mm 3e new charsheet

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    TOTAL PP COST

    POWERS DEVICES EQUIPMENT

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    ADVANTAGES

    ADVANTAGE RANK ENH.RANK DESCRIPTION

    ACCURATE ATTACK Trade effect DC for attack bonus

    AGILE FEINT Feint using Acrobatics skill or Speed rank

    ALL-OUT ATTACK Trade active defense for attack bonusANIMAL EMPATHY Use interaction skills normally with animals

    ARTIFICER Use Expertise (Magic) to create temporary magical devices

    ASSESSMENT Use Insight to learn an opponents combat capabilities

    ATTRACTIVE Circumstance bonus to interaction based on your looks

    BEGINNERS LUCK Spend a hero point to gain 5 temporary ranks in a skill

    BENEFIT Gain a perquisite or benet:

    CHOKEHOLD Suffocate an opponent you have successfully grabbed

    CLOSE ATTACK +1 bonus to close attack checks per rankCONNECTED Call in assistance or favors with a Persuasion check

    DAZE Use Deception or Intimidation to daze an opponent

    DEFENSIVE ATTACK Trade attack bonus for active defense bonus

    DEFENSIVE ROLL +1 active defense bonus to Toughness per rank

    DIEHARD Automatically stabilize when dying

    EIDETIC MEMORY Total recall, +5 circumstance bonus to remember things

    EQUIPMENT 5 points of equipment per rank

    EVASION Circumstance bonus to avoid area effectsEXTRAORDINARY EFFORT Gain two benets when using extra effort

    FASCINATE Use to entrance others

    FAST GRAB Make a free grab check after an unarmed attack

    FAVORED ENVIRONMENT Circumstance bonus to attack or defense

    FAVORED FOE Circumstance bonus to certain checks X

    FEARLESS Immune to fear effects

    GRABBING FINESSE Substitute Dex for Str when making grab attacks

    GREAT ENDURANCE+5 on checks involving endurance

    HIDE IN PLAIN SIGHT Hide while observed without need for a diversion

    IMPROVED AIM Double circumstance bonuses for aiming

    IMPROVED CRITICAL +1 to critical threat range with an attack per rank

    IMPROVED DEFENSE +2 bonus to active defense when you take the defend action

    IMPROVED DISARM No penalty for the disarm action

    IMPROVED GRAB Make grab attacks with one arm. Not vulnerable while grabbing

    IMPROVED INITIATIVE +4 bonus to initiative checks per rank

    IMPROVED HOLD5 circumstance penalty to escape from your holds

    IMPROVED SMASH No penalty for the smash action

    IMPROVED TRIP No penalty for the trip action

    IMPROVISED TOOLS No penalty for using skills without tools

    IMPROVISED WEAPONS Use Unarmed skill with improvised weapons, +1 damage bonus

    NOTES: If you take a non-ranked advantage (grey on the list), mark the rank as 1 for auto-calculation purposes.

    Enhanced ranks are assumed to be accounted for in the Powers section and are not counted here.

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    ADVANTAGE RANK ENH.

    RANK DESCRIPTION

    INSPIRE Spend a hero point to grant allies a +1 circumstance bonus per rank

    INSTANT UP Stand from prone as a free action

    INTERPOSE Take an attack meant for an ally

    INVENTOR Use Technology to create temporary devices

    JACK-OF-ALL-TRADES Use any skill untrained

    LANGUAGES Speak/understand:

    LEADERSHIP Spend a hero point to remove a condition from an ally

    LUCK Re-roll a die roll once per rank

    MINION Gain a follower or minion with (15 x rank) power points

    MOVE-BY ACTION Move both before and after your standard action

    POWER ATTACK Trade attack bonus for effect bonus

    PRECISE ATTACK Ignore attack check penalties for: close cover ranged cover closed concealment ranged concealment

    PRONE FIGHTING No penalties for ghting while prone

    QUICK DRAW Draw a weapon as a free action

    RANGED ATTACK +1 bonus to ranged attack checks per rank

    REDIRECT Use Deception to redirect a missed attack at another target

    RITUALIST Use Expertise (Magic) to create and perform rituals

    SECOND CHANCE Re-roll a failed check against a hazard once

    SEIZE INITIATIVESpend a hero point to go rst in the initiative order

    SET-UP Transfer the benet of an interaction skill to an ally

    SIDEKICK Gain a sidekick with (5 x rank) power points

    SKILL MASTERY Make routine checks w/ in any conditions

    STARTLE Use Intimidation to feint in combat

    TAKEDOWN Free extra attack when you incapacitate a minion

    TAUNT Use Deception to demoralize in combat

    TEAMWORK +5 bonus to support team checks

    THROWING MASTERY +1 damage bonus with thrown weapons per rank

    TRACKING Use Perception to follow tracks

    TRANCE Go into a deathlike trance that slows bodily functions

    ULTIMATE EFFORT Spend a hero point, get an effective 20 on

    UNCANNY DODGE Not vulnerable when surprised or caught off-guard

    WEAPON BIND Free disarm attempt when you actively defend

    WEAPON BREAK Free smash attack when you actively defend

    WELL-INFORMED Immediate Investigation or Persuasion check to know something

    ADVANTAGES

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    PERSONAL INFORMATION

    IDENTITY PUBLIC SECRET GENDER AGE

    HEIGHT WEIGHT SKIN EYES HAIR

    ORIGIN CONCEPT

    GROUP ASSOCIATIONS BASE OF OPERATIONS

    APPEARANCE

    PERSONALITY

    PROFILE

    STORY / BACKGROUND

    COMPLICATIONS

    NOTES