Mutants & Masterminds 3e - Gadget Guide - Alien Tech PDF

You might also like

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

MUTANTS & MASTERMINDS GADGET GUIDE

GADGET GUIDE: ALIEN TECH


In most comic book universes, ters in a MUTANTS & MASTERMINDS
like Earth-Prime, the home setting. It’s important to note
of Freedom City and Emerald that, while alien super-science
City, humanity is not alone may be commonplace in the
in the cosmos, far from it, in culture it comes from, it may or
fact. Any number of alien civi- may not be considered suitable
lizations have contact with for equipment in a modern
Earth, ranging from the lone Earth-centic M&M series. It is
survivors of long-lost worlds generally fine if limited to ve-
and peaceful explorers to in- hicles and installations, along
vading empires, marauding with fairly routine equipment
warlords, or inhuman horrors. like weapons and life support,
Each of these alien species has its but the GM is encouraged to
own technology, used to further its make unusual alien technology into
purposes, and often so advanced as powers with the Removable flaw or a
to appear like just another super-power suitable Power Loss complication rather
to the inhabitants of a world of costumed than equipment acquired with points from
heroes and villains. This Guide looks at technology the Equipment advantage. See Chapter 7 of the
and devices commonly used by aliens, and how to include Hero’s Handbook for additional discussion.
them in your M&M series.

ALIEN WEAPONS
DESCRIPTORS Only rarely do aliens in the comics “come in peace.” More
The following descriptors in particular apply to alien tech- often, they arrive on Earth as invaders, armed for combat.
nology in an M&M setting. Alien arsenals may include any of the weapons from
the various other Gadget Guides, particularly Energy
• Alien simply means “foreign” or, for most M&M set- Weapons, although some particularly warlike species also
tings, “not from Earth.” The important thing about favor various close combat weapons as well.
an alien descriptor is the lack of familiarity earthly
characters may have with alien technology. Not only
might it be far in advance of human science (see
BLASTER
the Unfamiliar Technology sidebar) but alien tech
Although alien species use a wide variety of weapons, the
might have completely different design esthetics as
blaster is the most ubiquitous throughout known space:
well; whereas a human-designed weapon is fairly
a simple beam of charged particles that inflicts impact
easily recognized as a weapon, an alien weapon
damage, found in varieties from small hand weapons to
might not be apparent until it is actually used, or
larger rifles or ship-based cannons. The blaster technol-
what appears to be a weapon could prove to be
ogy of certain species may carry a particular “signature”
just a sensor or recording device for alien scientists
(color, noise, beam frequency, etc.) those familiar with
or tourists! This unfamiliarity can lead to misunder-
alien cultures can identify.
standings between humans and aliens, creating con-
flicts in a story.
Blaster: Ranged Damage, typically 2–8 ranks • 2 points per rank
• Preternatural is a step beyond merely alien. Preter-
natural effects and technologies may not even follow
the same physical laws as those we know, belong-
CLOSE WEAPONS
ing to an entirely different region of the universe or
Militaristic alien cultures often still make use of close
a different—vastly alien—cosmos altogether. Such
combat weapons, particularly those with great cultural or
things are truly “unnatural” and may have a frighten-
ceremonial significance. These are often similar to various
ing quality to them, even in just their implications. Pre-
archaic human weapons (see Gadget Guide: Archaic
ternatural versions of alien technology often have dis-
Weapons and Asian Weapons) perhaps with a slight
turbing biological elements, perhaps being a form of
modification or the addition of a weapon feature or two.
alien biotech (see Gadget Guide: Biotech for details).
Close weapons from an advanced culture may be forged
• Super-Science is scientific understanding beyond from nigh-indestructible alloys or have additional tech-
Earth’s modern science, and technology based upon nological features like damaging energy fields or even
it. It’s purely speculative, fictional, science like faster- “blades” of solidified force.
than-light travel or teleportation, for example. More
advanced alien technology is often super-science, as Close Weapons: Damage (often Strength-based) often with
are many of the devices created and used by charac- modifiers like Penetrating, Reach, etc. • 1 point per rank

GADGET GUIDE: ALIEN TECH 1


MUTANTS & MASTERMINDS GADGET GUIDE

CONTROL POD within them in a state of suspended animation, allowing


them to be revived at a later time. For some alien species,
Some alien weapons are more subtle than blasters or this might even function as a “larder,” preserving creatures
blades, using advanced technology to turn humans into like humans as food....
loyal slaves of their new alien masters. A control pod
At the GM’s discretion, containment pods can be consid-
typically attaches to the skin near the head or spinal cord,
ered an added headquarters feature, much like prison
sending a mind controlling signal to the victim. Preter-
cells, in which case the feature improves existing Holding
natural control pods are often creatures in their own right:
Cells for any number of prisoners based on the size of the
small parasites that latch onto and control their victims.
installation. See Chapter 7 of the Hero’s Handbook and
If a control pod is tiny and easily hidden (say, at the base
Gadget Guide: Installations for more information.
of the spine) it may also have the Subtle modifier. Some
control pods need careful placement, adding Grab-based Containment Pod: Enhanced Advantage 1 (Trance) plus
or Limited to Restrained Targets (a –2 per rank flaw). Immunity 4 (Aging, Starvation, and Suffocation), Affects
Others, Others Only, Limited to Helpless Subjects • 1 point
Control Pod: Affliction (Resisted and Overcome by Will;
Entranced, Compelled, Controlled), Progressive • 3 points
per rank ENVIRONMENT SUIT
Traveling through space and visiting other worlds, aliens
ALIEN DEFENSES often have and wear protective life support gear provid-
ing them with a comfortable environment, which may
Both alien explorers and invaders look to protect them- differ significantly from an Earth-normal environment, if
selves from attack, detection, and the effects of dangerous the species hails from a planet with a significantly differ-
environments. ent atmosphere, temperature, or gravity.

CONTAINMENT POD Environment Suit: Immunity 7 (cold, heat, pressure,


radiation, suffocation, vacuum) • 7 points

Aliens may take prisoners, either victims kidnapped for


purposes of examination and imitation, or prisoners of
war kept alive for repatriation, reprogramming, or due to
FORCE CELL
some other quirk of the aliens’ culture. Containment pods Rather than placing prisoners in containment pods (pre-
are individual life support units that keep creatures placed viously), some aliens may use more conventional prison

2 GADGET GUIDE: ALIEN TECH


MUTANTS & MASTERMINDS GADGET GUIDE

UNFAMILIAR TECHNOLOGY
Dealing with unfamiliar—and typically more advanced—alien technology is usually good for a circumstance penalty
(Chapter 1 of the Hero’s Handbook). While even a –5 penalty may seem small dealing with advanced technology from
another civilization, comic book characters do so quite often, so the usual circumstance penalties tend to be sufficient.
In a more realistic setting, the GM may wish to up the penalty to –10 or more. Also note that checks involving alien tech
usually cannot be considered routine, unless the character is both familiar with the technology and has a sufficient check
bonus to ignore the additional circumstance modifier.
Conversely, aliens who are unfamiliar with Earth technology might suffer circumstance penalties, but are more likely to
deal with various “Unfamiliar with Earth” complications. It is often not that they do not understand how a particular tech-
nology works, rather they do not know what it is used for. For example, an alien may understand the concept of plumbing
and running water, but may not initially realize that human beings use streams of pressurized water to clean themselves,
rather than safe, dry, and efficient ultrasonic “showers” or nano-cleansing agents. This can lead to some mishaps and un-
intended comedy for aliens trying to live amongst humans.

cells augmented with force fields, or made entirely out


of force fields. These fields can provide cells capable of EXAMINATION SUITE
withstanding the kind of might superhumans can bring
to bear, and might have other features as well, including Whether studying other life-forms out of scientific cu-
power dampeners (see Gadget Guide: Power Gadgets riosity or looking for weaknesses to exploit militarily,
for an example). many aliens use complex banks of sensors to closely
examine living subjects, which are usually restrained or
Force cells may be a feature of an alien vessel or installa- sedated for the process. Successful Technology checks
tion, applying the Impervious extra to the Toughness of using an examination suite can provide the user with
the Holding Cells feature. details about a being’s physiology, capabilities, and
weaknesses.
Force Cell: Create Force Cell, Impervious, Limited to Trapping,
Limited to Helpless Targets • 1 point per 2 ranks Examination Suite: Senses 8 (Detect Life Form, Acute,
Analytical, Microscopic Vision, Penetrates Concealment,
Rapid 3), uses Technology in place of Perception, Limited to
GUN-JAMMING FIELD Restrained Subjects • 3 points

Although primitive Earth firearms are often little threat to


superior alien defenses, some prefer not to take any risk, MIND PROBE
and deploy technology that renders chemical propellant
weapons useless in a given area, while still allowing ad- The mind probe takes the physical scrutiny of the ex-
vanced (typically energy-based) alien weapons to func- amination suite a step further, delving into the deepest
tion. A gun-jamming field can turn a small fighting chance recesses of the subject’s mind, scanning thoughts and
on the part of Earthly security and military forces into a sifting through memories to give the alien examiners a
complete rout when soldiers’ guns fail to work. Apply ad- more detailed view of an alien culture and whatever the
ditional ranks of the Area modifier to expand the field’s subject might know. The probe requires fitting leads or
influence over a wider area. scanner pods closely around the subject’s head, so it can
only be used fairly motionless subjects (usually restrained
Gun-Jamming Field: Nullify Firearms, Burst Area, in some fashion).
Simultaneous, Sustained • 5 points per rank
Mind Probe: Mind Reading, Cumulative, Effortless, Close,
Limited to Restrained Subjects • 1 point per rank

ALIEN SENSORS UNIVERSAL TRANSLATOR


Whether their mission is exploration or paving the way
for conquest, aliens make use of various sensor devices to Alien invaders are not necessarily going to bother to learn
gather information and transmit it back to their mothership English (or any other human language) yet they always
or home world. seem able to speak it, or to make their demands under-
stood. This piece of technology automatically provides
COMMUNICATOR translations from a vast database of languages and can
quickly and easily extrapolate based on brief exposure to
A simple communications device, transmitting an en- new languages. It may be entirely calculation-based, or
crypted signal to an alien communications network. Indi- have a telepathic component, allowing speakers to un-
vidual devices have a limited range, but can be boosted derstand each other in their native languages.
by base vehicles, installations, or orbiting vessels.
Universal Translator: Comprehend 2 (languages, speak and
Communicator: Communication 3 (radio), Subtle • 13 points understand) • 4 points

GADGET GUIDE: ALIEN TECH 3


MUTANTS & MASTERMINDS GADGET GUIDE

ALIEN INFILTRATION the cloak (the equivalent to a stunned condition) can also
cause it to “flicker,” revealing the wearer’s true appearance.
A common alien invasion scenario is the “They Are
Chameleon Cloak: Morph 3 (humanoids), Limited to visual
Among Us!” conspiracy, where a “silent invasion” of and auditory • 12 points
aliens, concealed to look like ordinary human beings, is
already happening. Aliens may want to visit Earth incog-
nito for a number of reasons, ranging from scientific re- CLOAKING DEVICE
search (with care not to contaminate or influence human
culture) to scouting parties or saboteurs preceding an Rather than disguise, some alien infiltrators may simply
invasion force. go completely unseen. Alien technology may allow them
to vanish from sight. A cloaking device can be a personal
CHAMELEON CLOAK item (for scouts and spies) or installed in a vessel, allowing
it to escape detection even while in orbit above the Earth
or “parked” in the middle of a field or clearing! Ship-based
Since most aliens cannot easily pass amongst humans
cloaking devices often add additional senses—particu-
without being noticed, this technology is useful for scouts
lar radio—to their Concealment to hide from the sensor
and infiltrators. It creates the realistic illusion of a human
sweeps of other vessels.
appearance, even allowing the wearer to imitate specific
humans. A chameleon cloak changes appearance and
Cloaking Device: Concealment 4 (visual) • 8 points
voice to create an effective disguise, but will not fool
other sensors, so some caution is still needed. Damage to
MIND MASK
ALIEN ADVANCEMENTS
Given the presence of telepaths amongst some species,
While alien technology may be initially unfamiliar (see alien infiltrators lacking psionic abilities of their own may
the Unfamiliar Technology sidebar) it is not necessarily use technological means to mask their unique thoughts
going to stay that way, especially if some intrepid Earth- and brain patterns from detection. The mind mask either
lings get their hands on it. What happens to all of the makes the wearer mentally “invisible” or else provides an
tech alien invaders and visitors leave behind on Earth
unremarkable mental “façade” to fool mind-readers. A
and what impact does it have on human technology?
mind mask is often incorporated into a chameleon cloak
The simplest option is not to worry about it: The tech to enhance its concealment.
is simply too advanced for humans to even begin to
understand it, like Neanderthals trying to figure out a Mind Mask: Concealment 2 (mental) • 4 points
smartphone. We might be able to get it to work (for a
while, at least) but any effort to take it apart or replicate
it likely wrecks it, and might have dire consequences,
leading to another adventure hook. The super-geniuses
TELEPORTER
likely able to figure the stuff out have reasons to keep
In addition to small vessels like scout ships and troop
their insights to themselves: the heroes to keep techno-
logical advancements away from a world not yet ready landers (see Alien Vehicles, following) alien visitors are
to handle them, the villain to keep technological advan- most likely to have technology capable of instantly trans-
tages to themselves. porting them from distant orbiting vessels to a planet’s
surface, eliminating the need for landing craft and re-
Another option is to allow for some alien influence
ducing the potential that their arrival will be discovered.
on human technology. After all, most comic book
worlds have super-science of one sort or another avail- Such teleportation technology may also allow aliens to
able to governments, megacorporations, and other move quickly and covertly around a planet, using either
organizations with sufficient resources. Who’s to say a ground-based installation or their ship as a relay station.
some of that didn’t come from studying and reverse-
engineering alien tech? Those factions are still likely An alien teleporter needs a minimum rank of 15 to
to keep their inventions top-secret for as long as pos- operate from geostationary orbit above the Earth (a bit
sible to retain their advantage, and some alien-derived over 22,000 miles) but a rank as low as 11 is capable of
tech may be considered too unstable or dangerous for operating from low-Earth orbit (around 2,000 miles).
widespread use.
Teleporter: Teleport, Extended, Limited to Extended • 2 points
Lastly, samples of alien technology could revolution-
per rank
ize human society as we know it, creating tremendous
leaps forward in scientific understanding and technical
capabilities. A few years after acquiring a working FTL A similar technology for some aliens is a teleportal: a
drive, for example, some human nations might have “gateway” defined by a technological framework which
their own hyperspace ships, capable of visiting (and creates a warp in space or even between dimensions, al-
colonizing!) other planets! Take this step carefully, as lowing aliens to travel simply by stepping through it. A tele-
it changes the style of the setting, but it can make for portal might simply add the Portal modifier to a teleporter
an exciting and dynamic one as humanity encounters or it could be Dimensional Travel technology for aliens from
new opportunities and challenges afforded by such ad- another universe to enter our own. Portals of various sorts
vancements.
are common for preternatural alien species.

4 GADGET GUIDE: ALIEN TECH


MUTANTS & MASTERMINDS GADGET GUIDE

ALIEN VEHICLES atively bulky and difficult to maneuver, but well armored. It
lands in a “drop zone” and opens large bay doors to quickly
off-load troops and even smaller vehicles (like hover sleds),
In order to visit Earth from whatever distant planet they call
then usually withdraws to a safe distance or returns to its
home, aliens need some form of transportation. In many
mothership to transport additional troops.
ways the space-ship, from the classic “flying saucer” to a
city-sized mothership, is a staple of alien technology.
TROOP LANDER 38 EP
Many alien vessels are armed. For some potential weapons,
see the Heavy Weapons and Vehicles Gadget Guides as Size: Gargantuan Strength: 12 Speed: 10 (space) Defense:
4 Toughness: 11 Features: Autopilot (+4), Communications,
well as Chapter 7 of the Hero’s Handbook. Computer, Navigation System

HOVER SLED SCOUT SHIP


A simple one- or two-person craft consisting of an open
A scout ship is a relatively small interstellar vessel, capable
platform about five feet long, with a raised control and
of extended missions to other star systems on its own, and
steering column in the front (which also provides the pilot
intended to explore alien systems and planets. Some scout
with partial cover) and anti-gravity pods underneath, pro-
ships are useful for peaceful exploration, while others are
viding lift and propulsion. Hover sleds are common patrol
military scouts, intended to learn as much as possible about
and combat vehicles for planetary surfaces, and may be
a civilization’s technology, defenses, and potential value for
equipped with forward mounted weapons, or a second
conquest. Given its purpose, a scout ship may be equipped
crew person standing behind the pilot, able to fire weapons
with a cloaking device or a chameleon cloak, modified for
in any direction to the sides or rear of the craft.
different vehicle or object forms (see Alien Infiltration,
previously)
HOVER SLED 30 EP
Size: Medium Strength: 2 Speed: 8 (air) Defense: 6 Toughness: SCOUT SHIP 46 EP
7 Features: Autopilot (+4), Communications, Navigation System
Size: Gargantuan Strength: 12 Speed: 12 (space) Defense: 6
Toughness: 11 Powers: Movement 2 (Space Flight) Features:
HOVER PLATFORM Autopilot (+4), Communications, Computer, Navigation System

A larger version of the hover sled, designed more as a troop


carrier for a cluster of a dozen or so medium-sized person-
SPACE FIGHTER
nel, usually with a low raised edge the soldiers can easily A space fighter is a sleek and fast ship intended for ship-
step or jump over to disembark. Like the hover sled, a plat- to-ship combat in deep space or (often) in planetary at-
form may be armed, typically with heavier weapons, such mospheres. Space fighters come in a wide range of con-
as a blaster cannon operated by two or more of its crew. figurations, some with a crew of one or two (a pilot, plus
a possible copilot or gunner) while others are automated
and run by robots or remotely piloted from another loca-
HOVER PLATFORM 30 EP tion (such as a control ship). Some space fighters have
Size: Huge Strength: 8 Speed: 8 (air) Defense: 4 Toughness: 9 their own faster-than-light drives, but most are intended
Features: Autopilot (+4), Communications, Navigation System to be deployed from larger interstellar mother ships.

TROOP LANDER SPACE FIGHTER 48 EP


Size: Huge Strength: 8 Speed: 14 (space) Defense: 8
An enclosed “drop ship” designed to quickly move troops Toughness: 9 Features: Autopilot (+4), Communications,
from an orbital mothership to the surface of a planet, or Computer, Navigation System, Remote Control
from place to place on a planet. The troop lander is compar-

ALIEN VEHICLES
NAME SIZE STRENGTH SPEED DEFENSE TOUGHNESS COST

Hover Sled M 2 8 (air) 6 7 30


Hover Platform H 8 8 (air) 4 9 30
Troop Lander G 12 10 (space) 4 11 38
Scout Ship G 12 12 (space) 6 11 46
Space Fighter H 8 14 (space) 8 9 48

GADGET GUIDE: ALIEN TECH 5


MUTANTS & MASTERMINDS GADGET GUIDE

CREDITS & LICENSE


MUTANTS & MASTERMINDS GADGET GUIDE: ALIEN TECH Green Ronin, and their associated logos are trademarks 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: Pauline Benney cordance with Section 1(e) of the Open Game License,
Graphic Design: Hal Mangold Version 1.0a: hero points, power points. All characters and
Interior Art: Travis Ingram their associated images, descriptions, backgrounds, and
Playtesters: Leon Chang, James Dawsey, Nathan Kahler, related information are declared Product Identity.
Jack Norris, Aaron Sullivan The following text is Open Gaming Content: all game
Publisher: Chris Pramas system rules and material not previously declared Product
Green Ronin Staff: Pauline Benney, Joe Carriker, Steve Identity.
Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold,
Jack Norris, Chris Pramas, Evan Sass, Marc Schmalz Green Ronin Publishing

Mutants & Masterminds Gadget Guide: Alien Tech is ©2013 3815 S. Othello St., Suite 100 #304
Green Ronin Publishing, LLC. All rights reserved. Referenc- Seattle, WA 98118
es to other copyrighted material in no way constitute a Email: custserv@greenronin.com
challenge to the respective copyright holders of that ma- Web Sites: www.greenronin.com
terial. Mutants & Masterminds, Super-powered by M&M, 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 Gadget Guide: Alien Tech,
the License itself. No other terms or conditions may be 11. Use of Contributor Credits: You may not market Copyright 20123, 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 GADGET GUIDE: ALIEN TECH

You might also like