You are on page 1of 6

Power Profile: Martial Powers

game setting. While martial powers are often also


talents (see the following), acquired through training and practice, they do not necessarily have to be;
many comic book martial artists have extraordinary
powers from harnessing their chi or learning secret
esoteric techniques involving mystic forces.

In the struggle of good and evil, both sides must fight,


and Martial Powers give you an edge in any battle. From
training in unarmed combat to esoteric secret techniques
of the martial arts masters, these powers enhance combat
skills and provide maneuvers and techniques that can
make a skilled fighter the equal of a superhuman foe.

Martial Descriptors

Talent: As discussed in the Talent Powers profile,


some powers are actually the result of skill, training,
or innate talent. Gamemasters may wish to further
differentiate between talents acquired through training and practice (more akin to skills) and those acquired as a birthright or innate knack. This descriptor can be important in distinctions between true
powers and human capabilities in some settings.

Countering: Martial powers are most useful for


countering each other, using an action to perform
a particular combat maneuver to neutralize an opponents action. Martial powers involving additional
descriptors, such as chi or things like nerve or muscle
manipulation, may be able to counter other sorts of
powers. For example, a chi descriptor can counter
other chi descriptors and possibly some psychic,
mental, or magical powers. Similarly, powers affecting the body, mind, or life force might counter certain
chi descriptor effects.

The following are important descriptors for martial powers:


Chi: Martial powers are often described as harnessing the internal energy of spirit, will, or life force,
called chi (Chinese) or ki (Japanese). This may or
may not be the same as other types of life force
(see the Life Powers profile) and in some settings,
chi is a supernatural or mystical power, associated
with spirits and magic, although it may not be the
same as the magic descriptor. Gamemasters should
consider the interaction between chi and other,
similar, descriptors in the context of the setting.

Chi-based powers may be part of an array of
Alternate Effects sharing the descriptor, all drawing
upon the characters chi. So you might, for example,
have a Chi array with Breaking Blow, Chi Balance, Chi
Focus, and Kiai Shout, the three lowest cost powers
as Alternate Effects of the power with the highest
cost, but usable only one at a time, due to the need
to refocus the characters chi on a different use.
Martial: Powers with this descriptor are broadly
related to fighting, but most typically refer to different kinds of martial arts, whether known real-world
styles or fictional martial arts existing only in the

Power Profile: Martial Powers

Martial Features
Potential Feature effects for martial powers include:

Esoteric Style: You are trained in an especially


obscure or secret style of martial arts. Only those fa-

miliar with it can recognize your fighting style or use


Analyze Style on you (see Offensive Powers).

Hands as Weapons: In situations where being armed


is important, you are always considered armed, even
when you have no weapons in-hand.
Potent Chi: Your life force is so abundant and
focused that you can make it visible to others by concentrating, creating a faint aura of light or a shimmer
between your hands good for an interaction bonus.

Ability Modifiers
Some martial powers involve modifying the characters
basic Strength Damage effect, or possibly some other abilities, to reflect extraordinary training or talent. In some cases,
these modifiers reflect a permanent change in the trait and
are applied directly. In others, particularly Strength Damage,
they are more often Alternate Effects of that trait, leaving
the basic trait unchanged and usable in its basic form.
Some examples of modifiers applied to abilities and other
traits include:

Alternate Resistance for Strength Damage targeting nerve clusters or vital spots, bypassing Toughness and resisted by Fortitude or Will instead.

Impervious Toughness, possibly Sustained, to represent breath- and muscle-control, and use of chi, to
harden the skin and resist harm or avoid the worst
of an attack.

Incurable Strength Damage to represent the use of


poison chi or secret techniques to cause lasting,
difficult-to-cure damage.

Insidious Strength Damage for rapid, light strikes that


seem to cause no harm (little more than a light touch
or tap) but which actually cause significant damage.

Multiattack for a flurry of Strength Damage attacks


directed at one or multiple targets.

Penetrating for Strength Damage able to overcome


Impervious Toughness.

Reversible Strength Damage for chi effects you can


withdraw from a target, immediately curing the
damage.

Secondary Effect Strength Damage for a doublestrike or one-two combo attack.

Martial Arts Styles


As the M&M Gamemasters Guide makes clear in the Fighting Styles section (pages 186189), you can represent
training in particular fighting styles using packages of
advantages (and, in some cases, skills).
Characters with martial powers may well have some of
these fighting styles, and some of the advantages can
come from Enhanced Trait effects, making the styles themselves into martial powers rather than regular advantages.
This can represent, for example, a hero who gains some or
all of his fighting style from a mystical talisman, applying

the Removable modifier to the Enhanced Traits, or having


a Power Loss complication. The same might be the case
for a character who gains fighting style advantages from a
spiritual ritual, or relationship with a higher power.
Fighting stances can be an array of different styles, where
the character can switch between them.
In settings with a significant martial arts subculture, the
GM may permit those trained in a fighting style to acquire
a variation of the Well-informed advantage (Heros Handbook, page 89), substituting the higher of attack bonus
or active defense for interaction skill, but limited solely
to knowing about prominent fighters, their styles, and
related information.

Offensive Powers
Since martial powers focus on fighting, offensive powers
are the most common, ranging from particular fighting
techniques to enhancements of a characters fighting capabilities.

Analyze Style
By observing and analyzing a foes fighting style and technique, you can find weaknesses you can exploit to your
advantage. If the target fails to resist, you gain an advantage due to the drop in the targets active defenses until
the target manages to cover the opening by realizing
(through defensive fighting skill) what you are doing. A
variant form of this power may impose different conditions, such as Impaired and Disabled.
Analyze Style: Perception Ranged Affliction (Resisted and
Overcome by Will; Vulnerable, Defenseless), Conditions
Limited to Your Attacks, Limited Degree, Insidious, Subtle 2
points +1 point per rank.

Berserker Rage
You can fly into a berserk rage in combat, making you
strong and fearless, but heedless of your own safety.
The GM may set a limit on the ranks of Strength you can
gain from this power, or allow additional Strength-based
Damage to be layered on top of the Enhanced Strength.
Berserker Rage: Enhanced Advantage 1 (Fearless), Enhanced
Strength, Sustained, Quirk (1 to active defenses, 2 points) 1
point +2 points per additional Strength rank.

Breaking Blow
With a moment of focused concentration, you can strike
through an object with tremendous force, allowing you
to smash wood, or even stone and steel, with your bare
hands. You may combine this with a Power Attack maneuver for additional effect.
Breaking Blow: Strength-based Damage, Penetrating, Limited
to Objects, Activation (move action, 1 point) 1 point for rank
2, +1 point per additional rank.

Power Profile: Martial Powers

Chi Strike
You focus your internal energies into a powerful unarmed
strike, greater than just your physical strength. This power
often has a flaw like Tiring to represent the drain on the
wielders energy.
Chi Strike: Strength-based Damage 1 point per rank.

Dim Mak
You have mastered the legendary dim mak, or death
touch attack, allowing you to introduce poison chi into a
targets system that eventually destroys them from within.
Progression beyond incapacitated takes the characters
condition to dying. Some forms of Dim Mak are also Insidious and Subtle.
Dim Mak: Affliction (Resisted and Overcome by Fortitude;
Fatigued and Impaired, Disabled and Exhausted,
Incapacitated), Extra Condition, Progressive, Reversible
1 point + 4 points per rank.

Ear Boxing
A double-strike to a targets vulnerable ears provides a
distraction. This power is an effective power stunt for
Strength Damage for a martial artist faced with an incredibly tough or otherwise invulnerable target.

Natural Fighter
While some gain their fighting talents from years of study and
training, others are naturally gifted, or supernaturally gifted,
gaining some advantages from esoteric arts, the blessings of
higher (or lower) powers, mystical insights, and so forth.
Natural Fighter: Enhanced Advantage 1 point per rank.

Defensive Powers
Defensive martial powers rely on greater acrobatic and
fighting skill to avoid harm or strike back at attackers.

Catfall
Training and technique allow you to easily land on your
feet after a fall and to twist, tumble, and roll so you suffer
no harm in the process.
Catfall: Enhanced Advantage 1 (Instant Up), Movement 1
(Safe Fall), Limited to distance rank 0 2 points.

Counterstrike
Your fighting reflexes are so highly attuned that simply
attacking you risks a forceful counterattack. The powers
rank is limited to the Damage rank of your normal attack,
typically Strength Damage.

Ear Boxing: Affliction (Resisted and Overcome by Will; Dazed


and Impaired, Disabled and Stunned), Extra Condition,
Limited Degree 1 point per rank.

Counterstrike: Reaction Damage (when attacked in close


combat), Attack Check Required 3 points per rank.

Ghost Fighting

Deflecting Projectile

You know esoteric techniques to focus your inner energies to strike ghosts and other incorporeal supernatural
beings, where material attacks normally would not.
Ghost Fighting: Strength Damage Affects Insubstantial
1 point (half Damage rank) or 2 points (full Damage rank).

Kiai Shout
You have learned the art of kiai, a fierce battle shout, combined with breath control and harnessing your personal
energy to produce a variety of effects. The basic kiai shout
is intended to rattle and unnerve your opponents, leaving
them vulnerable when you attack.
Kiai Shout: Cone Area Affliction (Resisted and Overcome by
Will; Dazed and Vulnerable, Stunned and Defenseless), Extra
Condition, Hearing-Dependent, Limited Degree 1 point
per rank.

More exotic kiai powers involve effects more akin to those


found in the Sonic Powers profile, including producing
damaging sonic blasts with just your voice.

You can block ranged attacks by hitting them with a


thrown or launched projectile of your own, from knocking
a throwing star out of the air by tossing a pair of chopsticks (or another handy object) to deflecting a bullet by
shooting it with one from your own gun, for example.
Deflecting Projectile: Deflect, Quirk (requires a projectile or
throwing weapon, 1 points) 1 point for rank 2, +1 point per
additional rank.

Movement Powers
The athletic skill and agility associated with martial
powers may allow characters to move in unusual ways,
giving them a tactical advantage in combat.

Feather Step
You can stand on surfaces that normally would not
support your weight, like a thin tree branch, sheet of
paper, or the top of snow, without sinking or damaging
the surface, and able to move normally.
Feather Step: Movement 2 (Trackless, Water-walking), Limited to
solid surfaces 2 points.

Power Profile: Martial Powers

Run up Walls
You can run short distances up or along vertical surfaces
like walls. You can only do so while moving (you cannot
stand still on a vertical surface) and only for one move
action, after which you must move to a horizontal surface
or fall. With an Acrobatics check, you can run up a wall,
then kick off and flip over and behind a pursuer to catch
them by surprise. Treat this like a use of Agile Feint (Heros
Handbook, page 79).
Run Up Walls: Movement 2 (Wall-crawling), Limited to one
move action, Limited to while moving 1 point.

Wire-Fu
You have superhuman leaping and acrobatic abilities, like
the wire work of characters in martial arts films. Typically
this power is fairly automatic, but you might apply the Acrobatics Check Required modifier to lessen its cost.
Wire-Fu: Leaping 1 point per rank.

Utility Powers
Martial utility powers enhance a fighters ability to overcome or ignore obstacles along with various side benefits
that extend to things other than just fighting.

Blind Fighting
You have trained to move and fight without the use of your
eyes, allowing you to more easily deal with darkness, blindness, and foes concealed from you in various ways using
only your ears. Some users of this technique are truly blind,
compensating with this power for their fighting skills.
Blind Fighting: Senses 2 (Accurate Hearing) 2 points.

A slightly less expensive (and cinematic) version of this


power is Enhanced Advantage (Precise Attack) for close
attacks against concealment. Unlike the full version, it
does not affect ranged attacks or awareness of your surroundings, however.

Chi Balance
Manipulating trigger points and meridians and using your
own internal energy allows you to balance an align a patients energies to treat and cure various maladies. Healing
modifiers like Energizing, Persistent, and Restorative are
common for this power. A Quirk involving the treatment
taking at least 10 minutes (making it usable only outside
of action time) is also common, worth 2 points.
Chi Balance: Healing (chi) 2 points per rank.

Chi Focus
By focusing your internal energy through meditation
techniques, you can enhance your abilities in different

ways. Common chi focus traits include Strength, Stamina,


Agility, and Awareness, along with Fortitude and Will. If
you can enhance different traits, but not all at once, make
the additional ones Alternate Effects of the first.
Chi Focus: Enhanced Trait, Sustained 1 point per rank.

Chi Reading
You can read or scan the internal energies of another
creature, feeling their degree of health and balance from
those energies. Among other things, Chi Reading is useful
for diagnosing blockages and other maladies involving
a subjects chi. Note that the base power is not ranged,
requiring you to examine the subject close up (although
you are not required to touch). To read chi from a greater
distance, apply an additional rank of Senses for Ranged.
Chi Reading: Senses 3 (Detect Chi, Acute, Analytical) 3 points.

Second Wind
Your determination, willpower, and perhaps internal
energy allow you to shake off the effects of damage and
keep fighting. Once you have used your Second Wind in a
conflict, you cannot use it again until you have had an opportunity to rest (resetting the Trigger modifier).
Second Wind: Healing, Triggered 1 (when suffering two or more
degrees of damage), Limited to Self 1 point + 1 point per rank.

Other Martial Powers


Martial powers are strongly related to Talent Powers.
Indeed, many of them can be considered talent powers as
well (having the talent descriptor) and particular talent
powers, such as Flurry, Hurt Anything, Pressure Points, Striking Power, and Perfect Defense, can be considered martial
powers, due to their focus on combat. Perfect Balance suits
many martial characters for the ability to perch atop a
single tree limb or narrow rooftop, for example.
Likewise, some Strength Powers can be considered
martial powers, since they affect how the character
uses Strength (and Strength Damage). Modest ranks of
Strength Boost, Power-Lifting, and Raging Strength may
be martial powers, and powers like Shockwave and Thunderclap can suit some powerful martial artists who use chi
power rather than sheer Strength to achieve their effects.
Given links between chi and good fortune, Luck Powers
may also be martial powers or have a chi descriptor
applied to them. Luck Powers can suit drunken master
and monkey style martial artists who specialize in seemingly stumbling their way into lucky situations to overcome their foes.

Martial Complications
The power of mastering combat comes with its own complications, and martial characters may deal with some of
the following.

Power Profile: Martial Powers

Disability

Obsession

As mentioned under Blind-Fighting, a martial artist may


be truly blind; sufficiently skilled to compensate for purposes of fighting and getting around (using an effect like
Accurate Hearing) but still unable to appreciate many
of the things sighted people do, such as reading, art, or
the simple beauty of a beloveds smile. Instances where
the disability hinders the character warrant a hero point
award.

A step beyond those martial artists who seek justice are


the ones obsessed with vengeance. Bloody vendettas
against sworn enemies are common in martial arts stories,
and characters may be seeking those who killed a family
member, loved one, or teacher in order to finally even the
score. Others are seeking revenge for a personal embarrassment or the loss of honor, perhaps carrying a scar or
other reminder of the incident (see Disability).

Similarly, some martial artists bear the scars of their training and experience and might have other disabilities
including (but not limited to): hearing loss, lost appendages (a finger or two for a former Yakuza, for example, or
a whole limb from a duel or accident), or limited mobility.
Scarring and other cosmetic damage is covered under the
Prejudice complication, as it affects how others see and
react to the character, rather than limiting any abilities.

Power Loss

Enemy
Martial artists often have enemies, or make them during
their fighting careers. The most common type of enemy
is a former fellow student, pupil, or even teacher at odds
with the characters beliefs. Perhaps a former classmate
or pupil wants secret knowledge the character possesses,
or simply envys the characters success. A foe defeated
in a previous fight might come back looking to even the
score, obsessed with revenge (see Obsession) or a need to
restore lost honor.

Honor
Honor is a common theme for warriors of all stripes, so
those focusing on martial powers often have strong
codes of honor and behavior, following the way of the
warrior in one fashion or another, whether the Bushido
of the samurai or the Code of the Old West. Amongst
other things, honorable warriors keep their word and do
not take undue advantage of opponents, seeking to win
through as fair a test of mettle as possible. They can count
on less honorable foes trying to take advantage of their
code, and must rely on being more capable than them to
ensure honor wins out.

Motivation
Martial types tend to be highly motivated, since they
wouldnt have such extraordinary levels of ability if they
were not! Each is driven by a different cause, however.
Some simply seek to Do Good with their abilities, while
others feel the weight of Responsibility upon them,
perhaps due to oaths they have sworn to teachers,
mentors, or family. Other wielders of martial powers seek
Justice for wrongs done to them or to loved ones, or
simply to promote justice for all.

Power Profile: Martial Powers

Many martial powers come from training or talent, making


them difficult to lose except due to some damage to the
characters body or mind (which tends to imply greater
complications than mere power loss). Chi-based powers
might be lost or weakened due to an imbalance in the
characters internal energies or the influence of poison
chi in the body, creating a power loss complication until
the condition is dealt with. An enemy might even do this
to temporarily weaken the character in order to win a
victory.

Rivalry
When characters are the best at what they do others
are going to come along to test that assertion. Masters of
different forms of combat often encounter young Turks
eager to make names for themselves by defeating a legendary foe, and martial artists are themselves often quite
proud of their abilities. They may find it hard to resist an
opportunity to prove them in the heat of combat against
a worthy adversary. Indeed, a true master may spend considerable time looking to find such a foe, in order to discover if there is anything more to learn.

Weakness
One weakness associated with martial powers and fighting styles is an otherwise powerful style or fighting technique with a serious flaw, leaving the character open
or vulnerable to a particular kind of attack, if someone
knows how to exploit it. For example, a particular practice
of gathering and controlling chi might leave the character vulnerable to a precise strike to the solar plexus, which
causes the gathered energy to explode out of the body
and leaves the victim incapacitated. Or aligning to a particular type of martial energy or element, say fire or metal,
might leave the character vulnerable to an opposing force
like water, cold, or fire.
Often this type of Weakness complication starts out as a
Secret instead; the character working to keep the truth
about the Weakness from getting out so enemies can
exploit it. Once it is known, it goes from being a Secret to
a true Weakness (at least for that particular foe).

Credits & License


Mutants & Masterminds Power Profile: Martial Powers
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser
Art Direction and Graphic Design: Hal Mangold
Interior Art: Scott James
Playtesters: Leon Chang, James Dawsey, Nathan Kahler,
Jack Norris, Aaron Sullivan
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole
Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc
Schmalz
Mutants & Masterminds Power Profile: Martial Powers is
2012 Green Ronin Publishing, LLC. All rights reserved.
References to other copyrighted material in no way constitute a challenge to the respective copyright holders of
that material. Mutants & Masterminds, Super-powered by
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc (Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright
and/or trademark owners who have contributed Open
Game Content; (b)Derivative Material means copyrighted material including derivative works and translations
(including into other computer languages), potation,
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form
in which an existing work may be recast, transformed
or adapted; (c) Distribute means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)Open Game Content means the
game mechanic and includes the methods, procedures,
processes and routines to the extent such content does
not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity
means product and product line names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f)
Trademark means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the
Open Game License by the Contributor (g) Use, Used
or Using means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to
or subtracted from this License except as described by
the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using
this License.

M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,
Version 1.0a: hero points, power points. All characters and
their associated images, descriptions, backgrounds, and
related information are declared Product Identity.
The following text is Open Gaming Content: all game system
rules and material not previously declared Product Identity.
Green Ronin Publishing
3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Email: custserv@greenronin.com
Web Sites: www.greenronin.com
www.mutantsandmasterminds.com

3. Offer and Acceptance: By Using the Open Game


Content You indicate Your acceptance of the terms of
this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open
Game Content.
5. Representation of Authority to Contribute: If
You are contributing original material as Open Game
Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to
grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and
the copyright holders name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in
another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of
any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content
You must clearly indicate which portions of the work
that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License. You
may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of
this License with every copy of the Open Game Content
You Distribute.
11. Use of Contributor Credits: You may not market
or advertise the Open Game Content using the name
of any Contributor unless You have written permission
from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to


comply with any of the terms of this License with respect
to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to
cure such breach within 30 days of becoming aware of
the breach. All sublicenses shall survive the termination
of this License.
14. Reformation: If any provision of this License is held
to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document, Copyright 2000, Wizards of
the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary
Gygax and Dave Arneson.
Modern System Reference Document, Copyright 20022004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle,
David Noonan, Stan!, Christopher Perkins, Rodney
Thompson, and JD Wiker, based on material by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
JD Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin
Publishing; Author Steve Kenson.
Advanced Players Manual, Copyright 2005, Green Ronin
Publishing, LLC; Author Skip Williams.
Silver Age Sentinels d20, Copyright 2002, Guardians
of Order, Inc.; Authors Stephen Kenson, Mark C.
Mackinnon, Jeff Mackintosh, Jesse Scoble.
Mutants & Masterminds, Second Edition, Copyright 2005,
Green Ronin Publishing, LLC; Author Steve Kenson.
DC Adventures Heros Handbook, Copyright 2010, Green
Ronin Publishing, LLC; Author Steve Kenson.
Mutants & Masterminds Heros Handbook, Copyright
2011, Green Ronin Publishing, LLC; Author Steve Kenson.
Mutants & Masterminds Power Profile: Martial Powers,
Copyright 2012, Green Ronin Publishing, LLC; Author
Steve Kenson.

Power Profile: Martial Powers