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

Power Profile: Kinetic Powers

Even where the most peaceful and reasoned heroes are glowing beams or “limbs” of energy to something like
concerned, sometimes conflicts come down to force, and a glow around the character’s head or hands and a
kinetic powers are all about different kinds of force and corresponding glow around the affected object. The
different ways to apply it. From telekinesis to projected Subtle modifier is necessary for Move Object effects
force fields, or more exotic powers like control over fric- where only the result (the object moving) is visible,
tion, inertia, or raw kinetic energy, kinetic powers can set and not the effect itself.
things in motion, or bring them to a very sudden stop.
• Range Modifiers: Since Move Object allows a char-
acter to manipulate objects remotely, the GM may
The Move Object Effect wish to apply a circumstance modifier when per-
forming traditionally close range tasks at a distance.
Kinetic powers are all about motion, the application of Typically the modifier should be the greater of the
force at a distance, so the Move Object effect (Hero’s Hand- character’s range modifier or Perception modifier (to
book, page 119) is key to many kinetic powers. be able to accurately perceive the task).
While Move Object can be thought of as Strength with the Example: A hero with Precise Move Object 8 is
modifiers Ranged and No Damage (combining for a net +0 working to remotely disarm a bomb from what
modifier), the effect does not necessarily have to be that of she hopes is a safe distance, 100 feet away. This
reaching out with intangible “limbs” to grasp or move things. is within her power’s short range (8 x 25 or 200
It can also be thought of as imparting or removing momen- feet), so no range modifier applies, but there is
tum, inertia, or friction to objects, causing them to move, ac- a –10 Perception penalty (–1 per 10 feet). Unless
celerate, decelerate, or stop, as seen in some of the examples the hero has some Senses effect to overcome
in this profile. See Kinetic Descriptors for more on this. it (even a pair of binoculars), she’ll take a –10
• Damaging: The Damaging extra “restores” the penalty on her Technology check to disarm the
Damage aspect of Move Object’s Strength. In par- bomb. Good thing she’s some distance away!
ticular, it allows the effect to both move and damage • Area: Area Move Object effects work on individual
things, since an either/or ability could be handled objects in the area equally—a Burst Area Move Object
by Damage as an Alternate Effect. Damaging Move effect exerts the same force (Strength) against all
Object can, for example, grab a target, and then objects and moves them all in the same fashion, such
crush or break it while still holding on to it, just like as away from the user or up into the air. Burst Area
an ordinary grab using Strength. Move Object 4 can pick up and move every object
• Noticeability: Note that Move Object is notice- within a 30-foot radius, provided the individual object
able by default, involving some manifestation from has a mass rank of 4 or less. Objects with a higher

Power Profile: Kinetic Powers 1


mass rank are unaffected. For the ability to affect some • Noticeability: Although the forces kinetic powers
objects in an area, but not others, or to move each manipulate are generally invisible in the real world,
object in different ways or directions, apply the Selec- kinetic powers are assumed to be noticeable by
tive modifier to an Area Move Object effect. default. Kinetic Blasts produce bright, colored
beams of energy while Kinetic Shields form glowing

Kinetic Descriptors auras and Kinetic Constructs are formed out of the
same visible energy. More “realistic” kinetic powers
The following are some of the key descriptors associated have 1 or 2 ranks of the Subtle modifier to reflect
with kinetic powers. that they cannot be detected, except with exotic
senses, creating invisible blasts, shields, and con-
• Force: Force is defined as energy capable of produc- structs.
ing motion or “work”. In game terms, powers with a
force descriptor are differentiated from other types
of energy in that force is more akin to the “energy” of
sheer physical Strength. Thus, a force blast or similar
Kinetic Features
Some potential Feature effects associated with Kinetic
offensive power shares more in common with a
Powers include the following:
punch (or getting hit by a runaway train) than it does
with energy attacks like electricity or fire. Force is • You can determine the kinetic energy of an object
also energy capable of stopping motion, particularly (essentially how fast it is moving and its mass) simply
when applied to defensive powers like force fields. by looking at it.

• Friction: Friction is the force resisting the motion • You have kinetic “remote control” over a particular
of objects or materials against each other. It creates device or vehicle responsive to your powers and
“drag” and converts kinetic energy into heat. Air fric- mental commands.
tion causes fast-moving objects to heat up on en-
• You have a very limited version of Move Object, only
tering the Earth’s atmosphere, for example. Some
able to move mass rank –5 (about 24 oz.). On the
kinetic powers make use of friction to speed up or
upside, it is effectively Subtle 1.
slow down objects.

• Inertia: Inertia is an object’s degree of resistance


to change in its state of motion (or lack thereof ), as
mentioned in Newton’s law: “An object in motion
Offensive Powers
Offensive kinetic powers turn force into a weapon, from a
tends to stay in motion.” Some kinetic powers influ-
true direct “brute force” attack to more subtle uses.
ence or benefit from the effects of inertia.

• Kinetic: Kinetic energy is the energy of motion and Force Cage


therefore of force (or the force needed to create
motion). Broadly speaking, the descriptors kinetic You form a bubble, cage, or similar construct of force
and force are often interchangeable, although force around a target, restricting their movements. If your
technically refers to the energy that induces or attack check against the target’s Dodge succeeds, the
reduces motion whereas kinetic energy is the energy target makes a Dodge resistance check (DC 10 + rank).
an object has because of its motion. Failure means the target is trapped inside the object and
must break through it in order to escape. The Force Cage
• Telekinetic: Literally “motion at a distance” teleki- has Toughness equal to its rank.
nesis is the ability to cause things to move without
physically touching them. Telekinetic powers are The Force Constructs power (see Utility Powers) can
often psionic or psychic in nature, in which case they duplicate this power, as it is the same effect without the
may be referred to as psychokinesis (moving things Limited flaw.
with the mind). Any kinetic power that moves some-
thing at a distance can technically be considered Force Cage: Create Force Cage, Limited to Entrapping • 1 point
telekinetic. per rank.

• Countering: Kinetic powers affect motion and the


energies associated with it, so in addition to coun- Friction Blindness
tering each other, they may be able to counter other
With this power, you cause a target’s eyelids to stick to-
powers or effects based on motion, force, friction, or
gether, effectively blinding the target. The target does not
inertia. A common example is using a kinetic power to
get a check to overcome the effect, but it ends instantly
counter a use of Strength by absorbing, dissipating,
when you no longer maintain it.
or redirecting the force of the target’s muscle power.
Similarly, a kinetic power may be able to counter a
Friction Blindness: Perception Ranged Affliction (Resisted by
movement effect, essentially dissipating the target’s Dodge; Unaware), Sustained, Instant Recovery, Limited Degree
forward momentum. Kinetic powers involving fric- (Third Only), Limited to Targets with Eyelids, Limited to Vision •
tion may counter effects which grab or grip, such as 1 point per rank.
Wall-Crawling or certain types of Afflictions.

2 Power Profile: Kinetic Powers


You can create a similar effect on speech by sticking the
target’s mouth closed.
Suffocating Bubble
You surround a target’s head with a force field that keeps
Friction Muzzle: Perception Ranged Affliction (Resisted by
out air, causing them to suffocate.
Dodge; Transformed), Sustained, Instant Recovery, Limited
Degree (Third Only), Limited to Keeping Target’s Mouth Closed
Suffocating Bubble: Ranged Progressive Affliction (Resisted and
(–2) • 1 point per rank.
Overcome by Fortitude; Fatigued, Exhausted, Incapacitated) •
4 points per rank.
Friction Heat
You transform a target’s kinetic energy into heat, slowing
or stopping the target and inflicting heat damage.
Defensive Powers
Defensive kinetic powers absorb, deflect, or redirect
Friction Heat: Ranged Weaken Movement Effects, Broad; Linked kinetic energy or use it as a medium to deflect or protect
to Ranged Damage (Heat), Damage Limited to Reduction in against other harmful effects.
Speed Rank • 4 points per rank.
Frictionless
Internal Attack You can render your surface virtually frictionless, such
that it is impossible to get a grip on you: attempts to
You manipulate kinetic energy within a target, causing a
grab, ensnare, or otherwise restrain you automatically fail
disruption of the target’s internal systems and bypassing
unless the effect does not rely on touching you (such as a
external armor or defenses.
trap or construct completely enclosing you).
Internal Attack: Perception Ranged Damage, Alternate
Frictionless: Immunity 10 (Grabbing, Ensnaring, and Restraining
Resistance (Fortitude), Affects Objects • 5 points per rank.
effects), Sustained • 10 points.

Kinetic Blast Immovable


You project a focused blast of kinetic energy that hits with
By redirecting kinetic energy and affecting friction, you
considerable force.
render yourself immune to any attempt to move you
Kinetic Blast: Ranged Damage (kinetic) • 2 points per rank.
against your will. Since this power as well as Frictionless
(previously) are sustained, they may well exist as Alter-
nate Effects, representing different applications of kinetic
Kinetic Bullet control.

You can fling a small object with enough speed that it Immovable: Immunity 10 (Being Moved), Sustained • 10 points.
hits like a bullet fired from a gun. If you can “fire” multiple
small objects at once, apply the Multiattack modifier to
the power for +1 point per rank. Kinetic Absorption
Kinetic Bullet: Ranged Damage (projectile), Quirk (requires
You soak up incoming kinetic energy, transforming it
objects as ammo, –1 point) • 1 point for rank 1 + 2 points per into energy you can redirect and use for your own pur-
rank. poses. When hit with a kinetic attack, you gain a trait, from
Strength or Agility to particular advantages or powers,
such as Kinetic Blast. You can even take multiple traits
Kinetic Burst as Alternate Effects, allowing you to choose from a set of
traits each time you absorb kinetic energy. Channeling
You create a “bubble” of force that bursts outwards like an energy to the same trait “resets” the Fades flaw, bringing
explosion or creates a blast of debris or small objects in the trait back up to its full normal value.
the same area.
This power is typically linked with something that blunts
Kinetic Burst: Ranged Burst Area Damage (kinetic) • 3 points per the actual effects of the kinetic energy absorbed, such as
rank. Kinetic Deflection, Kinetic Immunity, or Kinetic Shield.

Kinetic Weapon Kinetic Absorption: Enhanced Trait, Fades, Reaction (When


Absorbing Kinetic Energy), Limited to When Absorbing Energy
• 1 point per rank.
You form a close combat weapon out of kinetic force,
able to strike targets like a physical weapon, perhaps with
greater power than an ordinary weapon. Kinetic Deflection
Kinetic Weapon: Damage • 1 point per rank. You rob projectiles of their kinetic energy, or redirect it,
causing them to miss their target(s) or even just drop

Power Profile: Kinetic Powers 3


harmlessly out of the air, deprived of all their momen-
tum.
Utility Powers
Kinetic Deflection: Deflect, Limited to Kinetic Attacks • 1 point Control over kinetic energy has numerous other useful
per rank. applications, particularly involving the telekinetic move-
ment of objects at a distance.
Kinetic Immunity
Friction Control
You are essentially invulnerable to impacts and other
attacks reliant on kinetic energy, absorbing or dissipat- You create an area of extremely low or high friction,
ing them harmlessly. This power includes the benefits of causing targets in the area to slip and find it difficult to
the Immovable power (previously), since kinetic attacks stand, or become stuck and find it difficult to move.
cannot move you any more than they can harm you.
Friction Control: Burst Area Ranged Affliction (Resisted
Kinetic Immunity: Immunity 40 (Kinetic Attacks) • 1 point per rank. and Overcome by Dodge; Hindered, Prone), Progressive,
Limited Degree; AE: Burst Area Ranged Affliction (Resisted
by Dodge, Overcome by Strength; Hindered, Immobile),
Kinetic Shield Progressive, Reversible, Limited Degree • 2 points + 4
points per rank.
You surround your body with a tight field of energy that
protects you from incoming attacks.
Force Constructs
The standard Kinetic Shield is an effective barrier against
all attacks targeting Toughness, but some Kinetic Fields You can project force fields to form different solid objects
are Limited to Kinetic Damage, ineffective against other or constructs. See the Create effect for details (Hero’s
types of energy, such as cold, heat, or electricity. Handbook, page 102).

Kinetic Shield: Impervious Protection, Sustained • 2 points Force Constructs: Create Force Constructs • 2 points per rank.
per rank.
Momentum Boost
Movement Powers You can add to a subject’s momentum, accelerating them
to even greater speeds. The power is normally Sustained.
The energy of motion itself, kinetic powers can provide all If you provide a single burst of speed, apply the Fades
kinds of movement abilities, including standard versions modifier as well.
of the Burrowing, Flight, and Leaping effects (Hero’s Hand-
book, pages 99, 109, and 115). Momentum Boost: Enhanced Speed, Affects Others,
Ranged, Variable Descriptor (movement effects) • 2 points
Friction Cling +3 points per rank.

Controlling the friction between your body and a surface


allows you to stick to walls and ceilings. Momentum Drain
You can drain or dampen a subject’s momentum, causing
Friction Cling: Movement (Wall-Crawling 1 or 2) • 2 or 4 points.
them to slow towards an at-rest state with no movement
speed (if they are weakened to less than speed rank 0).
Kinetic Transport
Momentum Drain: Ranged Weaken Movement Effects, Affects
You render yourself “at rest” relative to the rotation of the Objects, Broad • 4 points per rank.
Earth beneath you, giving you a sudden and brief west-
ward velocity of 1,000 MPH (at the equator, less towards
the poles). The effect is that you suddenly vanish and are
Tactile Telekinesis
about a mile away before anyone realizes you are gone. You can exert force on objects simply by touching them,
but the energy imparted comes from your power rather
Kinetic Transport: Teleport 8, Limited to Due West, Not Through
than your muscles, which do not have to do any of the
Barriers • 4 points.
work. This means you can exert the effective Strength of
your power without having to move, so long as you are in
Kinetic Rebound close contact with the subject.

You absorb or dissipate the kinetic energy from falls (often Tactile Telekinesis: Enhanced Strength, Limited to Lifting
linked with Kinetic Absorption) allowing you to fall any and Moving (No Damage), Feature 1 (Able to Exert Strength
distance without harm. Without Moving) • 1 point + 1 point per rank.

Kinetic Rebound: Movement 1 (Safe Fall) • 2 points.

4 Power Profile: Kinetic Powers


when the character isn’t paying attention to the possible
Telekinesis consequences.
You can move objects at a distance without directly
touching them. See The Move Object Effect at the start
of this profile for details.
Addiction
It’s possible controlling—and particularly absorbing—
Telekinesis: Move Object • 2 points per rank.
kinetic energy might come with a “rush” that is potentially
addictive. Someone addicted to soaking up kinetic energy
A common Telekinesis variant is Psychokinesis, an often
is likely to look for it in the rawest form: getting hit, and
psionic or psychic power that only requires you be able to
hit hard. Such an addict might seek out fights with strong,
accurately see or sense your subject to move it. Psychoki-
powerful opponents—like superheroes and villains—just
nesis is often Subtle as well, detectable only by mental or
for the opportunity to “feed” off the energy.
other exotic senses.

Psychokinesis: Perception Ranged Move Object • 3 points per rank. Power Loss
Other than specific exceptions like Kinetic Absorption,
Telekinetic Touch the powers in this profile are assumed to generate their
own kinetic energy, essentially out of nowhere. A charac-
Your telekinetic powers have a sense of touch, allowing
ter might be dependent on a source of energy in order to
you to “feel” things at a distance with a kind of kinetic
use kinetic powers, however. This could be as simple as
echolocation.
drawing on minute amounts of kinetic energy from the
Telekinetic characters with this power may have the environment: in areas where things are especially still, the
Feedback flaw (Hero’s Handbook, page 148) on powers character’s power could diminish. Or the kinetic controller
like Force Constructs or Telekinesis; they “feel” impacts might draw on a different power source, converting it into
and energy through their connection, enough to cause kinetic energy. Cut off from that source, there’s no power.
mental strain and psychosomatic reactions.

Telekinetic Touch: Senses 1 (Ranged Tactile) • 1 point.


Side-effect
Kinetic powers might come with some problematic side-

Other Kinetic Powers effects which constitute complications when they come
into play.
Focused on motion, kinetic powers are connected to many For example, if a kinetic controller draws upon ambient
Speed Powers, which can also involve channeling or ma- molecular motion to gain a kinetic “charge,” then when
nipulating kinetic energy in different ways. Similarly, a focus the character uses kinetic powers, the temperature drops.
on force connects kinetic powers to Strength Powers, Likewise, if the character absorbs and “sheds” kinetic
many of which may represent the power to channel and energy by transforming it into heat, the temperature rises.
control kinetic energy rather than sheer muscle power. This can cause changes in the environment and potential
In some cases, telekinetic manipulation of objects extends problems.
down to the micro-scale, perhaps even to the discrete ma- A character with Kinetic Immunity may be literally immov-
nipulation of molecules or atoms. The simple slowing and able by any outside force. No one can carry the character,
speeding of molecular motion may be connected to Cold nor can any vehicle, which can certainly cause problems.
Powers and Fire Powers, while the ability to rearrange
molecules and atoms can provide powers of transmuta-
tion and transformation far beyond what can be catego-
Weakness
rized as “kinetic” powers, even if they have a telekinetic
The prime weaknesses of kinetic powers are a focus solely
element to them.
on kinetic energy and the potential of too much kinetic
energy.
Kinetic Complications In the first case, characters immune to things like impacts
Kinetic powers can make a character into a powerhouse, but or physical force might suffer a greater sensitivity to
they can also complicate matters. The following are some effects able to bypass their defenses. A juggernaut with
complications associated with kinetic powers and their use. Kinetic Immunity could literally be “stopped cold” by a
paralyzing ice Affliction, for example, or have his Strength
sapped quickly by a chilling Weaken effect.
Accident There’s also the potential for kinetic powers to “overload”
Flinging powerful blasts of kinetic force, or playing with when channeling or exposed to too much energy at once.
the forces of friction, inertia, and momentum, can wreak A character might have Kinetic Immunity, but still suffer
havoc if a character isn’t careful. Kinetic powers can cause the occasional setback where a massive kinetic impact
various sorts of accidents in the heat of combat or simply temporarily stuns him, for example.

Power Profile: Kinetic Powers 5


Credits & License
Mutants & Masterminds Power Profile: Kinetic 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: Sean Izaakse 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 The following text is Open Gaming Content: all game system
Green Ronin Staff: Bill Bodden, Joe Carriker, Will rules and material not previously declared Product Identity.
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole
Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Green Ronin Publishing
Schmalz
3815 S. Othello St., Suite 100 #304
Mutants & Masterminds Power Profile: Kinetic Powers is Seattle, WA 98118
©2012 Green Ronin Publishing, LLC. All rights reserved. Email: custserv@greenronin.com
References to other copyrighted material in no way con- Web Sites: www.greenronin.com
stitute a challenge to the respective copyright holders of www.mutantsandmasterminds.com
that material. Mutants & Masterminds, Super-powered by

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 Red-man, Charles Ryan, Eric Cagle,
depictions, likenesses, formats, poses, concepts, themes ibility or co-adaptability with any Trademark or Regis- David Noonan, Stan!, Christopher Perkins, Rodney
and graphic, photographic and other visual or audio rep- tered Trademark in conjunction with a work containing Thompson, and JD Wiker, based on material by Jonathan
resentations; names and descriptions of characters, spells, Open Game Content except as expressly licensed in Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
enchantments, personalities, teams, personas, likenesses another, independent Agreement with the owner of Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
and special abilities; places, locations, environments, such Trademark or Registered Trademark. The use of JD Wiker.
creatures, equipment, magical or supernatural abilities or any Product Identity in Open Game Content does not
effects, logos, symbols, or graphic designs; and any other constitute a challenge to the ownership of that Product Mutants & Masterminds, Copyright 2002, Green Ronin
trademark or registered trademark clearly identified as Identity. The owner of any Product Identity used in Open Publishing; Author Steve Kenson.
Product identity by the owner of the Product Identity, and Game Content shall retain all rights, title and interest in
which specifically excludes the Open Game Content; (f) and to that Product Identity. Advanced Player’s Manual, Copyright 2005, Green Ronin
“Trademark” means the logos, names, mark, sign, motto, Publishing, LLC; Author Skip Williams.
designs that are used by a Contributor to identify itself or 8. Identification: If you distribute Open Game Content
its products or the associated products contributed to the You must clearly indicate which portions of the work Silver Age Sentinels d20, Copyright 2002, Guardians
Open Game License by the Contributor (g) “Use”, “Used” that you are distributing are Open Game Content. of Order, Inc.; Authors Stephen Kenson, Mark C.
or “Using” means to use, Distribute, copy, edit, format, Mackinnon, Jeff Mackintosh, Jesse Scoble.
modify, translate and otherwise create Derivative Mate- 9. Updating the License: Wizards or its designated
rial of Open Game Content. (h) “You” or “Your” means the Agents may publish updated versions of this License. You Mutants & Masterminds, Second Edition, Copyright 2005,
licensee in terms of this agreement. may use any authorized version of this License to copy, Green Ronin Publishing, LLC; Author Steve Kenson.
modify and distribute any Open Game Content originally
2. The License: This License applies to any Open Game distributed under any version of this License. DC Adventures Hero’s Handbook, Copyright 2010, Green
Content that contains a notice indicating that the Open Ronin Publishing, LLC; Author Steve Kenson.
Game Content may only be Used under and in terms of 10. Copy of this License: You MUST include a copy of
this License. You must affix such a notice to any Open this License with every copy of the Open Game Content Mutants & Masterminds Hero’s Handbook, Copyright
Game Content that you Use. No terms may be added to You Distribute. 2011, Green Ronin Publishing, LLC; Author Steve Kenson.
or subtracted from this License except as described by
the License itself. No other terms or conditions may be 11. Use of Contributor Credits: You may not market Mutants & Masterminds Power Profile: Kinetic Powers,
applied to any Open Game Content distributed using or advertise the Open Game Content using the name Copyright 2012, Green Ronin Publishing, LLC; Author
this License. of any Contributor unless You have written permission Steve Kenson.
from the Contributor to do so.

6 Power Profile: Kinetic Powers

You might also like