions.
• Unaware characters can’t make
interaction or Perception checks or
perform any action based on them.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
3 Paralyzed
A paralyzed character is
defenseless, immobile, and
physically stunned, frozen in
place and unable to move,
but still aware and able to
take purely mental actions,
involving no physical movement
whatsoever.
• Defenseless characters have active
defense bonuses of 0.
• Immobile characters have no
movement speed and cannot move.
• Stunned characters cannot take any
actions, including free actions.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Prone
A prone character is lying on
the ground, receiving a –5
circumstance penalty on close
attack checks. Opponents receive
a +5 circumstance bonus to close
attack checks but a –5 penalty to
ranged attack checks (effectively
giving the prone character total
cover against ranged attacks).
Prone characters are hindered.
Standing up from a prone
position is a move action.
• Hindered characters move at half
normal speed (–1 speed rank).

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Restrained
A restrained character is
hindered and vulnerable. If the
restraints are anchored to an
immobile object, the character is
immobile rather than hindered. If
restrained by another character,
the restrained character is
immobile but may be moved by
the restraining character.
• Hindered characters move at half
normal speed (–1 speed rank).
• Vulnerable characters halve their
active defenses.

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
1 Staggered
A staggered character is dazed
and hindered.
• Dazed characters are limited to free
actions and a single standard action
per turn.
• Hindered characters move at half
normal speed (–1 speed rank).

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Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.
2 Surprised
A surprised character is stunned
and vulnerable, caught off-guard
and therefore unable to act, and
less able to avoid attacks.
• Stunned characters cannot take any
actions, including free actions.
• Vulnerable characters halve their
active defenses.

Design by C. Frasier amazon.chique@gmail.com


Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

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