Power Profile - Death Powers PDF

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Power Profile: Death Powers

Perhaps the most feared—and most sought—power on unliving targets (since they cannot be killed, only
is over death itself, the ability to inflict it at will, and the damaged or broken).
power to hold it at bay in one form or another. Death
powers do all this and more. Although often associated • Necromantic: Originally, “necromancy” was the
with evil, many of these powers can be used for good, mystical art of communicating with the spirits of the
and those gifted—or burdened—with them can choose dead, using techniques like seances and divination.
whether to serve death or seek to master it. In modern usage—particularly in fantasy fiction and
gaming—it has come to mean all magic dealing
with death and the undead. Necromantic powers are
Death Descriptors death powers, but have the additional connotation
of involving spirits or souls and creating, command-
The following are important descriptors associated with ing, or communicating with undead beings. Necro-
death powers: mantic powers are usually magical in nature, but they
• Death: In M&M game terms, “dead” is a specific may also have the divine, preternatural, or even other
condition that follows dying. Like other conditions, descriptors, such as undead reanimated through a
there are circumstances where it may be removed: virus or technology.
the Immortality effect allows for recovery from • Soul: Death powers often associate the life force
death, for example, as does the Resurrection modi- with the soul or spirit (used interchangeably). Death
fier of Healing. Death in the comic books is rarely usually separates the soul from the physical body,
permanent, especially for major characters, so it is sending it on to some kind of afterlife, although
often easier to consider death a more difficult-to- various means may allow for communication with
treat condition. the souls of the departed or their return. Likewise,
Powers with the death descriptor may have an “anti- some souls become trapped in the world of the
life” quality: directly draining, removing, or destroy- living (or “in-between” the worlds of the living and
ing vital life force rather than inflicting harm on the the dead) becoming ghosts or other types of spectral
body. (See the Life Powers profile for a discussion of undead.
life force.) This is significant for other effects protect-
ing against particular descriptors. A target immune • Undead: The undead are creatures that are not
to kinetic and energy Damage, for example, is not alive (having no Stamina rank, vital life-force, or vital
immune to death Damage. signs) but still capable of awareness and action.
Because it directly attacks life force, death effects Some undead are just constructs, also having no In-
are often resisted by Fortitude rather than Tough- tellect. Others are intelligent beings with their own
ness, bypassing external armor, but having no effect thoughts and motivations. Powers affecting non-

Power Profile: Death Powers 1


living subjects affect the undead and some death condition. Gamemasters may also wish to keep in mind
powers target them specifically. the Instant Death option from the same section and the
Going for the Kill sidebar on page 206 of the Hero’s Hand-
• Countering: Death powers are obvious candidates for book. At the least, offensive death powers should always
countering effects with life, healing, and life-force de- constitute “going for the kill”.
scriptors, attenuating and dissipating life energies into
nothingness. Similarly, life powers can often counter
death powers directly, the two canceling each other out.
Death powers may also be able to counter power
Offensive Powers
effects using life—or living things—as a medium, Death powers are given to offensive effects, from directly
such as plant and animal powers or summoning draining a victim’s life energy to nothing to long lasting
powers, cutting apart those effects like the reaper’s curses or wielding the very stuff of souls as a weapon.
scythe cleaves through the living. Thus death powers
are useful for withering a plant-based Affliction trap or Banshee’s Wail
an effect involving a swarm of insects, for example.
A soul-rending scream tears at the very life-force of all who
hear it. This power is often Cumulative as well, making it
Death Features even more dangerous on successive rounds, and it may
have Affects Corporeal for attackers with the Ghost Form
Some Feature effects associated with Death Powers power (see Utility Powers).
include the following:
• Deathly Aura: Your touch is inimical to simple forms Banshee’s Wail: Hearing Perception Area Affliction
(Resisted and Overcome by Will; Dazed, Stunned, Dying)
of life: small plants wither and die when you touch
• 2 points per rank.
or even just walk over them, and small insects perish
upon touching you. Although an inconvenience (and
good for a complication) at times, this is a net Feature Command the UnDead
good for, amongst other things, a circumstance
bonus to Intimidate checks. You can exert control over undead beings in your pres-
ence, perhaps even wresting it away from whomever
• Deathly Mien: You seem dead to all appearances, else controls them. Treat mindless undead as having a
even though you are not: your flesh is pale and cold, resistance check modifier of +0. This power is sometimes
you don’t have a discernible heartbeat or other vital Cumulative, allowing you to make multiple attempts to
signs, and so forth. Effects that detect “life” do not strengthen your control, and may be Limited to a single
work on you. However, you do still need to breathe command, like “stay back!” or “begone!” rather than full
and powers that target living creatures do still work control of the creatures.
on you, unless you have the Undead Form power (see
Utility Powers). Command the Undead: Hearing Perception Area Affliction
(Resisted and Overcome by Will; Dazed, Compelled,
• Undead Presence: Undead creatures tend to regard
Controlled), Affects Objects, Limited to the Undead
you as “one of them” and have, at worst, a neutral at- • 2 points per rank.
titude towards you. They do not consider you a living
creature for commands involving such, and may
simply ignore you. Death Curse
Through mystic, psychic, or other means you place a “mark
Death & Dying of death” upon your victim. From then on, the victim
suffers from a progressive debilitating condition like a
As noted under Lethal Damage in the Gamemaster’s slow poison or disease until the death curse is removed or
Guide, death is a relatively rare consequence for charac- the victim finally succumbs.
ters in Mutants & Masterminds. It takes a measure of effort to
deliberately kill another character, and accidental deaths Death Curse: Perception Ranged Progressive Affliction
only occur as a result of complications imposed by the (Resisted and Overcome by Will; Impaired, Disabled, Dying),
Gamemaster or chosen by the players, rather than being Limited to one check per day • 4 points per rank.
dictated by a roll of the die. Even then, it’s fairly difficult for
characters to die: it takes three total degrees of failure on
the Fortitude check for a dying character to perish, with
Death Stare
plenty of opportunities to stabilize along the way. This re- With a chilling gaze, you fill your target with the terror of
flects the nature of the superhero genre, where death is, impending death, perhaps even to the point of causing
at best, a temporary condition and major characters rarely a shadow of the Grim Reaper (or some other avatar of
die for any reason other than a plot complication. death) to cross your features.
This profile and the powers in it assume death remains at
this level of rarity, but that the options for Lethal Damage Death Stare: Perception Ranged Cumulative Affliction
given on pages 193–194 of the Gamemaster’s Guide are (Resisted and Overcome by Will; Impaired, Stunned,
available, as well as making dying a third degree Affliction Paralyzed), Vision Dependent • 3 points per rank.

2 Power Profile: Death Powers


characters and creatures change the power’s source to
Death Touch another power like Death Touch or to something like con-
Your very touch is potentially deadly, draining victims suming flesh (for cannibalistic ghouls and zombies).
of their life-force and causing weakness and, eventually,
Blood Healing: Regeneration, Source (blood) • 1 point per 2 ranks.
death.

Death Touch: Cumulative Affliction (Resisted and Overcome


by Fortitude; Impaired, Disabled, Dying) • 2 points per rank.
Deathless
You are beyond the grasp of death and, even if you are
A version of this power may have an Enhanced Trait with destroyed, you will return. There must be at least one way
the Fades modifier, recharged by draining life from others. to slay your permanently, however, whether beheading,
burning, or burying your remains in hallowed ground.
Grasping Graves
Deathless: Immortality, Limited (means of permanent
Multiple rotting and skeletal arms erupt from the earth at death) • 1 point per rank.
your command to grab a target and hold them in place.
This power may be Limited to places where there are
actual graves, or it might produce its effect anywhere.
Ghost Shield
Swirling ghostly forms around you deflect damage and
Grasping Graves: Ranged Affliction (Resisted by Dodge,
keep your from harm. The Impervious modifier is common
Overcome by Damage; Hindered and Vulnerable,
Defenseless and Immobilized), Extra Condition, Limited for this power.
Degree • 2 points per rank.
Ghost Shield: Protection (necromantic), Sustained • 1 point
per rank.
Soulfire
You can generate and project a kind of fiery energy made Shielded Soul
up of the essence of souls, rather than having anything to
do with actual fire. Infernal mystics and creatures some- You are protected against death effects and direct attacks
times refer to this energy as “hellfire” while angels and upon your soul or life force.
higher beings call it “divine” or “holy” fire.
Shielded Soul: Immunity 5 (death effects) • 5 points.
The basic effect of Soulfire is to “burn” the spirit rather
than the body. Some can project blasts of Soulfire (add
the Ranged modifier) or use it for a wider range of effects. Movement Powers
See the Fire Powers profile, applying the appropriate
Death powers include fairly few movement effects, al-
descriptors to those powers to make them into Soulfire
though death-wielding sorcerers and undead often have
effects.
them as secondary powers (via magic or spectral forms,
such as levitation, flight, or angelic or demonic wings).
Soulfire: Damage (soul), Alternate Resistance (Will) • 1 point
per rank.
Death’s Gate
Suppress Life You can open a portal into the realm of the dead (or
realms, if there is more than one), allowing you and others
Rather than the sheer draining power of Death Touch to pass through into it. Of course, there is no assurance
(previously) a more sinister power weakens the quality of that you will necessarily be able to find someone there or
the victim’s life-force, leaving them incapable of healing bring them back with you. Indeed, the realms of the dead
or recovering or benefitting from effects that help them are often dangerous, and ruled by beings who prefer
to do so. never to let anyone leave.
Suppress Life: Weaken Stamina, Incurable, Insidious, Limited Death’s Gate: Movement 2 (Dimensional 2, afterlives), Portal
to Recovery Checks • 2 points + 1 point per 2 ranks. • 8 points.

Defensive Powers Valkyrie’s Ride


Defensive death powers allow characters to feed on the You are drawn to death, so much so that you can im-
energies of death or harness them to protect themselves. mediately appear at the side of anyone known to you
whose condition is dying. As a side effect of this power,
Blood Healing you immediately know when such an opportunity arises
and who that person is. This is a variant of the Accurate
You can quickly recover from damage, but only by con- modifier (Hero’s Handbook, page 131). The Easy modifier
suming at least a pint of blood of a living creature. Some is common for this power, allowing you to arrive at your

Power Profile: Death Powers 3


destination ready for anything (rather than being mo- power level and costs; Summon Zombies costs 14 points
mentarily disoriented). while Summon Skeletons costs 28 points. This power may
have a Limited modifier requiring the necessary corpses
Valkyrie’s Ride: Teleport, Accurate (see description), Extended, be already present, making it fully useful only in places
Limited to Dying Subjects • 3 points per rank. like graveyards, morgues, and battlefields.

Utility Powers Necromancy: Summon Undead, Controlled, Horde, Multiple


Minions (32 total) • 14 points per rank.

Death powers deal with creating and controlling undead


beings, sensing the forces of death, or even becoming Speak with the Dead
undead, temporarily or permanently.
You can summon the spirit or shade of someone who has
passed in order to communicate with them, learning what
Death Sight they knew in life. At the Gamemaster’s discretion, this may
You can perceive those about to perish, seeing their life- require an interaction skill check rather than the Percep-
force as a kind of “life” which fades as their condition pro- tion check normally associated with a Senses effect, rep-
gresses through dying towards death. resenting your negotiation with the summoned spirit. If
you can “channel” the spirit, allowing it to speak or interact
Death Sight: Senses 2 (Detect Dying, Ranged) • 2 points. through you as a medium, apply the Affects Others modi-
fier, allowing you to grant the benefits of your insights to
observers.
Death Visions
Speak With the Dead: Senses 4 (Postcognition) • 4 points.
You can see the spirit of death hovering near those who will
die soon. Whether or not their fate can be changed depends
on how the GM chooses to handle precognitive effects, but Undead Form
generally the assumption is the victim will die unless some-
thing is done to prevent it, although you do not necessarily You are no longer living, but not truly dead, either. Al-
though your body has no vital signs or autonomic func-
know how they will die or what needs to be done.
tions (breathing, heartbeat, brain activity, etc.) you are still
Death Visions: Senses 4 (Precognition), Limited to Visions of animate and aware. Although you are immune to many of
Death • 2 points. the things troubling living creatures, your body also does
not heal on its own without a separate power like Blood
Healing (previously).
Ghost Form
Undead Form: Immunity 30 (Fortitude effects), No Stamina rank
You are a ghost: an incorporeal, undead being with no (–10 points) • 20 points.
physical body. You pass harmlessly through solid objects,
although you may affect them if you have powers with
Affects Corporeal. You’re immune to mortal concerns, but
do not recover on your own without aid or the use of a
Other Death Powers
power. Many ghosts also have ranks of Concealment, at As the Soulfire power mentions, various Fire Powers
least sufficient to render them unseen by mortal eyes, and may—with the appropriate descriptors—also be death
may have other powers as well. powers channeling mystic soulfire. Nearly all of the offen-
sive powers are suitable, along with utility powers like Fire
True ghosts apply the Permanent modifier to Flight and Creatures and Fire Shaping.
Insubstantial and Innate to Insubstantial, increasing net
cost by 1 point. Otherwise, it is assumed you can switch in As death powers and Life Powers can be seen as two sides
and out of your Ghost Form at will as a free action. of the same coin, some characters may wield both, giving
them extensive control over the forces of life and death.
Ghost Form: Flight 1, Immunity 30 (Fortitude effects), Insubstantial Some of the powers in this profile, rather than involving
4 (incorporeal), No Stamina rank (–10 points) • 41 points. necromancy, may simply be manipulations of once-living
organic material.

Necromancy The connection between soul and psyche makes certain


Mental Powers suitable for those who deal in the forces of
You can imbue corpses, even skeletal remains, with a sem- death. In particular, Possession is common for ghosts and
blance of life, turning them into undead creatures that rise necromancers, as well as Psychic Vampirism and Emotion
up at your command. Use the zombie archetypes from the Control, and Astral Projection may allow psychics to inter-
Gamemaster’s Guide (page 144) or apply the zombie tem- act with ghosts and other incorporeal undead, depending
plate (page 145) to a different archetype for things like on descriptors and the nature of the planes in the setting.
creating zombie or skeletal dinosaurs or other creatures.
The Necromancy power is in Summoning Powers as well,
Although the power as listed has a substantial cost per and other summoning powers may involve the creation of
rank, only 1 or 2 ranks are needed to cover the undead’s undead or pseudo-living minions.

4 Power Profile: Death Powers


Death Complications ground (dedicated to a religion of life) may take away
their powers temporarily. Other symbols or talismans may
serve to guard against their powers, such as wearing a
Death is, in many ways, the ultimate complication for a
particular holy symbol or metal (like iron or silver) provid-
Mutants & Masterminds game; a definite setback for a char-
ing immunity to a power like Death Curse or Death Touch.
acter, but not necessarily the end of the story, given all the
various means comic book characters have for returning
to life. Other complications associated with death powers Prejudice
include the following.
Of all the complications faced by those with death powers,
Acceptance this one is the most universal. The trappings and presence
of death are shunned by most people, so even the most
Death powers can be a terrible curse, especially if they heroic of characters get labeled “creepy” and “disturbing”
come as an inheritance or “gift” the character never when it comes to death powers. The more the character
wanted in the first place. Some wielders of these powers embraces the deathly image, the worse the prejudice
may seek acceptance and understanding, but have diffi- becomes, until suspicion haunts the character’s every
culty finding it, given most people’s fear of death and the step and other people are always ready to believe the
things surrounding it. worst, likely to turn into a torch-wielding lynch mob at the
slightest indication that the character is using “unnatural”
Addiction powers or becoming a threat to society.

Undead characters may face the additional complication


Some death powers—especially ones that “feed” on life of their murky legal and moral status. Since they are tech-
like Death Touch and Blood Healing—are shown to be nically deceased, do they have any legal rights (beyond
frightfully addictive. Necromancers and undead creatures those accorded corpses)? Do they lose claim to any prop-
may struggle with the desire to feed on the life-forces of erty they once owned? This gets even more complicated
the living, particularly if they are trying to act as heroes. if the character in question was born decades or even cen-
Many address this by feeding solely on criminals (and, turies before the establishment of current laws. Likewise,
even then, fighting to control their urges). For some, the is being undead inherently evil or unnatural, or merely
complication goes beyond addiction into a disability an “unusual condition” no different from being an alien,
where the character weakens and perishes eventually if android, or one of the many other unusual non-human
denied a source of “nourishment.” beings encountered in the typical superhero setting?

Disability Reputation
Trafficking with the forces of death may cause a variety of Given the prejudice towards death powers (see the pre-
strange and difficult conditions, ranging from not having vious), it is not difficult to develop a sinister reputation.
a shadow or reflection (like the classical vampire) to an in- Indeed, some death-wielders cultivate such a reputa-
imical relationship with nature: animals and even plants tion, since it makes them more intimidating to their foes.
disliking the character and reacting negatively to his pres- However, it can work against them by imposing circum-
ence. stance penalties for other interaction checks and gener-
ally making the public and the authorities less willing to
Obsession cooperate with—or even tolerate—the character.

A macabre obsession with death and all of its trappings is Weakness


common for those connected so directly with its powers,
and does little to alleviate concerns about them. Like disabilities and phobias, death wielders are given
to various unusual weaknesses and vulnerabilities as-
Phobia sociated with their powers and the symbols of life and
death. The classic examples include the undead weak-
Likewise, those who wield the powers of death may ness to direct sunlight, which may have effects ranging
develop fears concerning the symbols or powers of life. from pain and weakness to outright destruction, reduc-
This is a common complication for undead creatures, who ing the undead to ash and dust, if they are exposed long
fear things like holy symbols, certain plants (wild rose, enough.
wolvesbane, and ash, for example), or things like running Similarly, necromantic beings may have particular attacks
water (representative of the flow of life-force). able to overcome their defenses, such as a wooden stake
killing (or paralyzing) a vampire, or a bullet to the head de-
Power Loss stroying a zombie. Blessed or holy weapons might ignore
necromantic Protection effects. Certain substances—such
Powers of death are often weakened or negated entirely as holy water or the blood of a martyr—may act as toxins
in the presence of certain forces of life. For supernatural that ignore the Immunity to Fortitude effects granted by
death wielders, things like direct sunlight or consecrated many death powers.

Power Profile: Death Powers 5


Credits & License
Mutants & Masterminds Power Profile: Death Powers M&M, Green Ronin, and their associated logos are trade-
marks of Green Ronin Publishing, LLC.
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser The following is designated as Product Identity, in ac-
Art Direction and Graphic Design: Hal Mangold cordance with Section 1(e) of the Open Game License,
Interior Art: Dan Brereton Version 1.0a: hero points, power points. All characters and
Playtesters: Leon Chang, James Dawsey, Nathan Kahler, their associated images, descriptions, backgrounds, and
Jack Norris, Aaron Sullivan related information are declared Product Identity.
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will The following text is Open Gaming Content: all game system
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole rules and material not previously declared Product Identity.
Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc
Schmalz Green Ronin Publishing

Mutants & Masterminds Power Profile: Death Powers is 3815 S. Othello St., Suite 100 #304
©2012 Green Ronin Publishing, LLC. All rights reserved. Seattle, WA 98118
References to other copyrighted material in no way con- Email: custserv@greenronin.com
stitute a challenge to the respective copyright holders of Web Sites: www.greenronin.com
that material. Mutants & Masterminds, Super-powered by www.mutantsandmasterminds.com

OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game 12. Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms of comply with any of the terms of this License with respect
The following text is the property of Wizards of the this License. to some or all of the Open Game Content due to statute,
Coast, Inc. and is Copyright 2000 Wizards of the Coast, judicial order, or governmental regulation then You may
Inc (“Wizards”). All Rights Reserved. 4. Grant and Consideration: In consideration for agree- not Use any Open Game Material so affected.
ing to use this License, the Contributors grant You a per-
1. Definitions: (a)”Contributors” means the copyright petual, worldwide, royalty-free, non-exclusive license 13. Termination: This License will terminate automati-
and/or trademark owners who have contributed Open with the exact terms of this License to Use, the Open cally if You fail to comply with all terms herein and fail to
Game Content; (b)”Derivative Material” means copyright- Game Content. cure such breach within 30 days of becoming aware of
ed material including derivative works and translations the breach. All sublicenses shall survive the termination
(including into other computer languages), potation, 5. Representation of Authority to Contribute: If of this License.
modification, correction, addition, extension, upgrade, You are contributing original material as Open Game
improvement, compilation, abridgment or other form Content, You represent that Your Contributions are Your 14. Reformation: If any provision of this License is held
in which an existing work may be recast, transformed original creation and/or You have sufficient rights to to be unenforceable, such provision shall be reformed
or adapted; (c) “Distribute” means to reproduce, license, grant the rights conveyed by this License. only to the extent necessary to make it enforceable.
rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)”Open Game Content” means the 6. Notice of License Copyright: You must update the 15. COPYRIGHT NOTICE
game mechanic and includes the methods, procedures, COPYRIGHT NOTICE portion of this License to include
processes and routines to the extent such content does the exact text of the COPYRIGHT NOTICE of any Open Open Game License v 1.0 Copyright 2000, Wizards of the
not embody the Product Identity and is an enhancement Game Content You are copying, modifying or distribut- Coast, Inc.
over the prior art and any additional content clearly iden- ing, and You must add the title, the copyright date, and
tified as Open Game Content by the Contributor, and the copyright holder’s name to the COPYRIGHT NOTICE System Reference Document, Copyright 2000, Wizards of
means any work covered by this License, including trans- of any original Open Game Content you Distribute. the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
lations and derivative works under copyright law, but spe- Skip Williams, based on original material by E. Gary
cifically excludes Product Identity. (e) “Product Identity” 7. Use of Product Identity: You agree not to Use any Gygax and Dave Arneson.
means product and product line names, logos and iden- Product Identity, including as an indication as to com-
tifying marks including trade dress; artifacts; creatures patibility, except as expressly licensed in another, inde- Modern System Reference Document, Copyright 2002-
characters; stories, storylines, plots, thematic elements, pendent Agreement with the owner of each element of 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
dialogue, incidents, language, artwork, symbols, designs, that Product Identity. You agree not to indicate compat- Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
depictions, likenesses, formats, poses, concepts, themes ibility or co-adaptability with any Trademark or Regis- Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and graphic, photographic and other visual or audio rep- tered Trademark in conjunction with a work containing and JD Wiker, based on material by Jonathan Tweet,
resentations; names and descriptions of characters, spells, Open Game Content except as expressly licensed in Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
enchantments, personalities, teams, personas, likenesses another, independent Agreement with the owner of Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
and special abilities; places, locations, environments, such Trademark or Registered Trademark. The use of
creatures, equipment, magical or supernatural abilities or any Product Identity in Open Game Content does not Mutants & Masterminds, Copyright 2002, Green Ronin
effects, logos, symbols, or graphic designs; and any other constitute a challenge to the ownership of that Product Publishing; Author Steve Kenson.
trademark or registered trademark clearly identified as Identity. The owner of any Product Identity used in Open
Product identity by the owner of the Product Identity, and Game Content shall retain all rights, title and interest in Advanced Player’s Manual, Copyright 2005, Green Ronin
which specifically excludes the Open Game Content; (f) and to that Product Identity. Publishing, LLC; Author Skip Williams.
“Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or 8. Identification: If you distribute Open Game Content Silver Age Sentinels d20, Copyright 2002, Guardians
its products or the associated products contributed to the You must clearly indicate which portions of the work of Order, Inc.; Authors Stephen Kenson, Mark C.
Open Game License by the Contributor (g) “Use”, “Used” that you are distributing are Open Game Content. Mackinnon, Jeff Mackintosh, Jesse Scoble.
or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Mate- 9. Updating the License: Wizards or its designated Mutants & Masterminds, Second Edition, Copyright 2005,
rial of Open Game Content. (h) “You” or “Your” means the Agents may publish updated versions of this License. You Green Ronin Publishing, LLC; Author Steve Kenson.
licensee in terms of this agreement. may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally DC Adventures Hero’s Handbook, Copyright 2010, Green
2. The License: This License applies to any Open Game distributed under any version of this License. Ronin Publishing, LLC; Author Steve Kenson.
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of 10. Copy of this License: You MUST include a copy of Mutants & Masterminds Hero’s Handbook, Copyright
this License. You must affix such a notice to any Open this License with every copy of the Open Game Content 2011, Green Ronin Publishing, LLC; Author Steve Kenson.
Game Content that you Use. No terms may be added to You Distribute.
or subtracted from this License except as described by Mutants & Masterminds Power Profile: Death Powers,
the License itself. No other terms or conditions may be 11. Use of Contributor Credits: You may not market Copyright 2012, Green Ronin Publishing, LLC; Author
applied to any Open Game Content distributed using or advertise the Open Game Content using the name Steve Kenson.
this License. of any Contributor unless You have written permission
from the Contributor to do so.

6 Power Profile: Death Powers

You might also like