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Knight Lyfe, the Sleeping Knight - HCH (Nihilizm)

Female; Age: 18; Height: 5' 9"; Weight: 145 lb.


Eyes: Black; Hair: Black
Power Level 8, 150 PP; Abilities 60 + Powers 21 + Advantages 24 +
Skills 33 (65 ranks) + Defenses 12
Abilities
Defenses
Strength 4 Agility 4 Fighting 4 Awareness 4
Stamina 2 Dexterity 4 Intellect 4 Presence 4 Dodge 8
Parry 8
Offense Initiative: +4
Attack Name Attack Bonus & Resistance DC Notes Fortitude 8
Sword . . . . . . . . . . . . . . . . . . . .+9, . . . .DC
. . . .22
. . . . . . . . . .Slashing,
. . . . . . . . . . Crit . . . . .18-20 ....................................................................
Toughness 8
Throw . . . . . . . . . . . . . . . . . . . . . +4,
. . . . DC
. . . . 19
. . . .. .. .. .. .. .. ..Bludgeon,
.. .. .. .. .. .. .. .. .. .. .. .Crit
. .. .. .. ..20
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . .
Unarmed . . . . . . . . . . . . . . . . . +4, . . . . DC
. . . .19
. . . . . . . . . .Bludgeon,
. . . . . . . . . . . Crit . . . . .20 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Will . . . . . . . . . .8 ...............

Powers Hero Points: 1


ü Blind Fighting Training: Senses 2 (2 PP)
Dreams, Skill, Training, Accurate: Hearing (Personal - Permanent) Damage
ü Cardio Good (Multiple Effects) (9 PP)
Bruises
ü Athletic: Speed 1 (1 PP)
Dreams, Skill, Training, Speed: 4 miles/hour, 60 feet/round (Free - Personal - Sustained) Dazed
Leaping: Leaping 1 (1 PP) Staggered
Dreams, Skill, Training, Leap 15 feet at 4 miles/hour (Free - Personal - Instant)
Incapacitated
ü Power-Lifting: Enhanced Strength 3 (3 PP)
Skill, Training, +3 STR; Limited to Lifting (Free - Personal - Sustained)
Second Wind: Healing 5 (3 PP)
Fatigue
Dreams, Skill, Training; Triggered: 1 use - When the user takes two or more injuries; Custom 2: Fatigued
Unreliable: 1 use only, Limited: Self only (Standard - Close - Instant)
ü Windfall Training: Movement 1 (1 PP) Exhausted
Dreams, Skill, Training, Safe Fall; Limited: Limited to nearby surfaces (Free - Personal -
Sustained)
ü Good Coma: Immunity 2 (2 PP)
Custom: Sleep Effects 2, Notes: A super form of somnambulism (Personal - Permanent)
ü Sword Mastery (Enhanced Extra for Swords) (8 PP)
Dreams, Skill, Training; Multiattack, Variable Descriptor: close group - All Swords
Riposte: Deflect 8 (alternate)
Skill, Training; Reduced Range: close (Standard - Close - Instant)

Advantages
Adaptable (Expanded Luck: Beginner's Luck) Custom advantage.
Beginner's Luck Spend a hero point to gain 5 temporary ranks in a skill.
Equipment 6 5 points of equipment per rank.
Improved Critical: Swords +1 to critical threat range with an attack per rank.
Improved Team Attack Team Attacks have lessened limitations.
Improvised Tools No penalty for using skills without tools.
Interpose Take an attack meant for an ally.
Jack-of-all-trades Use any skill untrained.
Languages 5 Speak and understand additional languages.
Move-by Action Move both before and after your standard action.
Quick Draw Draw a weapon as a free action.
Set-up Transfer the benefit of an interaction skill to an ally.
Takedown 2 Free extra attack when you incapacitate a minion.
Teamwork +5 bonus to support team checks.

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Movement Skills
Total Ranks Ability Other
Athletic: Speed 1 - Speed: 4 miles/hour, 60 feet/round
Base Movement Speed - 4 miles/hour, 60 feet/round (run 8 miles/hour, Acrobatics +8 4 4
120 feet/round; swim 1 mile/hour, 15 feet/round)
Athletics +8 4 4
Leaping: Leaping 1 - Leap 15 feet at 4 miles/hour
Routine Jump Distance - Running jump: 18 ft.; standing: 9 ft.; vertical: Close Combat: Swords +9 5 4
3.6 ft.; standing vert.: 1.8 ft.
Deception +4 - 4
Throwing Distance - Throw 12 tons 6 feet; throw 3 tons 30 feet; throw
1600 lbs. 120 feet Expertise: Criminal +8 4 4
Windfall Training: Movement 1 - Safe Fall
Expertise: Haven City +8 4 4
Equipment Expertise: Streetwise +8 4 4
Cell Phone (Smartphone), First Aid Kit 1, Full Plate, Knight Insight +8 4 4
Ryder Motorcycle, Large Wooden Shield, Restraints, Sword
Intimidation +8 4 4
Complications Investigation +8 4 4
Accident At times, Knight Lyfe can be clumsy. An innate graceless Perception +8 4 4
nature that is further exaggerated by being unfocused and a bombastic
nature toward her own abilities leads to simple accidents. Persuasion +8 4 4
Goober No one takes Knight Lyfe seriously. She's a cheaply armoured
motorcyclist with the grace of a flaming rubbish bin thrown out of a third Ranged Combat: Throw +4 - 4
story window and that's about the measure of her ability as well. At
least, how others might see her. Sleight of Hand +8 4 4
Guilt Matilda's first conflict was full of spirit and passion... and resulted Stealth +8 4 4
in the death of her criminal sister, Treadnaught– a chemically enhanced
armoured up Juggernaut. Even with time and justifications to herself, it Technology +8 4 4
still hurts in a way that goes deeper than morals.
Identity Knight Lyfe tries to find a delicate balance between her job, her Treatment +8 4 4
work as a vigilante, and her home life. Everyone needs something like a
break from the roles they take. Vehicles +8 4 4
Motivation: Doing Good Knight Lyfe wants to help whenever she can.
Optimism connects her to the ideals of good, and even when she's
beaten down, she's perpetually comparing herself to the most idealistic
virtues of chilvary. Her ever changing code of benevolent actions tends
to knot in on itself, but she will find a reason to do good in the situation
at hand.
Quirk: Awakened Sometimes Knight Lyfe can be roused from
sleepwalking, which can be quite startling. She isn't always aware of
what she is doing while she is asleep. Her reflexive conditioning and
nocturnal experiences can overcome her and result in anything from
taking katas to the physical signs of heavy work out from her still or
sluggish form.
Relationship: Family Matilda Mettle prefers to keep her small family of
a blindeded polymath mother and her polyglot father out of her affairs as
a hero. She's a dutiful, if dimwitted daughter to them. And what she
lacks in brainpower, she makes up for in loyalty and the determination of
a bulldog.
Responsibility: Day Job Mettle is regularly employed, only to be
expelled for various minor inconveniences, accidents,
miscommunications, random chance, and acts of wanton gravity. If she
wasn't so determined to thrive on realizing that, with something
resembling control of her reflexes, she might succeed.
Secret: Unknown Origins of Power The Shadows of Glory came to her
at an unknown time, conditioned her, and taught her. But she has no
clear comprehension as to why or for what purpose. Nor does she have
any consent in their conditioning. The training expands from the physical
to the linguistic and mental as well. Even sleepwalking, she moves in the
formless dark with instinct and reflexive purpose.

Validation Report
Validation Report (0 issues): Nothing identified
Adjustments Active: Power Points: +30
Settings: User Content: Superteam Handbook, Time Traveler's Codex; Sourcebooks -> Cosmic Handbook: Cosmic Handbook;
Sourcebooks -> Hero High: Hero High; Sourcebooks -> Supernatural Handbook: Supernatural Handbook Equipment & Complications;
Sourcebooks -> Gamemaster's Guide: Gamemaster's Guide Equipment
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
Complications
Weakness: Self-Doubt Sometimes Knight Lyfe's crippling self-
doubt can leave her Impaired or Disabled. A happy-go-lucky
attitude has limits, and little pains to her confidence can
rapidly build up.

Knight Ryder Motorcycle (Vehicle)


Strength 1, Defense 0, Toughness 8, Size Medium
Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills
0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons
& Armor 0 (0 ep) = 10

Background Information
Languages: Arabic, Chinese (Mandarin), English,
French, German, Greek, Hebrew, Japanese, Korean,
Latin, Persian, Portuguese, Romanian, Russian, Spanish,
Turkish
Matilda Mettle comes from mediocrity and desperation: a
simple civic origin in the shadow of the small-time brute,
Treadnaught. The now-deceased villain had domineered
their section of Southside with a chemically enhanced,
iron-plated fist. But that's ancient history– something
pushed aside for now– Mettle's story isn't set in the
ashes of crime or poor intentions but in the uncertainty of
possibility.

For reasons unclear, this eternally job-hopping, high


school mid-tier student and metal shop-certified hazard
has been blessed with great misfortune and cursed with
her own brand of awesome. As she sleeps, since a time
vague in her memory, she finds herself in a place akin
to some depictions of Valhalla. Not as a drinker or an
ancient dead guy but as a student. Training at the heels
and before the empty shadow-like faces of old warriors
and champions. Every time she sleeps, a new lesson or
practice consumes her dreamscape. Waking up leaves
her refreshed and often slightly more conditioned than
prior. Compelled to see what she can truly do, and a
native of the strange Haven City, these things added up.
And this walking disaster took to something a bit more
regal, clunky, and otherwise improvisational.

In the name of truth, justice and something original when


she comes up with it. Lightly haunted as she is by the
Brutal knight-like Treadnaught's stain on her family tree
(a horrifically brutish twin sister that met her end as
Maltida fully realized that the sword strikes she learned
in her dreams manifested readily manifested to reality).
Naturally, Matilda relies far too much on instinct, and the
pretense of wit over strategy tends toward great acts of
heroic stupidity, and on over seventeen occasions, she
has accidentally impaled herself on her sword—eight of
those occasions without removing from the sheath. But
still, this friendly woman, kindhearted and weaponized
with the power of the ancients, strives for victory or a
really cool death (preferably not in front of her family, as
that would be awkward).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

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