TEXT: The Proteus Plot
  Mutants & Masterminds
  Page 1
  THE PROTEUS PLOT
  A MUTANTS & MASTERMINDS FREEDOM CITY ADVENTURE
  BY STEVE KENSON
  A seemingly routine robbery involving the Foundry turns out to have far more serious implications for the heroes when
  they begin having dreams about becoming super-criminals, dreams which, it turns out, may not be dreams at all!
  The Proteus Plot is an adventure for the Mutants & Masterminds Superhero RPG. It is intended for a group of four to
  six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level
  heroes by increasing or decreasing the power levels of the villains as appropriate (generally by approximately the same
  amount as the heroes). Since the heroes provide some of their own challenge in the adventure, it shouldn’t be difficult!
  The adventure is set in Freedom City (described in the Freedom City campaign sourcebook available from Green
  Ronin Publishing). Although Freedom City is recommended for running this adventure, it is not required. All the necessary
  material is included here and in the Mutants & Masterminds core rulebook.
  Text presented in boxes such as this one is for the Gamemaster to read aloud to the players to introduce a particular scene
  or element of the adventure. Feel free to paraphrase or modify the introductory text as best suits the game you’re running.
  Players intending to play in this adventure should read no further. The rest of the text is for the Gamemaster only!
  ADVENTURE SUMMARY
  The heroes are summoned to deal with a seemingly routine raid by the Foundry on the ASTRO Labs facility in Freedom
  City. During the fight, the heroes are hit with a cloud of gas that blinds them for an instant. After the gas clears, the
  heroes mop up the Foundry force easily enough, earning the gratitude of ASTRO Labs and the city.
  Later, the heroes have an unusual dream of breaking into the same ASTRO Labs facility. The dream apparently comes
  true, quickly leading to the conclusion the heroes are responsible! The authorities have no choice but to try and arrest
  them. The heroes can either surrender or flee and try to prove their innocence. Either way, they’ve got a serious problem.
  Then the real heroes regain consciousness in a Foundry lab, where the robot villain Talos tells them they’ve become
  the subjects of a new experiment. Using technology similar to that used in his android creation Argo, the metal
  mastermind created “protean” duplicates of the heroes, but programmed to carry out crimes for the Foundry and ruin the
  heroes’ reputations in the process!
  The real heroes must escape and confront their artificial duplicates in order to restore their good names, and before
  the doppelgangers can do something even worse than commit a few thefts!
  CONVENTION PLAY
  The Proteus Plot was designed as a convention adventure. If you’re running it at a convention or as a demonstration of
  how to play Mutants & Masterminds, you can use the Freedom League heroes from Freedom City as ready-made player
  characters, letting the players choose which heroes they want the play and reserving any other Freedom Leaguers as NPC
  heroes for the adventure.
  Notes are given in various places in the adventure on how to handle specific situations involving the Freedom League
  heroes in the adventure. If you’re just running Proteus Plot as part of a regular, ongoing M&M series, you can ignore these
  notes.
  SCENE ONE: LOST IN A FOG
  It’s an otherwise ordinary day in Freedom City when the heroes are alerted to trouble at ASTRO Labs in the North End (see
  Freedom City, page 59, for details). There’s a break-in at the lab!
  The heroes can become aware of the situation in any number of ways. If they’re officially sanctioned—such as
  members of the Freedom League—the authorities alert them immediately. They can also pick up the emergency on the
  police frequencies or simply hear an explosion coming from ASTRO Labs. Heroes may know someone working there, or
  may even do so themselves in their secret identities! Whatever the case, the heroes hear there is trouble and rush off to
  the rescue.
  The trouble at ASTRO Labs comes in the form of several Myrmidon robots that have broken into the lab building and
  are taking some schematics. When the heroes show up, the robots turn their attention to them. On their initiative, the
  robots release an impenetrable cloud of fog (actually made up of countless billions of nanotech machines). The heroes are
  
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  engulfed in the cloud along with the robots. Ask the players to make Will saving throws for their heroes (DC 20). Anyone
  failing the save is stunned for one round; anyone succeeding feels a moment of dizziness and disorientation, which quickly
  passes with no other effect.
  The robots try to escape with the stolen schematics and fight the heroes who try to stop them. If the robots are
  defeated or captured (or it looks like they may be), they self-destruct, leaving little, if any, evidence behind for the heroes
  and the authorities to examine.
  Award the players a hero point for the events of the scene, plus any additional points for GM Fiat or complications.
  WHAT’S REALLY GOING ON
  What the players don’t know is the fog released by the Myrmidions is actually a key component in a teleportation trap set
  up by the Foundry. When the heroes were engulfed in the mist, they were actually teleported to stasis chambers at a
  Foundry base, while their proto-matter duplicates were activated and left in their place. The moment of disorientation the
  heroes feel doesn’t come from the gas, but from the fact that they are actually the duplicates, teleported in and newly
  activated!
  From this point on until Scene Five, the players are actually playing the duplicates, rather than the real characters,
  imprisoned by the Foundry. The real heroes return in Scene Five, until then, the players run the duplicates as if they were
  their real characters. Some players may begin to suspect something is amiss very early on. Allow them to speculate and
  even investigate, but keep in mind the Foundry duplicates are programmed not to be consciously aware of their true
  nature at this time. So any investigation the bogus heroes undertake is ultimately doomed to failure.
  IN MEDIA RES OPTION
  If you want to dive right into the action of the adventure, rather than starting with the heroes getting a call for help from
  ASTRO Labs, begin in the middle of the fight with the Myrmidons when the duplicate heroes “wake up” amidst the cloud
  of nano-mist, having just been activated and teleported in. Tell the players their heroes are in an unfamiliar lab,
  surrounded by white mist (that provides partial concealment), and hostile Myrmidon robots. Chalk up any memory-loss of
  how they came to be at ASTRO Labs to the effects of the mist, with witnesses saying they saw the heroes arrive, even if
  they don’t recall it.
  This approach can make the revelation later in the adventure more effective as the heroes realize the reason for their
  “memory loss” is the fact that they’re not the real heroes at all, and their “real” memories effective begin at that moment
  in ASTRO Labs.
  SCENE TWO: DARK DREAMS
  Once the heroes have dealt with the Myrmidion robots, things seem to return to normal in the city for a time. The police
  take the heroes’ statements about the break-in and they have ASTRO Labs’ gratitude (which may come in handy later in
  this adventure or in a future adventure). Tell the players things seems to have settled back into a steady routine, then read
  the following:
  A full night’s rest is a pleasant reward after dealing with a crisis, but your sleep is not entirely peaceful. You have the
  strangest dream about you and your teammates, dressed in your costumes and approaching ASTRO Labs in the dead of
  night. The schematics the Foundry robots attempted to steal are still inside and you know that you have to get them.
  Explain to the players that their characters dream about breaking into ASTRO Labs to get the schematics the Myrmidion
  robots attempted to steal, and run the break-in like an actual encounter, letting the players decide how they want to go
  about it. Tell them they need to come up with some way to get inside, past the guards and security systems, and take the
  plans, ideally without getting spotted.
  Overcoming the exterior security systems at ASTRO Labs requires a Disable Device check (DC 30) while the security
  on the lab requires the same check. Getting past the guards unnoticed requires a Stealth check (DC 15) while accessing
  the necessary computer files takes a Computers check (DC 20). The schematics are stored in a Toughness 15 wall-vault
  while the walls of the lab are reinforced Toughness 10 material; the doors, however, are only Toughness 8, with security
  keypads (the aforementioned Disable Device DC).
  It should be a fairly simple matter for the heroes to break into the lab and acquire the plans and computer files. The
  guards on-duty are no real match for them (use the Police Officer archetype on page 228 of M&M armed with +5 damage
  blasters); neither are the security systems. It’s no problem if the characters slip-up and alert security, since it plays right
  into the next scene (if everything goes smoothly, then the characters are simply unaware they’ve been noticed).
  
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  Once the heroes have the materials, they feel drawn to an alleyway in a nearby part of the North End, where a spider-
  like robot (a Foundry Charibdrone) emerges from a sewer tunnels, takes the stolen goods, and disappears back beneath
  the streets of the city. Things fade slowly to black and the characters awaken in their own beds the next morning.
  If players are suspicious about the dream, tell them it seems perfectly normal to their characters; they don’t know why
  they’re doing what they’re doing, but it’s just a dream, isn’t it? If the players stubbornly refuse to go along with playing
  out the events of the break-in, don’t force matters, just skip over the scene and tell them their characters wake up the next
  morning after a strange dream where they broke into ASTRO Labs.
  Award the players a hero point for the events of the dream. It’s a complication, even if they don’t know it yet...
  SCENE THREE: RUDE AWAKENING
  The heroes wake up thinking the events of the previous night nothing more than an unusual dream (since, as duplicates,
  they’re programmed not to question their orders). They might well compare notes over breakfast, at a meeting, or during a
  morning patrol or the like, discovering they all had an identical dream. Let them play out the scene a bit, their suspicions
  and concerns growing, then let the other shoe drop.
  ASTRO Labs notified the authorities about the break-in and AEGIS immediately assumed control of the case. If the
  heroes left blatant evidence of their involvement (e.g. they busted through the walls of the labs, scattered the guards, and
  walked out with the stolen goods), AEGIS has managed to cover things up for the time-being and the media is only
  reporting that there was a break-in by a person or persons unknown, assuming it was the Foundry trying again. If the
  heroes were subtler in their theft, then AEGIS has hidden surveillance footage of their involvement, but has kept news of it
  and the break-in out of the media for the time being. The agency wants to avoid dragging the heroes’ reputations through
  the mud if they can.
  Director Harry Powers (Freedom City, page 72) personally leads the team of AEGIS agents to confront and possibly
  arrest the heroes. It includes one MAX armor agent for each hero as well as one uniformed AEGIS agent for each hero. The
  AEGIS personnel turn up on the doorstop of the heroes’ headquarters (if they have a public HQ), or track down the
  location of any secret headquarters the heroes might have, so long as it is accessible. If the heroes’ headquarters is out of
  AEGIS’ reach (like the Freedom League’s orbiting satellite, the Lighthouse), the agency invites the heroes to a meeting
  with the Director at AEGIS headquarters in Freedom City or the agency team shows up the next time the heroes appear in
  public (keep in mind the heroes have little reason to suspect anyone is after them at this point).
  Powers tells the heroes about the break-in, and the details match their dream exactly. He also tells them AEGIS has
  evidence of the heroes’ involvement. The exact nature of the evidence depends on how things went in Scene Two. If the
  heroes made any mistakes whatsoever, Powers now uses them as evidence: security system tampering, video footage,
  clues left behind at the scene, or eye-witness reports from the guards, for example. If nothing else, you can have Powers
  tell the players that he suspected the Foundry might try again and arranged with ASTRO Labs to have additional covert
  surveillance measures installed, which captured them in action.
  After presenting the evidence, Powers asks the heroes to explain. Even if they tell him the truth, he says that he has
  no choice but to ask them to surrender to AEGIS’ custody until the matter can be resolved. Until the heroes’ names are
  cleared, they cannot be allowed to go free. They’ll be placed in special custody in Blackstone Prison (Freedom City, page
  75) pending an investigation and, possibly, a trail. The characters can either choose to turn themselves in and go
  peacefully, or they can try and escape.
  If the heroes surrender, go right to Scene Five and pick up the action there, where the real heroes show up to confront
  their doubles. If the heroes choose to make a run for it, perhaps hoping to clear their good names, the AEGIS agents
  attempt to stop them. Run the confrontation and, if the heroes win and escape, go on to Scene Four for what happens
  next.
  SCENE FOUR: HUNTED!
  If the heroes choose to fight the AEGIS agents or simply go on the run, they become wanted criminals. Director Powers
  uses his authority to put out an all-points bulletin to all local law enforcement and even to UNISON (the United Nations
  International Superhuman Oversight Network), meaning police around the world will be on the lookout for the rogue
  heroes.
  More importantly, word goes out to other heroes in Freedom City, who start looking for their colleagues who have
  broken the law. This is a great opportunity to involve other heroes from the Freedom City sourcebook in the adventure,
  from members of the Freedom League to the Atom Family or the Next-Gen, who might take it upon themselves to try and
  apprehend the “rogue” heroes, especially if they considered them role-models or peers in any way. If you don’t have access
  to Freedom City, you can use some of the hero archetypes from the M&M rulebook as an ad hoc team of heroes who come
  after the player characters (sample characters Sentinel and Lux are good for this in particular).
  
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  This scene is fairly free form: let the players decide what their characters are going to do. Obviously, the longer they
  stay out in public, the greater the chance AEGIS and other heroes will be out in force after them. They’re likely to go to
  ground, perhaps using their secret identities (if they have any) or some other sort of disguise so they can regroup and plan
  their next move. Allow them the opportunity to do so, perhaps providing a brush with local law enforcement (a beat cop
  asks them some routine questions, for example, or they’re asked for identification at a port of exit).
  The heroes should be trying to figure out who set them up, and they may very well suspect the Foundry, given the
  encounter in Scene One. If they want to try and run scientific tests, they’ll need access to equipment, and odds are their
  headquarters is being watched (if its location is known to AEGIS or other heroes). Tests don’t reveal anything conclusive
  anyway, although you can hint at some “biological anomalies” or the lingering presence of some nanotechnology to keep
  the players wondering what’s going on.
  Once the players have had a chance to catch their breath and take some steps, it’s time to have a group of NPC
  heroes find them and try to take them in. The other heroes might be sympathetic to the situation, and even willing to
  listen to what the player characters have to say, but they’re unbending in demanding the rogue heroes’ surrender. If
  they’re really innocent, they say, let the justice system do its job. Running or fighting just makes the heroes look guilty.
  Again, if the characters surrender, go to Scene Five. If not, then the other heroes try to take them by force. If you want to
  make sure there’s a fight, you can have the NPCs skip trying to talk and just jump the heroes as soon as they can, perhaps
  hoping to take them down quickly before they realize what’s happening.
  If the heroes win, go to Scene Five, where the real heroes show up to put things right. If the heroes lose, you can skip
  Scene Five and go right to Scene Six where the real heroes escape from Talos’ clutches, then to the Epilogue, since there’s
  no need for the real heroes to confront their doppelgangers.
  SCENE FIVE: THE MIRROR CRACK’D
  In this brief scene, the real heroes return to confront their doubles. Read or paraphrase the following to the players, then
  cut to Scene Six: Escape From the Foundry:
  Suddenly, there’s a crash and you turn towards a group of figures standing in a spreading cloud of dust and debris: they’re
  you! Or at least they look exactly like you.
  “This ends now, imposters!” one of them says.
  Adjust the arrival of the real heroes to suit the situation occurring when this scene comes into play, such as if the
  duplicates are in AEGIS headquarters, the heroes’ headquarters, a hideout somewhere, or having just defeated another
  team of heroes. Don’t give the players much time to think about it, just cut directly to Scene Six, where they discover
  things aren’t as they appear.
  SCENE SIX: ESCAPE FROM THE FOUNDRY
  After the revelation in Scene Five, cut to a flashback scene of how the real heroes managed to escape. Read the following
  to the players:
  A short while ago, in a hidden lair deep beneath the streets of Freedom City...
  Consciousness returns slowly, then quickly as you realize you’re virtually unable to move. Heavy metallic cuffs bind
  your hands at your sides and hold down your feet, while a tube of clear material arcs mere inches away, encasing your
  entire body. You’re lying on a steep angle, nearly standing upright, and you see your teammates inside similar transparent
  tubes spaced along the curved wall of the room.
  “Awake, and sooner than expected,” says a deep, metallic voice, muffled only slightly by the material of the tube.
  “Don’t bother struggling; the containment tubes nullify your powers. I designed them myself.”
  Turning toward the sound of the voice, you see a massive, nine-foot bronze figure, like a statue of an Ancient Greek
  warrior come to life, complete with crested helm. Red light burns in his eyes like a banked fire, but his face is as cold and
  emotionless as an actual statue: Talos, the renegade robot and master of the Foundry!
  “Welcome to one of my labs,” Talos says. “I would not expect a rescue as, you see, the rest of the world doesn’t even
  know you are here. This device,” the bronze giant gestures to a casket-like machine off to the side, “is a protomatter
  duplication matrix, much like the one that granted my wayward creation Argo with his abilities. It creates an exact
  duplicate of any being, perfect down to the molecular level.
  “When my Myrmidons surrounded you in nano-mist, the matrix instantly created near-exact copies, while you were
  transported here. Under my command, your duplicates have replaced you and carry out my plans, while you remain here
  for my experiments.
  
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  “With the help of your duplicates, I will replace the other heroes of Freedom City as well, and soon I will have an
  army of super-duplicates at my command!
  “Once you’ve completely shaken off the effects of the nano-mist, I can begin my experiments. In the meanwhile,
  Scylla will watch over you while I check on the progress of your replacements, won’t you, my dear?” A wide view screen set
  above the door comes on to show the smooth, golden-skinned face of a women with silvery hair, a representation of the
  Foundry’s master control computer looking down on you without a trace of compassion in her eyes.
  “Try not to struggle too much,” Talos continues. “I wouldn’t want my new subjects damaged needlessly.” The doors
  slide open and the clanking, metallic footfalls of the mad robot fade away as they close behind him.
  Note that the heroes have three additional hero points each: one for their capture by Talos, one for the trap in which they
  find themselves, and one for playing their own doubles in the previous scenes. You can add an additional hero point or
  two for particularly good roleplaying in the earlier scenes as well, if you wish.
  The heroes are held in Toughness 10 tubes of plexiglass-like material, bound in Toughness 10 manacles with a
  continuous Nullify 12 effect that dampens their powers. Any Devices or equipment have been removed and sit on a long
  laboratory table on the opposite side of the room. At the touch of a button, Talos can also flood any of the tubes with
  anesthetic gas (Stun effect, DC 22 Fortitude save each round) or send a powerful electrical charge through the manacles
  (same effect and DC, different descriptor, for those targets immune to the gas). Scylla can also control these systems, but
  won’t use them except as a last resort, since Talos wants the prisoners conscious and in the best possible condition.
  Slipping free of the manacles requires an Escape Artist check (DC 30), while overriding the locking mechanisms to
  open the manacles and the tube requires a Disable Device check (DC 30). It’s possible to take 10 or take 20 on either
  check, provided the character is not being watched. Characters with full use of their powers can probably escape more
  easily: they can use extra effort to obtain an additional Will saving throw against the Nullify effect (DC 22) and can spend
  a hero point on the save (as well as to shrug off fatigue from the extra effort).
  Efforts to escape while Talos is in the room are largely fruitless unless the heroes can manage to distract both the
  robot mastermind and Scylla while they make their attempt: this requires a successful Bluff check against both by the
  distracting character, as well as a successful Stealth check against both by the character making the escape attempt,
  although both checks don’t have to come from the same character.
  Things get easier once Talos is out of the room. Then the heroes only need to keep Scylla’s attention occupied. She
  has Notice +17 and Sense Motive +13; if a hero successfully Bluffs her the other heroes can make an escape attempt
  without being noticed immediately.
  FREEDOM LEAGUE ESCAPES
  The Freedom League heroes have a number of ways in which they might escape from Talos’ trap. The following are some
  suggestions you can give players if they spend a hero point for inspiration or simply seem stuck for ideas:
  • Captain Thunder: With his powers, Captain Thunder can tear apart the manacles and the tube easily, but he first
  needs to make a successful Will save against the Nullify effect as extra effort. A blast from his Electrical Control could
  also overload the lab’s systems, helping to free his teammates.
  • Daedalus: Although deprived of his armor, Daedalus is still a genius. He has a very good chance of making the
  Disable Device check to override the systems, but first needs to get his hands free. You may let him make a DC 35
  Disable Device check to “pick” the electronic locks on the manacles first (which he can accomplish on a roll of 13 or
  better with his skill).
  • Dr. Metropolis: With his powers, Dr. Metropolis could simply pass right through the manacles and the tube! His
  Animate Objects could likewise help to free the others. With his Will save bonus, he has a good chance (a roll of 12
  or better) to overcome the Nullify effect.
  • Johnny Rocket: Johnny can’t do too much without his powers, although he does have a modest Bluff skill (for
  distracting Scylla, or helping another character do so). With his powers active, he could do Insubstantial 4 as a power
  stunt, vibrating through the material of the manacles and the tube.
  • Lady Liberty: Lady Liberty is the most hampered, since imprisonment negates her powers anyway! However, once
  she’s free, she can fairly easily Nullify the imprisoning effects on her teammates.
  • Pseduo: The alien shape-shifter can easily escape by flowing out of the bindings and tube once his powers are
  restored. He also has the second best Bluff check bonus on the team, when it comes to distracting Scylla.
  • Raven: Raven has no powers to lose, although she is without her equipment. Note that she suffers a –4 penalty to
  Disable Device because of the lack of tools (spending a hero point for the Improvised Tools feat overcomes it). She
  has the best Bluff check bonus (+14), giving her a good chance of distracting Scylla.
  
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  • Siren: Short of a power stunt of some sort, Siren’s only real means of escape is breaking out with her Strength once
  her powers are restored, since her Super-Strength gives her a fair chance.
  • Star Knight: Deprived of her armor, Star Knight has few options for escape. If you prefer not to hinder her player quite
  so much, leave her armor in place, but have the manacles Nullify it like the other heroes’ powers.
  Let the players get as creative as they want in coming up with their escape attempt, and allow them to talk amongst
  themselves to come up with their plan, given the heroes’ long experience in working together.
  When the heroes escape, Scylla alerts Talos and a skittering group of Charibdrones (one per hero) emerges from the walls
  of the room to restrain them. The characters shouldn’t have much difficulty plowing through them, but a group of
  Myrmidon robots (again, equal in number to the heroes) waits on the other side of the lab’s Toughness 11 door.
  The robots’ primary job is to keep the heroes busy so Talos can escape. The robot mastermind doesn’t intend to take
  on an entire team at once, so he orders Scylla to set the lab to self-destruct and leaves via a teleportal platform (Teleport
  10) for one of the Foundry’s other facilities, scrambling the location in the teleportal’s computer when he disappears.
  The heroes need to overcome the robots and reach the teleportal in time to escape themselves before an energy pulse
  that burns out electronics and living nervous systems alike destroys the lab and everyone in it. Use the tension of the
  energy buildup to lend urgency to the fight as the heroes get to the portal. A Knowledge (technology) check (DC 20) is
  required to operate it.
  SCENE SEVEN: DOUBLE TROUBLE
  This is it, the climatic confrontation scene. Essentially, approach Scene Five from the “opposite angle,” with the real heroes
  arriving to confront their doubles just as they did before the flashback, picking up the action where it left off.
  Talos programmed a fail-safe in the duplicates so they would attack the real heroes if they managed to escape, and
  that’s exactly what happens: when the heroes show up, the doppelgangers attack and it’s a fight to the finish! Here are
  some things to consider when running the fight:
  • Clever fighters on both sides may take advantage of the fact that the doubles are practically indistinguishable from
  the originals; a successful Bluff check, for example, might cause a foe to attack a teammate, mistaking him or her for
  a someone on the other team.
  • Characters who make impassioned pleas to the duplicates to shake off Talos’ influence, appealing to their sense of
  heroism, should get to make Diplomacy checks (Charisma for unskilled use) against the hostile duplicates. Any
  duplicate moved to friendly stops fighting, while any moved to helpful actually aids the heroes!
  • While the player characters know the capabilities and weaknesses of their doppelgangers, the reverse is also true.
  Still, the heroes should have a greater store of hero points, so try to avoid using GM Fiat too much for the benefit of
  the duplicates at this point.
  An unconscious or dying duplicate dissolves back into formless proto-matter, and the same happens to the remaining
  doubles when the fight is over: another fail-safe mechanism to ensure they couldn’t get out of Talos’ control.
  EPILOGUE
  Once the heroes’ doubles are defeated, it’s a simple matter for them to clear their names and get back into the good
  graces of AEGIS and the other authorities. An examination at ASTRO Labs shows the heroes are none the worse for wear
  for their ordeal, although the doctor mentions that it might be impossible to tell the Foundry’s duplicates from real
  people, so who is to say for certain that the heroes are really the genuine article? Just something for the players to think
  about....
  
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  Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's 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. Mutants & Masterminds, M&M Superlink, Freedom City, World of
  Freedom, Green Ronin, and their respective logos are trademarks of Green Ronin Publishing, LLC. All character and place names and descriptions, power points, and hero
  points are designated 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. All stat blocks
  and game information in this product are Open Game Content, unless previously declared as Product Identity.
  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 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 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 Player’s Manual, Copyright 2005, Green Ronin Publishing: 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; Author Steve Kenson.
  Freedom City, Second Edition, Copyright 2005, Green Ronin Publishing, Author Steve Kenson.
  Proteus Plot, Copyright 2006, Green Ronin Publishing, Author Steve Kenson.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/2nd Edition/Mutants & Masterminds - 2nd Edition - Green Ronin - Sourcebook - The Proteus Plot.pdf