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Hero:__________________________________________________________________________________________

x
Player: ________________________ Identity: ___________________________
Secret Public

Gender: __________________ Age: __________________ Height: __________________ Weight: __________________ Eyes: __________________ Hair: __________________
8
Group Affiliation: _________________________________________ Base of Operations: ________________________________________ Power Level: __________________
120
21
8
56
8
27
Power Point Totals: Abilities ____________
+ Powers ____________
+ Advantages ____________
+ Skills ____________
+ Defenses ____________
= ____________

Strength
Stamina

Agility

Fighting

Dexterity

Intellect

Offense

Awareness

Presence

Initiative

Defense

Dodge (agl)

Parry (FGT)

Fortitude (STA)

Toughness (STA)

5/7*

Lever-Action Shotgun

+8

Ranged Damage 5 (Ballistic), Accurate, Diminished Range

Trusty Baseball Bat

+12

Str-Based Damage 4, Accurate 2, Crit 18-20

Other Melee Weapons

+8

Other Guns

+6

Will (awe)

Chloe Chance is a smart, clever, charming, and tenacious young woman. She's had enough of
being pushed around, and she's looking to make her fortune out in the world. The folks at Vault 79
used to say... "look at those Chances!" or mockingly, "Not a Chance." She's out to prove them wrong. All her life she's
slaved away in maintenance, but now she's discovered ancient information about money, economics, bartering, and more.
It's essentially a fool-proof avenue to success, power, and recognition, according to the records! So Chloe, either by the
grace of some god or her own grit, has finally begun to shape her own fortunes, lucky baseball-bat in hand. One deal at a
time, she'll buy and sell her way to the pinnacle-- and when she gets there, she'll prove to them all that the Chances are
more than two-bit mechanics. That she's more than the useless daughter of a drunkard of a father. She'll make them all
eat their words-- that's her promise.

Notes & Conditions

Powers & Devices

"I've Got One of Those Somewhere..." Power Array [8pts]


___________________________________________________________________________________________________________________________
Variable 2 (General Equipment, 10 points), Move Action, Easily Removable -8
___________________________________________________________________________________________________________________________
Common Equipment Used by Chloe Chance:
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Lever-Action Shotgun Power Array
___________________________________________________________________________________________________________________________
10
BANG: Ranged Damage 5 (Ballistic), Accurate, Diminished Range
___________________________________________________________________________________________________________________________
10
---AE Bean Bag (Ranged Affliction 5 [Resisted/Overcome by Fort.,
___________________________________________________________________________________________________________________________
10
Dazed, Stunned, Incapacitated), Accurate, Diminished Range
___________________________________________________________________________________________________________________________
---AE Solid Slugs (Ranged Damage 5)
___________________________________________________________________________________________________________________________
8
Lucky
Baseball Bat (Str-Based Damage 3, Imp. Crit. 2, Accurate 2),
___________________________________________________________________________________________________________________________
Feature (Indestructible)
___________________________________________________________________________________________________________________________
2
Grappling Hook: Movement [Swinging]
___________________________________________________________________________________________________________________________
10
Everyone, Grab a Weapon! : Knives [Str-Based Damage 1, Imp. Crit] x5
___________________________________________________________________________________________________________________________
10
I've Got a Couple Old Pistols...: [Ranged Damage 2, Imp. Critical] x2
___________________________________________________________________________________________________________________________
PLAYER HOPE: Find an old robot companion for my inventory [Summon Effect]
___________________________________________________________________________________________________________________________
10
Ham Radio: Communication 2 (Radio), Distance: 1 Mile Radius
___________________________________________________________________________________________________________________________
This Here Gas Mask: Immunity 3 (Poison, Suffocation), Quirk (20 Min. Filter) 2
___________________________________________________________________________________________________________________________
1
Radiation Suit: Enhanced Advantage (Second Chance [Radiation Checks])
___________________________________________________________________________________________________________________________
4
Long Range Binoculars: Senses (Darkvision, Extended x2, Infrared)
___________________________________________________________________________________________________________________________

Stimpaks: Healing 5

Hero
points
Power points
Earned
Power points
Spent
Character Illustration

Like this, but she doesn't wear the knee-high


boots and she often ties her hair up and wears a
baseball-cap over it. She also isn't affiliated with
any military/paramilitary groups.

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

Skills

Advantages

Attractive (2), Defensive Roll 2, Redirect, Teamwork,


____________________________________________________________________________________________________
Fascinate
(Persuasion), Luck 4, Set-Up, Well-Informed,
___________________________________________________________________________________________________
Assessment, Inventor, Equipment, Inspire (4), Power Attack
___________________________________________________________________________________________________
_________________________________________________________________________________________________________
__________________________________________________________________________________________________________
_________________________________________________________________________________________________________
__________________________________________________________________________________________________________
_________________________________________________________________________________________________________
_________________________________________________________________________________________________________
__________________________________________________________________________________________________________
_________________________________________________________________________________________________________

Complications

Motivation: Greed/Recognition-- Chloe needs other people to recognize her


___________________________________________________________________________________________________
as both valuable and important; and she also wants to no longer be weak,
___________________________________________________________________________________________________
so she's in it for the dough.
___________________________________________________________________________________________________
Temper:
Being looked down on really sets her off
___________________________________________________________________________________________________
Reputation: Anyone familiar with Vault 79 knows her family is a bunch of
___________________________________________________________________________________________________
nobodies, junkies, or criminals.
___________________________________________________________________________________________________
Honor:
True to her newfound bartering knowledge, she never breaks a deal.
___________________________________________________________________________________________________
Quirk:
Ever since her discovery of economics, she has a quirk of always trying
___________________________________________________________________________________________________
to determine "the value" of something, be it work, information, kindness, etc.
__________________________________________________________________________________________________
__________________________________________________________________________________________________
__________________________________________________________________________________________________

Total

Ability

Acrobatics

Athletics

Other

Close Combat
Melee Weapons
________________________________________

________________________________________

________________________________________

Deception

10

Expertise
Economics
________________________________________
________________________________________

________________________________________

________________________________________

Insight

Intimidation

Investigation

Perception

Persuasion

18

8+

Ranged Combat
Guns
________________________________________

EQUIPMENT, VEHICLES, AND HEADQUARTERS

________________________________________

4 ____________________________________________________________________________________________________
Pip-Boy 3000 (Feature [Tools, Technology])
Feature: Hi-Tech 2[+5 Bonus to Tech checks using device]
___________________________________________________________________________________________________
Feature:
Navigational Comp [GPS/Direction Sense]
___________________________________________________________________________________________________
Goggles
(+5 to Resist Visual Effects)
1 Biker
_________________________________________________________________________________________________________

________________________________________

_________________________________________________________________________________________________________
________________________________________________________________________________________________________
_________________________________________________________________________________________________________
________________________________________________________________________________________________________
________________________________________________________________________________________________________
________________________________________________________________________________________________________

Ranks

Sleight of Hand

Stealth

Technology

10

Treatment

Vehicles

Series: _________________________________________________________________________________________ Gamemaster: _____________________________________________________________________

Information

If purchased as ranks of Equipment,


rather than Variable, the listed
Notes: ________________________________________________________________________________________________________________________________________________________________________________________________________
"common effects" together would
Combat Notes:
_________________________________________________________________________________________________________________________________________________________________________________________________________________
cost around 36 equipment points,
Her_________________________________________________________________________________________________________________________________________________________________________________________________________________
attacking stats are decent, but she lacks any efficent way to deal substantial damage, and often leaves that role to or 8 ranks.

companions.
She can inspire using hero points to convince allies to work harder. She isn't above using Deception and
_________________________________________________________________________________________________________________________________________________________________________________________________________________
Essentially, it comes to the same
Redirect
to trick/feint opponents she can't hit. When she fails a big roll, she'll find herself lucky time to time. When she total using the Variable effect, but
_________________________________________________________________________________________________________________________________________________________________________________________________________________
is fighting
with an unarmed group, she'll pass out some cheap holdout pistols or knives. In situations where fighting isn't this effect leaves more room for
_________________________________________________________________________________________________________________________________________________________________________________________________________________
adjustment and variety to suit both
Chloe and her Customers' needs.
necessary,
she can focus on using gear like radios, grappling hooks, radiation suits, gas-masks, binoculars, and more.
_________________________________________________________________________________________________________________________________________________________________________________________________________________
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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