Air Descriptors The following are some important descriptors associated with air powers, with potential influence on their use.

Size: px
Start display at page:

Download "Air Descriptors The following are some important descriptors associated with air powers, with potential influence on their use."

Transcription

1 From the unleashed power of a hurricane wind or destructive tornado to drawing the breath from your target s lungs, Air Powers command the life-giving atmosphere all around us. Whip up wind blasts and shields to protect you from attack, fly on the wings of the wind, and let it carry your words across great distances as you snuff out fires and the consciousness of your foes! Air Descriptors The following are some important descriptors associated with air powers, with potential influence on their use. Air: Broadly speaking, air means the normal combination of gases making up the Earth s atmosphere: primarily nitrogen with a significant percentage of oxygen and some carbon dioxide, water vapor, and trace gases, all existing in a gaseous state at Earthnormal pressures and temperatures. Amongst other things, this generally means air powers do not work directly on gases other than those found in the atmosphere: an air-controller can whip up a wind to move a cloud of chlorine vapor, for example, but cannot manipulate that gas directly. Similarly, air changed by tremendous pressure into a liquid (or even a solid in extreme cold) is outside of an aircontroller s influence, although such an extreme environment carries its own concerns. The same is true of a vacuum, where there is no air at all to manipulate. Wind: Wind is the movement of air masses due to differences in temperature and pressure under normal circumstances. Wind is primarily measured in terms of its speed, with the fastest wind speed on Earth being about 250 miles per hour (speed rank 7). Given the destructive force of this kind of wind, Gamemasters can safely assign a Damage rank to wind equal to twice its speed rank, in terms of gusts striking structures and other large objects. Countering: Air powers, along with countering each other, can potentially counter any power dependent upon air to function or vulnerable to the physical movements of the wind. For example, air powers can potentially counter fire effects by depriving them of their oxygen, while powerful sustained winds may be able to counter various types of projectiles, pushing them off course and scattering them. Powerful winds may wear down some targets; air is mystically seen as opposed to the element of earth (much as water is opposed to fire) so air powers may be able to counter some earth powers, particularly if both are magical in nature. Air powers can potentially counter movement effects like Flight, creating powerful turbulence or even robbing a flier of motive power. Even if unable to counter a Flight effect, an air power may still be able to make flying difficult or dangerous (see Utility Powers for more). Air Features Some potential Feature effects associated with Air Powers include the following: Freshen Air: You clear the air of all scents, leaving it smelling crisp and clean. 1

2 Scent: You can generate any mild scent in the air around you, like an incense, perfume, spice, or the smell of flowers. Wind Effect: You can create a gentle stirring breeze at will, just strong enough to ruffle hair and clothing and possibly scatter things like paper or leaves. Wind Hearing: You ignore the effects of wind noise on your Perception checks to hear things, as if the sound did not exist. Offensive Powers Anyone who has witnessed the awesome destructive power of a hurricane or tornado knows full well the effectiveness of mere air as an attack. Air controllers can also wield more subtle offensive powers, including depriving targets of oxygen. Air Blast You strike with a powerful blast of compressed air that hits with hammering force. Typically, this power produces swirls and contrails of mist; if it uses nothing but unseen air, it also qualifies for the Subtle modifier. Air Blast: Ranged Damage (air pressure) 2 points per rank. Air Burst You create an explosive outward blast of compressed air or a momentary vacuum that causes the surrounding air to rush in with the force of a thunderclap, potentially stunning targets in the area. If you can only produce the burst in an area around you, remove the Ranged modifier. Air Burst: Ranged Burst Area Affliction (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) 3 points per rank. Air Rifle Rather than striking with compressed air, you use that force to propel small objects as projectiles, like an air rifle. If you can do either, add 1 rank of Variable Descriptor. Air Rifle: Ranged Damage (projectiles) 2 points per rank. Blinding Gust A wind kicks up dust, sand, and other grit or debris to fly into a target s eyes, blinding them. Blinding Gust: Ranged Cumulative Affliction (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision 2 points per rank. Flinging Gust A powerful gust of wind picks up your target and flings it a considerable distance. If the attack hits, the target makes a Strength or Dodge check against your effect rank check. If the target wins, there is no effect. If you win, the target is flung a distance rank equal to your effect rank minus the target s weight rank. So a 200 lb. man (weight rank 2) hit with a rank 8 Flinging Gust would be hurled 1,800 feet (distance rank 6, or 8 minus 2). Note that a character with the Aerokinesis power (under Utility Powers) can duplicate the effects of this power. Area versions of this power are common, including Wind Wall (under Defensive Powers, following) and Wind Blast (in the Weather Powers profile). Flinging Gust: Move Object, Limited Direction 1 point per rank. Stench You fill the air around the target with a disgusting, nauseating stench sufficient to cause a significant distraction and potentially powerful enough to incapacitate the target. Stench: Ranged Cumulative Affliction (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated), Smell- Dependent 2 points per rank. A Cloud Area version of this power is a common variation, affecting all targets in 15-foot radius for two rounds (the initial attack and the following round). Stench Cloud: Ranged Cloud Area Cumulative Affliction (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated), Smell-Dependent 3 points per rank. Suffocation You cut off a target s air, literally drawing the air out of their lungs and causing them to suffocate. For air controllers with sufficient command over the element, this power may be Perception Ranged. Suffocation: Ranged Progressive Affliction (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated) 4 points per rank. Tornado You create a powerful whirlwind capable of damaging structures and picking up unsecured objects. The basic tornado has a radius of 30 feet (distance rank 0). It can grab or lift objects with weight rank equal to or less than its rank; a realistic tornado should be limited to around rank 8 in terms of both wind speed and lifting capabilities (sufficient to pick up and hurl vehicles), but the GM can allow cyclones of any rank. Because the power is Damaging, it can lift objects, hold them (trapped in the whirlwind), hurl them away, or simply damage them. Tornado: Cylinder Area Move Object, Damaging 4 points per rank, +1 point per rank per +1 area distance rank 2

3 Defensive Powers The wind s ability to deflect often provides defensive air powers, as does the simple value of fresh air (or a strong breeze) in defending against airborne hazards. Air Bubble You create a bubble of fresh, clean, breathable air around you, 30 feet across (distance rank 0). Anyone inside the bubble is able to breathe normally (assuming they are an air-breather). If you stop sustaining the air bubble, its surface tension is sufficient to keep it intact for one more round before it pops. If you can create an air bubble at a distance, apply the Ranged modifier for an additional 2 points. If the bubble protects against other hazards, increase the rank of the Immunity (at a cost of 3 points per rank) to cover them. This includes the bubble resisting pressure (such as deep under water) or vacuum (in space) or maintaining a constant temperature. Air Bubble: Immunity 2 (Suffocation), Affects Others, Cloud Area, Sustained 6 points + 2 points per +1 area distance rank. Air Shield You surround yourself with a thin barrier of hardened air that protects you against damaging attacks. The default air shield is visible as a misty shimmer; if it is truly invisible, apply the Subtle modifier as well. A stronger air shield may have the Impervious modifier, allowing it to ignore lesser attacks. Air Shield: Protection, Sustained 1 point per rank. Air Supply You can generate your own supply of air, sufficient to allow you to breathe normally in airless conditions. If your air supply provides you with protection from other environmental hazards, increase the rank of Immunity. To provide an air supply for others, see the Air Bubble power. Air Supply: Immunity 2 (suffocation), Sustained 2 points. Deflecting Winds You can wield the winds to deflect ranged attacks at a distance, setting up a swirling barrier protecting anyone inside it. Roll the die and add your Deflect rank, adding 10 to the die roll if it is a 10 or less. The result becomes the active defense for targets inside the area if it is higher than their normal active defense. See Whirlwind in the Weather Powers profile for a similar effect, with an expanded Cloud Area, allowing the whirlwind to deflect attacks on the round after it is used as well. Deflecting Winds: Deflect, Burst Area, Limited to Physical Projectiles 1 point per rank. Mist You condense a heavy mist out of the air. It imposes a 2 visibility modifier in the area. For twice the cost (2 points per rank), the mist imposes a 5 visibility modifier. You are unable to see through your own mist unless you have an appropriate Senses effect (such as Counters Concealment or the Air Sense power, following). You can also apply a Feature to your power (does not impede your own vision) or make it Selective in order to decide who is and is not affected. Mist: Environment (Visibility) 1 point per rank ( 2 modifier) or 2 points per rank ( 5 modifier) Wind Wall You create a narrow corridor or wall where the wind blows strongly in one direction, creating a barrier of sorts: anything trying to pass through the wind wall must beat an opposed check of Strength or Speed against the wall s rank. If the wall wins the check, the target is flung in the direction the wind is moving a distance rank equal to the wall s rank minus the target s weight rank. So a Str 4 person running into a rank 8 wind wall (moving at Speed rank 0) must make a Strength check (d20 + 4) versus d (the wall s rank) or be thrown distance rank 8 2 (average human weight) or 1,800 feet (distance rank 6). A Wind Wall can be combined with Deflecting Winds (previously) to create a barrier that provides a defensive bonus as well as flinging aside things trying to cross the barrier. Wind Wall: Line Area Move Object, Limited Direction (along the length of the line) 2 points per rank +1 point per rank per +1 distance rank of wall length. Movement Powers The wind provides motive power for sailing, gliding, and soaring and can just as easily interfere with all such forms of movement, redefining the meaning of air superiority. Air-Walking You can walk on air as if it were solid ground, including ascending or descending invisible inclines or simply standing and hovering in one spot. Air-Walking: Flight 1, Subtle, Quirk (the prone condition causes you to fall, 1 point) 2 points. Full Sail You summon up a wind to fill the sails of a vessel and speed it along: increase its speed to your effect rank if it is higher than the vessel s normal speed. The realistic rank limit on Earth is around rank 6, but the GM may allow any rank, as desired. Full Sail: Swimming, Affects Objects, Limited to Wind-Powered Vehicles, Alternate Effect: Flight, Affects Objects, Gliding, Limited to Wind-Powered Vehicles 1 point + 1 point per rank. 3

4 Gliding You can ride wind currents to glide through the air, but you can only gain altitude from updrafts, so your maximum gliding distance is equal to your starting height plus your effect rank. Gliding: Flight, Gliding 1 point per rank. Grounding Your control over the air allows you to ground or becalm wind-powered forms of movement in an area. This includes winged Flight, sailing-based Swimming, and Flight based on conventional aerodynamics (as opposed to sheer power like anti-gravity, magnetics, and so forth). As long as you maintain your concentration, taking a standard action each round to do so, targets in the area remain grounded and those not yet grounded have to make a new resistance check. If you can maintain a grounding area as a free action, apply the Sustained modifier for an additional 1 point per rank cost. Grounding: Nullify Flight and Swimming Based on Air, Concentration, Cylinder Area, Effortless 4 points per rank. Wind-Riding You can truly ride the wind, similar to Gliding (previously) except you can create the necessary updrafts to control your ascent and maintain altitude at will. If you can command the wind to carry others aloft with you, either apply the Affects Others, Ranged, and Area modifiers, or use wind lifting (see Utility Powers) to pick up and carry them along. Wind-Riding: Flight 2 points per rank. Utility Powers Control over air grants a number of other useful effects, from animating masses of air into mobile minions to moving large objects, sensing the flow of air currents, or even transforming into air itself. Aerokinesis You use focused winds or mini-whirlwinds to lift and move objects with an effective Strength equal to your rank. See Wind-Lifting in the Weather Powers profile for a Burst Area and Selective version of this power. Aerokinesis: Move Object 2 points per rank. Air Creatures You can summon or create semi-independent creatures of air that obey your commands. The air creatures you summon are not truly alive, merely animated masses of air. They can look like virtually anything, from misty humanoids to mythic creatures like thunderbirds or dragons. You can apply the various modifiers for the Summon effect to get additional air creatures or to make them more active or capable (removing the minion type from the template). Note the creature template has a power level higher than the Summon effect rank, an option discussed in the Summoning Powers profile. Air Creatures: Summon Air Creature 6 (90-point minion) 12 points. Air Creatures PL8 MR6 STR 0 STA AGL 2 DEX 0 FGT 0 INT AWE PRE Powers: Aerokinesis (Move Object 2); Air Form (Concealment 4 (visual), Insubstantial 2 (gaseous), Permanent, Innate); Suffocation (Cumulative Affliction 8 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated; AE: Wind Blast (Move Object 8, Accurate 4, Limited to Flinging Away)); Unliving (Immunity 30: Fortitude Effects); Wind-Walker (Enhanced Advantage 2 (Improved Initiative 2), Movement 1 (Environmental Adaptation: Aerial), Flight 7 (250 MPH)) Skills: Close Combat: Unarmed 8 (+8) Offense: Initiative +10, Suffocation +8 (Close, Affliction 8), Wind Blast +8 (Ranged, Move Object 8) Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 6, Will Immune Totals Abilities 26 + Powers 88 + Advantages 0 + Skills 4 + Defenses 24 = 90 Air Form You can transform from flesh and blood into a mass of mobile air. In air form you are gaseous and insubstantial, able to slip through any opening that is not airtight, and largely immune to physical harm (although energy attacks and area effects, like explosions, still affect you). You can become invisible or appear as a misty, humanoid shape resembling your normal form. You can move through the air in any direction, but lack physical strength and cannot touch or move objects on your own, although you can still use powers like Aerokinesis to do so. Your air form may grant you other air powers, such as Suffocation or Stench (previously), either at their normal range or limited to close range, requiring you to engulf the target in your air form. Air Form: Concealment 4 (visual), Flight 1, Insubstantial 2 (gaseous) 20 points. Air Sense You can feel the movement of air currents around you, giving you an effective picture of your surroundings without having to see and allowing you to sense any unusual disturbances of the air nearby (usually from the use of other powers with an air descriptor). Air Sense: Senses 2 (Air Awareness, Ranged Touch) 2 points. 4

5 Solid Air You can solidify air into a transparent crystalline material, like very strong glass, creating objects out of it which dissolve back into normal air when you choose or are no longer maintaining them. If your creations are truly invisible, apply the Subtle 2 extra to the power. Solid Air: Create Solid Air Objects 2 points per rank. Wind Conditions You whip up high winds in the area, impeding movement. In addition to the speed rank reduction, the GM may impose a circumstance modifier ( 2 for 1 rank, 5 for 2 ranks of reduction) to movement-related skill checks like Acrobatics, Athletics, and Vehicles. Wind Conditions: Environment (Impede Movement) 1 point per rank for a 1 rank reduction in movement speeds, 2 points per rank for a 2 rank reduction. Whispering Wind Currents of air carry your voice over a distance, allowing you to deliver a message to someone further than you could normally speak (or even shout). Whispering Wind: Communication (auditory, air), Subtle 1 1 point + 4 points per rank. Other Air Powers Closely connected to the air powers in this profile are the abilities of the Weather Powers profile, as noted in several places. Many air powers can become weather powers and vice versa. In particular, any weather power with wind in its name is also a potential air power. Air Complications Wielders of air powers can encounter complications stemming from the medium they manipulate or the attitudes or inclinations it gives them, such as the following. Accident The potential destructive force of air powers like Tornado is considerable, and characters wielding hurricanes and twisters as weapons may find themselves dealing with a lot of collateral damage in the aftermath. Such accidents may lead to air controllers exercising greater restraint with their powers (sometimes to their disadvantage) or having to deal with others who want to place restraints on their powers and what they can do with them. Disability A character with a Permanent Air Form (see Utility Powers) suffers from a significant disability: having no physical body at all! The character might be able to interact with solid objects via powers like Aerokinesis or having Affects Corporeal Strength but, even then, the character will find it difficult to lead a normal life. Air powers may compensate for other disabilities, allowing characters to be more active. For example, the ability to fly carried by the wind overcomes many of the drawbacks of being unable to walk. Likewise, a power like Air Sense may partially compensate for being blind, providing at least a clear picture of the character s surroundings. Phobia With powers linked to the open air and the sky, a fear of enclosed spaces and suffocation claustrophobia may be common for air controlling characters, making them less willing to venture underground or into tight indoor areas where their powers and maneuverability may be limited. Conversely, an air controller with a fear of heights or wide open spaces could face some interesting challenges! Imagine someone who has the potential to soar on the winds but who remains firmly grounded due to an extreme fear of heights. Power Loss Air powers are dependent on air as a medium to create and carry their effects. While some air powers (such as Air Bubble) actually create air, others might be rendered ineffective in the absence of air to manipulate, such as in a vacuum chamber, underwater, or in the depths of space. Whether powers like Air Blast create the air they use or not depends on whether or not the player wants to accept the Power Loss complication (and the hero point award that comes with it). Characters might also lose the use of air powers for other reasons. Mystical air powers could be negated by conditions like being surrounded with an opposing element, such as earth, so a character inside a cavern (or buried beneath a landslide) would be rendered powerless. Air powers relying on fans, turbines, or similar technology could be jammed, damaged, or otherwise rendered inoperative. Such devices could also have the Removable modifier (Hero s Handbook, page 149). Weakness Weaknesses associated with air powers include vulnerabilities to opposed elements, such as earth or water: characters might suffer an additional degree of effect from such attacks, or find their defenses less effective against them. Similarly, air controllers might be able to counter airborne attacks like gases by pushing or blowing them away, but might also be vulnerable to them, given their sensitivity to the surrounding atmosphere. 5

6 Credits & License Mutants & Masterminds Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser Art Direction and Graphic Design: Hal Mangold Interior Art: Dennis Calero Playtesters: Darren Bulmer, 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 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 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 custserv@greenronin.com Web Sites: 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. 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 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. 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 , 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 Player s 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 Hero s Handbook, Copyright 2010, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds Hero s Handbook, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds, Copyright 2012, Green Ronin Publishing, LLC; Author Steve Kenson. 6

Written By Michael R. Kimmel NEW FEATS

Written By Michael R. Kimmel NEW FEATS undefeatable 15: Duelist LPJ9561 NEW FEATS Aggressive Duelist s Stance [Combat] You can lower your defenses in order to improve your aggressive swordplay. Prerequisites: Combat Expertise, duelist level

More information

WEAPON MASTERY. Acquiring New Weapon Masteries and Increasing Existing Mastered Weapons. Initial Weapon Mastery. Weapon Choices by Level

WEAPON MASTERY. Acquiring New Weapon Masteries and Increasing Existing Mastered Weapons. Initial Weapon Mastery. Weapon Choices by Level The following iare rules for adding Weapon Masteries to Labyrinth Lord, taken from the Cyclopaedic Musings document. Cyclopaedic Musings focuses on bringing later additions to the Classic gaming in line

More information

Lovecraftian Bestiary. Fifth Edition Lovecraftian Monstrosities

Lovecraftian Bestiary. Fifth Edition Lovecraftian Monstrosities Lovecraftian Bestiary Fifth Edition Lovecraftian Monstrosities Lovecraftian Bestiary Fifth Edition Lovecraftian Monstrosities Leonaru 2014 Ape, Devil 2 Ape, White 2 Being from Beyond 3 Blupe 3 Cat, Saturnial

More information

9: MONKS. Written By Louis Porter Jr. NEW FEATS ARROW STAB [COMBAT] COMPOSURE [GENERAL] BLACK LOTUS STRIKE [MONK] DRAGON STYLE [COMBAT]

9: MONKS. Written By Louis Porter Jr. NEW FEATS ARROW STAB [COMBAT] COMPOSURE [GENERAL] BLACK LOTUS STRIKE [MONK] DRAGON STYLE [COMBAT] undefeatable 9: MONKS NEW FEATS ARROW STAB [COMBAT] You re experienced at turning an arrow of crossbow bolt into an effective melee weapon. Prerequisite: Evasion Class Feature, Deflect Arrows Benefit:

More information

Mutants & Masterminds Combat Cheat Sheet (PL 6)

Mutants & Masterminds Combat Cheat Sheet (PL 6) Actions Mutants & Masterminds Combat Cheat Sheet (PL 6) Adapted from Mutants & Masterminds, Second Edition Brandon Blackmoor, 2009-07-12 The types of actions your hero can perform during a round are standard

More information

The Duelist Supreme. 1 The Duelist Supreme (EL 7) The 2CGazette May, Created for 2CGaming s Patreon - the 2CGazette:

The Duelist Supreme. 1 The Duelist Supreme (EL 7) The 2CGazette May, Created for 2CGaming s Patreon - the 2CGazette: The Duelist Supreme The 2CGazette May, 2017 Written By Steven Gordon Produced By 2CGaming Created for 2CGaming s Patreon - the 2CGazette: www.patreon.com/2cgaming OPEN GAME LICENSE Version 1.0a The following

More information

Errata to the Second Printing

Errata to the Second Printing Errata to the Second Printing Savage World, Great White Games, the GWG shark, and the Pinnacle logo are 2009 Great White Games, LLC; DBA Pinnacle Entertainment Group. 1 First Strike The text for the First

More information

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 Charging Attack/Knock-Back [modified house rule]: Decide whether to inflict Damage or shove

More information

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0) Baaz Draconian Medium dragon (draconian), usually chaotic evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1)

More information

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander NUMENERA SYSTEM CHEAT SHEET Collated by Justin Alexander http://www.thealexandrian.net BASIC MECHANICS Abilities: Might, Speed, Intellect Task: 1d20 vs. target number DIFFICULTY/ NPC LEVEL DESCRIPTION

More information

UNEARTHED ARCANA Sidekicks

UNEARTHED ARCANA Sidekicks UNEARTHED ARCANA Sidekicks This article gives you a straightforward way to play and level up a sidekick in DUNGEONS & DRAGONS. The rules presented here take a creature with a low challenge rating and give

More information

Human (Star*Drive) Racial Traits. Average Height: 1.8 meters Average Weight: 80 kilograms

Human (Star*Drive) Racial Traits. Average Height: 1.8 meters Average Weight: 80 kilograms Star*Drive Races Part of the 4lternity Project By Caoimhe Ora Snow These are racial traits for the core Star*Drive races, expressed in (modified) 4th edition Dungeons & Dragons

More information

"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills." Prerequisite: Paladin class

With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills. Prerequisite: Paladin class Astral Weapon http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=43 1 sur 1 04/04/2013 21:53 Astral Weapon "With the power of the Astral Sea flowing through me, and my faith as powerful as

More information

Force Power Cards (front)

Force Power Cards (front) Battle Strike You use the Force to enhance your battle prowess. Time: Swift action. Target: You. DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the

More information

Perceived Temperature & Thermal Danger Level Determine the atmospheric temperature. Adjust for wind chill. Adjust for altitude. Adjust for humidity.

Perceived Temperature & Thermal Danger Level Determine the atmospheric temperature. Adjust for wind chill. Adjust for altitude. Adjust for humidity. Cold, Windchill, & Altitude Effects Rules For The Adventurer s Club Campaign By Mike Bourke Wind chill: Methods of determining wind chill are different from country to country and have also changed over

More information

Original concept from:

Original concept from: Original concept from: http://home.earthlink.net/~duanevp/dnd/building%20d&d/buildingdnd17.htm. The A.D.D.I.C.T. Short Form I. Check for Surprise A. The DM can determine that surprise exists (or does NOT

More information

Attacks of Opportunity (Part Two) By Skip Williams

Attacks of Opportunity (Part Two) By Skip Williams Rules of the Game: All About Attacks of Opportunit... 1 of 5 Rules of the Game Home > Games > D&D > Articles Attacks of Opportunity (Part Two) By Skip Williams 11/02/2004 Printer Friendly Email A Friend

More information

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd Black Belt Deadly even with nothing in her hands, a black belt eschews using the fighter's heavy armor and the monk's mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile,

More information

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7 Wolf Medium natural beast 100 Senses Perception +6; low-light vision 31; Bloodied 15 15; Fortitude 13, Reflex 13, Will 12 Speed 8 Bite (standard; at-will) 39 47 55 63 71 Spider Medium natural beast (spider)

More information

Samurai. Special Ability

Samurai. Special Ability Samurai Level Base Resist Reflex Will Defense Special Ability Attack Save Save Save Bonus 01 1 2 0 0 1 Code of Honor, Stance 1, Sword Style 1 02 2 3 0 0 1 03 3 3 1 1 2 Sword Style 2 04 4 4 1 1 2 05 5 4

More information

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR NAME: RACE: RANK: XP: PERSONAL INFO ICONIC FRAMEWORK ATTRIBUTES & DERIVED STATS HINDRANCES AGILITY SMARTS SPIRIT CHARISMA PARRY PACE STRENGTH VIGOR SKILLS GEAR SKILL DIE ITEM STRAIN WT EDGES & ADVANCES

More information

Crocodile Games 2010, All Rights Reserved Crocodile Games 2010, All Rights Reserved

Crocodile Games 2010, All Rights Reserved Crocodile Games 2010, All Rights Reserved Wall of Flames Marking a line in the sand, the Master of Words calls into being a blazing wall of fire. The wall must be a straight line, placed anywhere within 3 of the caster, and is 1 long for each

More information

The Pacifist Invented by Edward Couch

The Pacifist Invented by Edward Couch The Pacifist Invented by Edward Couch The Pacifist is a character who went out into the world much like any other adventurer, seeking fame, fortune, adventure, or a multitude of other goals. However, in

More information

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom Viking Class D&D 5e Created by Luke Nicholson and Tom Viking Class D&D 5e A daring mountain dwarf stares coldly into a horde of lifeless undead, he wipes the sweat of his forehead and yells a war cry before

More information

THE MARTIAL PROFESSIONS

THE MARTIAL PROFESSIONS THE MARTIAL PROFESSIONS Knowledge Name Build word KNOWLEDGE SKILLS Knowledge Description Duration Prerequisites Bladed Weaponry 3 This skill allows a person to use any bladed weapon including small weapons,

More information

Dog-Fighting Rules for GURPS 4th ED

Dog-Fighting Rules for GURPS 4th ED Dog-Fighting Rules for GURPS 4th ED Introduction First off, this system was designed for use with WW2-era aircrafts but could easily be used in post-war or modern times with a few adjustments. GURPS is

More information

ANT, GIANT DRONE ANT, GIANT SOLDIER 2015 PAIZO INC. ARCHON, HOUND

ANT, GIANT DRONE ANT, GIANT SOLDIER 2015 PAIZO INC. ARCHON, HOUND Pawn Collection 18 ANGEL, ASTRAL DEVA ANT, GIANT DRONE 19 ANT, GIANT DRONE 19 ANT, GIANT SOLDIER 20 ANT, GIANT SOLDIER 20 21 ANT, GIANT WORKER ANT, GIANT WORKER 21 22 22 23 24 ARCHON, HOUND ARCHON, HOUND

More information

Ballistics and Trajectory

Ballistics and Trajectory Ballistics and Trajectory Objective: Students will define the three types of ballistics phases and discuss the effects of ballistics on the round. Ballistics Ballistics is the science of the processes

More information

CLASS: SOULKNIFE GAME RULE INFORMATION CLASS FEATURES

CLASS: SOULKNIFE GAME RULE INFORMATION CLASS FEATURES CLASS: SOULKNIFE The soulknife class, as presented in the Expanded Psionics Handbook, is an intriguing class that, sadly, has a less than spectacular implementation. It has the traits of both warriors

More information

FIRST GRADE ATMOSPHERE

FIRST GRADE ATMOSPHERE FIRST GRADE ATMOSPHERE 1 WEEK LESSON PLANS AND ACTIVITIES WATER CYCLE OVERVIEW OF FIRST GRADE WATER WEEK 1. PRE: Investigating the water cycle. LAB: Experiencing surface tension. POST: Discovering how

More information

Customized Magical Weapons, Armor, and Shields

Customized Magical Weapons, Armor, and Shields Customized Magical Weapons, Armor, and Shields While we present a fairly robust collection of magic items, you can never have too many implements for driving your enemies before you. To this end, the system

More information

TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP

TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP TheTomeShow Page Character Sheet Player Name TheTomeShow 5 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP Shadar-kai Medium Race Size Age Gender Height Weight Alignment Deity Adventuring

More information

Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10

Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10 Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10 Dazzle Reflex DC 10 Notice DC 15 Notice DC 20 Notice Drain Fortitude -5 power points -10 power

More information

Goblin Dog CR 1 Init Senses Defense AC Fort Ref Will Immune Offense Speed Melee Statistics Str Dex Con Int Wis Cha Base Atk CMB

Goblin Dog CR 1 Init Senses Defense AC Fort Ref Will Immune Offense Speed Melee Statistics Str Dex Con Int Wis Cha Base Atk CMB Goblin Dog CR 1 N Medium animal Init +2; Senses low light vision, scent; Perception +1 AC 13, touch 12, flat footed 11 (+2 Dex, +1 natural) hp 9 (1d8+5) Fort +4, Ref +4, Will +1 Immune disease Speed 50

More information

Character Classes (draft 10)

Character Classes (draft 10) Character Classes (draft 10) Part of the 4lternity Project (this page intentionally left blank. draw a sesheyan!) By Caoimhe Ora Snow These are character classes based on Alternity

More information

COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games

COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games COMBAT CARDS The Easy Way to Assess Your Choices Combat is the most chaotic situation in any roleplaying game. So many targets, so many opportunities... so many options. Half the trick in figuring out

More information

Ballistics and Trajectory

Ballistics and Trajectory Ballistics and Trajectory Objective: Students will define the three types of ballistics phases and discuss the effects of ballistics on the round. Ballistics Ballistics is the science of the processes

More information

Critical Bullet and Melee Hit Chart 2

Critical Bullet and Melee Hit Chart 2 Critical Bullet and Melee Hit Chart 2 Expect to be injured in our line of work. Bullet wounds can be most serious, but blade weapons can sometimes be just as deadly. This chart expands upon the previous

More information

Safety Meeting Topic #11 Hazards of Confined Space

Safety Meeting Topic #11 Hazards of Confined Space Safety Meeting Topic #11 Hazards of Confined Space OSHA defines confined spaces as work areas with certain features: large enough to enter and work in, limited entry and exit areas, and not designed to

More information

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION Prerequisites: Force Rating 2 + BATTLE MEDITATION BATTLE MEDITATION BASIC POWER The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend to add one

More information

Reference Revised Combat Rules

Reference Revised Combat Rules Revised Combat Round Reference Revised Combat Rules I. Check for Surprise a. Roll 1d10 (see Surprise Modifiers) with a 1, 2, or 3 meaning surprise. Determine Initiative (once for given encounter) a. Each

More information

Talk Science Professional Development

Talk Science Professional Development Talk Science Professional Development Transcript for Grade 5 Scientist Case: The Air, a Gas Investigations 1. The Air, a Gas Investigations Through the Eyes of a Scientist We met Dr. Lindley Winslow in

More information

HIVE OF THE DEAD ADVANCED RULES

HIVE OF THE DEAD ADVANCED RULES HIVE OF THE DEAD ADVANCED RULES The Adventure Sheet The Adventure Sheet is where you can keep track of your Statistics, Equipment, Ammunition and other information relevant to your adventure. You are free

More information

Time Machine (1915): When chemicals became weapons in WWI

Time Machine (1915): When chemicals became weapons in WWI Time Machine (1915): When chemicals became weapons in WWI By Scientific American, adapted by Newsela staff on 05.10.16 Word Count 937 Level 1030L Three models of respirators to prevent ingesting poisonous

More information

Alignment: Any. Hit Die: d8.

Alignment: Any. Hit Die: d8. Archer Of history s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as

More information

WALKING WITH THE ORISHA

WALKING WITH THE ORISHA WALKING WITH THE ORISHA BY CHRIS JONES (This article first appeared in Campaign Magazine in 2002.) Atlas Games upcoming Ancestral Vault sourcebook explores the heart of African adventure with 96 pages

More information

Fluids. James H Dann, Ph.D. Say Thanks to the Authors Click (No sign in required)

Fluids. James H Dann, Ph.D. Say Thanks to the Authors Click   (No sign in required) Fluids James H Dann, Ph.D. Say Thanks to the Authors Click http://www.ck12.org/saythanks (No sign in required) To access a customizable version of this book, as well as other interactive content, visit

More information

Fight Smart in Close-Quarters Combat Using Wing Chun Techniques

Fight Smart in Close-Quarters Combat Using Wing Chun Techniques Fight Smart in Close-Quarters Combat Using Wing Chun Techniques By Lucy Haro Photos by Rick Hustead In the martial arts, one school of thought holds that you should change your game to match your opponent

More information

Alignment: Any. Hit Die: d10.

Alignment: Any. Hit Die: d10. Fighter As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge

More information

Soldier-4. Traits (see back for details)

Soldier-4. Traits (see back for details) Abilities and Skills Strength 16 +3 Athletics +10 Defenses Traits (see back for details) Soldier-4 Saga Edition RPG Dexterity 16 +3 Acrobatics +3 Initiative +10 Pilot +10 Stealth +3 Constitution 16 +3

More information

Combat Options. Timothy J. Miller April 4, 2000

Combat Options. Timothy J. Miller April 4, 2000 Combat Options Timothy J. Miller April 4, 2000 Combat Options is a set of independant rules modules relating to Fudge combat. Any of these rules can be used separately, or in any combination. Each option

More information

CONFINED SPACE PROGRAM

CONFINED SPACE PROGRAM CONFINED SPACE PROGRAM March 2017 CONTENTS Section 1: Introduction... 1 Section 2: Purpose... 1 Section 3: Definitions... 2 Section 4: Roles and Responsibilities... 4 Section 5: Testing and Monitoring...

More information

Free Diving. During Constant Buoyancy Control Diving the athlete reaches the maximum depth and returns to the surface just by muscular strength.

Free Diving. During Constant Buoyancy Control Diving the athlete reaches the maximum depth and returns to the surface just by muscular strength. Ocean 11 SCUBA Free Diving For the pre-20th century Greek sponge-divers, equalizing of the ears was not necessary. These freedivers had burst their eardrums since early childhood, on purpose, through diving

More information

Brimstone and Iron. Heroic Combat System.

Brimstone and Iron. Heroic Combat System. Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the

More information

survey/doa5lr/

survey/doa5lr/ GAME CONTROLS... 2 GETTING STARTED... 3 GAME SCREEN... 5 TRIANGLE SYSTEM... 6 MOVE HEIGHT... 7 ACTIONS... 8 TAG CONTROLS... 15 ONLINE... 16 Design by mammoth. * Screenshots are taken from a version still

More information

DFT Valves. Selecting Control Valves

DFT Valves. Selecting Control Valves DFT Valves Selecting Control Valves Evaluating Process Conditions in Control Valve Selection A one-size-fits-all approach is not the best way to go about choosing the proper control valve for a particular

More information

SAFETY FEATURES OF PORTABLE CRYOGENIC LIQUID CONTAINERS FOR INDUSTRIAL AND MEDICAL GASES

SAFETY FEATURES OF PORTABLE CRYOGENIC LIQUID CONTAINERS FOR INDUSTRIAL AND MEDICAL GASES SAFETY FEATURES OF PORTABLE CRYOGENIC LIQUID CONTAINERS FOR INDUSTRIAL AND MEDICAL GASES AIGA 016/04 Asia Industrial Gases Association 298 Tiong Bahru Road, #20-01 Central Plaza, Singapore 168730 Tel :

More information

BRIGHT SPARKS FEBRUARY HOLIDAY Winchester Science Centre

BRIGHT SPARKS FEBRUARY HOLIDAY Winchester Science Centre BRIGHT SPARKS World of gases From climate change to cooking dinner, the chemistry of gases is part of everyday life. Join us for a day, jam packed full of science tricks, messy experiments, fun games,

More information

Protective device that covers the nose and mouth or the entire face or head to guard the wearer against hazardous atmospheres

Protective device that covers the nose and mouth or the entire face or head to guard the wearer against hazardous atmospheres Protective device that covers the nose and mouth or the entire face or head to guard the wearer against hazardous atmospheres Working in an area with insufficient oxygen Situations where harmful dusts,

More information

PHOTOGRAPHY SUBMISSION GUIDELINES FOR YEAR 2014 CALENDARS. August 3, 2012

PHOTOGRAPHY SUBMISSION GUIDELINES FOR YEAR 2014 CALENDARS. August 3, 2012 T H E C A L E N D A R C O M P A N Y PHOTOGRAPHY SUBMISSION GUIDELINES FOR YEAR 2014 CALENDARS August 3, 2012 BrownTrout Publishers, Inc. ( BrownTrout ) is pleased to present the following Photography Submission

More information

NUMENERA and 2013 Monte Cook Games, LLC

NUMENERA and 2013 Monte Cook Games, LLC TASK DIFFICULTY TASK DIFFICULTY DESCRIPTION TARGET NO. GUIDANCE 0 Routine 0 Anyone can do this basically every time. 1 Simple 3 Most people can do this most of the time. 2 Standard 6 Typical task requiring

More information

(*WINTER 18*) NUGGET SURF LESSONS / PRACTICE CLUB MEMBERSHIP Participant Agreement and Waiver of Liability

(*WINTER 18*) NUGGET SURF LESSONS / PRACTICE CLUB MEMBERSHIP Participant Agreement and Waiver of Liability (*WINTER 18*) NUGGET SURF LESSONS / PRACTICE CLUB MEMBERSHIP Participant Agreement and Waiver of Liability First Name: Last Name: Birthdate / / Gender: Age: Grade: Name of School: Address: City: State:

More information

Background. 1. How have the concealed carry laws changed for public universities?

Background. 1. How have the concealed carry laws changed for public universities? Guns on Campus FAQ This document is intended to provide general information about the recent changes to Arkansas law involving carrying concealed handguns on college campuses. Because the laws pertaining

More information

BENTHRE. Magnetic Emitter (Level 6): Projects ray of destructive energy up to 200 feet. 6 damage.

BENTHRE. Magnetic Emitter (Level 6): Projects ray of destructive energy up to 200 feet. 6 damage. BENTHRE Magnetic Emitter (Level 6): Projects ray of destructive energy up to 200 feet. 6 damage. Force Screen Projector (Level 5): Creates immobile plane of solid force 20 feet by 20 feet. Conforms to

More information

Excavation and Trenching

Excavation and Trenching Excavation and Trenching An excavation is defined as any man-made cut, cavity, trench, or depression in the earth s surface formed by earth removal. Trenches are narrow, underground excavations that are

More information

- You have emerged victorious from this battle - You have gained 600 experience from this fight. Round 1:

- You have emerged victorious from this battle - You have gained 600 experience from this fight. Round 1: Downloaded from: justpaste.it/1cvb - You have emerged victorious from this battle - You have gained 600 experience from this fight Round 1: Shouten surprises mangekyoulegend with a variety of feints and

More information

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking,

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking, Reader, Skylar Evans Player: Scott Gray Male human (Chelaxian) brawler 3 - CR 2 Neutral Good Humanoid (Human); Deity: Desna; Age: 21; Height: 5' 8"; Weight: 170lb. Ability Score Modifier Temporary STR

More information

Chapter 13 Temperature, Kinetic Theory, and the Gas Laws 497

Chapter 13 Temperature, Kinetic Theory, and the Gas Laws 497 Chapter 13 Temperature, Kinetic Theory, and the Gas Laws 497 Figure 13.25 This photograph of Apollo 17 Commander Eugene Cernan driving the lunar rover on the Moon in 1972 looks as though it was taken at

More information

IRATA International code of practice for industrial rope access. Part 3: Informative annexes Annex M: Use of tools and other work equipment

IRATA International code of practice for industrial rope access. Part 3: Informative annexes Annex M: Use of tools and other work equipment IRATA International code of practice for industrial rope access Part 3: Informative annexes Annex M: Use of tools and other work equipment September 2013 The first edition of Annex M was published in January

More information

The Sunless Citadel Combat Reference Document

The Sunless Citadel Combat Reference Document The Sunless Citadel Combat Reference Document Monster Statistics and Reinforcement Information Introduction: This reference document was created for DMs planning to run The Sunless Citadel from Tales from

More information

GURPS : COMBAT. Maneuvers

GURPS : COMBAT. Maneuvers GURPS : COMBAT Turn Sequence Combatant with highest Basic Speed goes first, then the one with the next-highest Basic Speed and so on. If tied, the one with the highest DX goes first. If still tied, roll.

More information

1 MS Earth s Atmosphere

1 MS Earth s Atmosphere CHAPTER 1 MS Earth s Atmosphere Chapter Outline 1.1 THE ATMOSPHERE 1.2 ENERGY IN THE ATMOSPHERE 1.3 LAYERS OF THE ATMOSPHERE 1.4 AIR MOVEMENT 1.5 REFERENCES Did you ever see such an awesome sight? This

More information

BRITISH STANDARD BS 341-4: Transportable gas container valves. Part 4: Pressure relief devices ICS

BRITISH STANDARD BS 341-4: Transportable gas container valves. Part 4: Pressure relief devices ICS BRITISH STANDARD BS 341-4:2004 Transportable gas container valves Part 4: Pressure relief devices ICS 23.060.40 This British Standard, having been prepared under the direction of the Standards Policy and

More information

SAVAGE RIFTS GM SCREEN INSERTS ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER S SCREEN, AVAILABLE AT

SAVAGE RIFTS GM SCREEN INSERTS ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER S SCREEN, AVAILABLE AT SAVAGE RIFTS GM SCREEN INSERTS ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER S SCREEN, AVAILABLE AT WWW.PEGINC.COM! CUSTOMIZABLE GAME MASTER S SCREEN YOUR SCREEN, YOUR CHOICE! This file

More information

Steam Punk Firearms 4E

Steam Punk Firearms 4E 10/29/10 1 Grimgrin4488@aol.com Steam Punk Firearms 4E The origin of firearms is a fantasy campaign is a mysterious and controversial matter. Some credit dwarves, others blame the kobolds, while many consider

More information

75 Years of Health and Safety Guidance

75 Years of Health and Safety Guidance H&S Guide: 60 Working Risks Personal Protective Equipment Personal Protective Equipment (also known as PPE) Employers have duties concerning the provision and use of personal protective equipment at work.

More information

Magnetic Tape Installation Straight guide tape, embedded magnetic bar, curve segments HG A

Magnetic Tape Installation Straight guide tape, embedded magnetic bar, curve segments HG A Installation Instructions HG 19600-A Magnetic Tape Installation Straight guide tape, embedded magnetic bar, curve segments HG 19600-A English, Revision 01 Dev. by: TE Date: 25.06.2015 Author(s): RAD Götting

More information

Scorpion Workout Routine

Scorpion Workout Routine Scorpion Workout Routine Bonus PDF File By: Mike Romaine Copyright Notice No part of this report may be reproduced or transmitted in any form whatsoever, electronic, or mechanical, including photocopying,

More information

SAFE AND ENVIRONMENTALLY FRIENDLY

SAFE AND ENVIRONMENTALLY FRIENDLY SAFE AND ENVIRONMENTALLY FRIENDLY Thanks to our company s strong focus on innovation and development, we have developed the INERT-SIEX TM CFT-01 (Constant Flow Technology) system, one of the greatest advances

More information

NOTICE. The above identified patent application is available for licensing. Requests for information should be addressed to:

NOTICE. The above identified patent application is available for licensing. Requests for information should be addressed to: Serial Number 09/515.214 Filing Date 28 February 2000 Inventor Robert J. Obara NOTICE The above identified patent application is available for licensing. Requests for information should be addressed to:

More information

Leak Checking Large Vacuum Chambers

Leak Checking Large Vacuum Chambers Leak Checking Large Vacuum Chambers Technical Overview Vacuum Technologies Introduction Understanding the pump-down characteristics of a large vacuum vessel is critical for determining whether the vacuum

More information

Force & Motion. Objective 6.P.1. 6.P.1 Understand the properties of waves and the wavelike property of energy in earthquakes, light and sound.

Force & Motion. Objective 6.P.1. 6.P.1 Understand the properties of waves and the wavelike property of energy in earthquakes, light and sound. Force & Motion Objective 6.P.1 Date: 6.P.1 Understand the properties of waves and the wavelike property of energy in earthquakes, light and sound. 6.P.1.1 Compare the properties of waves to the wavelike

More information

End of Chapter Exercises

End of Chapter Exercises End of Chapter Exercises Exercises 1 12 are conceptual questions that are designed to see if you have understood the main concepts of the chapter. 1. While on an airplane, you take a drink from your water

More information

Figure 1 Figure 1 shows the involved forces that must be taken into consideration for rudder design. Among the most widely known profiles, the most su

Figure 1 Figure 1 shows the involved forces that must be taken into consideration for rudder design. Among the most widely known profiles, the most su THE RUDDER starting from the requirements supplied by the customer, the designer must obtain the rudder's characteristics that satisfy such requirements. Subsequently, from such characteristics he must

More information

Hero Indian Super League

Hero Indian Super League Hero Indian Super League 2017-2018 Brand & Content Protection Guidelines Public Advisory Document These Brand and Content Protection Guidelines provide guidance on acceptable and sanctioned use of proprietary

More information

APPI PPG LECTURE 5: FURTHER METEOROLOGY

APPI PPG LECTURE 5: FURTHER METEOROLOGY LECTURE 5: FURTHER METEOROLOGY Introduction: This lecture covers Further Meteorology and aims to give you more of an understanding of advanced weather conditions and patterns. However Meteorology is a

More information

IN THE UNITED STATES DISTRICT COURT DISTRICT OF MINNESOTA ) ) ) ) ) ) ) ) ) ) ) ) ) COMPLAINT

IN THE UNITED STATES DISTRICT COURT DISTRICT OF MINNESOTA ) ) ) ) ) ) ) ) ) ) ) ) ) COMPLAINT IN THE UNITED STATES DISTRICT COURT DISTRICT OF MINNESOTA YAHOO! INC., v. Plaintiff, NATIONAL FOOTBALL LEAGUE PLAYERS ASSOCIATION, INC. and NATIONAL FOOTBALL LEAGUE PLAYERS INCORPORATED, Defendants. Case

More information

LESSONS 1, 2, and 3 PRACTICE EXERCISES

LESSONS 1, 2, and 3 PRACTICE EXERCISES LESSONS 1, 2, and 3 PRACTICE EXERCISES The following items will test your grasp of the material covered in these lessons. There is only one correct answer for each item. When you complete the exercise,

More information

Damage / Current HP. Crit: 4 Rng: 40' 2-hand, B/P. Crit: 2 Light, P

Damage / Current HP. Crit: 4 Rng: 40' 2-hand, B/P. Crit: 2 Light, P Bloodfang Lv1 Male clockwork pony (leather wing) gunslinger 1 - CR 1/2 Chaotic Good Fey (Half-Constuct, Ponykind); Deity: The Moon Princess; Age: 17; Height: 4' 2"; Weight: 295lb. Ability Score Modifier

More information

Responding to Natural Gas Pipeline Emergencies

Responding to Natural Gas Pipeline Emergencies Responding to Natural Gas Pipeline Emergencies Who is Florida Gas Transmission? Florida Gas Transmission operates nearly 5,000-miles of interstate natural gas transmission pipelines, a system that extends

More information

Confined Space Program

Confined Space Program Type: POLICY Revision: 01 Owner: BRL Document Name: HSPOL 011 Status: Current Nov 2014 Review Date: September 2017 Effective Date: 01 January 2015 Total Pages: 6 Definitions: New Old Confined space means

More information

1Pressure 2 21Volume 2 2. or Temperature 2. where the subscript 1 signifies the initial conditions and the subscript 2 signifies the final conditions.

1Pressure 2 21Volume 2 2. or Temperature 2. where the subscript 1 signifies the initial conditions and the subscript 2 signifies the final conditions. 10-4 Gases The ideal gas law expresses the relationship between the pressure, volume, and temperature of a gas. In the exercises in this chapter, the mass of the gas remains constant. You will be examining

More information

3 Global Winds and Local Winds

3 Global Winds and Local Winds CHAPTER 1 3 Global Winds and Local Winds SECTION The Atmosphere BEFORE YOU READ After you read this section, you should be able to answer these questions: What causes wind? What is the Coriolis effect?

More information

L2 +2 Ranged when using bows or crossbows.

L2 +2 Ranged when using bows or crossbows. Archer Exchanging the need of force for precision, these warriors are skillful at the art of dispatching enemies at a distance. Though other warriors may boast of the ability to slay their foe in a single

More information

SAFETY IN THE WORKPLACE

SAFETY IN THE WORKPLACE SAFETY IN THE WORKPLACE What is Workplace Safety? What is Workplace Safety? The condition of feeling and being safe. To be free from danger or injury. What is an Injury? A wound. A specific damage to a

More information

-Fundamentals of Fluid Mechanics- Bruce Munson, Donald Young, Theodore Okiishi, Wade Huebsch

-Fundamentals of Fluid Mechanics- Bruce Munson, Donald Young, Theodore Okiishi, Wade Huebsch -Fundamentals of Fluid Mechanics- Bruce Munson, Donald Young, Theodore Okiishi, Wade Huebsch Fluids in the News (All Fluids in the News contained here are in the print edition as indicated) Table of Contents

More information

U9-U10 Teaching Formation

U9-U10 Teaching Formation U9-U10 Teaching Formation OVERVIEW All of the efforts put towards individual skills and team skills are of little use if your team isn t in a position to take advantage of those skills. Proper formation

More information

STEEL SHOT: WHAT YOU NEED TO KNOW. Part 2

STEEL SHOT: WHAT YOU NEED TO KNOW. Part 2 STEEL SHOT: WHAT YOU NEED TO KNOW. Part 2 In part one of this series, various aspects of the general situation with Steel shot cartridges were investigated. They were: Steel s relative cost, the increased

More information

CHAPTER 2 2 EMERGENCY PROCEDURES EMERGENCY PROCEDURES. Emergency Response Plan and Procedures

CHAPTER 2 2 EMERGENCY PROCEDURES EMERGENCY PROCEDURES. Emergency Response Plan and Procedures CHAPTER 2 EMERGENCY PROCEDURES 2 EMERGENCY PROCEDURES 3. Communication Systems To relay accurate information quickly, use reliable communications equipment, develop procedures, and train personnel. A backup

More information

1 Fluids and Pressure

1 Fluids and Pressure CHAPTER 3 1 Fluids and Pressure SECTION Forces in Fluids BEFORE YOU READ After you read this section, you should be able to answer these questions: What are fluids? What is atmospheric pressure? What is

More information