Kinetik 6e - 2e

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 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www. wolflair.com Mutants & Masterminds, Second Edition is ©2005-2012 Green Ronin Publishing, LLC. All rights reserved. Kinetik Power Level: 10; Power Points Spent: 146 BASE SCORE MODIFIER ENHANCED SCORE  Abil it ies TOTAL SCORE 16 +3 = S TRENGTH + - 16 26 +8 = DEXTERITY + - 26 24 +7 = C ONSTITUTION + - 24 18 +4 = I NTELLIGENCE + - 18 13 +1 = WISDOM + - 13 12 +1 = CHARISMA + - 12  ABILITY MODIFIER BASE MODIFIER MISC MODIFIERS Sa ving Throws TOTAL +7 +0 = Impervious: +5 +5 T OUGHNESS + + +12 +7 +0 = - FORTITUDE + + +7 +8 +0 = - R EFLEX + + +8 +1 +0 = - W ILL + + +1 Fa tigue Conditi ons FATIGUED EXHAUSTED UNCONSCIOUS Dizzying Spin (Drain 12), +8 (DC Fort/Staged 22) - Crit 20 BRUISED DISABLED DYING Damage Conditions INJURED STAGGERED UNCONSCIOUS +4 +4 = 14 DEFENSE BONUS DODGE BONUS FLAT- FOOTED SIZE MODIFIER Combat TOTAL S IZE: M EDIUM -8 K NOCKBACK RESIST MODIFIER DEFENSE + + - 18 +8 = DEX MODIFIER PERM MODIFIER TEMP MODIFIER TOTAL HERO P OINTS INITIATIVE - + + 40 +48 1  A TTACK BONUS +8 G RAPPLE BONUS +11 M ELEE  ATTACK BONUS +8 R  ANGED  ATTACK B ONUS +8  At tac ks When will you dimwits learn you can’t run away from me?” Brendan Grant Millenium City, Champions (Online) Earth Powers ü Protective Aura (Protection 5) (5 PP) +5 Toughness; Impervious; Chained (Super-Speed 10) (None (Passive) - Personal - Permanent) ü Super-Speed 10 (55 PP)  Adds: Quickness 10, Speed 10, Feats: Improved I nitiative 10; Running Punch, Special Alternate Power (Vibro-grip (Strike 3)), Wall Run, Water Run (Move (Active) - Personal - Sustained) Dizzying Spin (Drain 12) (alternate) Drains: Single Trait - Dexterity, DC 22; Check Required (Dexterity) (Standard (Active) - Touch - Instant) ü Quickness 10 (0 PP) Perform routine tasks at 2500x speed (Free (Active) - Personal - Sustained) ü S eed 10 0 PP Speed: Normal: 80 ft./rnd, Accelerated: 160 ft./rnd, All-Out: 10000 mph, 88000 ft./rnd (Move - Personal - Sustained) Supersoni c Finger-Snap (Damage 3) (alternate) Sonic, DC 18; Alternate Save (Fortitude) (Standard (Active) - Touch - Instant) Vibro-grip (Strike 3) (alternate) Vibration, DC 21; Penetrating; Mighty (Standard (Active) - Touch - Instant) Feats Equipment 1 Each rank in this feat allows you to take 5 EP of equipment. Improved Initiative 10 You have a +4 bonus to your initiative checks per rank in this feat. Move-by Action You can split your move both before and after a standard action. Passing Attack When using the charge action, you do not have to stop when you reach your target but instead can keep moving up to your maximum speed. You can only attack from the direction where you initiated the charge. If your attack misses, your target’s next attack against you counts as a surprise attack, even if you have Uncanny Dodge. Wea lth 9 This feat displays your total wealth.

description

Character sheet converting Kinetik from Champions 6th edition

Transcript of Kinetik 6e - 2e

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    KinetikPower Level: 10; Power Points Spent: 146

    BASESCOREMODIFIER

    ENHANCEDSCORE

    AbilitiesTOTALSCORE

    16+3 =STRENGTH + -1626+8 =DEXTERITY + -2624+7 =CONSTITUTION + -2418+4 =INTELLIGENCE + -1813+1 =WISDOM + -1312+1 =CHARISMA + -12

    ABILITYMODIFIER

    BASEMODIFIER

    MISCMODIFIERS

    Saving ThrowsTOTAL

    +7+0=Impervious: +5

    +5TOUGHNESS + ++12

    +7+0= -FORTITUDE + ++7+8+0= -REFLEX + ++8+1+0= -WILL + ++1

    Fatigue ConditionsFATIGUED EXHAUSTED UNCONSCIOUS

    Dizzying Spin (Drain 12), +8 (DC Fort/Staged 22)- Crit 20

    BRUISED

    DISABLED DYING

    Damage Conditions

    INJURED

    STAGGERED UNCONSCIOUS

    +4 +4= 14

    DEFENSEBONUS

    DODGEBONUS

    FLAT-FOOTED

    SIZEMODIFIER

    CombatTOTAL

    S IZE: MEDIUM -8KNOCKBACKRESIST MODIFIER

    DEFENSE + + -18

    +8=

    DEXMODIFIER

    PERMMODIFIER

    TEMPMODIFIERTOTAL

    HERO POINTS

    INITIATIVE -+ + 40+481

    ATTACKBONUS +8 GRAPPLEBONUS +11MELEEATTACK BONUS +8 RANGEDATTACK BONUS +8

    Attacks

    When will you dimwits learn you cant run away from me?Brendan Grant

    Millenium City, Champions (Online) Earth

    Powers Protective Aura (Protection 5) (5 PP)+5 Toughness; Impervious; Chained (Super-Speed 10) (None (Passive) -Personal - Permanent)

    Super-Speed 10 (55 PP)Adds: Quickness 10, Speed 10, Feats: Improved Initiative 10; Running Punch,Special Alternate Power (Vibro-grip (Strike 3)), Wall Run, Water Run (Move(Active) - Personal - Sustained)

    Dizzying Spin (Drain 12) (alternate)Drains: Single Trait - Dexterity, DC 22; Check Required (Dexterity) (Standard(Active) - Touch - Instant)

    Quickness 10 (0 PP)Perform routine tasks at 2500x speed (Free (Active) - Personal - Sustained)

    Speed 10 (0 PP)Speed: Normal: 80 ft./rnd, Accelerated: 160 ft./rnd, All-Out: 10000 mph,88000 ft./rnd (Move - Personal - Sustained)

    Supersonic Finger-Snap (Damage 3) (alternate)Sonic, DC 18; Alternate Save (Fortitude) (Standard (Active) - Touch -Instant)

    Vibro-grip (Strike 3) (alternate)Vibration, DC 21; Penetrating; Mighty (Standard (Active) - Touch - Instant)

    FeatsEquipment 1 Each rank in this feat allows you to take 5 EP of equipment.Improved Initiative 10 You have a +4 bonus to your initiative checks perrank in this feat.

    Move-by Action You can split your move both before and after a standardaction.

    Passing Attack When using the charge action, you do not have to stopwhen you reach your target but instead can keep moving up to your maximumspeed. You can only attack from the direction where you initiated the charge. Ifyour attack misses, your targets next attack against you counts as a surpriseattack, even if you have Uncanny Dodge.

    Wealth 9 This feat displays your total wealth.

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    Carrying CapacityArmored Jumpsuit

    230 lbsHEAVYLOADLIGHTLOADMAXIMUMLOAD

    MEDIUMLOAD

    PUSH / DRAGLOAD

    76 lbs460 lbs

    153 lbs1.2k lbs

    Equipment

    MovementJumping - Running jump: 13 ft.; standing jump: 6 ft.; high jump: 3 ft.Speed 10 - Speed: Normal: 80 ft./rnd, Accelerated: 160 ft./rnd, All-Out: 10000mph, 88000 ft./rnd

    Throwing Distance - Throw 230 lbs 5 ft.; throw 100 lbs 10 ft.; throw 10 lbs50 ft.;

    DrawbacksVulnerable, common, major, Non-lethal Chemical Attacks

    Power Points SpentAbilities 49 + Skills 6 (24 ranks) + Feats 3 + Powers 60 +Combat 32 + Saves 0 - Drawbacks 4 = 146

    ABILITYMODIFIER

    SKILLBONUS

    MISCMODIFIER

    SkillsSKILLRANK

    +8+12 =Acrobatics 4+4+4 =Appraise -+1+1 =Bluff -+3+3 =Climb -+1+1 =Concentration -+1+1 =Diplomacy -+1+1 =Disguise -+8+8 =Escape Artist -+4+4 =Forgery -+1+1 =Gamble -+1+1 =Gather Information -+1+1 =Handle Animal -+1+1 =Intimidate -+4+8 =Knowledge (life sciences) 4+4+8 =Knowledge (MilleniumCity) 4+4+8 =Knowledge (physicalsciences) 4+4+4 =Navigate -+1+1 =Notice -+1+5 =Profession (scientist) 4+4+4 =Repair -+4+4 =Research -+4+4 =Search -+1+1 =Sense Motive -+8+12 =Sleight of Hand 4+8+8 =Stealth -+1+1 =Survival -+3+3 =Swim -

    AttacksSupersonic Finger-Snap (Damage 3), +8 (DC Fort/Staged18)

    - Sonic, Crit 20

    Unarmed Attack, +8 (DC 18) - Bludgeon, Crit 20Vibro-grip (Strike 3), +8 (DC 21) - Vibration, Crit 20

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    Male; Age: 39; Height: 6'; Weight: 165 lb.Eyes: Brown; Hair: Black

    Brendan Grant was born to a working class Detroit family in 1974. His parents encouraged him to study hard so hecould go to a good college and make a better life for himself. All seemed to be going according to plan. He won amerit scholarship to attend the University of Michigan and planned to study chemistry. But before he could head off toAnn Arbor the Battle of Detroit happened.

    Both of Grants parents died during the Battle of Detroit getting their three younger children to safety. But without aparent in the house, Grants younger brothers and sister would have to go into foster care. Grant wasnt about to letthat happen, so he gave up his dream of college and took a job working for Dew Chemicals. He kept the familytogether, supporting them on his salary.

    At Dew Grant was fortunate enough to be assigned to work for the brilliant scientist Luther Beckett, a researcherworking on the cutting edge of bio-technology and chemistry. Becket recognized Grants innate talent and took theyoung man under his wing, giving him an education that rivaled anything he could have learned at university. SoonGrant was Becketts top aide.

    One fateful night in 1999, Grant was working late when a fire broke out in a neighboring lab, releasing a potentcocktail of gasses from several different experiments. By the time Grant realized what was happening, hed alreadybeen exposed to the fumes.

    When Grant awoke in the hospital several days later, he quickly discovered that the chemicals hed been exposedto in the fire had changed his body he now thought, reacted, and moved at superhuman speed. He could run fasterthan the speed of sound, and his body generated an aura that protected him from the harmful effects of friction.Remembering how his parents had died saving their childrens lives, and the heroic actions of the superheroes whoddefeated Dr. Destroyer, Grant decided he could do the same. He adopted the costumed identity of Kinetik so he couldhelp defend the citizens of Millennium City.

    In his first few years as a crimefighter, Kinetik spent a lot of time fighting the schemes of organized crime andgroups like VIPER. He worked with the Champions on several occasions, earning the teams admiration and trust.When they offered him a spot on the team in 2006 he jumped at the chance, and since then his infectious good natureand speed-based combat tactics have made him a key member of the group. He and Sapphire get along particularlywell. But theres absolutely no truth to the gossip magazine rumors that the two of them are dating; hes simply gonewith her to a few functions so she didnt have to show up unaccompanied.Languages: EnglishBasic DetailsDescription: Kinetik is a black man in his midthirties. He wears a skintight costume, red with a white lightning boltmotif, plus heavy black boots and shoulderpads and a half-face helmet with white lightning bolts on the sides. Heslean, not heavily-muscled, and his hair is cut short (or sometimes shaved off entirely).Motivations & Goals: Kinetik, despite his name and powers, is a fairly laid-back and relaxed guy. He enjoys helpingpeople and using his powers to stop crime, but he doesnt get too hung up with angst over whether he could be doingmore or why he, of all people, was gifted with superpowers. Hes a well-adjusted individual who takes it all in stride.Becoming a member of the Champions only made him more self-confident about himself and his place in the world.As one of the most popular superheroes in Millennium City, Kinetik is regarded as a role model in the black community,a fact of which he is well aware (sometimes painfully so). He goes out of his way to pay special attention to blackneighborhoods, and always tries to conduct himself as befits someone who inspires others. He has nothing but scornfor famous people who only care about money and act like jerks.Kinetik is a font of useless information, and enjoys offering up tidbits of data about any given subject in a sort of geekyway. For fun he puts his hard-won knowledge to work filling in crossword puzzles.TacticsTactics - Before Combat: Kinetiks powers derive from exposure to the strange gasses generated by the DewChemicals fire, which somehow altered his body to make it capable of attaining much faster running speeds thannormal humans can. At his ordinary combat speeds he runs faster than 50 miles an hour, and when he kicks intooverdrive, he can travel many times the speed of sound. His body automatically generates a protective energy fieldthat shields him from the friction and other harmful effects of moving so quickly. (In game terms, he gets the extradefense only if he makes at least a Half Move using his Super-Speed power; the extra defense lasts until his nextPhase,

    Background Information

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    LETHALNONLETHALRESULT

    Damage Effects

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    Extra EffortCheck Bonus +2 bonus on an ability, skill or power check (not an

    attack roll).Increase Carrying Capacity +5 Strength for determining carrying

    capacity. Lasts 1 round.Increase Movement Hero moves at double speed for 1 round.Increase Power Increase a power by 2 ranks for 1 round. Can't be

    applied to Permament powers.Power Stunt Temporarily add a power feat to a power. Lasts for

    the duration of the encounter or until you stop maintaining it. Can't beapplied to Permament powers.

    Surge Gain an additional standard or move action.Willpower Gain an immediate saving throw against a power with a

    Lasting effect.

    Hero Point UsesCancel Fatigue Any time you would suffer fatigue, you can reduce

    the amount of fatigue by one level.Dodge Double your dodge bonus for one round, or stop yourself

    from losing it until your next action.Escape Death Automatically stabilize a dying character.Heroic Feat Gain the benefits of any feat or power feat you don't

    have for one round.Improve Roll Re-roll any die roll and pick the better result. If the

    second roll is a 1-10, add 10 to it.Inspiration Once per session, get a hint from the GM.Instant Counter You can attempt to counter a power used against

    you as a reaction.Recover Immediately shake off a stunned or fatigued condition, or

    become Fatigued instead of Exhausted, or allow an immediaterecovery check as a full-round action (2 rounds if you're staggered),or recover all bruised or injured conditions instead of just 1. Whiledisabled, you can spend a hero point to take an action withoutworrying about dying.

    RANK TIME

    Time & Value ProgressionVALUE

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    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 5 years 10000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 10 years 25000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 50 years 50000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 100 years 100000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 500 years 250000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 1000 years 500000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 5000 years 1000000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 10000 years 2500000

    RANGERANK

    Extended Range

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 feet1

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 feet2

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1000 feet3

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 mile4

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 miles5

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 miles6

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 miles7

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2000 miles8

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20000 miles9. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200000 miles10. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 million miles11. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 million miles12. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 million miles13. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 billion miles14. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anywhere in the same solar system15. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nearby star systems16. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Distant star systems17. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anywhere in the same galaxy18. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nearby galaxies19. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anywhere in the universe20

    Condition SummaryBlinded 50% miss, no dodge, -2 def, 1/2 move, -4 STR/DEX skills. Invisible +2 to hit & no dodge bonus vs. unaware; 50% miss chance.Bruised N*-1 to Toughness saves to resist nonlethal damage. Nauseated Take only a single move action each round.Dazed Take no actions, but you can still dodge. Panicked Flee as fast as possible or be dazed. Can defend, no attacks.Deafened -4 to Initiative checks. Paralyzed STR 0, DEX 0, defense 5. May take purely mental actions.Disabled Attack or move. Any strenuous action makes you Dying. Pinned No dodge bonus, -4 to defense.Dying Fort save (DC 10 + 1 per hour) or die. Prone -4 to melee attack; opponents get +4 in melee, -4 at range.Entangled -2 attacks, -2 defense, -4 DEX. No move / half move. Shaken -2 to attacks, saves, and checks.Fascinated -4 to reactions. Sickened -2 to attacks and checks.Flat-Footed No dodge bonus to defense. Slowed Attack or move. -1 to attack, defense, reflex. move at half speed.Frightened Flee as fast as possible, or be Shaken. Staggered Move or act. 2nd Staggered result causes unconsciousness.Helpless No dodge bonus, -5 to Def, extra -4 to Def from adjacent melee Stunned No dodge bonus, -2 defense, cannot act other than reactions.Injured N*-1 to Toughness saves to resist lethal damage. Total Defense Take a standard action to get a +4 Dodge bonus to your defense.

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    Kinetik (advanced)Power Level: 13; Power Points Spent: 195

    BASESCOREMODIFIER

    ENHANCEDSCORE

    AbilitiesTOTALSCORE

    16+3 =STRENGTH + -1630+10 =DEXTERITY + -3024+7 =CONSTITUTION + -2418+4 =INTELLIGENCE + -1813+1 =WISDOM + -1312+1 =CHARISMA + -12

    ABILITYMODIFIER

    BASEMODIFIER

    MISCMODIFIERS

    Saving ThrowsTOTAL

    +7+0=Impervious: +8

    +8TOUGHNESS + ++15

    +7+0= -FORTITUDE + ++7+10+0= -REFLEX + ++10+1+0= -WILL + ++1

    Fatigue ConditionsFATIGUED EXHAUSTED UNCONSCIOUS

    Drain 15, +10 (DC Fort/Staged 25) - Crit 20Drain 15, +10 (DC Fort/Staged 25) - Crit 20

    BRUISED

    DISABLED DYING

    Damage Conditions

    INJURED

    STAGGERED UNCONSCIOUS

    +5 +5= 15

    DEFENSEBONUS

    DODGEBONUS

    FLAT-FOOTED

    SIZEMODIFIER

    CombatTOTAL

    S IZE: MEDIUM -11KNOCKBACKRESIST MODIFIER

    DEFENSE + + -20

    +10=

    DEXMODIFIER

    PERMMODIFIER

    TEMPMODIFIERTOTAL

    HERO POINTS

    INITIATIVE -+ + 60+701

    ATTACKBONUS +10 GRAPPLEBONUS +13MELEEATTACK BONUS +10 RANGEDATTACK BONUS +10

    Attacks

    When will you dimwits learn you cant run away from me?Brendan Grant

    Millenium City, Champions (Online) Earth

    Powers Protective Aura (Protection 5+3) (5 PP)[Stacking ranks: +3], +8 Toughness; Impervious; Chained (Super-Speed 15)(None (Passive) - Personal - Permanent)

    Protective Suit (Protection 3) (6 EP)+3 Toughness; Impervious, Stacks with (Protective Aura (Protection 5+3)) (None(Passive) - Personal - Permanent)

    Super-Speed 15 (87 PP)Adds: Quickness 15, Speed 15, Feats: Improved Initiative 15; Insubstantial,Running Punch, Special Alternate Power (Dizzying Spin (Linked)), Wall Run,Water Run (Move (Active) - Personal - Sustained)

    Dizzying Spin (Linked) (alternate)(Standard)

    Drain 15 (linked)Drains: Single Trait - Dexterity, DC 25 (Standard (Active) - Touch -Instant)

    Drain 15 (linked)Drains: Single Trait - Constitution, DC 25 (Standard (Active) - Touch -Instant)

    Lets Wrap This Up (Snare 12) (alternate)DC 22; Action (full), Medium, Range (touch) (Full (Active) - Touch - Instant)

    Quickness 15 (0 PP)Perform routine tasks at 100000x speed (Free (Active) - Personal -Sustained)

    Some Disassembly Required (Nullify 16) (alternate)Counters: Any Power of (Type) - Device/Technological, DC 26; Range(touch) (Standard (Active) - Touch - Instant)

    Sonic Boom Attack (Blast 8) (alternate)Sonic, DC 23; Burst Area (40 ft. radius - General); Limited (Must PassThrough Intervening Space) (Standard (Active) - Ranged, 80ft. - Instant)

    Speed 15 (0 PP)Speed: Normal: 105 ft./rnd, Accelerated: 210 ft./rnd, All-Out: 500000 mph,4400000 ft./rnd (Move - Personal - Sustained)

    Supersonic Finger-Snap (Damage 6) (alternate)Sonic, DC 21; Alternate Save (Fortitude) (Standard (Active) - Touch -Instant)

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    Carrying Capacity

    Commlink, Protective Suit [Protective Suit (Protection 3), +3Toughness; Impervious, Stacks with (Protective Aura(Protection 5+3))]

    230 lbsHEAVYLOADLIGHTLOADMAXIMUMLOAD

    MEDIUMLOAD

    PUSH / DRAGLOAD

    76 lbs460 lbs

    153 lbs1.2k lbs

    Equipment

    PowersSupersonic Thunderclap (Dazzle 8) (alternate)Affects: 1 Sense Type - Hearing, DC 18; Explosion Area (80 ft. explosion -General), Knockback; Action (full) (Full (Active) - Ranged, 80ft. - Instant(Lasting))

    Vacuum Attack (Suffocate 6) (alternate)DC 16 (Standard (Active) - Touch - Concent)

    Vibro-grip (Strike 6) (alternate)Vibration, DC 24; Penetrating; Mighty (Standard (Active) - Touch - Instant)

    Whirlwind Arms (Blast 10) (alternate)Air, DC 25; Knockback 10; Reduced Range 2 (max range 250 ft.) (Standard(Active) - Ranged, 100ft. - Instant)

    FeatsEquipment 2 Each rank in this feat allows you to take 5 EP of equipment.Improved Defense When you take the total defense action, you gain anadditional +2 dodge bonus per rank.

    Improved Disarm You have a +2 bonus per rank on attack rolls whenattempting to disarm an opponent and they do not get the opportunity to disarmyou.

    Improved Initiative 15 You have a +4 bonus to your initiative checks perrank in this feat.

    Improved Pin Opponents suffer a -4 penalty on grappling checks to escape agrapple or pin.

    Improved Throw You're skilled at throwing opponents off-balance. Whenmaking a trip attack (normally or using a power), choose which ability bonusyour opponent uses to defend, Strength or Dexterity.

    Move-by Action You can split your move both before and after a standardaction.

    Passing Attack When using the charge action, you do not have to stopwhen you reach your target but instead can keep moving up to your maximumspeed. You can only attack from the direction where you initiated the charge. Ifyour attack misses, your targets next attack against you counts as a surpriseattack, even if you have Uncanny Dodge.

    Teamwork You're more effective at helping out friends. When you use the aidaction, you grant a bonus 1 higher than usual for each rank in this feat, up to amaximum of 3 ranks

    Wealth 9 This feat displays your total wealth.

    MovementJumping - Running jump: 13 ft.; standing jump: 6 ft.; high jump: 3 ft.Speed 15 - Speed: Normal: 105 ft./rnd, Accelerated: 210 ft./rnd, All-Out:500000 mph, 4400000 ft./rnd

    Throwing Distance - Throw 230 lbs 5 ft.; throw 100 lbs 10 ft.; throw 10 lbs50 ft.;

    DrawbacksVulnerable, common, major, Non-lethal Chemical Attacks

    ABILITYMODIFIER

    SKILLBONUS

    MISCMODIFIER

    SkillsSKILLRANK

    +10+14 =Acrobatics 4+4+4 =Appraise -+1+1 =Bluff -+3+3 =Climb -+1+1 =Concentration -+1+1 =Diplomacy -+1+1 =Disguise -+10+10 =Escape Artist -+4+4 =Forgery -+1+1 =Gamble -+1+1 =Gather Information -+1+1 =Handle Animal -+1+1 =Intimidate -+4+8 =Knowledge (life sciences) 4+4+8 =Knowledge (physicalsciences) 4+4+4 =Navigate -+1+1 =Notice -+1+5 =Profession (scientist) 4+4+4 =Repair -+4+4 =Research -+4+4 =Search -+1+1 =Sense Motive -+10+14 =Sleight of Hand 4+10+10 =Stealth -+1+1 =Survival -+3+3 =Swim -

    AttacksLets Wrap This Up (Snare 12), +10 (DC Ref/Staged 22)

    - Crit 20Some Disassembly Required (Nullify 16), +10 (DC Will 26)

    - Crit 20

    Sonic Boom Attack (Blast 8) (DC 23)- 40 ft. radius / Sonic, Crit 20, Range Incr 80ft.

    Supersonic Finger-Snap (Damage 6), +10 (DC Fort/Staged21)

    - Sonic, Crit 20

    Supersonic Thunderclap (Dazzle 8) (DC Fort/Ref 18)- 80 ft. explosion, Crit 20, Range Incr 80ft.

    Unarmed Attack, +10 (DC 18) - Bludgeon, Crit 20Vacuum Attack (Suffocate 6), +10 (DC Fort 16)

    - Crit 20

    Vibro-grip (Strike 6), +10 (DC 24) - Vibration, Crit 20Whirlwind Arms (Blast 10), +10 (DC 25)

    - Air, Crit 20, Range Incr 100ft.

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    Power Points SpentAbilities 53 + Skills 5 (20 ranks) + Feats 9 + Powers92 + Combat 40 + Saves 0 - Drawbacks 4 = 195

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    Male; Age: 39; Height: 6'; Weight: 165 lb.Eyes: Brown; Hair: Black

    Brendan Grant was born to a working class Detroit family in 1974. His parents encouraged him to study hard so hecould go to a good college and make a better life for himself. All seemed to be going according to plan. He won amerit scholarship to attend the University of Michigan and planned to study chemistry. But before he could head off toAnn Arbor the Battle of Detroit happened.

    Both of Grants parents died during the Battle of Detroit getting their three younger children to safety. But without aparent in the house, Grants younger brothers and sister would have to go into foster care. Grant wasnt about to letthat happen, so he gave up his dream of college and took a job working for Dew Chemicals. He kept the familytogether, supporting them on his salary.

    At Dew Grant was fortunate enough to be assigned to work for the brilliant scientist Luther Beckett, a researcherworking on the cutting edge of bio-technology and chemistry. Becket recognized Grants innate talent and took theyoung man under his wing, giving him an education that rivaled anything he could have learned at university. SoonGrant was Becketts top aide.

    One fateful night in 1999, Grant was working late when a fire broke out in a neighboring lab, releasing a potentcocktail of gasses from several different experiments. By the time Grant realized what was happening, hed alreadybeen exposed to the fumes.

    When Grant awoke in the hospital several days later, he quickly discovered that the chemicals hed been exposedto in the fire had changed his body he now thought, reacted, and moved at superhuman speed. He could run fasterthan the speed of sound, and his body generated an aura that protected him from the harmful effects of friction.Remembering how his parents had died saving their childrens lives, and the heroic actions of the superheroes whoddefeated Dr. Destroyer, Grant decided he could do the same. He adopted the costumed identity of Kinetik so he couldhelp defend the citizens of Millennium City.

    In his first few years as a crimefighter, Kinetik spent a lot of time fighting the schemes of organized crime andgroups like VIPER. He worked with the Champions on several occasions, earning the teams admiration and trust.When they offered him a spot on the team in 2006 he jumped at the chance, and since then his infectious good natureand speed-based combat tactics have made him a key member of the group. He and Sapphire get along particularlywell. But theres absolutely no truth to the gossip magazine rumors that the two of them are dating; hes simply gonewith her to a few functions so she didnt have to show up unaccompanied.Languages: EnglishBasic DetailsDescription: Kinetik is a black man in his midthirties. He wears a skintight costume, red with a white lightning boltmotif, plus heavy black boots and shoulderpads and a half-face helmet with white lightning bolts on the sides. Heslean, not heavily-muscled, and his hair is cut short (or sometimes shaved off entirely).Motivations & Goals: Kinetik, despite his name and powers, is a fairly laid-back and relaxed guy. He enjoys helpingpeople and using his powers to stop crime, but he doesnt get too hung up with angst over whether he could be doingmore or why he, of all people, was gifted with superpowers. Hes a well-adjusted individual who takes it all in stride.Becoming a member of the Champions only made him more self-confident about himself and his place in the world.As one of the most popular superheroes in Millennium City, Kinetik is regarded as a role model in the black community,a fact of which he is well aware (sometimes painfully so). He goes out of his way to pay special attention to blackneighborhoods, and always tries to conduct himself as befits someone who inspires others. He has nothing but scornfor famous people who only care about money and act like jerks.Kinetik is a font of useless information, and enjoys offering up tidbits of data about any given subject in a sort of geekyway. For fun he puts his hard-won knowledge to work filling in crossword puzzles.TacticsTactics - Before Combat: Kinetiks powers derive from exposure to the strange gasses generated by the DewChemicals fire, which somehow altered his body to make it capable of attaining much faster running speeds thannormal humans can. At his ordinary combat speeds he runs faster than 50 miles an hour, and when he kicks intooverdrive, he can travel many times the speed of sound. His body automatically generates a protective energy fieldthat shields him from the friction and other harmful effects of moving so quickly. (In game terms, he gets the extradefense only if he makes at least a Half Move using his Super-Speed power; the extra defense lasts until his nextPhase,

    Background Information

  • Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is 2005-2012 Green Ronin Publishing, LLC. All rights reserved.

    LETHALNONLETHALRESULT

    Damage Effects

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Bruised + InjuredFail Bruised. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stunned + Bruised + InjuredFail by 5+ Stunned + Bruised. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Staggered + Disabled + StunnedFail by 10+ Staggered + Stunned. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Unconscious + DyingFail by 15+ Unconscious

    Extra EffortCheck Bonus +2 bonus on an ability, skill or power check (not an

    attack roll).Increase Carrying Capacity +5 Strength for determining carrying

    capacity. Lasts 1 round.Increase Movement Hero moves at double speed for 1 round.Increase Power Increase a power by 2 ranks for 1 round. Can't be

    applied to Permament powers.Power Stunt Temporarily add a power feat to a power. Lasts for

    the duration of the encounter or until you stop maintaining it. Can't beapplied to Permament powers.

    Surge Gain an additional standard or move action.Willpower Gain an immediate saving throw against a power with a

    Lasting effect.

    Hero Point UsesCancel Fatigue Any time you would suffer fatigue, you can reduce

    the amount of fatigue by one level.Dodge Double your dodge bonus for one round, or stop yourself

    from losing it until your next action.Escape Death Automatically stabilize a dying character.Heroic Feat Gain the benefits of any feat or power feat you don't

    have for one round.Improve Roll Re-roll any die roll and pick the better result. If the

    second roll is a 1-10, add 10 to it.Inspiration Once per session, get a hint from the GM.Instant Counter You can attempt to counter a power used against

    you as a reaction.Recover Immediately shake off a stunned or fatigued condition, or

    become Fatigued instead of Exhausted, or allow an immediaterecovery check as a full-round action (2 rounds if you're staggered),or recover all bruised or injured conditions instead of just 1. Whiledisabled, you can spend a hero point to take an action withoutworrying about dying.

    RANK TIME

    Time & Value ProgressionVALUE

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 3 seconds 1

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 6 seconds 2

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 1 minute 5

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 5 minutes 10

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 20 minutes 25

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 1 hour 50

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 5 hours 100

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 1 day 250

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 1 week 500

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 1 month 1000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 3 months 2500

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 1 year 5000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 5 years 10000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 10 years 25000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 50 years 50000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 100 years 100000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 500 years 250000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 1000 years 500000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 5000 years 1000000

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 10000 years 2500000

    RANGERANK

    Extended Range

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 feet1

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 feet2

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1000 feet3

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 mile4

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 miles5

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 miles6

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 miles7

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2000 miles8

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20000 miles9. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200000 miles10. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 million miles11. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 million miles12. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 million miles13. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 billion miles14. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anywhere in the same solar system15. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nearby star systems16. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Distant star systems17. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anywhere in the same galaxy18. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nearby galaxies19. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anywhere in the universe20

    Condition SummaryBlinded 50% miss, no dodge, -2 def, 1/2 move, -4 STR/DEX skills. Invisible +2 to hit & no dodge bonus vs. unaware; 50% miss chance.Bruised N*-1 to Toughness saves to resist nonlethal damage. Nauseated Take only a single move action each round.Dazed Take no actions, but you can still dodge. Panicked Flee as fast as possible or be dazed. Can defend, no attacks.Deafened -4 to Initiative checks. Paralyzed STR 0, DEX 0, defense 5. May take purely mental actions.Disabled Attack or move. Any strenuous action makes you Dying. Pinned No dodge bonus, -4 to defense.Dying Fort save (DC 10 + 1 per hour) or die. Prone -4 to melee attack; opponents get +4 in melee, -4 at range.Entangled -2 attacks, -2 defense, -4 DEX. No move / half move. Shaken -2 to attacks, saves, and checks.Fascinated -4 to reactions. Sickened -2 to attacks and checks.Flat-Footed No dodge bonus to defense. Slowed Attack or move. -1 to attack, defense, reflex. move at half speed.Frightened Flee as fast as possible, or be Shaken. Staggered Move or act. 2nd Staggered result causes unconsciousness.Helpless No dodge bonus, -5 to Def, extra -4 to Def from adjacent melee Stunned No dodge bonus, -2 defense, cannot act other than reactions.Injured N*-1 to Toughness saves to resist lethal damage. Total Defense Take a standard action to get a +4 Dodge bonus to your defense.