TEXT: DEVIL’S WORKSHOP
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  POWER ASSAULTING
  LPJ9966
  
  Written by
  Leon Collins 
  Additional
  Development
  Louis Porter Jr.
  Graphic Design,
  Layout & Logo:
  Louis Porter, Jr. Design
  Cover
  Tony Perna 
  Devil’s Workshop was created by Louis Porter, Jr.
  Design, Inc.
  Louis Porter, Jr Design
  350 NW 87th Terrace
  Plantation, FL 33324
  HavenGod@lpjdesign.com
  www.lpjdesign.com
  Devil’s Workshop, Image Portfolio, Devil’s
  Workshop Logo, Image Portfolio and Louis Porter,
  Jr. Design Logo are Trademarks of Louis Porter, Jr.
  Design. Copyright 2002 Louis Porter, Jr. Design,
  Inc. All Rights Reserved.
  Mutants & Masterminds, M&M Superlink, and the
  M&M Superlink logo are Trademarks of Green
  Ronin Publishing and are used with permission.
  Hero Points, Power Points, and Villain Points are
  Product Identity of Green Ronin Publishing and
  are used with permission. Requires the Mutants &
  Masterminds RPG by Green Ronin Publishing For
  Use."
  All text on pages 3 - 11 is Open Game Content as
  defined by the Open Gaming License. See page 12
  for more information.
  POWER ASSAULTING
  
  Page 3
  Devil’s Workshop
  power assaulting
  only enhance a team’s performance; however, such
  cosmopolitan characters should take care not to over-
  shadow their comrades.  Everyone serves a purpose,
  and it weakens the team greatly when any character
  believes otherwise.  Each role entry below includes
  Sample Abilities, the feats, skills, and powers
  commonly found among those who play the role.
  These abilities are provided simply to help players
  and GMs get a feel for the roles, and are not at all
  exhaustive.  Common Maneuvers, specific acts that
  enhance team performance, are also included.
  Maneuvers are not dictated by roles.  Every
  maneuver may be attempted by any character who
  meets the prerequisites.  Also included in each entry
  are tips for working against the role in combat.       
  Airborne
  (Sample Abilities: Flight, Space Flight, Swinging)
  The Airborne character is capable of aerial move-
  ment.  She provides teammates with support from
  above, frequently by raining projectile attacks on
  foes, carrying allies to safety, or distracting larger,
  earthbound opponents.  Often, she possesses abilities
  that fit another role, as well.  Many Airborne charac-
  ters possess superhuman strength and durability as
  well, which makes them ideal, mobile Brawlers.  The
  Airborne character’s primary advantage lies in her
  maneuverability.  She can fly over or around barriers
  and non-flying opponents to reach locations,
  hostages, or targets that would otherwise be inacces-
  sible.  Furthermore, it is difficult for non-flyers to
  keep up with her.  In most combat situations, she
  must be engaged by either an Artillery character or
  another Airborne character, as she can easily stay out
  of melee range.
  The winged werebat is Airborne.  The primitive char-
  acter, raised by apes, who travels by swinging on
  vines from treetop to treetop, is Airborne.  The hang
  gliding cat burglar is Airborne.
  Against the Airborne: Flying characters can be
  difficult to beat, due to their maneuverability and
  speed.  The Artillery role is usually the best weapon
  against flyers, but the Support role works well, too.
  An earthbound character able to attack from a
  distance may somewhat negate the mobility advan-
  tage of Airborne characters.  Infantry characters may
  be better off leaving flyers to more capable team-
  mates, but in a pinch, sufficiently strong individuals
  may get lucky hurling improvised weapons, such as
  cars, rocks, people (it is not recommended to hurl
  comrades who cannot fly into the air), etc.  Other
  than Artillery, the best characters to deal with
  Airborne combatants are other flying characters.
  When two or more Airborne characters engage in
  battle, the outcome often depends on their other
  powers.  Crafty Airborne characters might carry
  Artillery, Support, or Psi-Ops teammates into battle
  with them to better overwhelm other flyers.     
  Common Airborne Maneuvers: Bombs Away,
  Catch, Interference, Postal Service.    
  Armor: 
  Sample Abilities: Durability, Immunity, Toughness
  feats; Alternate Form (Solid), Amazing Save
  (Damage), Armor, Force Field, Growth, Mental
  Protection, Protection,  Regeneration, Super-
  Constitution. 
  The Armor character absorbs damage.  This is the
  individual whose job it is to take the hits from
  attacks, environmental effects, etc.  Armor characters
  are almost always Infantry as well, but this need not
  be the case.  The Armor role’s advantage lies in its
  ability to endure abuse and adversity for far longer
  than any other character role.  He stands firm where
  others would fall.  He will not be stopped by
  collapsing buildings, heavy gunfire, or speeding
  trains, though he may be resistant to psychic attacks,
  instead.  Many Armor characters are deterred only by
  Support or highly capable Infantry.
  The man with the iron skin is Armor.  The giant who
  absorbs kinetic energy is Armor.  The mechanic with
  a suit of high-tech armor is Armor.
  A team should work together.  The statement might
  seem absurdly obvious, but it is the single most
  important lesson a group of superheroes (or
  supervillains, for that matter) can learn.  Many so-
  called “teams” spend years trying to get a grasp on
  this elusive principle.  Others don’t last that long
  and are broken by internal strife, humiliation,
  defeat, or some combination of the three.  Those
  who do achieve a measure of appreciation for the
  idea, however, have another difficult task before
  them: that of actually putting it into practice.  Once
  the members of a team understand that they have
  to be more than just a group of individuals on the
  same side, they must learn teamwork.  They must
  maximize their individual strengths, and use them
  to compensate for the weaknesses of the entire
  team.  They must become a whole more potent
  than the sum of its parts.  In doing so, they can
  become unstoppable.
  Team
  Roles
  Every character on a team plays at least one role,
  based upon the individual’s particular abilities.
  Characters possessing immense strength and melee
  combat skill may be the “Infantry” capable of
  dishing out large degrees of punishment, while
  characters with firearms or energy projection abili-
  ties may function as the “Artillery,” ranged fighters
  who attack opponents from a distance.  Even char-
  acters with seemingly minor abilities, such as
  healing or “supercharging” other characters, may
  be considered “Psi-Ops.”   In short, every char-
  acter has a place on the team.
  Sample team roles follow, though a GM may feel
  free to create new ones as desired.  Obviously,
  there is some room for overlap.  Originals, the
  super-strong, nigh-invulnerable characters often
  capable of high-speed flight and energy projection,
  may alternately function as Airborne, Infantry,
  Artillery, Armor, and Transport characters.  There
  is nothing wrong with this, as such versatility can
  
  power assaulting
  Against the Armor: Infantry characters usually
  combat Armor characters, who in turn provide a
  reasonable distraction for Infantry.  Support charac-
  ters are frequently a better weapon against Armors,
  as many of their abilities do not allow a Damage
  save, which is usually the Armor character’s
  specialty.  Smart teams will use psychic Supports to
  distract and weaken Armor characters or Airbornes to
  carry them from the fray.  Exceptionally dense
  Armor characters may be forced into bodies of water
  or dropped from long distances (the resulting craters
  might keep them out of the way for a time).     
  Common Armor Maneuvers: The Human Shield,
  Interference.
  Artillery
  (Sample Abilities: Far Shot, Multishot, Point Blank
  Shot, Precise Shot, Rapid Shot feats; Energy Blast,
  Mental Blast, Snare, Telekinesis, Weapon)
  The Artillery character is a combat-oriented indi-
  vidual whose expertise lies in fighting at a distance.
  The character may project concussive blasts of
  energy or hurl extra-durable explosive bolas.  So
  long as he is capable of regularly making ranged
  attacks, he may be considered Artillery.  This char-
  acter is often quite effective at ambushing opponents,
  as escaping notice is much less difficult from a
  distance, and an unaware target is an easy target.
  Movement is important to the Artillery character, as
  his advantage relies greatly on his ability to stay out
  of opponents’ range.  Usually, he must be confronted
  by another ranged fighter, but super-fast characters
  and flyers can also be effective, as their abilities may
  allow them to quickly close in and rob him of his
  tactical advantage.
  The ex-gangbanger, armed with a mystical TEC-9, is
  Artillery.  The mutant capable of projecting powerful
  beams of searing light is Artillery.  The reptilian alien
  who spits a stream of caustic acid is Artillery.   
  Against the Artillery: Distance is the greatest ally of
  the Artillery character, and the bane of his enemies.
  The best weapon against him is other Artillery char-
  acters or Airborne characters who also play the
  Artillery role.  If such individuals are unavailable,
  then other characters may help Infantry to close the
  distance to the Artillery character’s position (see
  Postal Service, Bombs Away, and Speedball Special
  maneuvers).  Also, certain Support characters may be
  able to hamper the Artillery’s abilities, using powers
  such as Obscure, Dazzle, and Illusion.  Artillery
  characters who derive their powers from guns,
  thrown weapons, or similar devices may be disarmed
  and rendered helpless by crafty Transports and
  Airbornes.  
  Common Artillery Maneuvers: Cover Fire, Urban
  Renewal.
  Infantry
  (Sample Abilities: Combat Sense, Natural Weapon,
  Strike, Super-Dexterity, Super-Strength, Weapon)
  The Infantry character focuses is on melee combat.
  He may be supernaturally strong, acrobatic, or
  simply well-armed.  Perhaps the character does not
  possess any powers at all.  Whatever the nature of
  his abilities, the Infantry character’s primary combat
  function is to close with an enemy and attack.  While
  extremely limited in function, Infantry role remains
  one of the most versatile available to a team.
  Although at first glance, characters capable of flight,
  ranged attacks, and superhuman speed might have a
  distinct advantage over a melee combat specialist,
  but a resourceful Infantry character can perform feats
  of strength, speed, and wit to even the odds.  He may
  hurl sharp or heavy objects (or particularly agile
  allies) to emulate the Artillery role’s ranged attacks,
  or tear up great slabs of earth to use as shields.  If he
  possesses sufficient strength, he may even construct
  crude bridges and pathways to enhance his mobility
  when confronted with flying or swimming foes.
  The skilled samurai with the enchanted blade is
  Infantry.  The massive demon, incredibly strong and
  wreathed in hellfire, is Infantry.  The knife-wielding
  expert assassin is a Infantry.
  Devil’s Workshop
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  Against the Infantry: Infantry characters most
  often square off against other Infantry.  Nearly any
  other character may effectively combat Infantry,
  but Artillery, Airborne, and Transport characters
  often work best because of their range and
  mobility advantages.  Sometimes, Support charac-
  ters can soften up Infantry enough so that the rest
  of the team can better combat them.  Being so easy
  to attack, Infantry characters must often rely on the
  rest of the team for support, distractions, and
  protection.
  Common Infantry Maneuvers: Catch, Hold ‘em
  Steady, Speedball Special, Urban Renewal. 
  Psi-Ops
  (Sample Abilities: Connected, Inspire, Leadership
  feats; Animation, Boost, Create Object, ESP,
  Force Field, Healing, Luck, Super-Charisma,
  Telepathy)
  The role of Psi-Ops is one of the most important a
  character can play.  Despite the name, Psi-Ops
  does not necessarily imply psychic abilities so
  much as a gift for bolstering the team’s morale and
  performance, though it’s definitely possible for a
  Psi-Ops character to use mental powers to accom-
  plish this.  Regardless of whether the character’s
  abilities are obvious or subtle, they are a psycho-
  logical asset to the team.  This role serves to
  enhance a team’s capabilities, strategies, or
  chances of success.  Every team leader should, to
  some degree, be able to function as Psi-Ops, even
  if he simply calls out instructions or heartens his
  comrades (represented largely by the Leadership
  and Inspire feats).  Unlike other characters who
  can, with a little ingenuity, use their respective
  abilities to protect, enhance, or encourage team-
  mates, the Psi-Ops character’s abilities are specifi-
  cally geared toward one or more of these ends.
  Often viewed as weak or useless by the unwise,
  characters playing this role are undoubtedly appre-
  ciated by the teammates who benefit from their
  abilities.
  
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  Devil’s Workshop
  power assaulting
  The mutant who can project force fields to protect
  himself and his teammates is Psi-Ops, as is the
  psychic who can see into the past and the future.
  The charismatic character who uses his political
  connections to get teammates out of prison is Psi-
  Ops. 
  Against the Psi-Ops: Psi-Ops characters are
  frequently major targets in violent confrontations.
  These characters are often team leaders and ability
  bolsterers.  Although they can be powerful, most
  focus on protecting or enhancing their teammates,
  so it’s often a good idea to disable these characters
  at the beginning of combat, much like Support
  characters.  If a team is unable to neutralize this
  character at the beginning of the battle, Support
  characters may be able to sufficiently restrict his
  abilities until the rest of the team can deal with
  him.
  Common Psi-Ops Maneuvers: Interference
  Special Forces
  (Sample Abilities: Alternate Form, Gadgets,
  Possession, Shapeshift, Sorcery)
  This character is capable of playing more than one
  or two of the roles mentioned here.  She might be
  a shapeshifter, able to perform many different
  functions for the good of the team.  The Special
  Forces character often plays a Psi-Ops role, but
  this need not be the case.  A character capable of
  taking any animal form can just as easily be a
  team’s default Infantry.  Although functional in a
  number of roles, the character might be somewhat
  more limited in her performance than others.  For
  example, a mystic character with the Sorcery
  ability can function as Artillery, but she may not be
  quite as accurate as her team’s ex-mercenary
  gunman, who’s devoted his entire life to firearms
  training.  Additionally, the fact that she needs to
  speak words of magic and wave her arms around
  in an obvious manner make her somewhat less
  useful during covert missions than that same
  gunman with a silenced pistol.  All the same, the
  role’s versatility is her primary advantage, and her
  ability to perform a number of functions can catch
  unwary opponents off guard.  The Special Forces
  character is often underestimated by her foes, and as
  a result, she has many opportunities to prove her
  worth.
  The shapeshifter, capable of taking any animal or
  humanoid form, is Special Forces.  The original,
  super-strong, nearly invulnerable, and faster than a
  speeding bullet, is a Special Forces.  The psychic
  who uses her powers to mimic the abilities of her
  foes is a Special Forces. 
  Against the Special Forces: For anyone who does
  not play a similar role, Special Forces characters are
  usually quite difficult to defeat alone.  Special Forces
  characters are incredibly adaptable, and their oppo-
  nents must be, too.  It often requires the combined
  efforts of multiple characters playing different roles
  to best a Special Forces character.  Usually, though,
  if opposing teams have Special Forces, such charac-
  ters match up against one another to prevent their
  comrades from being bested one by one by a more
  adaptable opponent. 
  Common Special Forces Maneuvers: Any
  Maneuvers appropriate to the character’s other roles
  are acceptable.  
  Specialist
  (Sample Abilities: Skill Focus, Talented, Track
  feats; Computers, Craft, Demolitions, Disable
  Device, Knowledge, Repair, Science, Survival
  Skills; Datalink, Gadgets, Super-Intelligence,
  Super-Skill)
  Exceptionally skilled in a particular field, the
  Specialist character uses a specific body of knowl-
  edge or area of expertise to aid the team.  The
  Specialist role is actually quite limited in that it does
  not always come into play.  The character’s particular
  skills may or may not be useful on every mission.
  For example, for a team trapped in an ancient,
  booby-trapped pyramid, the swashbuckling, archae-
  ologist would likely be an ideal Specialist character,
  while the same adventurer would hardly be of any
  use in tracking an urban vampire through big city
  ghettos.  Most Specialist characters compensate for
  this limitation by choosing a large number of skills
  and fields of knowledge in which to excel.  The
  Super-Intelligence ability is an excellent way to
  attain this state.  Other characters choose to supple-
  ment their expertise with abilities or devices that
  allow them to perform capably in other roles.
  A former thief who uses her skills to allow the team
  silent entry to secure locations is a Specialist.  The
  scientist who uses his knowledge to deactivate
  villains’ contraptions is a Specialist.  The computer
  programmer who hacks top secret files to uncover
  corporate and federal secrets is a Specialist
  Against the Specialist: In combat, it is often not
  necessary to waste too much time attacking
  Specialist characters unless they are playing other
  roles as well or working to perform undesirable acts
  (like setting an unwanted bomb).  Purely specialist
  characters are usually more fragile than Infantry and
  Armor characters, and can often be dispatched
  quickly by skilled combatants.  A Specialist character
  probably carries weapons or dangerous, spectacular
  devices, so a combatant who is not confident in her
  ability to disable him in one turn would be wise to
  attempt disarming or grappling him.  Support charac-
  ters are usually quite effective at using their abilities
  to minimize the Specialist’s efficiency.     
  Common Tactics and Techniques: Weird Science 
  Support
  (Sample Abilities: Dazzle, Force Field, Illusion,
  Invisibility, Luck, Mind Control, Neutralize,
  Obscure, Paralyze, Telepathy)
  The Support character enhances the team’s effective-
  ness by limiting the capabilities of their opponents.
  While other characters may also seek to weaken the
  opposition, the abilities of the Support character are
  
  power assaulting
  geared specifically towards this end.  Whether she
  clouds minds, obscures sight, or neutralizes powers,
  she can be a frustrating adversary.  Though her abili-
  ties rarely cause harm directly, they frequently pave
  the way for other dangers posed by the environment,
  her comrades, or something else entirely.  The
  Support role is often unwisely ignored in combat, at
  least until it becomes obvious that such abilities can
  make a significant difference.
  The inventor carrying dazzling flares and smoke
  bombs is Support.  The telepath capable of control-
  ling the minds of her enemies is Support.  The
  elementalist who uses her powers to surround foes
  with walls of earth is Support.  
  Against the Support: It is unwise to dismiss
  Support characters as harmless.  Often, their abilities
  can weaken opponents enough to completely turn the
  tide of a battle.  A Support character who blinds
  opponents is probably much more dangerous to have
  fighting beside a crack marksman than another
  marksman.  A character has a better chance of
  dodging two bullets than of dodging one when he
  cannot see.  As a result, Support characters are best
  eliminated in the first rounds of combat.  Ranged
  fighters, especially, should feel obliged to spend a
  round removing these characters from the battle
  before they tilt the scales too much.  Luckily, most
  Support characters are much less difficult to disable
  than Armor or Infantry characters. 
  Common Tactics and Techniques: Cover Fire,
  Interference, Urban Renewal. 
  Transport
  (Sample Abilities: Heroic Surge, Move-By Attack,
  Rapid Strike feats; Running, Spinning, Super-
  Speed, Swimming, Teleportation, Time Control)
  The Transport character is capable of some form of
  supernaturally fast movement.  Few can keep up with
  her, save another Transport character.  Any individual
  with a movement speed significantly faster than that
  of a normal character may be considered Transport.
  The Transport character is capable of a wide variety
  of feats, most of which involve avoiding danger and
  hazardous situations.  Her teammates can also benefit
  from her incredible speed and maneuverability.  This
  makes her an excellent defensive character, usually
  capable of both protecting weaker characters and
  drawing attackers’ attention.
  The mystic character with the strength and speed of
  the cheetah is Transport.  The kid from the future
  who rides a super-fast, vectored thrust hoverboard is
  Transport.  The time traveler who teleports across
  town in an instant is Transport. 
  Against the Transport: The Transport is one of the
  most difficult characters to combat, as she is usually
  incredibly difficult to strike.  If possible, individuals
  engaged in melee combat with Transport characters
  should attempt to catch her off-balance by using
  Bluff or Taunt skills.  Area attacks, which are almost
  guaranteed to do some damage, are similarly useful
  against Transports, as are mental attacks, which
  target the mind rather than the super-fast body.
  Other Transport characters can be invaluable in
  keeping them occupied and away from teammates for
  a time.  Also, Support can be incredibly useful
  against Transport characters.  Abilities such as
  Dazzle and Mind Control can stop a Transport in her
  tracks.
  Common Transport Maneuvers: Catch,
  Interference, Postal Service, Speed Cushion, Warden.
  Team
  Composition
  Not every team has all of the bases covered.  Some
  teams must do without Airborne or Artillery charac-
  ters.  The trick is to use sound tactics to make up for
  such deficiencies.  When pinned down under the
  heavy fire by opposing Artillery, a team with no
  Artillery of their own might be able to have two
  Infantry characters perform the Speedball Special
  maneuver to reach the target.  Or perhaps, a
  Transport character may use her powers to carry or
  Devil’s Workshop
  Page 6
  teleport Infantry to the attacker’s position.  This is
  the essence of teamwork.  Individual strengths
  should be used to overcome collective limitations.    
  Everyone on a given team should play one or more
  roles, though certain characters usually fit more
  snugly into particular roles than others.  A heavily-
  armed government black ops team of psionic
  mutants may contain a number of people who
  could qualify for the Infantry, Specialist, and
  Artillery roles; however, it may be helpful to view
  the characters comparatively in order to properly
  gauge their potential as a team.  The most skilled
  ranged combatants with the most effective attacks
  should probably be established as the “main”
  Artillery.  The best close-quarters fighters should
  be the “main” Infantry.  And the characters with
  the skills most pertinent to the current mission
  should be the “main” Specialists.  
  When creating a team, the roles members play
  become especially important.  While a team does
  not have to possess a member for every possible
  role, it is undesirable to have only one or two roles
  available to a team.  A group of five Infantry char-
  acters is likely to be ineffective in any situation
  other than a brawl.  Limiting the skills available to
  the team limits the team’s versatility, and as a
  result, its strength.  Five close-combat specialists
  aren’t much better than one in a battle against
  flying, armored, robot wasps with minigun attach-
  ments.  It is not, however, inadvisable to have
  more than one Infantry or Specialist or Airborne
  character, so long as the team has a pool of poten-
  tial roles to draw from, as opposed to just one or
  two.  
  Maneuvers 
  for a Team
  This section includes a number of maneuvers
  intended to provide teams with more opportunity
  to benefit from teamwork.  Many have prerequisite
  feats and abilities.  All maneuvers are optional.
  The GM may feel to exclude any she feels will not
  
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  Devil’s Workshop
  power assaulting
  enhance her game or create and add her own.  If
  desired, she may even require characters to
  purchase individual maneuvers as feats or power
  stunts.
  Bombs Away
  (Prerequisite: Move-By Attack, as well as Flight,
  Leaping, Swinging, or equivalent ability)
  An Airborne character passes overhead and hurls a
  heavy object or sturdy companion at a target
  below, using his momentum more than his strength
  to increase Damage.  He must strike the target with
  a ranged attack.  A thrown object is simply treated
  as an improvised ranged weapon, while a
  companion, on a successful ranged attack roll,
  immediately makes a melee attack of her own, and
  is considered to be ramming at the flying char-
  acter’s Speed (that is, his total Speed for the
  round).
  Catch
  (Prerequisites: None)
  The character attempts to catch a falling comrade
  before she hits the ground, possibly reducing or
  eliminating the resulting damage.  During his turn
  in a round, the character may move a distance up
  to his base movement rate (or that granted by a
  power, such as Swimming) to arrive beneath the
  comrade and attempt to catch her.  The character
  attempting the maneuver makes a Strength check
  (DC 5).  His margin of success is subtracted from
  the distance (in feet) of the comrade’s fall for the
  purposes of determining damage.  Any remaining
  damage is divided between both characters (if the
  remaining damage is an odd number, then the
  falling character receives the higher damage
  bonus).  Reduce the damage bonus by one for
  every size category the catcher is larger than the
  falling individual.  Similarly, increase the damage
  bonus by one per size category the catcher is
  smaller than the falling individual. 
  An Airborne character may similarly catch a falling
  individual he can reach in one round, though doing
  so requires a melee attack roll against a DC 10 (if the
  subject is willing) or the individual’s flat-footed
  Defense score (if the subject resists). If the roll is
  successful, then neither character suffers damage,
  and the flying character is left holding the subject.
  Failure indicates that the character misses, and the
  falling individual continues to plummet.  A flying
  character holding a comrade is still subject to encum-
  brance rules and weight limits, and may be slowed or
  pulled to the ground if he catches a particularly
  heavy companion.    
  Cover Fire
  (Prerequisite: Rapid Shot)
  A ranged attacker spends a full action to saturate an
  area with enough attacks to prevent foes from
  moving through it without risking injury.  Cover Fire
  affects an area with a radius equal to five times the
  power rank of the attack.  The character makes an
  attack roll.  Everyone in the affected area must
  succeed at a Reflex save (DC 10 + the attack’s
  power rank).  Those who fail compare their Defense
  scores to the assailant’s attack roll.  All characters
  whose Defense scores are less than the attack roll
  suffer the effects of the character’s attack.  This tech-
  nique is excellent for discouraging pursuit, pinning
  down opponents, and herding enemies.  A character
  may lay down cover fire for as long as he likes, so
  long as he spends a full action each round to do so.
  For the duration of the technique, though, he is
  considered flat-footed, and loses all Dexterity and
  Dodge bonuses to Defense.  This ability cannot be
  used by a character whose basic attack requires a full
  attack action.  If the attack form in question has the
  Area extra, then targets who fail their Reflex saves
  are subject to an area attack as normal.  
  The Human Shield
  (Prerequisites: None)
  The character uses her body to protect a companion
  from ranged attacks or specific environmental condi-
  tions, such as falling debris.  A sufficiently large
  individual (of a size category at least equal to that of
  the character being protected) may interpose herself
  between an adjacent companion and the path of
  danger to provide the companion with up to ½ cover.
  This increases to ¾ cover if the character is one size
  category larger and full cover if the she is two or
  more sizes larger.  For each additional companion to
  be protected, reduce the cover provided by one level.
  An attack that misses the companion due to the cover
  modifier strikes the shielding character, regardless of
  her Defense.  The character herself may not attempt
  a Reflex save, so if the maneuver is used to provide a
  cover-based Reflex save bonus, the shielding char-
  acter automatically fails.  This tactic is best used by
  Armor characters.
  Interference
  (Prerequisites: None)
  The character uses the Taunt skill to draw enemy
  attacks and attention away from teammates.
  Airborne, Armor, and Transport characters have the
  best luck with this tactic, as high Defense scores and
  Damage Saves render opponents’ attacks futile more
  often than not.  Under most circumstances, this
  ability may only have one target at a time, though the
  GM may rule otherwise for particularly cruel Taunts.
  Postal Service
  (Prerequisites: Any power with a related movement
  effect)
  The character carries a companion, allowing her to
  benefit from his Speed and Defense values.  The
  companion, however, can take no move action
  herself.  Depending on his strength, the carrier may
  suffer penalties due to encumbrance.  If the character
  is struck by an attack that would have failed were it
  not for being encumbered, his companion is struck
  instead (if the character is carrying more than one
  companion, determine randomly which is struck).  A
  sufficiently strong individual might carry multiple
  companions, offering each the benefit of his speed
  and Defense.  This technique works great for keeping
  
  power assaulting
  weaker characters, especially noncombatants, safe
  from harm.
  Speedball Special
  (Prerequisite: Super-Strength)
  The character uses another individual as a projectile,
  hurling her at a target.  For all intents and purposes
  (range increments, maximum distance, etc.), the
  hurled character counts as a thrown improvised
  weapon.  The thrower makes a ranged attack against
  the target, while the hurled character makes a melee
  attack.  Both rolls must overcome the target’s
  Defense for this maneuver to be successful.  The
  hurled character is considered to be charging the
  target, and she has the option of substituting the
  thrower’s Strength for her own when calculating
  attack and damage bonuses.  This maneuver is often
  used to allow one character (usually Infantry) to
  quickly close with a target.  It also allows strong
  characters to hurl teammates to areas they couldn’t
  otherwise reach, such as high precipices, ventilation
  ducts, and treetops.
  Speed Cushion
  (Prerequisite: Super-Speed)
  Similar to the Catch maneuver, Speed Cushion
  allows a sufficiently fast character to prevent a
  falling companion from suffering damage on impact
  by running in circles beneath her fast enough to
  create a column of air to significantly slow the fall.
  To do so, the character makes a power check using
  Super-Speed or an equivalent power (DC 5).  The
  character’s margin of success is subtracted from the
  distance (in feet) of the comrade’s fall for the
  purposes of determining damage.  Any remaining
  damage is applied to the falling character.
  Urban Renewal
  (Prerequisites: Power Attack)
  A character with a sufficiently powerful attack form
  topples a nearby structure, such as a building, hill,
  pillar, stalactite, etc. in such a way as to enable its
  use as a bridge, incline, or pathway.  This allows a
  character without special movement abilities, such as
  Flight or Swimming, some degree of maneuverability
  when confronted with those who have them.  So long
  as a fitting collapsible structure (determined by the
  GM) is nearby, the character may expend extra effort
  to, for one turn, gain the use of Shape Matter at a
  power rank equal to that of the power being used.
  Super-Strength is the most common power used with
  this maneuver, but Energy Blast, Telekinesis,
  Element Control, or Natural Weapon may work just
  as well.  
  Warden
  (Prerequisites: Amazing Save (Reflex), Super-
  Dexterity, or Super-Speed)
  The character uses his incredible reflexes to protect
  nearby companions from certain types of danger,
  such as area effect attacks, collapsing floors, and
  falling debris.  By expending extra effort, the char-
  acter may allow others within reach to use his Reflex
  save instead of their own.  This ability can only be
  used once per turn, and it is still possible for the
  character to fail his Reflex save.
  Weird Science
  (Prerequisite: Appropriate Craft, Knowledge, or
  Science Skill)
  A character may roll an appropriate Knowledge skill
  (DC 15) and expend extra effort to discover a way to
  temporarily augment the abilities of another.  The
  abilities in question must be derived from a power
  source related to the body of Knowledge used.  For
  example, a super-genius character may use his
  Knowledge (Mechanics) skill to augment a battlesuit
  character’s Super-Strength, which is derived from a
  super-science power source.  It takes one full round
  action to perform the necessary modifications,
  provided the character possesses the proper tools
  (GM’s discretion).  This technique effectively func-
  tions as the Boost power at a rank equal to half of the
  modifying character’s Intelligence bonus (round
  down) and the extra ranks bleed off at a rate of one
  Devil’s Workshop
  Page 8
  per round (stacking limits still apply).  Failing the
  Knowledge roll by more than 10 indicates that the
  character has somehow messed things up, and the
  target suffers a Drain effect on the power or ability
  in question at a rank equal to one-half the char-
  acter’s Intelligence bonus (round down), with a
  minimum of one rank.  
  Alternatively, the character may wish to allow the
  target to use a new ability she does not currently
  have.  If this is the case, his Knowledge roll DC is
  25, though he must still use extra effort.  If the
  Knowledge roll fails by more than 10, the target
  character suffers the Drain effect on one related
  power (and all associated extras) chosen by the
  GM.  Success allows the target one use of a power
  she does not normally possess.  Sustained or
  Permanent powers may not be simulated using this
  maneuver.  
  Sample
  Team
  Tactics
  Described below is a sample team called the
  Tetrad.   Little information on their personal habits,
  motivations, and aspirations is given because such
  things are, in the context of this text, irrelevant.
  The group is presented to show that even teams
  without the benefit of numerous roles and exten-
  sive membership may use the abilities they do
  possess to be a more effective force.  GMs should
  feel free to make use of the Tetrad and their tactics
  as best suits their campaigns.
  Sample Team:
  The Tetrad
  Predictably enough, the Tetrad consists of only
  four members.  They are an otherdimensional team
  of mutant mercenaries who often serve as body-
  guards and problem solvers.  The fact that the team
  members appear to be identical makes some postu-
  
  Page 9
  Devil’s Workshop
  power assaulting
  late that perhaps they are clones, but the team’s
  origins remain unknown.  No one knows exactly
  where the Tetrad came from, but their home is
  likely an alternate Earth.  
  The Tetrad works very well together, and each
  member knows how to use his abilities to comple-
  ment those of his companions.  Though the Tetrad
  is not as powerful as some established teams, it is
  formidable, nonetheless.  
  The members of the Tetrad are identical in form
  and in dress.  All are well-proportioned, nonde-
  script males with no noticeable body hair.  Their
  cream-colored long coats and hats call to mind the
  Victorian era and contrast sharply with their plain,
  dark sunglasses.
  Mr. Sweet 
  (PL 10, Special Forces)
  Mr. Sweet leads the Tetrad.  His genius and charm
  are irrefutable, and his comrades trust him
  completely.  Mr. Sweet’s brain is capable of
  psychically duplicating the effects of any abnormal
  biological or mutagenic qualities he comes in
  contact with.  Doing so creates a psychic backlash
  that renders the target’s ability unusable for a time.
  The end result is that Mr. Sweet is capable of
  “stealing” superhuman powers possessed by those
  he touches.  He also possesses low-level telepathic
  capabilities that he uses to communicate with the
  team.
  Mr. Sweet: PL 10; Init +1 (Dex); Defense 15 (14
  flat-footed); Spd 30 ft.; Atk +4 melee (+1S,
  punch), +4 ranged (+5L, pistol); SV Dmg +1, Fort
  +1, Ref +1, Will +2; Str 12, Dex 13, Con 13, Int
  16, Wis 15, Cha 16.
  Skills: Bluff +10, Diplomacy +13, Gather
  Information +10, Repair +11, Science
  (Biotechnology) +10, Science (Psychology) +9,
  Sense Motive +4, Spot +4, Taunt +11.
  Feats: Assessment, Connected, Inspire,
  Leadership, Point Blank Shot.
  Powers: Super-Intelligence +5 [Extra: Super-
  Charisma; Source: Training; Cost: 3 pp], Telepathy
  +3 [Source: Mutation; Cost: 2 pp], Transfer +10
  [Extra: Expanded Powers, Slow Recovery; Source:
  Mutation; Cost: 5 pp].
  Equipment: Heavy Pistol +5L [Weapon; Cost: 1
  pp].
  Mr. Talley
  (PL 10, Armor/Infantry)
  Mr. Talley is an exceptional martial artist, almost
  inhumanly agile and precise.  He can manipulate his
  skeletal structure to a limited degree.  This ability
  allows him to grow razor-sharp bone extensions of
  varying lengths and shapes that may be used as
  deadly weapons.  His mastery of body also allows
  Mr. Talley to dramatically increase his size and
  strength, though he will not do so unless circum-
  stances demand it.
  Mr. Talley: PL 10; Init +7 (+2 Dex, +5 Super-Dex);
  Defense 22 (21 with Growth; 15 flat-footed); Spd 30
  ft. (40 ft. with Growth); Atk +8 melee (+8L, claws,
  +13L with Growth), +7 ranged (+5L, pistol); SV
  Dmg +5, Fort +3, Ref +7, Will +1; Str 16, Dex 15,
  Con 16, Int 12, Wis 13, Cha 13.
  Skills: Balance +9, Demolitions +3, Drive +10,
  Intimidate +6, Spot +3.
  Feats: Blind Fight, Dodge, Durability, Improved
  Grapple, Improved Pin, Point Blank Shot, Power
  Attack, Takedown Attack, Toughness.
  Powers: Growth +5 [Source: Mutation; Cost: 6 pp],
  Natural Weapon +5 [Extra: Quills; Source:
  Mutation; Cost: 3 pp], Super-Dexterity +5 [Source:
  Training; Cost: 4 pp]. 
  Equipment: Heavy Pistol +5L [Weapon; Cost: 1
  pp].
  Mr. Payton (PL 10;
  Airborne/Infantry)
  Mr. Payton is a genius, every bit as intelligent as Mr.
  Sweet, only not so charming.  An expert computer
  hacker, Mr. Payton is a devastating martial artist,
  though he is not as physically strong or durable as
  Mr. Talley.  His ability to use his saliva to generate
  duplicates of himself, however, makes him every bit
  as deadly.  Through the course of his intensive
  training, Mr. Payton has trained his body and mind to
  the point that he is far more resistant to damage and
  mental effects than a normal human.  His grapple
  gun casts ultra-strong cables he can use for climbing
  and swinging.  Mr. Payton’s machine pistol is a step
  up from the guns carried by his comrades, though it
  is not as powerful as Mr. Sharp’s rifle.  
  Mr. Payton: PL 10; Init +7 (+3 Dex, +4 Improved
  Initiative); Defense 18 (15 flat-footed); Spd 30 ft.
  (Swing 50 ft.); Atk +4 melee (+6S, punch), +6
  ranged (+5L, pistol); SV Dmg +2, Fort +2, Ref +3,
  Will +1; Str 12, Dex 16, Con 15, Int 16, Wis 13, Cha
  13.
  Skills: Computers +11, Disable Device +9, Disguise
  +4, Hide +5, Listen +2, Move Silently +5, Open
  Lock +4, Search +10, Spot +2.
  Feats: Blind Fight, Blind Sight, Dodge, Improved
  Initiative, Move-By Attack.
  Powers: Duplication +5 [Extra: Mental Link;
  Source: Mutation; Cost: 3 pp], Strike +10 [Source:
  Training; Cost: 2 pp], Protection +5 [Extras: Mental
  Protection, Sensory Protection; Source: Training;
  Cost: 4 pp], Super-Intelligence +5 [Source:
  Training; Cost: 2 pp]. 
  Equipment: Grapple Gun [Swinging +10; Cost: 1
  pp], Machine Pistol +5L [Weapon; Extra: Multifire;
  Cost: 1 pp].
  Mr. Sharp (PL 10;
  Airborne/Artillery)
  Mr. Sharp is an expert marksman and deadly
  assassin.  His primary weapon is a silenced, high-
  powered rifle that can breach the toughest armor.
  Although he is adept at avoiding attacks, Mr. Sharp
  usually remains hidden a safe distance from fierce
  combat.  His body is slightly malleable, and as a
  
  power assaulting
  result he can, to a limited degree, change shape.  He
  can even stretch his limbs or flatten portions of his
  body and glide on thermals.  Perhaps his most
  dangerous quality, however, is his ability to alter his
  skin color to match his surroundings.  His clothing
  duplicates this effect, though it s unknown how this
  is accomplished.  Few of Mr. Sharp’s victims ever
  see or hear him.  
  Mr. Sharp: PL 10; Init +3 (Dex); Defense 17 (14
  flat-footed); Spd 30 ft. (Glide 30 ft.); Atk +7 melee
  (+1S, punch), +9 ranged (+10L, rifle); SV Dmg +1,
  Fort +1, Ref +8, Will +3; Str 12, Dex 16, Con 13, Int
  15, Wis 16, Cha 13.
  Skills: Climb +3, Disguise +3, Hide +6, Move
  Silently +6, Search +4, Spot +5, Taunt +7.
  Feats: Accurate Attack, Evasion, Far Shot, Move-By
  Attack, Point Blank Shot, Precise Shot, Surprise
  Strike.
  Powers: Amazing Save (Reflex) +5 [Source:
  Training; Cost: 1 pp], Blending +5 [Source:
  Mutation; Cost: 1 pp], Combat Sense +3 [Source:
  Training; Cost: 1 pp], Elasticity +5 [Extra: Disguise;
  Power Stunt: Gliding; Source: Mutation; Cost: 5 pp]. 
  Equipment: High Powered Rifle +10L [Weapon;
  Extra: Subtle; Cost: 2 pp].
  Tetrad Tactics
  The Tetrad enjoys quite a bit of overlap as far as
  roles are concerned.  An effective blend of Infantry,
  Specialist, Special Forces, Support, and Artillery
  abilities makes the team fairly well equipped to deal
  with most threats.  
  One of the Tetrad’s primary strengths is the fact that
  certain roles are shared by every member.  Every
  team member is armed and fully capable of func-
  tioning as Artillery, which is helpful against flying
  opponents.  Also, every character has sufficient skill
  in one or more areas to function as a Specialist in
  addition to their other role(s).  Mr. Sweet is an expert
  in the sciences, as well as a skilled tinkerer (Repair).
  Mr. Talley is a crack driver (Drive) and can usually
  be trusted to provide the team with transportation.  It
  is also interesting to note that he is the only member
  of the Tetrad with any skill with explosives
  (Demolitions), a fact that, by default, makes him the
  team’s explosive expert, despite his relatively low
  skill.  Mr. Payton is a computer expert (Computers),
  as well as a passable sneak (Hide, Move Silently,
  Open Locks), which makes him the team’s Specialist
  on infiltration missions, although Mr. Sharp is no
  slouch in that area either (Blending, Disguise, Hide,
  Move Silently).
  Under Mr. Sweet’s leadership, the Tetrad has devel-
  oped strategies and plans to help maximize their
  strengths.  Tetrad tactics differ based on circum-
  stances.  Sample Tetrad strategies follow.
  Ambush – Attacking the
  Unaware Opposition 
  Mr. Sweet: Mr. Sweet uses his telepathic abilities to
  keep in contact with his team, silently giving
  commands and communicating battle strategies to his
  comrades.  Against super-powered opponents, Mr.
  Payton frequently uses the Bombs Away maneuver to
  send Mr. Sweet hurtling towards a formidable-
  looking character, who Mr. Sweet promptly attacks
  with his Transfer ability.  Once the team has spent
  the element of surprise, Mr. Sweet (telepathically)
  uses his Leadership and Inspire feats to keep
  everyone performing well, as described in Direct
  Confrontation.
  Mr. Talley: Mr. Talley’s specialty is, predictably
  enough, Direct Confrontation.  When it is necessary
  to lie in wait for an opposing character or group, Mr.
  Talley usually hides at a safe distance (much further
  away than the others, due to his lack of stealth skills)
  with a Mr. Payton duplicate.  When Mr. Sharp fires
  the first shot, the assigned Mr. Payton duplicate
  swings Mr. Talley into the fray, using the Bombs
  Away maneuver to enhance Mr. Talley’s first attack.  
  Mr. Payton: When setting up for an ambush, Mr.
  Payton creates the maximum number of full-powered
  Devil’s Workshop
  Page 10
  duplicates possible.  He ensures that at least one
  duplicate stays with each of the other team
  members to provide protection, transportation, and
  support.  Mr. Payton and his duplicates are quite
  stealthy and have few problems avoiding notice.
  Once the action starts, Mr. Payton usually has his
  duplicates swing the rest of the team (except for
  Mr. Sharp) into combat with the targets.  Mr.
  Talley is hurled using the Bombs Away maneuver,
  while Mr. Sweet is deposited near a formidable
  ranged combatant or flyer so that he may acquire
  the opponent’s powers. 
  Mr. Sharp: Mr. Sharp is always the first to attack
  when the team ambushes a target.  When everyone
  is in position, Mr. Sharp opens fire at the most
  formidable looking opponent.  Once the first attack
  is made, the others emerge from hiding to engage.
  Mr. Sharp remains hidden and continues to attack
  from out of sight, using his Accurate Attack and
  Precise Shot abilities to minimize risk to his
  comrades.  His Blending ability and the Subtle
  extra on his rifle help him to remain hidden from
  view.  Mr. Sharp uses Cover Fire to impede, or at
  least weaken, opponents who try to close in with
  Mr. Sweet or Mr. Payton.
  Direct Confrontation –
  Head-to-Head Combat
  Mr. Sweet: In the thick of combat, Mr. Sweet will
  usually perform a support role.  He shies away
  from melee fighting unless a stolen power can help
  him perform better.  Primarily, he relies on ranged
  attacks, either his pistol or a stolen power (such as
  Dazzle or Energy Blast) to supplement the combat
  abilities of his teammates.  When combating a
  flyer in areas with large buildings or other elevated
  structures, Mr. Sweet is often carried through the
  air by one of Mr. Payton’s duplicates, where he
  attempts to steal her flight powers for his own use.
  This often results in the flying character falling
  from the sky.  Mr. Sweet makes excellent use of
  his Leadership and Inspire feats, issuing
  commands and warnings via his Telepathy power.
  This keeps the team focused and the battles rela-
  
  Page 11
  Devil’s Workshop
  power assaulting
  tively silent.  Mr. Sweet is fond of telepathically
  taunting foes engaged in combat with his compan-
  ions, goading them into making critical mistakes.
  Mr. Talley: In the thick of battle, Mr. Talley is
  quite effective.  His almost inhumanly fast reflexes
  make him difficult to strike, and his natural
  weaponry complicates close combat.  Against
  particularly formidable foes, he uses his Growth
  ability to further enhance his physical power.  In
  this form, he is supernaturally strong and much
  more durable.  Mr. Talley is prone to using the
  Speedball Special maneuver to hurl Mr. Payton
  duplicates at foes, sometimes in rapid succession.
  Another favorite technique is to use the Urban
  Renewal maneuver to limit the mobility of
  opposing Transport characters.  His reflexes allow
  him to be an effective Warden for his teammates.
  Mr. Talley is willing to be a Human Shield for any
  wounded or hard-pressed teammates except for Mr.
  Payton duplicates, who he sees as expendable.
  Mr. Payton: Mr. Payton usually remains behind
  cover in battle, relying largely on his duplicates to
  engage foes.  From here, he usually attacks with
  his machine pistol.  If the weapon has no effect on
  his targets, or if an opponent closes to melee range,
  then Mr. Payton falls back on his incredible martial
  arts training, despite the greater risk to his person.
  He tries to ensure that every member of the team
  (himself included) is assisted by at least one dupli-
  cate.  Mr. Payton’s duplicates often work hard to
  flank foes and protect allies using the Cover Fire
  and Human Shield maneuvers (though Mr. Payton
  himself rarely performs the latter).
  Mr. Sharp: If caught out in the open, Mr. Sharp
  works hard to stay out of melee range.  His uses
  his Elasticity power to avoid close combatants, and
  tries to find a location inaccessible to them.  Mr.
  Talley and Mr. Payton do their best to cover him.
  Characters who do manage to engage Mr. Sharp in
  melee combat find him to be a competent foe, and
  he uses his Point Blank Shot feat to its fullest
  potential.  He is quite fond of taunting his oppo-
  nents into carelessness.  Though not as
  confounding as Mr. Sweet, Mr. Sharp does have a
  quiet, dark sense of humor.  Once free of melee inter-
  ference, Mr. Sharp attempts to eliminate opposing
  Artillery and Airborne characters, in that order, to
  better allow his teammates to use their own talents.
  Infiltration – Gaining
  Access to Restricted
  Areas
  Mr. Sweet: When discretion is important, Mr. Sweet
  usually leaves matters to the rest of the team, giving
  a set of orders and trusting his comrades to follow
  through.  When fast-talking or bluffing is necessary
  for a mission’s success, however, Mr. Sweet takes the
  lead, using his incredible social skills and telepathic
  powers.  In some cases, he accompanies Mr. Sharp,
  borrowing his teammate’s Blending ability, while Mr.
  Sharp uses his own Disguise power.
  Mr. Talley: Although Mr. Talley is not a trained spy,
  his natural athletic ability makes him quite good at
  skulking.  On covert operations, he often slinks
  alongside Mr. Payton and Mr. Sharp, but for the most
  part, he leaves obstacles like locked doors to his
  companions.  Mr. Talley is always present on any
  mission that calls for the use of explosives.
  Mr. Payton: Mr. Payton is a good all-around infil-
  trator, skilled in disguise, stealth, and security coun-
  termeasures.  He is almost always present on covert
  operations.  Sometimes, as the only one qualified,
  Mr. Payton must go in without the immediate support
  of his teammates.  Luckily, his ability to make dupli-
  cates of himself ensures that he is never truly alone.
  Mr. Sharp: Mr. Sharp is capable of using his powers
  to alter his appearance, and he often does so to infil-
  trate secure locations.  He can also be quite stealthy,
  due largely to his Blending power, and when he must
  get into places unnoticed, he usually can.
  Sometimes, when Mr. Sweet’s expertise will be
  necessary on a given mission, Mr. Sharp allows the
  team leader to absorb his Blending ability.  In such
  instances, Mr. Sweet benefits from Mr. Sharp’s
  Blending, while Mr. Sharp relies exclusively on his
  Disguise ability.  In this case, when fast-talking
  becomes necessary, a hidden Mr. Sweet communi-
  cates via telepathy with Mr. Sharp, letting him know
  what to say or do.
  Escape – Getting the
  Heck Out of There
  Mr. Sweet: As the least combat-oriented character,
  Mr. Sweet is often the first to flee from combat.
  Though not cowardly, he knows his teammates can
  cover his back more effectively than he could theirs.
  If possible, Mr. Sweet uses a stolen power to flee.
  Mr. Talley: If the team has a getaway vehicle, Mr.
  Talley drives it.  Mr. Talley’s driving ability borders
  on the supernatural, and he uses every trick in the
  book (and a few that aren’t) to evade pursuit.  If no
  getaway vehicle is present, Mr. Talley usually relies
  on a duplicate of Mr. Payton to carry him away from
  battle. 
  Mr. Payton: It’s Mr. Payton’s job, or rather Mr.
  Payton’s duplicates’ job, to make certain that
  everyone makes it out of a dangerous encounter.  Mr.
  Payton himself and Mr. Sharp have their own move-
  ment abilities, but Mr. Sweet and Mr. Talley usually
  need assistance. Using grapple guns, the duplicates
  attempt to carry the other members of the Tetrad,
  whether or not they are conscious, to safety.  If the
  team has an escape vehicle, the duplicates meet up
  there.  
  Mr. Sharp: Mr. Sharp is usually the last one to leave
  a battle, covering the escape with his high-powered
  rifle.  He frequently uses his Gliding ability to flee
  from opponents while Blending to somewhat throw
  off their aim.  When speed is of essence, he is
  assisted by a duplicate Mr. Payton.  If a getaway
  vehicle is available, Mr. Sharp usually clings to the
  top or hangs out a window, using Cover Fire to
  discourage pursuit.
  
  OPEN GAME
  LICENSE
  Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the
  Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002, Green
  Ronin Publishing; Author Steve Kenson
  Power Assaulting Copyright 2002, Louis Porter Jr. Design,
  Inc.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/Devil's Workshop - Power Assaulting.pdf