Mutants and Masterminds Scheda B&N
Mutants and Masterminds Scheda B&N
Mutants and Masterminds Scheda B&N
Forza
Agilit
lottare
saggezza
Stamina
Destrezza
Intelletto
carisma
attacchi
Iniziativa
Difese
schivata (agi)
parata (lot)
costituzione (sta)
tempra (sta)
Volont (sag)
punti
eroe
Punti potere
guadagnati
Punti potere
Spesi
Illustrazione personaggio
abilit
Totale
Caratt.
Gradi
Altro
Atletica
Acrobazia
Talenti
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attacco (mischia)
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Raggirare
conoscenze
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Complicazioni
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percepire intenzioni
intimidire
investigare
percezione
Persuasione
attacco (distanza)
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rapidit di mano
furtivit
tecnologia
Guarire
Veicoli
Information
Notes: _______________________________________________________________________________________________________________________________________________________________________________________________________
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Mutants & Masterminds Third Edition 2011 Green Ronin Publishing, LLC. All rights reserved.
ctions
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
Charge
-2
Std
Defend
Std
Disarm
-2
Std
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
Trip
-2
Std
aneuvers
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
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
onditions
compelled: Single standard action determined by another.
controlled: Another character determines actions.
onditions
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).
Mutants & Masterminds Third Edition 2011 Green Ronin Publishing, LLC. All rights reserved.