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Mutants and Masterminds
Character Name
Campaign
Group Affiliation
Base of Operations
Power Level
Power Point Total
Public Identity
Alternate Identity
Secret Identity
Fellow Heroes
Sidekicks or Minions
Arch Enemy
Size
Height
Gender
Age
Weight
Eyes
Hair
Abilities
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Total
Base
Modifier
Ability
Modifier
Misc.
Modifiers
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Reflex
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Will
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Combat
Total
Defense
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Dodge
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Defense
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Total
Dex
Modifier
Power
Modifier
Feat
Modifier
Initiative
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Hero Points
Attacks
Attack
Bonus
Ranged
Bonus
Melee
Bonus
Damage Conditions
Bruised
Staggered
Unconscious
Injured
Disabled
Dying
Fatigue Conditions
Fatigued
Exhausted
Unconscious
Max Rank
Skills
Skill Name
Key
Ab
Skill
Mod
Ab
Mod
Rank
Misc
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Total Skill Points:
0
Powers/Devices
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Linked; bestowed, chemical, kinetic, +12 Toughness; Extras: Impervious; Flaws: Limited - Broad Type (Physical) [6 ranks only]
Name
Rank
Action
Range
Duration
Linked; bestowed, chemical, kinetic, Resist Movement: +24, Resist Knockback: -6; Extras: Unstoppable
Name
Rank
Action
Range
Duration
bestowed, chemical, kinetic, DC 27; Power Feats: Indirect 3 (any point, any direction), Precise
Name
Rank
Action
Range
Duration
Alternate; bestowed, chemical, kinetic, DC 22; Extras: Range (ranged); Flaws: Slow; Power Feats: Precise, Progression, Increase Range 2 (max range x5, 6000 feet), Reversible
Name
Rank
Action
Range
Duration
Alternate; bestowed, chemical, kinetic, boost: trait w/ descriptor - movement powers, DC 22; Power Feats: Extended Reach 2 (10 ft.), Slow Fade 2 (5 minutes)
Name
Rank
Action
Range
Duration
Alternate; bestowed, chemical, kinetic, Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Power Feats: Indirect 3 (any point, any direction), Precise
Name
Rank
Action
Range
Duration
Alternate; bestowed, chemical, kinetic, deflects: fast + slow; Extras: Redirection, Reflection; Power Feats: Extended Reach 3 (15 ft.), Precise
Name
Rank
Action
Range
Duration
Alternate; bestowed, chemical, kinetic, counters: all powers of (type) - movement powers, DC 22; Power Feats: Precise, Slow Fade 3 (20 minutes)
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Linked; bestowed, chemical, kinetic, +24 STR; Extras: Total Fade; Flaws: Duration 3 (instant), Fades (Recharge When Hit); Power Feats: Triggered 2 (any trigger)
Name
Rank
Action
Range
Duration
Linked; bestowed, chemical, kinetic, Speed: 500 mph, 4400 ft./rnd; Extras: Total Fade; Flaws: Duration 2 (instant), Fades (Recharge When Hit); Power Feats: Triggered 2 (any trigger)
Name
Rank
Action
Range
Duration
Linked; bestowed, chemical, kinetic, +60 STR carry capacity, heavy load: 204.8 tons; +12 STR to some checks; Extras: Total Fade; Flaws: Duration 3 (instant), Fades (Recharge When Hit); Power Feats: Triggered 2 (any trigger)
Name
Rank
Action
Range
Duration
Name
Rank
Action
Range
Duration
Feats
Name
Benefit
Equipment
Statistic Block
[Fieldset=Character Basics (15)][B]Name[/B]: Eddie Stein (449 points) [B]Alias[/B]: Impact [B]Archetype[/B]: Mutant [B]Sources[/B]: Genetic [B]Permissions[/B]: Power Theme: Kinetic powers (5) [B]Loyalties[/B]: Family (1), Friends (1) [B]Passions[/B]: Do the right thing (2), Kinetic energy (1) [fieldset=Health Boxes](10) Head: OOOO (7-9) Torso: OOOOOOOOOO (5-6) R. Arm: OOOOO (3-4) L. Arm: OOOOO (2) R. Leg: OOOOO (1) L. Leg: OOOOO [/fieldset] [/fieldset] [fieldset=Stats and Skills (65+22)] [table=3,3][r=1,1][size=3][B]Body[/B] 2d (6d+1hd)[/size] [B]Brawling[/B]: - (2d+3wd/6d+1hd+3wd) [B]Melee: Sword[/B]:- (2d+2wd/6d+1hd+2wd) [r=2,1][size=3][B]Coordination[/B] 2d (5d*)[/size] [B]Driving (Car)[/B] 1d (3d) * Limited to own movement only. [r=3,1][size=3][B]Sense[/B] 2d [/size] [r=1,2][size=3][B]Mind[/B] 2d [/size] [B]Know. (Computers)[/B] 1d (3d) [B]Know. (Science)[/B] 1d (3d) [B]Know. (Technology)[/B] 1d (3d) [r=2,2][size=3][B]Charm[/B] 2d [/size] [B]Lie[/B] 2d (4d) [r=3,2][size=3][B]Command[/B] 3d [/size] [B]Stability[/B] 3d (6d) [r=1,3] [size=3][B]Base Will[/B]: 5[/size] [r=2,3][size=3][B]Willpower[/B]: 5[/size] [r=3,3][size=3][B]Current WP[/B]: 5[/size][/table][/fieldset] [FIELDSET=Powers (355)] [SIZE=3][B]Kinetic Energy Control (18)[/B][/SIZE] 5d+1wd (162) [I]Qualities:[/I] D U U U [I]Defends Extras and Flaws:[/I] If/Then (only against kinetic-based attacks) -1. Power Capacity (Range) +2 [I]Capacities:[/I] Self, Range. [I]Effect:[/I] You can defend against kinetic-based attacks within range. [I]Useful (boost speed) Extras and Flaws:[/I] Booster (Speed) +1, Depleted -1. [I]Capacities:[/I] Speed. You can move at high speed. This uses stored kinetic energy that needs after somtime replenish. Replenish is done by absorbing kinetic energy from other sources. Like heavy machinery, getting shot... [I]Useful (drain kinetic energy) Extras and Flaws:[/I] Booster (Mass) +1, High Capacity (Mass) +1, No Physics +1, Power Capacity (Mass) +2. [I]Capacities:[/I] Mass, Range. [I]Effect:[/I] When you drain the kinetic of a target, you create a number of gobble dice that hamper any kinetic-based actions (such as running or punching) that the target undertakes. If you use this power on an inanimate object (such as a car), the power acts differently. If you instead drain the object's kinetic energy, it functions as if it had the Reduced Capacities flaw for a number of rounds equal to activation width. [I]Useful (move object) Extras and Flaws:[/I] Booster (Mass) +1, High Capacity (Mass) +1, Depleted -1, No Physics +1, Power Capacity (Mass) +2. [I]Capacities:[/I] Mass, Range. [I]Effect:[/I] You can use the stored kinetic energy to move objects at a distance by temporarily shunting the stored kinetic energy into the object. This uses stored kinetic energy that needs after somtime replenish. Replenish is done by absorbing kinetic energy from other sources. Like heavy machinery, getting shot... [SIZE=3][B]Kinetic Energy Absorption (8)[/B][/SIZE] 3hd (48) [I]Qualities:[/I] D [I]Defends Extras and Flaws:[/I] If/Then (only against kinetic-based attacks) -1, Interference +3, Permanent +4. [I]Capacities:[/I] Self. [I]Effect:[/I] Your body absorbs and dampens kinetic energy. In combat, each die of your Kinetic Energy Absorption roll removes one die from each attack against you. [SIZE=3][B]Hyperstat (Body) (3)[/B][/SIZE] 4d+1hd (18) [I]Hyperstat Extras and Flaws:[/I] Attached (Kinetic Energy Absorption) -2, Booster (Mass) +1. [I]Capacities:[/I] Self. [I]Effect:[/I] If you successfully gobble all the dice of a kinetic-based attack with Kinetic Energy Absorption your body is improved for the rest of the scene. [SIZE=3][B]Hyperstat (Coordination) (3)[/B][/SIZE] 3d (9) [I]Hyperstat Extras and Flaws:[/I] If/Then: Only movement based actions -1. [I]Capacities:[/I] Self. [I]Effect:[/I] Your control over kinetic energy gives you advantage in actions where your own movement is involved. Like dodging, catching etc but not driving, shooting etc. [SIZE=3][B]Hyperskill (Brawling) (1)[/B][/SIZE] 4wd (16) [I]Hyperstat Extras and Flaws:[/I] Limited Damage (shock only) -1, [I]Capacities:[/I] Self. [I]Effect:[/I] You are a good brawler [SIZE=3][B]Hyperskill (Melee Sword) (1)[/B][/SIZE] 2wd (8) [I]Hyperstat Extras and Flaws:[/I] [I]Capacities:[/I] Self. [I]Effect:[/I] You are a good swordsman [SIZE=3][B]Fivefold Beauty (9)[/B][/SIZE]2wd (72) [I]Qualities:[/I] A+3 [I]Attack Extras and Flaws:[/I] Focus -1, Operational skill (Melee:Sword) 0, Penetration +2, Industructable +2 [I]Capacities:[/I] Self. [I]Effect:[/I] Sharp and deadly katana [SIZE=3][B]Kinetic sight (4) [/B][/SIZE] 4d (16) [I]Qualities:[/I] U [I]Useful *Extras and Flaws:[/I] Duration +2 * [I]Capacities:[/I] Range. [I]Effect:[/I] You can detect movement around you. [/FIELDSET]
Drawbacks and Complications
Background & Other Notes
Eddies parents is his source for his powers. His mother, Evy, a scientist and his father, Frank, an air force private, both working in the military. They met during a test there his father was induced with a serum for making him stronger and more resilience against damages. His mother was one of the scientist envolved in the project. She was almost twice his age but love doesn't care about numbers. The serum didn't work as expected and the project was abandon. That and the fact that human testing was against the law. But the project was well hidden inside a lot of bureaucracy and nobody was harmed. Eddies parents fell in love during the project and several years later Eddie was born. Eddies mother died short after leaving Frank to raise Eddie on his own. It didn't take long before Frank suspected that Eddie was not an ordinary child. At first he thought that Eddie was only a clumsy child but then he noticed that it was not because of clumsiness. Eddie didn't feel pain then he fell or got hit, he just smiled and laughed. As a boy Eddie started to seek out opportunities there he would get hit. Now his father was certain that the serum that was a failure on him had somehow changed his DNA and Eddie have gotten the powers that he would have had. Now then Frank knowed that the project was illegal he was afraid that if anyone found out that he would go to jail and Eddie should be taken from him. They started to move around a lot for hiding Eddies powers against others. You can be overrun once by a car without getting a scratch but more and people start noticing. But as Eddie grew older his powers suddenly increased. Not only was he immune against physical violence. He could get incredible strong and even move object with his thoughts. Without proper education Eddie would become dangerous Frank realized. The next year Eddie was on the bus heading for Claremont. Frank is a good guy. Not so bright but he has a big heart. He gave up his own career in the air force to raise Eddie on his own. He was studying for officer but he failed the test and is now corporal. As they did then Eddie grew up Frank still lives at the military base he is stationed with for the moment.