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Plasma Canon

Hero:__________________________________________________________________________________________
Jack Smith
Player: ________________________ Identity: ___________________________ ✔ Secret ❍ Public

male
Gender: __________________ 29
Age: __________________ 5ft 6in Weight: __________________ Eyes: __________________
Height: __________________ brown black
Hair: __________________
8
Group Affiliation: _________________________________________ Base of Operations: ________________________________________ Power Level: __________________
12 + Powers ____________
Power Point Totals: Abilities ____________ 66 + Advantages ____________
2 + Skills ____________21 + Defenses ____________ 120
21 = ____________

Defense
Strength 2 Agility 0 Fighting 2 Awareness 0
Dodge (agl) 6
Stamina 1 Dexterity 0 Intellect 0 Presence 1
Parry (FGT) 6
Offense
Initiative Fortitude (STA) 6
Toughness (STA) 10
Will (awe) 6

Hero
Notes & Conditions points
Power points
Earned
Power points
Spent
Powers & Devices Character Illustration
force field: sustained impervious protection 11 22pts
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plasma aura: reaction damage 6 (contact) 24pts
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plasma control: array 12pts -
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- plasma burst: Ranged burst area damage 7 21pts
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- disintegration: Ranged damage 5 linked to ranged -
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- weaken 5 (toughness resisted by fortitude) 1pt
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- plasma blast: Ranged damage 8 1pt
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plasma flash: Ranged burst rea affliction 8 -
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- (resisted and overcome by fortitude; impaired -
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- disabled, unaware) limited to visual senses only 1pt
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Mutants & Masterminds Third Edition © 2011 Green Ronin Publishing, LLC. All rights reserved.
Skills
Total Ability Ranks Other
Acrobatics 0
Athletics 7 1 6

Advantages Close Combat


holding back, power attack
____________________________________________________________________________________________________ plasma aura
________________________________________ 10 2 8
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___________________________________________________________________________________________________ ________________________________________ 0
_________________________________________________________________________________________________________ ________________________________________ 0
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_________________________________________________________________________________________________________ Deception 0
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_________________________________________________________________________________________________________ Expertise
_________________________________________________________________________________________________________ current events
________________________________________ 4 0 4
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_________________________________________________________________________________________________________ popular culture
________________________________________ 4 0 4
________________________________________ 0
Complications ________________________________________ 0
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___________________________________________________________________________________________________ Insight 0
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___________________________________________________________________________________________________ Intimidation 9 1 8
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Investigation 0
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___________________________________________________________________________________________________ Perception 6 0 6
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__________________________________________________________________________________________________ Persuasion 0
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Ranged Combat
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plasma control
________________________________________ 8 0 8
________________________________________ 0
EQUIPMENT, VEHICLES, AND HEADQUARTERS
____________________________________________________________________________________________________ ________________________________________ 0
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___________________________________________________________________________________________________ Sleight of Hand 0
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_________________________________________________________________________________________________________ Stealth 0
________________________________________________________________________________________________________ Technology 0
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________________________________________________________________________________________________________ Treatment 0
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Vehicles 0
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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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