Super-powered armor has become staples of the superhero comics for both heroes and villains. Armor is well-suited (no pun intended) for a variety of features. Some armors have a small display screen or projector, perhaps even able to produce translucent holographic images in empty air.
Super-powered armor has become staples of the superhero comics for both heroes and villains. Armor is well-suited (no pun intended) for a variety of features. Some armors have a small display screen or projector, perhaps even able to produce translucent holographic images in empty air.
Super-powered armor has become staples of the superhero comics for both heroes and villains. Armor is well-suited (no pun intended) for a variety of features. Some armors have a small display screen or projector, perhaps even able to produce translucent holographic images in empty air.
Super-powered armor has become staples of the superhero comics for both heroes and villains. Armor is well-suited (no pun intended) for a variety of features. Some armors have a small display screen or projector, perhaps even able to produce translucent holographic images in empty air.
The passage discusses different types of armor powers including descriptors like technological, magical, and degrees of removability.
Common armor descriptors discussed are technological, magical, and whether the armor is worn externally or integrated into the body.
Some common minor features armor may have include displays, storage compartments, data storage, and disguising capabilities.
POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS
Some acquire amazing powers by accident or virtue of
birth, but others make their powers or acquire them by wearing them, in the form of armor, like the knights of old. Suits of super-powered armorand similar costumes have become staples of the superhero comics for both heroes and villains. In their case the suit really can make the man although it is often the person inside who counts. ARMOR DESCRIPTORS Armor: Implies an external or worn suit of armor rather than natural armor like exceptionally tough skin, armor plates, or whatnot. This does not necessarily mean the armor is Removable, although it may. Some worn armor is actually integrated into the users body, or cannot easily be removed. More often than not, however, armor is a Removable device of some sort. Technological: Common, but also not required. High-tech battlesuits are the most common col- lections of armor powers. The kind of technology involved may imply other descriptors, including cy- bernetic, nanotech, or even things like clockwork or retro steampunk suits. This descriptor makes armor good for power stunts or applications of inventing (Heros Handbook, pages 159160) based around ju- ry-rigging the armor in different ways. Magical: Technology is not the only source of power armor, however. Some suits may have a magical descriptor instead, ranging from enchanted suits of mundane mail armor with enhanced protective properties and other abilities to magical automatons worn and piloted by a person inside of them. ARMOR FEATURES Armor is well-suited (no pun intended) for a variety of Fea- tures, adding minor capabilities to the armor that do not rate full-fledged power effects. Just a few of the many pos- sible features include: A small display screen or projector, perhaps even able to produce translucent holographic images in empty air. This is solely for the display and sharing of information (and entertainment value) not an Il- lusion effect. A built-in piece of equipment costing 1 point or less, including the equivalent of a cell phone, computer, flashlight, or similar useful item. A loudspeaker able to amplify the wearers voice, like a built-in bullhorn (useful for crowd control and cutting through noisy situations). Built-in storage compartments or hidden places to conceal things. A data-storage drive, allowing the wearer to copy and store digital information easily (perhaps with an included interface cable or wirelessly). A design that not only disguises the wearers identity, but even allows the wearer to masquerade as a differ- ent sex or pretend to be a robot rather than a person in armor. Armor Features are a great opportunity for retcons and stunts involving the armors capabilities, such as having just the right item in that hidden storage compartment, or access to the right Feature at the right time. 11 POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS REMOVABLE OR NOT? Power armor often has the Removable flaw (Heros Hand- book, page 149) as the wearer can take it off and, pre- sumably, have it taken off, or be caught without it in some situations. However, the flaw is not required, and different suits of armor may have different degrees of removability. The Removable degree is the default. The armor can only be removed when the wearer is stunned and defenseless and takes some amount of time (GMs judgment, but at least a couple of rounds, to as long as a minute or more). Easily Removable armor is relatively rare, but may be dependent upon some easily removable component or object; perhaps the armor has vulnerable exposed power pods, cables, or other components an opponent can grab in combat, rendering the armor inoperative. Some armor is not Removable at all in game terms, not that the armor cannot be removed, just that it cannot be removed against the wearers will in anything less than hours. Perhaps the armor has such sophisticated security a foe cannot remove it even when the wearer is incapaci- tated. Rather than a flaw, the occasional Power Loss com- plication might come into play (see Complications). OFFENSIVE POWERS Power armor usually has some type of offensive capability provided by various built-in weapons. WEAPON ARRAYS Power-armor is a prime candidate for an array of differ- ent offensive powers (weapons); each weapon is usable one at a time, but not all at once. See the Alternate Effect modifier on pages 136137 of the Heros Handbook for details on arrays and how they are set up. The array can represent multiple settings on a single weaponsuch as a blaster with direct and wide-beam applications, or with different Damage descriptors like laser and electricityor it can represent the total weapon capabilities of the armor, limited by things like power usage and operator attention. An armor array might even include non-offensive powers, if it repre- sents management of the armors power or processing capacity. Offensive armor powers can also make use of the Variable Descriptor extra (Heros Handbook, page 145) to have dif- ferent settings that are the same effect (such as Damage) with different descriptors (such as fire, laser, impact, and radiation, for example). BLASTER The most basic type of armor weapon: a straightforward ranged blasting attack. The attack may originate from the armors gauntlets or arms, shoulder-mounted pods, or from the chest-plate or helmet, depending on the de- scriptors. Likewise, a blaster can be different types of energy or even physical projectiles. Blaster: Ranged Damage 2 points per rank CAPTURE WEAPON A non-damaging ranged weapon intended to disable and incapacitate opponents without harming them. A capture weapon may be tranquilizer darts, stun gas, a taser, net, or similar weapon. See the Dazzle, Sleep, and Snare sample powers in Chapter 6 of the Heros Handbook for additional examples. Capture Weapon: Ranged Affliction (Resisted and Overcome by Fortitude; Impaired, Disabled, Incapacitated) 2 points per rank HOMING MISSILE You launch a micro-missile with an on-board guidance system, allowing it to lock onto and track its target. By default the homing missile is a heat-seeker, tracking its target by its heat emissions, but you can substitute another Sense effect worth 1 point (or spend additional points for a higher-ranked sense effect). Homing Missile: Ranged Damage, Homing 2 Linked to Senses 1 (Infravision) 3 points + 2 points per rank MACHINE-GUN This weapon is a repeating type of blaster attack (see Blaster, previous): it may be a conventional machine gun or chain gun firing solid projectiles (or rubber bullets) or a pulsed energy weapon, depending on descriptors Machine-Gun: Ranged Multiattack Damage 3 points per rank MICRO-MISSILES Your armor can fire explosive micro-missiles from an arm-, shoulder-, or chest-mounted launcher. Although the default effect of this weapon is Damage, see the Gre- nades and Explosives section of Chapter 7 of the Heros Handbook for some potential Alternate Effects. A micro-missile might have partial ranks of Burst Area for three tiers of Damage: full Damage to the target of a successful attack check, Burst Area Damage to nearby targets in the blast radius, and half Burst Area Damage to targets in the blast radius who make a successful Dodge check. Micro-Missiles: Burst Area Ranged Damage 3 points per rank SURFACE SHOCK You electrify the exterior surface of your armor such that anyone touching it gets a nasty shock, good for throwing off grabs and gangs of minions. 22 POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS Surface Shock: Affliction (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated), Reaction (when touched) 4 points per rank Alternate Effects of this power may include enough voltage to do Damage or a version using another medium, such as super-heating or cooling the armors surface. Surface Shock: Damage, Reaction (when touched) 4 points per rank STRENGTH ENHANCEMENT Your armor has a strength-enhancing exoskeleton, a strength-reinforcing force field, or some similar system, greatly magnifying your normal strength. Generally, this Strength Enhancement affects all aspects of your Strength rank, although some armor has ranks limited to slow, sustained applications of Strength, essentially with the Limited to Lifting modifier (see Power-Lifting, Heros Handbook, page 123). A truly massive suit of armor may provide Permanent and Innate ranks of Growth instead of or in addition to Strength Enhancement. Strength Enhancement: Enhanced Strength 2 points per rank DEFENSIVE POWERS The primary power of armor is defensive, although differ- ent suits of armor protect their wearers in different ways and to different degrees. ARMOR The most basic armor power is its namesake: protection against external sources of damage and injury. Some powered armor is reinforced, shrugging off minor attacks altogether, represented by ranks of the Impervious modi- fier (see Impervious Options, following). Armor: Protection 1 point per rank FORCE FIELD Rather than armor plating or similarly protective materi- als, power armor may protect the wearer by generating a powerful force field. Descriptors vary from electromag- netic to magical or even cosmic. For some suits, the force field is effectively permanent in duration: as long as the armor is worn and operating, its defenses are up. Others may have continuous or sustained duration force fields capable of greater mutability (usable for stunts) but also subject to being shut-down under cir- cumstances where the effect cannot be maintained. Note that a permanent force field may have the Noticeable mod- ifier (if the field glows brightly, for example), while non-per- manent fields are noticeable by default. Force Field: Protection 1 point per rank LIFE SUPPORT SYSTEM The next most common defensive power for armor after the protection it affords is some type of built-in life support or sealed system, allowing the armors wearer to operate in virtually any hostile environment. Some power-armor is customized for particular environments, such as aquatic, arctic, or deep space, with lesser ranks of Immunity. The Gamemaster may wish to require a lower rank of Im- munity, or permit the Quirk (missing some Immunities, 1 point each) for a Life Support System that does not cover certain things, such as still requiring the armors wearer to rest or resist diseases or poisons that manage to penetrate the armors outer shell. Life Support System: Immunity 10 (Life Support) 10 points MIND SHIELD Your armor is attuned to aid you in resisting mental attacks (generally Will resisted effects with a mental, psionic, or psychic descriptor; see the Mental Powers profile). Mind Shield: Enhanced Impervious Will, Limited to Mental Effects 1 point per rank Alternately, your armors systems might screen out some specific mental effect or from mental influences in general. If your armor only partially filters such things, Limit the Immunity to half effect. Mind Shield: Immunity 5 (one mental power, such as psychic mind control) or Immunity 10 (all psychic or psionic mental powers) 5 or 10 points IMPERVIOUS OPTIONS Armor often has the Impervious modifier (Heros Hand- book, page 141) applied to one or more of its defenses, particularly Toughness. For those who prefer an alternative to the game system for Impervious Defense given in the M&M Heros Hand- book, consider one of the following options: Limit Impervious ranks to no more than the series power level (to limit their use in defense trade-offs against power level limited attacks). Impervious Defense ignores effects with a rank less than its own (rather than equal to or less than half its rank). You may wish to double the modifiers cost in this case. When rolling resistance checks using an Impervi- ous Defense, add 10 to a roll of 110, like spending a hero point on a re-roll. Make resistance checks normally but, if the effect rank is less than your Impervious rank, reduce any degree of failure by one; zero degrees of failure counts as one degree of success. 33 POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS SENSORY SHIELD Filters and baffles in your armor, particularly in the helm or faceplate, are designed to shield your senses from overload due to outside stimuli. This allows you to largely ignore things like blinding light, deafening noise, nause- ating odors, and so forth. If your armor only partially filters such things, Limit the Im- munity to half effect (changing the cost to 3 points). Sensory Shield: Immunity 5 (Sensory Affliction Effects) 5 points per rank
MOVEMENT POWERS Power-armor may be equipped with propulsion systems, allowing the wearer to move quickly in a number of dif- ferent ways. Multiple propulsion systems may be bundled together as an array of different movement powers. AQUATIC TURBINES Powerful turbines deploy from your armor to propel you underwater. Aquatic Turbines: Swimming 1 point per rank LEG HYDRAULICS Powerful hydraulic or other strength-enhancing devices in the lower body of your armor greatly enhance your leaping ability, allowing you to jump great distances. Leg Hydraulics: Leaping 1 point per rank LIMB EXTENDERS The arms and legs of your armor can telescope, extending many times their normal length, controlled remotely by you. This allows you to rise up on stilt-like legs or reach out with extended arms to grab or attack. Limb Extenders: Elongation 1 point per rank SKATES Roller skate wheels (or in-line skates) deploy on command from the boots of your armor, allowing you to zip along the ground. Your skates may even be rocket powered, letting you move really fast! Unpowered skates should be limited to around Speed 3, while rocket-powered or mag- netic skates could be up to rank 7 or 8! Skates: Speed 1 point per rank THRUSTERS The most common power-armor movement effect in- volves rockets or other thrusters, allowing the wearer to fly. Some types of armor may have even more sophis- ticated anti-gravity systems or magical flight capabili- ties. These may have a rank of the Subtle modifier, being almost silent in use. Thrusters: Flight 2 points per rank TUNNELING Armor designed for underground exploration might have the ability to tunnel through soil and bedrock, using built- in drills, digging lasers, or similar devices. Perhaps the entire suit becomes a tunneling machine of sorts that flies through earth and solid rock! Tunneling: Burrowing 1 point per rank UTILITY POWERS As mentioned under Features, power armor often has a wide range of different utilities and devices built into it. COMBAT COMPUTER Computer systems in your armor analyze combat situa- tions and potential threats and offers a variety of options, even exerting some subtle influence over your move- ments and actions to allow you to deal with unexpected situations faster than having to think about them. Combat Computer: Enhanced Advantages (choose from Assessment, Close Attack, Favored Opponent (previously assessed), Improved Initiative, Ranged Attack, and Uncanny Dodge) plus Enhanced Defense (Dodge and Parry) 1 point per rank of Enhanced Advantages + 1 point per rank each of Enhanced Dodge and Parry COMMUNICATION SYSTEM Your armor features a comm system, allowing you to communicate, usually via radio or cellular link, with maximum range determined by its effect rank. Scram- bled or encrypted communication systems apply the Subtle modifier. This system is powerful and self-con- tained, for the simple ability to tap into existing CB or cellular communications, add an appropriate Feature (cell phone or radio). Comm System: Radio Communication 5 points per rank SENSORS Power armor often comes equipped with sensor devices, feeding into displays in the armors visor or helmet. Low- light and Darkvision are particularly common, but virtu- ally any Senses effect with an appropriate descriptor may be included in power armors sensor package. Sensors: Senses 1 point per rank 44 POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS OTHER POWERS Power armor or, even more broadly, power suit can be a descriptor for virtually any sort of power, simply saying the power resides in the suit rather than the wearer. So, for example all of the various fire powers (see Power Profile: Fire Powers) could also be armor powers for a suit of fire- generating armor, equipped with flamethrowers, able to project a fiery aura, and so forth. Throw magic or alien super-science into the mix, and you can even have super- suits providing mental or mystical powers! ARMOR COMPLICATIONS A number of complications can stem from wearing, using, and maintaining a suit of power armor. Cutting-edge tech- nology (or mysterious magic), power armor may come with various known and unknown bugs or side-effects. DISABILITY A common concept is the armor that compensates for some disability, such as giving an otherwise paraplegic wearer the ability to walk, or a blind wearer the ability to see (or some compensatory sense, like sonar imaging). In essence, the character still has a disability, but the occa- sions when it comes into play are dependent on whether or not the armor is available and functioning normally (see Power Loss, following). The flip-side of this is armor that causes some type of dis- ability when it is worn and used. For example, the armor might greatly reduce the wearers sense of touch, making it nearly-impossible to feel anything outside of it, or it may restrict the wearers senses apart from the armors own sensor inputs. IDENTITY A full-body suit of armor is an excellent means of conceal- ing ones identity. While most superheroes have to make do with flimsy masks and changes of clothes or hair color, an armored hero conceals virtually everything, possibly including voice (filtered or distorted) and race, sex, or species! (See Armor Features for armor this concealing.) POWER LOSS This is the primary complication associated with armor powers. Under different circumstances, the armor may fail, suffer damage, run out of power, or otherwise stop working. This can be due to damage suffered in combat or the course of adventuring, or other circumstances chosen by the player and the Gamemaster. For example, getting hit by a falling power cable may short-out or damage armor systems, or they may be affected by radiation, elec- tromagnetic interference, sunspots, or what have you. Magical armor may likewise suffer power loss due to shifts in the cosmic currents or changes in the wearers condi- tion, such as armor intended for a faithful champion of justice faltering when the wearer doubts his mission or performs an unworthy deed. RELATIONSHIP Sophisticated high-tech armor might require a support staff or ground crew to assist with its maintenance and even operation. Such a helpful relationship may qualify as a Benefit advantage, particularly if the ground crew has useful skills or insights. Where the complication comes into play is when members of the support staff develop their own agendas or manage to get in over their heads, and the hero has to come charging to the rescue. REPUTATION Its fairly easy for an armored character to get a reputa- tion, one which may be attached as much to the armor as to the person inside of it. For example, a hero who adopted an infamous suit of military armor once used in wartime might have to deal with the atrocities asso- ciated with the armor, even though someone else was using it at the time. RIVALRY Power-armor is specialized technology (or rare magic or the like) so armored characters often have enemies or rivals with similar devices. For example, the inventor of a suit of armor might have a rival who developed similar technology but claims to have invented it first. The rivalry between Ultramarine and Steelhead in the Emerald City setting is another example: step-siblings who each wear a prototype aquatic armor design. SECRET Along with identity (see previous) armor wearers can have various secrets, ranging from a troubled past to secrets concerning the armor itself, where it came from, and how it works. For example, perhaps the maverick inventor who uses his power armor to fight crime is in fact a mili- tary test-pilot posing as an independent to test a govern- ment prototype in plain sight, or witnessed the death of the real inventor of the armor and now uses it to try and make things right. WEAKNESS Power armor may have or cause weaknesses for the wearer. Other than potential power loss (see Power Loss), armor weaknesses may include a vulnerability to electrical or magnetic attacks, vulnerability to technology-influenc- ing effects (like a computer virus or a machine-controlling villain), or even things like additional degrees of effect from sensory attacks due to the armors sensor feeds or the like. As usual, when the weakness comes into play, the armors wearer gets a hero point. 55 POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS CREDITS & LICENSE 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 copyright- ed 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 Contentmeans 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 iden- tified as Open Game Content by the Contributor, and means any work covered by this License, including trans- lations and derivative works under copyright law, but spe- cifically excludes Product Identity. (e) Product Identity means product and product line names, logos and iden- tifying 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 rep- resentations; 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 Mate- rial 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 agree- ing to use this License, the Contributors grant You a per- petual, 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 distribut- ing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to com- patibility, except as expressly licensed in another, inde- pendent Agreement with the owner of each element of that Product Identity. You agree not to indicate compat- ibility or co-adaptability with any Trademark or Regis- tered 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 automati- cally if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document, Copyright 2002- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Advanced Players Manual, Copyright 2005, Green Ronin Publishing, LLC; Author Skip Williams. Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing, LLC; Author Steve Kenson. DC Adventures Heros Handbook, Copyright 2010, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds Heros Handbook, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds Power Profile: Armor Powers, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson. MUTANTS & MASTERMINDS POWER PROFILE: ARMOR POWERS Design and Writing: Steve Kenson Editing and Development: Jon Leitheusser Art Direction and Graphic Design: Hal Mangold Interior Art: Sean Izaakse Playtesters: Darren Bulmer, Leon Chang, 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, Rich Redman, Evan Sass, Marc Schmalz Mutants & Masterminds Power Profile: Armor Powers is 2012 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way con- stitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by M&M, Green Ronin, and their associated logos are trade- marks of Green Ronin Publishing, LLC. The following is designated as Product Identity, in ac- cordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All characters and their associated images, descriptions, backgrounds, and related information are declared Product Identity. The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity. Green Ronin Publishing 3815 S. Othello St., Suite 100 #304 Seattle, WA 98118 Email: custserv@greenronin.com Web Sites: www.greenronin.com www.mutantsandmasterminds.com 66 POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS POWER PROFILE: ARMOR POWERS