Sei sulla pagina 1di 6

Power Profile: Light Powers

Shed some light on the world! From dazzling displays to luminating light and the power to bolster, restore, or
hypnotic patterns and laser beams, Light Powers tap into manipulate life force may overlap.
one of the fundamental energies. Characters can control,
manifest, project, and even become light, with a full spec- • Radiant: Similarly, light tends to be associated with
trum of powers at their command. holiness and purity, and some light powers may have
a “radiant” or “holy” descriptor indicating they origi-

Light Descriptors nate with a mystical or divine source rather than an


earthly one. Such light may trigger weaknesses in
“creatures of darkness” and mark the user as a cham-
The following are important descriptors associated with
pion of the “forces of light” in the setting.
light powers, affecting how they appear and function.
• Countering: Depending on descriptors, light powers
• Light: Naturally, light is illuminating, reducing or
may be useful for countering a number of other
eliminating the concealment granted by darkness
effects. The most obvious is the light versus dark-
and shadows. Most light powers shed enough illu-
ness opposition: light powers can overcome darkness
mination to reduce darkness-based concealment by
effects from mundane concealment (due to lack of illu-
one level within distance rank 0 (30 feet) of the effect.
mination) to manipulation of primal or essential “dark
Greater levels of illumination generally require a spe-
energies”. Similarly, light powers may counter other
cific Environment effect: see Illumination under
light powers, either depriving them of the light they
Utility Powers for details.
need to function, or “bending” or otherwise controlling
• Heat: Light can also generate heat, particularly in the light they are based on. Light powers may counter
the infrared and ultraviolet portions of the spectrum. visual effects requiring light as a medium, particularly
Focused light particularly can heat up targets, as any visual Illusions like the Holograms power (see Utility
kid with a magnifying glass can tell you, and lasers Powers in this profile), but also light-based Commu-
primarily do damage through high temperatures. nications like the Laser Comm power. Visual sensory
The heat from some light powers can potentially effects are generally not countered; instead they are
cause fires or set off explosive materials; see the Fire disabled by light-based Affliction effects such as those
Powers profile for details. in the Offensive Powers section of this profile. See
the Sensory Powers profile for further discussion of
• Life: In a mystical sense, light is often associated with countering sensory effects. Light powers with mystical
life, life-force, the soul, or vital energy seen as “light” descriptors like life or radiant may be able to counter
radiating from all living creatures. This makes light powers with opposing descriptors like death, necro-
a descriptor for various Life Powers involving that mantic, unholy, and unnatural. See the Magic Powers
vital energy, and the ability to create and control il- profile for some examples of such countering effects.

Power Profile: Light Powers 1


Jonathan Lotzer (order #3687946) 7
Light Features A Blinding Field fills an entire area with light bright
enough to overwhelm all other visual input, rendering
anyone in or looking at the area unable to see anything
Potential Feature effects associated with Light Powers
but pure, white light.
include the following:
• You have a minor degree of immunity to light effects, A lesser effect can be achieved with an Environment effect
enough that you never sunburn, need sunglasses, or which imposes a visibility modifier due to a bright (but
otherwise have trouble with any amount of full direct not completely blinding) light.
sunlight.
Blinding Field: Burst Area Visual Concealment 4 Attack (all visual
• You can emit a directed cone or beam of light at will, senses) • 12 points + 4 points per +1 area distance rank.
as if you carried a powerful flashlight at all times.

• You have a personal “spotlight” that can illuminate Dazzling Burst


you at will and follow your movements, putting you
in a continuous “pool” of light no more than distance An explosion of light and color radiates out from you,
rank –2 (6 feet) across. overwhelming the visual centers of nearby targets. For a
Dazzling Beam attack, replace the Burst Area modifier
• You can generate and refract light around you to with the Ranged modifier, allowing you to hit a single
create a harmless, shimmering “light show” of color, target at a distance.
good for a circumstance bonus to interaction skills in
situations where it can impress others. Dazzling Burst: Burst Area Cumulative Affliction (Resisted
by Dodge, Overcome by Fortitude; Dazed, Stunned,
• You can create minor, static holographic images Incapacitated), Sight-Dependent • 2 points per rank.
within arm’s reach and no more than volume rank 1
in size (about a cubic foot).
Hypnotic Strobe
Offensive Powers With a pattern of flashing light and color, you place
targets into a trance where they are open to suggestion
Offensive light powers take advantage of bright light to and obedient to your commands. For a strobe affecting
blind or overwhelm targets, and focused light energy to multiple targets, replace Perception Ranged and Sight-
inflict direct damage. Dependent with Perception Area. Add Selective if you can
choose which targets you affect and Insidious if targets
Blinding Beam are unaware they are being influenced.

You project a beam of blinding light into a target’s eyes. Hypnotic Strobe: Perception Ranged Affliction (Resisted and
Overcome by Will; Entranced, Compelled), Limited Degree,
Blinding Beam: Ranged Cumulative Affliction (Resisted by Sight-Dependent • 1 point per rank.
Dodge, Overcome by Fortitude; Visually Impaired, Visually
Disabled, Visually Unaware), Limited to Vision • 2 points per
rank.
Laser Beam
You project a coherent beam of light able to deliver a
You similarly create a Blinding Burst of light, radiating in blast of focused energy. Due to a laser’s ability to travel
all directions, much like a powerful flash-bulb or strobe. great distances in a straight line, Extended Range is an
The Blinding Burst originates from you; if it is something appropriate extra. Penetrating is also suitable for laser
you can cast out to a distance, where it bursts (like a flash- attacks.
bomb), apply the Ranged modifier as well.
Laser Beam: Ranged Damage (Laser) • 2 points per rank.
Blinding Burst: Perception Area Cumulative Affliction
(Resisted by Dodge, Overcome by Fortitude; Visually
Impaired, Visually Disabled, Visually Unaware), Limited to
Rather than a sustained beam, you might create a Pulse
Vision • 2 points per rank. Laser, firing off a series of high-intensity pulses you can
focus or scatter, as you prefer.
With a Blinding Aura, you continuously emit light bright
Pulse Laser: Ranged Multiattack Damage (Laser) • 3 points
enough to blind anyone looking directly at you. If you can
per rank.
maintain the Blinding Aura as a free action while doing
other things, apply the Reaction modifier (increasing cost A Laser Burst fires off beams in all directions around you,
to 5 points per rank). allowing you to hit multiple targets in the area, but hard
on your allies. If you can control who gets hit within the
Blinding Aura: Perception Area Cumulative Affliction burst, apply the Selective modifier as well. Added ranks
(Resisted by Dodge, Overcome by Fortitude; Visually
of Area apply much like Extended Range for Laser Beam.
Impaired, Visually Disabled, Visually Unaware), Limited to
Vision • 2 points per rank.
Laser Burst: Burst Area Damage (Laser) • 2 points per rank.

2 Power Profile: Light Powers


Jonathan Lotzer (order #3687946) 7
Shifting the frequency of your beam out of the visible ent objects and shedding a bright enough glow to softly
spectrum to create an X-ray or gamma-ray laser (“graser”) illuminate the area around you (but making it difficult
projects an Invisible Laser Beam targets won’t even see to conceal your presence, particularly in dark surround-
coming. ings).

Invisible Laser Beam: Ranged Damage (Laser), Subtle • 1 point + This power is often accompanied by other powers like
2 points per rank. Lightflight, Lightspeed, or Blinding Aura to reflect the ad-
ditional capabilities of a Light Form.
You may also be able to project a low-level Targeting
Laser to “paint” your target and provide a sighting path Light Form: Insubstantial 3 (Energy Form – Light) • 15 points.
for your beam, like a modern laser-sight.

Targeting Laser: Add Accurate to any Laser power • 1 point per


Photonic Shield
rank (+2 attack bonus per rank). You surround yourself with a glowing aura of “hard light”
able to resist attacks.
Laser Weapon Photonic Shield: Protection, Sustained • 1 point per rank.
You focus light into the shape of a melee weapon (like
a sword, although it can just as easily be a hammer or
other type of weapon). Some laser weapons may have
Reflective
properties like their actual counterparts; see the Melee Like a “living mirror,” you can reflect light-based effects
Weapons table on page 165 of the Hero’s Handbook for back at their source. If you can reflect an attack onto a
some ideas. target other than its source, apply the Redirect modifier
for an additional +1 point per rank.
Energy-damage laser weapons may have the Penetrating
modifier, while laser weapons made of “solid light” may be
Reflective: Deflect, Reflect, Close Range, Limited to Light Effects
Strength-based Damage instead. • 1 point per 2 ranks.

Laser Weapon: Damage (Laser) • 1 point per rank.

Movement Powers
Defensive Powers Given the speed of light, light powers are associated with
fast movement, and some light-powered characters are
Defensive light powers shield you from the harmful speedsters as well. See the Speed Powers profile for ad-
effects of light or use light as a medium to protect you ditional details on super-fast movement.
from other effects.

Immunity to Light Lightflight


You can fly through the air, surrounded by a glowing aura
Your power over light makes you immune to its harmful and perhaps leaving a brightly glowing contrail of light.
effects.
Lightflight: Flight • 2 points per rank.
Immunity to Light: Immunity 10 (Light Effects) • 10 points.
Some characters—particularly those with the Light Con-
Light Absorption structs power (following)—fly via Light Bridge, a solid
ramp or platform of light.
You can absorb energy from light and channel it to
enhance your light-based powers. You gain ranks in the Lightbridge: Flight, Platform • 1 point per rank.
Enhanced Trait equal to the absorbed effect, then they
fade at a rate of 1 rank per round until gone or you absorb
light energy again. Traits enhanced with this power are
Lightspeed
still subject to power level limits. You can move from place to place at the speed of light!
This power often has Immunity to Light in conjunction True “light speed” is rank 29, but speed rank 24 is suf-
with it, making you immune to the effects you absorb. ficient to go anywhere on Earth in a single move action,
with Space Travel 1 handling any movement away from
Light Absorption: Enhanced Trait, Fades, Limited to the lesser of the Earth.
effect rank or absorbed energy rank • As base trait –2 per rank.
Lightspeed: Flight 24, Movement 1 (Space Travel 1) • 50 points.

Light Form
You transform from a physical being into a form made of
coherent light, able to pass harmlessly through transpar-

Power Profile: Light Powers 3


Jonathan Lotzer (order #3687946) 7
Utility Powers Light Constructs
Light powers have numerous other applications, includ- You can create “hard light” constructs that function like
ing the creation of images, enhancement of the senses, physical objects. Light constructs are either translucent
and projecting light over an area. or opaque and generally glow softly. Apply other Create
modifiers to the power to customize it as desired (see
Banish Darkness pages 102–103 of the Hero’s Handbook). For animate con-
structs, use the Summon effect instead (and see the Sum-
You can counter any darkness effect in the area around moing Powers profile).
you by radiating a clearing light. You can use this power as
a model for creating other Nullify effects using light (see Light Constructs: Create • 2 points per rank.
Countering under Light Descriptors).

Banish Darkness: Burst Area Nullify Darkness, Simultaneous • 3


Solar Sustenance
points per rank.
So long as you are exposed to light, you have no need to
eat or rest—the light energy providing you with your es-
Healing Light sential sustenance.

You channel a light energy that restores life-force and pro- Solar Sustenance: Immunity 2 (sleep and starvation), Source
motes healing. This power typically has a mystical descrip- (light) • 1 point.
tor like “life” or “radiant” (see Light Descriptors).

Healing Light: Healing • 2 points per rank.


Vision Enhancement
Shaping, absorbing, and enhancing incoming light allows
Holograms you to improve your vision in a variety of ways, seeing
things others cannot.
Using projections of laser light, you can create holograms,
realistic three-dimensional images. Your holograms are Vision Enhancement: Senses: choose any of Vision Counters
not solid and do not affect senses other than the visual. Concealment (Invisibility), Vision Counters Illusion, Darkvision
(all requiring 2 ranks), Extended Vision, Infravision, Low-Light
Vision, Microscopic Vision, Radius Vision, and Ultravision • 1
Holograms: Visual Illusion • 2 points per rank.
point per rank.

Illuminate Warp Light


You can shed enough light to illuminate clearly over a wide
By bending and warping light, you can become invisible
area. For 1 point per rank, your illumination is similar to indoor
to the naked eye or all wavelengths of light. If you can
lighting; for 2 points per rank, it is as bright as full daylight.
also bend light to make other people and things invisible,
Illuminate: Environment (Light) • 1 or 2 points per rank.
apply the Affects Others modifier. If you can do so against
their will, apply the Attack modifier. In either case, add the
Ranged modifier if you can make subjects invisible at a
Laser Comm distance.

You can project and receive pulsed, encoded laser trans- Warp Light: Visual Concealment 2 • 4 points, 4 ranks (8 points) for
missions as a form of communication. This power tends to all visual senses.
be restricted to rank 3 (Long Range), unless working with
a satellite network able to “bounce” signals around the Rather than warping visible light, you might bend just in-
curvature of the Earth, and is limited to the speed of light, frared (IR) light around you, allowing you to pass through
so cannot achieve rank 5 (Unlimited) distance. IR sensor or scanning beams without breaking them, ren-
dering you essentially “invisible” to them.
Laser Comm: Communication (Visual, Laser) • 4 points per rank.
Infrared Invisibility: Infravision Concealment 2 • 4 points.

Laser Hearing
Projecting a low-level laser against a source of vibrations
(glass, metal, water, etc.), you can “hear” distant sounds
Other Light Powers
The powers in this profile primarily focus on the physical
causing those vibrations, such as a voice on the other side of
properties of light, but it has other associations and con-
a pane of one-way glass or a conversation at a table in a cafe.
nections to other types of powers.
Laser Hearing: Senses 5 (Extended Hearing, Hearing Penetrates Darkness Powers are the opposite side of light powers,
Concealment) • 5 points +1 point per additional rank of Extended as darkness is merely the absence of light. The ability to
Hearing.

4 Power Profile: Light Powers


Jonathan Lotzer (order #3687946) 7
absorb or control ambient light can grant characters the they seek the limelight or not, some characters have to
powers to create and control darkness as well. deal with the complications of it, including stalkers, well-
meaning (but troublesome) fans, lawsuits, and hangers-
Focused light can create considerable heat, so many Fire on hoping to profit from the character’s renown.
Powers can also be light powers, such as Melt to repre-
sent the intense heat of a laser or Infravision for sensitivity
to the infrared portion of the light spectrum. Phobia
As the Holograms power shows, visual Illusion Powers Fear of the dark is a common phobia for those strongly tied
can also be light powers so long as they concern the phys- to the light, especially if darkness has the potential to sap
ical manipulation of light rather than mental or psychic their strength or take away their powers (see Power Loss).
influence. Similarly, the Decoys power from Summoning
Powers is suitable for a “mirror image” type of effect and Related to a fear of darkness is claustrophobia, the fear of
other summoning powers may involve the creation of ani- small, enclosed spaces, which are themselves often dark.
mated “hard light” constructs.

Some Magical Powers rely upon the symbolic qualities Power Loss
of light as purifying, revealing, illuminating, and healing.
Those with the power to control light may also depend
Since vision relies on light, visual Sensory Powers can be upon it; in complete darkness, they lose all of their light-
considered light powers, similar to the Vision Enhance- based powers! In lower light-levels, the character may
ment power. retain a fraction of normal power, until exposed to full
daylight or the equivalent.

Light Complications Weakened by darkness or not, light powers might need


periodic “recharging” (like a solar battery), leading to in-
In spite of the name, light powers are not always easy, and stances where characters run low on power, usually at
can come with their own complications. the least convenient times, an opportunity for the GM to
impose a complication and award a hero point.
Disability Light controllers who draw their power from some higher
source, such as a divine or otherworldly patron, may also
Given light’s association with vision, it can be an interest- lose the them if they fail to live up to their responsibilities
ing twist to consider the concept of a character gaining and codes of conduct.
light-based powers but also going permanently blind as a
result of exposure to such intense light! Perhaps the char-
acter gains some compensatory accurate sense, limiting
Responsibility
this complication to an occasional problem rather than a
When light powers come from an outside source, their
constant disability.
wielder is generally responsible to use them in a particu-
lar way, whether it is protecting the world from a certain
Enemy type of menace or fulfilling an ancient prophecy. These
responsibilities can be a heavy burden to bear, and
Given the connection between light and higher powers, sometimes they clash with what the character would
light controllers often have enemies. Light and darkness prefer to do.
are naturally-opposed, so a foe with darkness powers is
one possibility (see the Darkness Powers profile for some
ideas) but the Enemy could just as easily be the character’s
Weakness
equal, with similar light-based powers, or a living manifes-
Light-wielders might suffer more from darkness than just
tation of the character’s “shadow” (physical, psychological,
losing use of their powers (described under Power Loss).
spiritual, or all of these), given an independent identity
A lack of sufficient light might cause other conditions,
and powers of its own.
ranging from the character being dazed to eventually
If light is associated with life-force, then predators that dying, if deprived of life-giving light for long enough.
feed on such energy may hunt those with an abundance
Light characters may be vulnerable to darkness effects,
of “inner light.” Similarly, a light-wielder could threaten
suffering at least an additional degree of effect, or even to
(and earn the enmity) of darkness-loving creatures like
other light effects, if they somehow “overload” the charac-
the undead and others which fear the light.
ter. Perhaps different “spectra” of light powers are vulner-
able to each other, depending on how they are related.
Fame Rather than darkness, other types of light can be weak-
It is difficult indeed for those with light-based powers to nesses: for example, light controllers might suffer ill
“hide their light under a bushel” and the spotlight truly effects from ultra-violent or infrared light, outside of the
does seem to follow them wherever they may go. Whether visible spectrum, or other types of radiation.

Power Profile: Light Powers 5


Jonathan Lotzer (order #3687946) 7
Credits & License
Mutants & Masterminds Power Profile: Light Powers 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 and Graphic Design: Hal Mangold cordance with Section 1(e) of the Open Game License,
Interior Art: Kevin Stokes 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: Light Powers is ©2012 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 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: Light 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: Light Powers


Jonathan Lotzer (order #3687946) 7

Potrebbero piacerti anche