TEXT: Hero 
  points
  Power points
  Earned
  Power points
  Spent
  Strength
  Stamina
  Fighting
  Intellect
  Agility
  Dexterity
  Awareness
  Presence
  Initiative
  Offense
  Dodge (agl)
  Parry (FGT)
  Fortitude (STA)
  Toughness (STA)
  Will (awe)
  Defense
  Powers & Devices
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  Character Illustration
  Notes & Conditions
  Mutants & Masterminds Third Edition © 2011 Green Ronin Publishing, LLC. All rights reserved. 
  Hero: _____________________________________________________________________________________________________
  Player: ________________________    Identity: ___________________________  ❍ Secret ❍ Public
  Gender: __________________     Age: __________________       Height: __________________     Weight: __________________      Eyes: __________________     Hair: __________________    
  Group Affiliation: _________________________________________     Base of Operations: ________________________________________     Power Level: __________________    
  Power Point Totals: Abilities ____________ + Powers ____________ + Advantages ____________ + Skills ____________ + Defenses ____________ = ____________
  
  Skills
  Total
  Ability
  Ranks
  Other
  Acrobatics
  Athletics
  Close Combat
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  Deception
  Expertise
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  Insight
  Intimidation
  Investigation
  Perception
  Persuasion
  Ranged Combat
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  Sleight of Hand
  Stealth
  Technology
  Treatment
  Vehicles
  Series: _________________________________________________________________________________________     Gamemaster: ______________________________________________________________________
  Notes: _______________________________________________________________________________________________________________________________________________________________________________________________________
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  Information
  Complications
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  Advantages
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  EQUIPMENT, VEHICLES, AND HEADQUARTERS
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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
  compelled: Single standard action determined by another.
  controlled: Another character determines actions. 
  Dazed: May only take a single standard action. 
  Debilitated: One or more abilities at -5. 
  Defenseless: Active defenses equal 0, often prone. Supersedes 
  vulnerable. 
  Disabled: -5 penalty on checks. Supersedes impaired. 
  fatigued: Hindered, recover after 1hour of rest. 
  Hindered: Move at -1 speed rank. 
  immobile: Have no movement speed, cannot move, but can take 
  actions. Supersedes hindered. 
  impaired: -2 penalty on checks. 
  normal: Unaffected by other conditions. 
  stunned: Cannot take actions. 
  transformed: Traits altered by an outside agent. Depends on effect. 
  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.
  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
  COMBINED CONDITIONS
  BASIC 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 
  attacker’s close attack checks, but -5 penalty to attacker’s 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. 
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Character Sheet.pdf