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Hero: James Blade

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Marcus
Player: ________________________ Identity: ___________________________ ❍ Secret ❍ ✔ Public
Male
Gender: __________________ 19
Age: __________________ 5'4"
Height: __________________ 230
Weight: __________________ 2 brown
Eyes: __________________ Bald
Hair: __________________
Group Affiliation: _________________________________________ Base of Operations: ________________________________________ Power Level: __________________
52 + Powers ____________
Power Point Totals: Abilities ____________ 36 + Advantages ____________ 13 + Defenses ____________
11 + Skills ____________ 120
8 = ____________

Defense
Strength 5 Agility 3 Fighting 6 Awareness 3
Dodge (agl) 6
Stamina 7 Dexterity 1 Intellect 1 Presence 0
Parry (FGT) 6
Offense Initiative Fortitude (STA) 7
Fists +3 Penetrating damage x8
Toughness (STA) 10
Will (awe) 5

2
Hero
points
Notes & Conditions

6
Power points
Earned
Power4points
Spent
Powers & Devices Character Illustration
Persistant Regeneration x5
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Healing touch x3
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Will, toughness, fortitude, affects incorporeal
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Leaping x3
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Movement (slow fall)
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Quickness x1
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Mutants & Masterminds Third Edition © 2011 Green Ronin Publishing, LLC. All rights reserved.
Skills
Total Ability Ranks Other
Acrobatics 5 3 2
Athletics 7 5 2

Advantages Close Combat


Accurate Attack
____________________________________________________________________________________________________ Martial Arts
________________________________________ 10 6 4
Improved grab
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Uncanny Dodge
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Weapon break
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Weapon bind
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Startle
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Attractive X2
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Die hard
_________________________________________________________________________________________________________ Expertise
Interpose
_________________________________________________________________________________________________________ Ancient Cultures
________________________________________ 0 1 1 0
Instant-Up
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_________________________________________________________________________________________________________ ________________________________________ 0 1
________________________________________ 0 1
Complications ________________________________________ 0 1
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__________________________________________________________________________________________________________ Insight 3 3
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___________________________________________________________________________________________________________ Intimidation 3 0 3
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Investigation 3 1 2
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___________________________________________________________________________________________________________ Perception 4 3 1
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___________________________________________________________________________________________________________ Persuasion 2 2
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Ranged Combat
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EQUIPMENT, VEHICLES, AND HEADQUARTERS
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________________________________________ 4
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___________________________________________________________________________________________________ Sleight of Hand 0 1
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____________________________________________________________________________________________________ Stealth 10 3 3
____________________________________________________________________________________________________ Technology 0 1
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____________________________________________________________________________________________________ Treatment 3 1 2
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_____________________________________________________________________________________________________ Vehicles 0 1

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. target’s STR
Escape - - Mve Opposed Athletics or Sleight of Hand vs. opponent’s 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.
target’s 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
Charge, Damage is Damage or Speed ranks +1, full-speed is +2; you make
Slam Attack -1 or 2 +1 or 2 Std
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. Immobile: Have no movement speed, cannot move, but can take
Controlled: Another character determines actions. actions. Supersedes hindered.

Dazed: May only take a single standard action. Impaired: -2 penalty on checks.

Debilitated: One or more abilities at -5. Normal: Unaffected by other conditions.

Defenseless: Active defenses equal 0, often prone. Supersedes Stunned: Cannot take actions.
vulnerable. Transformed: Traits altered by an outside agent. Depends on effect.
Disabled: -5 penalty on checks. Supersedes impaired. Unaware: Unable to make interaction or Perception checks or
Fatigued: Hindered, recover after 1hour of rest. perform actions based on them.

Hindered: Move at -1 speed rank. 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. Exhausted: Impaired and hindered, recover after 1hour of rest.
Blind: Hindered, visually unaware, vulnerable, may be impaired or Incapacitated: Defenseless, stunned, and unaware. Usually prone.
disabled for visual tasks. Paralyzed: Defenseless, immobile, and physically stunned; may be
Bound: Defenseless, immobile, and impaired. able to take mental actions.

Deaf: Auditory unaware. Prone: Hindered, -5 penalty on close attack checks, +5 bonus to
attacker’s close attack checks, but -5 penalty to attacker’s ranged
Dying: Incapacitated. May die, see p. 19. attack checks. Move action to stand.
Entranced: Stunned, but may only pay attention to entrancing effect. Restrained: Hindered and vulnerable, immobile if restraints are
Breaks free if threatened or from allies interaction skill check (DC anchored.
10+effect rank).
Staggered: Dazed and hindered.
Surprised: Stunned and vulnerable.

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

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