TEXT: DEVIL’S WORKSHOP
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  POWER UNITED
  LPJ9937
  
  Written by
  Leon Collins 
  Additional
  Development
  Louis Porter Jr.
  Graphic Design,
  Layout & Logo:
  Louis Porter, Jr. Design
  Cover
  Tony Perna 
  Devil’s Workshop was created by Louis Porter, Jr.
  Design, Inc.
  Louis Porter, Jr Design
  350 NW 87th Terrace
  Plantation, FL 33324
  HavenGod@lpjdesign.com
  www.lpjdesign.com
  Devil’s Workshop, Image Portfolio, Devil’s
  Workshop Logo, Image Portfolio and Louis Porter,
  Jr. Design Logo are Trademarks of Louis Porter, Jr.
  Design. Copyright 2002 Louis Porter, Jr. Design,
  Inc. All Rights Reserved.
  All characters and artwork shown in Power United
  are trademark and © of their respective owners.
  Mutants & Masterminds, M&M Superlink, and the
  M&M Superlink logo are Trademarks of Green
  Ronin Publishing and are used with permission.
  Hero Points, Power Points, and Villain Points are
  Product Identity of Green Ronin Publishing and
  are used with permission. Requires the Mutants &
  Masterminds RPG by Green Ronin Publishing For
  Use.
  All text on pages 3 - 18 is Open Game Content as
  defined by the Open Gaming License. See page 19
  for more information.
  POWER UNITED
  
  Page 3
  Devil’s Workshop
  power united
  Artillery: Artillery characters rely on ranged attacks,
  such as force blasts and ice beams, to combat their
  opponents. Energy Blast, Snare, Stun, and Weapon
  are all examples of Artillery role abilities.  
  Infantry: Infantry characters are melee fighters
  whose powers or skills afford them a substantial edge
  in close quarters. Strike, Super-Dexterity, Super-
  Strength, and Weapon are all examples of Infantry
  role abilities, though characters with high base
  Attack and Defense bonuses may also qualify.  
  Psi-Ops: The purpose of Psi-Ops characters is to
  enhance a team’s performance, often through protec-
  tive or augmentative abilities, effective combat
  strategies, or good leadership qualities. These indi-
  viduals are the cheerleaders, the strategists, the
  communicators, and the enhancers. Boost, Force
  Field, Super-Charisma, and Telepathy are examples
  of Psi-Ops role abilities, as is the Leadership feat. 
  Special Forces: Special Forces characters possess a
  number of abilities that enable them to play more
  than one or two primary roles. This role is frequently
  played by characters with a number of dominant,
  high-rank abilities or one extremely versatile or vari-
  able power (such as Gadgets). This role is especially
  common amongst “original” superheroes, super-
  strong, super-fast characters who are nearly invulner-
  able, capable of flight, and possibly capable of
  projecting energy blasts of some sort.
  Specialist: Specialist characters are highly skilled
  experts in a field pertinent to a particular situation.
  This role is somewhat inconstant in relation to the
  others. A character who plays the Specialist role on
  one mission may not qualify to be a Specialist on the
  next. For example, a master thief may be a consid-
  ered Specialist when infiltrating a particular
  compound, but not when a team must diffuse a
  villain’s time bomb. Characters possessing numerous
  skills that allow them to frequently play Specialist
  roles often take Specialist as a primary role, while
  those with more narrow specialties tend to play other
  primary roles. Super-Intelligence is an example of a
  Specialist role ability, though ranks in an appropriate
  skill can qualify a character as well.  
  Support: Support characters may use their abilities
  to demoralize, frustrate or otherwise limit the efforts
  of opposing characters. Dazzle, Illusion, Mind
  Control, and Obscure are examples of Support role
  abilities.  
  Transport: Transport characters are capable of
  incredibly fast movement. Characters with Transport
  as a primary role are often passable Infantry charac-
  ters as well, though this is not always the case.
  Running, Super-Speed, and Teleport are all examples
  of Transport abilities.
  Primary &
  Secondary
  Roles
  Although some individuals who make up superhero
  teams may possess similar abilities, most differ
  greatly in their primary focus. Power United allows
  for characters to play both primary and secondary
  roles. Every character should have at least one
  primary role, the defining quality his teammates most
  associate with him, though he may be capable of
  playing other, secondary roles. While a hero may be
  capable of flight, the Airborne role may not neces-
  sarily be central to his performance on a team. In this
  case, Airborne is a secondary role, and a more perti-
  nent power determines his primary role. 
  When determining which role is a given character’s
  primary role, it might be helpful to consider which is
  most integral to his concept. The abilities and powers
  that more or less define particular characters may
  safely be considered primary roles.  
  Popular Teams
  What follows are breakdowns of popular teams and
  their general abilities and methodology, as well as
  possible strategy feats. Each character entry includes
  a list of maneuvers that a particular character might
  Power United is the second release from Devil’s
  Workshop focusing on team roles and relations. It
  examines a number of prominent comic book
  superhero rosters and defines members according
  to a system of roles in order to offer M&M players
  a better understanding of the makeup of teams
  from various comic book genres. Team training
  exercises, sessions in which characters may hone
  their skills together and improve teamwork, are
  also included, in addition to 19 new cooperative
  techniques, called maneuvers. Finally, Power
  United introduces strategy feats, battle tactics that
  can benefit everyone on a particular team. While
  Power United references roles and maneuvers from
  Power Assaulting, the first “team examination”
  book, the latter is not necessarily required. Power
  United simply offers additional options and obser-
  vations. 
  Team
  Roles
  Every character brings something different to a
  team. A member’s contributions differ based upon
  his or her abilities, temperament, and style, but one
  can safely assume that everyone adds something.
  Power United is the second product examining
  exactly what it is that different characters add to a
  team. It provides a general overview of a few well-
  known superhero teams and the roles particular
  members play. Although fully detailed in Power
  Assaulting, another Devil’s Workshop publication,
  available team roles are summarized below.
  Airborne: Airborne characters use their aerial
  movement abilities to aid their teams. Flight and
  Swinging are examples of Airborne role abilities.
  Armor: Armor characters are the most resilient
  members of a team, and are often found at the
  forefront of battles, drawing attacks to protect
  other, less sturdy allies. Absorption, Amazing Save
  (Damage), Armor, and Protection are examples of
  Armor role abilities.
  
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  be likely to use. Some of the maneuvers listed may
  be found in Power Assaulting.
  The Authority
  An immensely powerful team, the Authority deals
  almost exclusively with large-scale threats, against
  which the wide scope of the team’s powers proves
  invaluable. Some individual members of the
  Authority are more powerful than entire superhero
  teams, but this is unsurprising. The team is expected
  to face incredible challenges, and the great individual
  might of each member is made absolutely necessary. 
  Strategy Feats: Blitzkrieg, Divide and Conquer.
  Apollo (Special Forces: Airborne, Artillery,
  Infantry, Transport): Apollo’s ability to absorb and
  convert solar energy allows him to fly at great speeds
  and project intense blasts of heat. While this enables
  him to play Airborne, Artillery, and Transport roles,
  his greatly enhanced strength allow him to perform
  an Infantry role as well. 
  Likely Maneuvers: Bombs Away, Catch, Postal
  Service, Shooting Pigeons, and That’s a Wrap. 
  Jack Hawksmoor (Special Forces: Infantry, Psi-
  Ops, Support): Jack Hawksmoor’s ability to commu-
  nicate with and manipulate urban environments
  makes him a powerful Psi-Ops and Support char-
  acter. Thanks to his incredible strength, he is also an
  excellent Infantry fighter. 
  Likely Maneuvers: Blasted Earth, Catch, Dogpile,
  Hit the Nail on the Head, That’s a Wrap, and Urban
  Renewal.
  Jenny Sparks (Primary Roles: Artillery, Psi-Ops):
  Arguably the closest thing to a heart the Authority
  has, Jenny Sparks is the team’s founder and center.
  She is a capable, intelligent leader, and she guides
  her allies through combat with competence and
  conviction her teammates have come to trust. Her
  ability to manipulate electricity makes her an excel-
  lent Artillery character as well, although the myriad
  applications of this power do make a case for her
  possibly playing a Special Forces role. 
  Likely Maneuvers: Blasted Earth, Cover Fire,
  Energize, Gang’s All Here, and Outfox.  
  The Doctor (Special Forces: All): Arguably, The
  Doctor’s immense shamanic power could allow him
  to function in all available roles.  The limits of his
  abilities are somewhat unclear, and it might be
  assumed that he has relatively few, if any (limits, that
  is).
  Likely Maneuvers: Possibly any.
  The Engineer (Primary Role: Psi-Ops; Secondary
  Roles: All others): The Engineer has the ability to
  spontaneously create nearly anything she can
  imagine.  This ability makes her an incredibly
  capable Psi-Ops character, though with her numerous
  gadgets, she can play nearly any role.  
  Likely Maneuvers: The Bomb, Cover Fire,
  Energize, The Human Shield, Shooting Pigeons,
  Urban Renewal.  
  Midnighter (Primary Role: Infantry): Midnighter is
  primarily a warrior, the team’s major Infantry char-
  acter. His augmented physical capabilities, as well as
  his near-precognitive combat acumen make him
  almost unbeatable.  
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low,
  Interference, and Urban Renewal.
  Swift (Primary Role: Airborne; Secondary Roles:
  Infantry, Psi-Ops): Swift’s most notable ability is
  that of generating great, feathered wings that allow
  her to fly at high speeds. She is primarily an
  Airborne character, but her deadly talons allow her to
  function as Infantry as well, and her enhanced senses
  have proven an asset to the team on many occasions.  
  Likely Maneuvers: Bombs Away, Catch, Force
  Collision, Interference, Postal Service.
  The Avengers
  The Avengers are a premier team of powerful super-
  heroes. Experienced and quite powerful, the
  members of this team possess abilities that allow
  them to perform well alone or in small groups. While
  many Avengers can, to some degree, play a number
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  of roles, most have one area in which they excel.
  The Avengers are a veteran team of heroes, and
  their strategies reflect this fact.
  Strategy Feats: Cascade, Divide and Conquer,
  Pincer Attack, Tighten Ranks.
  Captain America (Primary Roles: Infantry, Psi-
  Ops; Secondary Role: Armor): Captain America is
  the iconic two-fisted superhero. An expert in
  numerous martial arts styles, Captain America’s
  enhanced physiology allows him to perform feats
  of agility and strength impossible to most normal
  men. His Infantry role is well-earned, as he has
  gone toe-to-toe with a number of more powerful
  opponents and won. Captain America’s incredible
  talent for leadership is one of his most outstanding
  qualities, and he is the team’s primary Psi-Ops
  character. His unbreakable shield is often used to
  deflect attacks away from himself and his
  comrades.
  Maneuvers: Gang’s All Here, Hearten, Hit ‘em
  High/Hit ‘em Low, Outfox, Warden.
  Hawkeye (Primary Role: Artillery; Secondary
  Role: Infantry): Hawkeye is a phenomenal
  marksman, deadly with his bow and many trick
  arrows and other characters often attempt the
  Indirect Fire maneuver in conjunction with him.
  He is the team’s primary Artillery character,
  though he can also play an Infantry role quite well,
  as he has been trained back Captain America
  himself.
  Maneuvers: The Bomb, Cover Fire, Shooting
  Pigeons.
  Iron Man (Primary Roles: Armor; Secondary
  Roles: Airborne, Artillery, Infantry, Specialist):
  Iron Man’s invincible armor allows him a certain
  degree of leeway in combat, though he is most
  often playing the role of an Artillery character,
  making extensive use of his repulsor rays and uni-
  beam weapon systems. His armor protects him
  against his foes’ attacks and greatly enhances his
  physical strength. The numerous gadgets in his
  armor system allow him to nominally function as a
  
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  power united
  Support character, while his genius, though not as
  great as Yellowjacket’s, makes him a great
  Specialist.  
  Maneuvers: Anchoring, The Bomb, Catch, Cover
  Fire, Energize, Indirect Fire, The Human Shield,
  Overload, Postal Service, Shooting Pigeons, That’s
  a Wrap, Weird Science.
  Scarlet Witch (Primary Role: Support): The
  Scarlet Witch is an excellent Support character,
  and her ability to create hex-spheres (pockets of
  psionic force that alter probability fields around
  her targets) often wreaks havoc among her oppo-
  nents.  
  Maneuvers: Hearten, Interference.
  Thor (Special Forces: Airborne, Artillery,
  Infantry, Support): Thor’s immense strength and
  near-imperviousness to harm makes him excellent
  for the Infantry role. Mjolnir, his enchanted
  hammer, is an effective weapon both up close and
  at range, and the mighty Asgardian’s mastery over
  the most powerful elements of a storm enable him
  to confound, disorient, and immobilize his oppo-
  nents as well.  
  Maneuvers: Catch, Energize, Hearten, Hit the
  Nail on the Head, The Human Shield, Postal
  Service, That’s a Wrap, Urban Renewal.
  Vision (Primary Role: Infantry; Secondary Roles:
  Airborne, Armor, Artillery, Support): The Vision’s
  ability to manipulate his body density makes him a
  versatile addition to the Avengers roster. He often
  increases his density, becoming immensely strong
  and near invulnerable, which allows him to
  perform the Armor and Infantry roles. He may also
  decrease his density, becoming completely intan-
  gible, which allows him a certain degree of imper-
  viousness to harm, as well as the ability to do
  things and go places his companions cannot. He
  may also project devastating energy beams from
  the jewel on his forehead.  
  Maneuvers: Anchoring, Force Collision, The
  Human Shield, Indirect Fire, Interference. 
  The Wasp (Primary Role: Support; Secondary
  Roles: Airborne, Artillery, Psi-Ops): The Wasp is
  capable of vastly reducing her size, an ability that
  allows her to confuse, distract or simply get the drop
  on her opponents through playing a Support role. Her
  bio-electric bolts afford her the ability to “sting”
  targets from a distance. 
  Maneuvers: Force Collision, Gang’s All Here,
  Hearten, Hit ‘em High/Hit ‘em Low, Interference.
  Wonder Man (Primary Role: Infantry; Secondary
  Roles: Airborne, Armor): His body infused with
  ionic energy, Wonder Man is inhumanly strong and
  nearly impervious to harm. He is an almost unbeat-
  able Infantry character, and he can function in both
  Armor and Airborne roles as well. He often faces off
  against powerful opponents, drawing their attention
  from his less durable teammates.
  Maneuvers: Hit the Nail on the Head, The Human
  Shield, That’s a Wrap, Urban Renewal.   
  Yellowjacket (Primary Role: Specialist; Secondary
  Roles: Artillery, Infantry, Support): Yellowjacket’s
  ability to alter his size makes him an excellent
  Support or Infantry character, especially when one
  considers that he maintains his strength in this
  smaller form. It is also possible (depending on what
  point of his career in which the game takes place)
  that Yellowjacket may increase his size greatly,
  which further enhances his ability to play the
  Infantry role. As the team’s resident genius,
  Yellowjacket is a Specialist in a wide number of
  scientific fields, and he has created a number of
  devices to aid him, such as his glove stingers, which
  allow him to project small quantities of energy at
  opponents, and his helmet that allows him to
  communicate with insects.
  Maneuvers: Force Collision, Hit ‘em High/Hit ‘em
  Low, Interference, Outfox, Overload, Urban
  Renewal, Weird Science.   
  The Fantastic
  Four
  The Fantastic Four is one of the most experienced
  and generally cohesive teams in comics today. All
  four members of this team were close even before
  they gained their superpowers, and their time spent
  together learning to control these powers has only
  strengthened their bond. The four are quite comfort-
  able with one another, and they know their limits,
  collectively and as individuals. 
  Strategy Feats: Cascade, Divide and Conquer,
  Tighten Ranks. 
  The Human Torch (Primary Role: Artillery;
  Secondary Role: Airborne): The Human Torch
  commands element of fire. He often assaults his
  opponents from afar, raining fiery attacks from above
  as the team’s primary Artillery character. As the resi-
  dent hothead, the Human Torch is usually the first to
  rush into battle, a fact that sometimes gets him into
  trouble.
  Maneuvers: Catch, Cover Fire, Energize, Force
  Collision, Shooting Pigeons.
  The Invisible Woman (Primary Role: Support;
  Secondary Roles: Airborne, Armor, Artillery, Psi-
  Ops): The Invisible Woman’s ability to render herself
  or other objects invisible allows her to confound and
  confuse her opponents as a Support character.
  Furthermore, her ability to create and project invis-
  ible force fields allows her to function effectively as
  an Armor character, drawing attacks and protecting
  her companions from harm. The Invisible Woman
  may also project these force fields, attacking foes
  from a distance, though she does not often do so. She
  has proven herself a capable and intelligent leader
  when the chips are down, and she may function in
  this capacity from time to time, especially if Mr.
  Fantastic is distracted or absent.
  Maneuvers: Hearten, Interference.
  Mr. Fantastic (Primary Role: Specialist; Secondary
  Roles: Armor, Infantry, Psi-Ops): Mr. Fantastic is
  the Fantastic Four’s leader and the team’s most
  versatile member. His intellect is nearly unmatched,
  and his teammates can trust his leadership implicitly.
  Though he plays a Psi-Ops role, his true love is
  science, and he is a gifted inventor and gadgeteer, the
  team’s major Specialist in most circumstances. His
  
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  elastic body allows him to aid allies (for example, he
  can flatten into a “glider” if they are falling from a
  great height) and effectively immobilize foes by
  wrapping himself around them.
  Maneuvers: Force Collision, Gang’s All Here,
  Hearten, The Human Shield, Outfox, Overload,
  Weird Science.
  The Thing (Primary Role: Infantry; Secondary
  Role: Armor): The Thing’s rocklike skin and
  phenomenal strength make him the team’s primary
  melee combatant. He plays both the Armor and
  Infantry roles.
  Maneuvers: Anchoring, Hit the Nail on the Head,
  The Human Shield, That’s a Wrap, Urban Renewal.
  Justice League of
  America
  The Justice League is a classic, experienced team of
  incredibly powerful characters with a wide variety of
  abilities. Generally, there is some degree of overlap
  in regard to their powers (for example, both
  Superman and the Flash are Transport characters),
  but the number of roles each character is able to play
  allows for a great deal of versatility. Also, the less
  specialized nature of the team’s abilities allows each
  member a great deal more room for independent or
  “small unit” action. 
  Strategy Feats: Cascade, Divide and Conquer,
  Pincer Attack.
  Aquaman (Primary Role: Transport; Secondary
  Role: Infantry, Psi-Ops): Aquaman is a token
  example of an individual who, despite being some-
  what less powerful than his teammates, still manages
  to contribute to the team by virtue of the unique
  nature of his abilities. Though not as strong or tough
  as Superman, Aquaman does possess great strength
  and endurance, and his ability to speak with and
  command sea creatures sometimes proves to be a
  benefit to his companions.  Often, he calls these crea-
  tures to aid the team. 
  Maneuvers (mostly in water): Cyclone, Force
  Collision, and Postal Service.  
  Batman (Special Forces: Artillery, Infantry,
  Specialist, Support): Despite lacking superhuman
  powers, Batman is likely the least normal member of
  the team. The Dark Knight is almost as versatile as
  Superman, if not more so. Although he functions
  primarily as a Specialist (he is an expert inventor,
  detective, and overall gadgeteer), Batman is also a
  skilled martial artist. With his utility belt, Batman
  easily plays a number of roles, whether using smoke
  pellets as a Support member or acting as Artillery,
  hurling his dangerous batarangs with deadly accu-
  racy. 
  Maneuvers: The Bomb, Outfox, Overload, Warden,
  and Weird Science.
  Flash (Primary Role: Transport; Secondary Role:
  Infantry): Capable of moving at incredibly high
  speeds (the speed of sound or even faster, depending
  on the particular incarnation), the Flash is the
  Justice League’s primary Transport character, and his
  quickness makes him an effective melee combatant
  as well. He frequently uses the Rescue maneuver to
  remove companions from dangerous situations. 
  Maneuvers: Cyclone, Force Collision, Interference,
  Rescue, Speed Cushion, and Warden.
  Green Lantern (Special Forces: Airborne, Armor,
  Artillery, Support): Green Lantern’s near limitless
  ability to manipulate his emerald energies makes him
  another of the Justice League’s more versatile char-
  acters.  He often uses his power ring to ensnare,
  entrap, and incapacitate foes using shaped energy,
  force fields, and devastating blasts of power. 
  Maneuvers: Catch, Force Collision, The Human
  Shield, Indirect Fire, Rescue, and That’s a Wrap.
  Martian Manhunter (Special Forces: Airborne,
  Infantry, Support): Martian Manhunter’s ability to
  fly, his immense strength, and his durability make
  him an ideal Infantry character, and his
  shapechanging and psionic abilities allow him to
  function in a Support role as well. Martian
  Manhunter can occasionally be found on the
  outskirts of battle, using his less overt abilities to
  take advantage of careless foes. 
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  Likely Maneuvers: Gang’s All Here, Outfox, and
  That’s a Wrap.
  Superman (Special Forces: Airborne, Armor,
  Infantry, Psi-Ops, Transport): Superman is
  undoubtedly one of the most powerful members of
  the Justice League, and his wide range of abilities
  often proves invaluable. Superhumanly strong,
  fast, and durable, Superman is Armor, Infantry and
  Transport, as well as Airborne. The caped
  Kryptonian is often the team’s moral center and
  combat leader, and he functions as a Psi-Ops char-
  acter as well. The Special Forces role suits
  Superman, as he shifts from role to role with little
  effort. 
  Likely Maneuvers: Bombs Away, Catch, Gang’s
  All Here, Hit the Nail on the Head, The Human
  Shield, Postal Service, Rescue, Shooting Pigeons,
  That’s a Wrap, and Urban Renewal. 
  Wonder Woman (Primary Role: Infantry;
  Secondary Roles: Airborne, Armor, Support):
  Wonder Woman is much like Superman in that she
  is a powerful and intimidating fighter. Her impres-
  sive strength and ability to fly make her an ideal
  Infantry character, and her ability to deflect
  incoming attacks with her bracers allows her to
  play a passable Armor character as well. Finally,
  her unbreakable lasso may be used to hold fast
  even the strongest opponents.  
  Likely Maneuvers: Hit the Nail on the Head and
  That’s a Wrap. 
  Justice Society
  of America
  The Justice Society of America consists of a
  number of heroes with decidedly golden age roots.
  Though these character’s are powerful, many must
  rely on mundane abilities, such as melee combat
  skill and detective work to accomplish their objec-
  tives. Justice Society characters are somewhat
  more specialized than other more modern teams
  (such as the Authority). The Justice Society is a
  team in which each individual member often has
  
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  Devil’s Workshop
  power united
  the opportunity to “showcase” his or her abilities
  for a short time in every adventure.  
  Strategy Feats: Cascade, Divide and Conquer.
  Doctor Fate (Special Forces: Psi-Ops, Specialist,
  Support, perhaps others): Doctor Fate often uses
  his talents to protect or augment his allies, to
  weaken his enemies, or to otherwise twist reality
  and destiny. He is an effective Special Forces char-
  acter due to the wide scope of his mystical abili-
  ties, and he can regularly and competently play a
  number of roles. 
  Likely Maneuvers: Energize, Hearten, Indirect
  Fire, That’s a Wrap, and Urban Renewal.  
  Doctor Mid-Nite (Primary Role: Support;
  Secondary Role: Specialist): Dr. Mid-Nite plays
  an important Support role, using his “blackout
  bombs” to blind and confuse opponents. Able to
  see perfectly in darkness, these devices give him a
  significant advantage over his enemies. He is also
  a real doctor, and can, in some cases function as a
  Specialist, as well. 
  Likely Maneuvers: Interference and Indirect Fire. 
  Hawkgirl (Primary Role: Airborne; Secondary
  Role: Infantry): Hawkgirl is a highly skilled and
  aggressive Airborne combatant. Her flying ability
  often gives her an advantage over less maneuver-
  able foes, and her weaponry can be devastating in
  combat. 
  Likely Maneuvers: Bombs Away, Catch, Force
  Collision, Interference. 
  Hourman (Primary Role: Infantry; Secondary
  Role: Specialist): Hourman is a capable Infantry
  character, if only for 60 minutes at a time, while he
  enjoys the increased strength, agility, and
  endurance provided by a special Miraclo drug. 
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit
  ‘em Low, Interference.  
  Mister Terrific (Primary Role: Support;
  Secondary Roles: Infantry, Specialist): A highly
  intelligent and capable fighter, Mr. Terrific was
  once an Olympic decathlon medallist and
  successful businessman. Unsurprisingly, he currently
  plays both Infantry and Specialist roles. His “T-
  spheres” enable him to project illusions that make
  him an excellent Support character. 
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low and
  Interference.
  Power Girl (Special Forces: Airborne, Armor,
  Infantry, Transport): An aggressive and powerful
  fighter, Power Girl now boasts the ability to fly in
  addition to her superior strength, speed, and dura-
  bility, all of which allow her to function as an effec-
  tive Special Forces character. 
  Likely Maneuvers: Anchoring, Bombs Away, Catch,
  Hit the Nail on the Head, The Human Shield, That’s
  a Wrap, Urban Renewal.
  Sand (Primary Role: Psi-Ops; Secondary Roles:
  Armor, Infantry): The former leader of the Justice
  Society of America, Sand often determines the
  team’s strategies and tactics. As a talented fighter
  who can transform his body into coarse sand, he
  plays the Armor and Infantry roles particularly well. 
  Likely Maneuvers: Dogpile, Hearten, The Human
  Shield, Outfox.
  Star-Spangled Kid (Primary Role: Artillery;
  Secondary Role: Airborne): The current Star-
  Spangled Kid is primarily an Artillery character,
  capable of hurling focused light or focusing solar
  energy blasts through her Cosmic Rod. The rod also
  allows her to fly and function as an Airborne char-
  acter.  
  Likely Maneuvers: Blasted Earth, The Bomb,
  Bombs Away, Catch, Cover Fire, Postal Service,
  Shooting Pigeons.  
  Wildcat (Primary Role: Infantry): Once a
  successful boxer, Wildcat is primarily an Infantry
  character. His strength, skill, and agility, as well as
  his combat experience, make him formidable, despite
  his limited versatility. 
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit ‘em
  Low, Interference.
  Teen Titans
  This young team, though inexperienced, enjoys the
  advantage of good leadership and tight bonds of
  friendship. Though still learning to adapt to new situ-
  ations, the Teen Titans are a surprisingly effective
  group.
  Strategy Feats: Blitzkrieg, Cascade. 
  Changeling (Special Forces: Airborne, Infantry,
  Support): Changeling is capable of changing his
  shape, taking the form of any animal he can imagine.
  This gives him a fair degree of adaptability, and he is
  likely the most versatile member of the team. He can
  be a powerful fighter by taking a particularly large or
  deadly animal form, or he can act as an irritant or
  spy in a somewhat smaller, less conspicuous form.  
  Likely Maneuvers: Anchoring, Dogpile, Bombs
  Away, Hit ‘em High/Hit ‘em Low, Catch, Force
  Collision, Hearten, Irritant, Postal Service.
  Cyborg (Primary Role: Artillery; Secondary Roles:
  Infantry, Support): The incredible Cyborg is not
  only super-strong and tough, he also has a number of
  cybernetic components that enable him to make use
  of a number of attacks to incapacitate foes and
  accomplish tasks. Although he is a capable melee
  combatant, he commonly uses sonic blasters, lasers,
  and similar weapon systems to attack from a distance
  before closing in.
  Likely Maneuvers: Cover Fire, Hit ‘em High/Hit
  ‘em Low, Shooting Pigeons, Weird Science.
  Kid Flash (Primary Role: Transport; Secondary
  Role: Infantry): Kid Flash is capable of moving at
  blinding speed, carrying his teammates and running
  circles around his enemies. Though his hand-to-hand
  fighting skills benefit from his speed, Kid Flash
  functions almost exclusively as a Transport character. 
  Likely Maneuvers: Cyclone, Force Collision,
  Interference, Postal Service, Speed Cushion, Wake,
  Warden.
  Nightwing (Special Forces: Artillery, Infantry, Psi-
  Ops, Specialist, Support): Nightwing, like his
  
  power united
  mentor Batman, is resourceful and well rounded,
  easily capable of performing a number of functions.
  As the leader of the Teen Titan’s Nightwing is a
  smart, dangerous, and highly trained detective.  
  Likely Maneuvers: Gang’s All Here, Hit ‘em
  High/Hit ‘em Low, Outfox, Shooting Pigeons,
  Warden, Weird Science.
  Raven (Primary Role: Support; Secondary Roles:
  Psi-Ops, Transport): Raven is an excellent
  supporting combatant. She benefits primarily from
  her fearsome ability to manifest her soul self, which
  forces her opponents to confront their fears and inse-
  curities, often reducing them to gibbering messes.
  She also has teleportation abilities and the power to
  remove an individual’s pain and anguish. Though her
  abilities are somewhat subtle, she excels at helping
  her teammates more than anything else. 
  Likely Maneuvers: Hearten, Rescue.
  Starfire (Primary Role: Artillery; Secondary Roles:
  Airborne, Infantry): Starfire can fly and fire “star-
  bolts,” powerful blasts of superheated energy.
  Though her starbolts are her primary method of
  attack, Starfire’s alien physiology also affords her
  impressive strength and endurance, both of which
  allow her to function as an effective Infantry char-
  acter as well.  
  Likely Maneuvers: The Bomb, Bombs Away, Catch,
  Cover Fire, Force Collision, Shooting Pigeons.
  Wonder Girl (Primary Role: Infantry; Secondary
  Role: Airborne, Support): Wonder Girl is super-
  strong and durable, and she functions as the team’s
  primary heavy hitter. She is commonly found
  engaged in hand-to-hand combat, using her incred-
  ible strength to subdue her enemies, and her flying
  abilities to gain an advantage. Her magic lasso can
  be used to entangle particularly troublesome foes. 
  Likely Maneuvers: Catch, Hit ‘em High/Hit ‘em
  Low, Hit the Nail on the Head, Postal Service.
  X-Factor
  This government-sponsored team consists of mutants
  with varying capabilities and outlooks. Although
  most members of X-Factor possesses mutant abilities
  that are somewhat subtle (shapeshifting, retractable
  claws, healing factors, etc.), all are well-trained
  combatants capable of playing at least one strictly
  offensive role. As most of the team’s members were
  once military or paramilitary operatives, X-Factor
  relies a great deal on good strategy.
  Strategy Feats: Blitzkrieg, Cascade, Divide and
  Conquer, Pincer Attack, Tighten Ranks.
  Forge (Primary Role: Specialist; Secondary Roles:
  Artillery, Infantry, Psi-Ops): Forge is an effective
  team leader, a skilled and capable soldier. He may
  create nearly any scientific device he can imagine
  and is the team’s primary Specialist, although he is
  also an excellent marksman and melee combatant.
  His bionic replacements further reinforce his useful-
  ness as an Infantry character. Although Forge is a
  Cheyenne mystic, he is reluctant to use his magical
  abilities and does so only rarely.  When he does it
  often offers him new and beneficial insights that can
  aid the team.  
  Likely Maneuvers: The Bomb, Cover Fire, Outfox,
  Overload, Weird Science. 
  Mystique (Primary Role: Support; Secondary
  Roles: Artillery, Infantry): Mystique specializes in
  playing a Support role, using her shapeshifting abili-
  ties to infiltrate, confuse, and sabotage opponents.
  She is also a talented fighter, and her marksmanship
  and martial arts skills are formidable. 
  Likely Maneuvers: Cover Fire, Hit ‘em High/Hit
  ‘em Low, Shooting Pigeons.
  Polaris (Primary Role: Support; Secondary Role:
  Artillery): Polaris has the mutant ability to manipu-
  late magnetic forces, and she primarily plays a
  Support role, greatly hindering the team’s opposition,
  but she can also be a dangerous Artillery character,
  hurling objects or opponents as she desires. 
  Likely Maneuvers: Bombs Away, Catch, Shooting
  Pigeons.
  Sabretooth (Primary Role: Infantry; Secondary
  Role: Armor): As one of the most dangerous men
  alive, Sabretooth is well entrenched in the Infantry
  Devil’s Workshop
  Page 8
  role he plays so well. If his superior strength and
  agility, his combat training, and his deadly claws
  aren’t enough, his mutant healing factor allows
  Sabretooth to play a limited Armor role, as well.
  Sabretooth is not much of a team player, and rarely
  makes use of maneuvers.
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit
  ‘em Low.
  Shard (Primary Role: Artillery; Secondary Role:
  Psi-Ops): A visitor from an alternate future, Shard
  is a highly trained X.S.E. (Xavier Security
  Enforcers) officer, and as such, is an excellent
  Artillery character, relying either on her bioelectric
  energy bolts or her advanced weaponry. Shard is
  also a relatively skilled tactician, a fact that is
  made plain in combat situations. As a light-based
  life form, Shard may pass freely through solid
  objects. She may use this ability to infiltrate highly
  fortified areas or to escape capture. 
  Likely Maneuvers: The Bomb, Cover Fire,
  Shooting Pigeons.  
  Wildchild (Primary Role: Infantry): Wildchild is
  a bestial combatant, reputedly trained to fight by
  Wolverine himself. He plays the Infantry role well,
  benefiting from his superhuman acrobatic ability
  and endurance, as well as his razor-sharp claws.  
  Likely Maneuvers: Dogpile, Hit ‘em High/Hit
  ‘em Low, Warden. 
  X-Men (New
  Modern)
  This incarnation of the X-Men includes a number
  of experienced mutants, many of whom possess
  abilities with very spectacular and often explosive
  effects. These characters function with a surprising
  degree of restraint, due partly to their history as
  warriors. Disciplined and dedicated, this new X-
  Men team works extraordinarily well together. 
  Strategy Feats: Blitzkrieg, Cascade, Divide and
  Conquer, Hold the Line, Pincer Attack, Tighten
  Ranks. 
  
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  Devil’s Workshop
  power united
  Bishop (Primary Role: Artillery; Secondary Role:
  Armor): Bishop can absorb opponents’ energy
  attacks and redirect them at any foes he desires.
  His ability to absorb energy allows him a certain
  degree of functionality as an Armor character, but
  his military training, his ability to redirect the
  energy, and his futuristic energy weapons all
  contribute to his primary role as an Artillery char-
  acter. 
  Likely Maneuvers: Blasted Earth, The Bomb,
  Cover Fire, Dogpile, The Human Shield (against
  energy attacks). 
  Cannonball (Primary Roles: Airborne, Armor;
  Secondary Roles: Psi-Ops): Cannonball has the
  mutant ability to fly at incredible speeds,
  projecting a “blast field” that protects him and
  anyone he carries from harm. This makes him an
  ideal Airborne and Armor character, as he has the
  ability to protect and transport his passengers.
  Cannonball has also developed impressive leader-
  ship skills from his time with X-Force, and he can
  play the Psi-Ops role of a leader as well. 
  Likely Maneuvers: Bombs Away, Catch, Force
  Collision, Gang’s All Here, The Human Shield,
  Outfox, Postal Service, Rescue.
  Dazzler (Primary Role: Artillery): Dazzler has the
  ability to convert sound into light energy.  Her
  power allows her to play the role of an impressive
  Artillery character.  
  Likely Maneuvers: Cover Fire, Hearten.
  Gambit (Primary Role: Artillery; Secondary
  Roles: Infantry, Specialist): Gambit is an Artillery
  character with the devastating ability to “charge”
  objects with explosive kinetic energy. As a former
  thief and longtime scoundrel, Gambit is a
  Specialist in many underhanded fields and, by
  necessity, an expert at hand-to-hand combat, and
  may accordingly function as Infantry as well. 
  Likely Maneuvers: Blasted Earth, Cover Fire,
  Hearten, Interference, Urban Renewal.
  Havok (Primary Role: Artillery; Secondary Role:
  Psi-Ops): Havok once led X-Factor, and has
  become a capable Psi-Ops character, a keen strategist
  and effective leader. His mutant power allows him to
  project destructive waves of energy. He is potentially
  one of the most powerful X-Men.  
  Likely Maneuvers: Blasted Earth, The Bomb, Cover
  Fire, Gang’s All Here, Shooting Pigeons, Urban
  Renewal.
  Longshot (Primary Role: Artillery; Secondary Role:
  Infantry, Psi-Ops): A highly trained prizefighter
  from an alternate dimension, Longshot is a phenom-
  enal marksman and martial artist. Primarily an
  Artillery character, Longshot frequently makes use of
  a number of small and deadly throwing knives. His
  luck powers allow him to function as Psi-Ops,
  though the risk of backlash prevents him from
  relying too often on this luck. 
  Likely Maneuvers: Force Collision, Hit ‘em
  High/Hit ‘em Low, Warden.
  Phoenix (Special Forces: Airborne, Armor, Psi-Ops,
  Support): Although this Phoenix is somewhat less
  powerful than the last, she does have immense
  power, and functions as a Special Forces character.
  The Phoenix Force within young Rachel Summers
  affords her many impressive psionic abilities, and
  she may manipulate minds and matter with incred-
  ible skill. She can also fly and surround herself with
  a powerful, flaming aura that protects her from harm.
  Likely Maneuvers: Bombs Away, Catch, Force
  Collision, Hit the Nail on the Head, The Human
  Shield.
  Psylocke (Primary Role: Infantry; Secondary Role:
  Psi-Ops, Support): Psylocke is a highly trained
  psychic martial artist with a deadly psionic weapon.
  Needless to say, she is primarily an Infantry char-
  acter, though her psychic abilities allow her to play
  Psi-Ops and Support roles, telepathically communi-
  cating with her allies and clouding the minds of her
  opponents. 
  Likely Maneuvers: Force Collision, Warden.
  Rogue (Primary Roles: Armor, Infantry; Secondary
  Roles: Airborne, Support): Being incredibly strong
  and nearly invulnerable, Rogue plays both Armor
  and Infantry roles. Her ability to fly somewhat
  enhances those roles, and her mutant ability to
  absorb the powers of those she touches (leaving such
  unfortunates powerless) affords her the potential to
  play any role. 
  Likely Maneuvers: Bombs Away, Catch, The
  Human Shield, Force Collision.
  Sage (Primary Role: Psi-Ops): Sage is a powerful
  psychic with a mind like a computer. Her ability to
  quickly analyze and store data makes her a compe-
  tent and trustworthy leader. She excels at enhancing
  the team’s performance, whether through providing
  special sunglasses that allow the team to link tele-
  pathically, or by manipulating allies’ mutagenic
  fields, catalyzing new and greater mutations. 
  Maneuvers: Hearten, Indirect Fire.
  X-Men (Original
  Team)
  The original X-Men were young and generally inex-
  perienced. Their powers were very specialized, and
  they were not particularly skilled or disciplined in
  using them. Fortunately, their own weaknesses led
  team members to look to one another for reinforce-
  ment and aid, and the team slowly grew into a fully
  functional, capable team.
  Strategy Feats: Blitzkrieg, Cascade.
  Angel (Primary Role: Airborne): Angel’s mutation
  comes in the form of two beautiful feathered wings
  that allow him to fly. His resourcefulness affords him
  a certain degree of effectiveness in the air, despite his
  lack of other abilities. 
  Likely Maneuvers: Bombs Away, Catch, Force
  Collision, Hit ‘em High/Hit ‘em Low, Interference.
  Beast (Primary Role: Infantry; Secondary Role:
  Specialist): Beast’s superhuman strength and agility
  make him an excellent melee combatant, and he is
  the team’s primary Infantry character. He is also
  highly intelligent and often functions as the teams
  Specialist on matters involving science.
  
  power united
  Likely Maneuvers: Catch, Force Collision, Hit ‘em
  High/Hit ‘em Low, Speedball Special (later in his
  career), That’s a Wrap, Warden.
  Cyclops (Primary Roles: Artillery, Psi-Ops):
  Cyclops leads the X-Men, and his quick wits and
  knack for teamwork make him an excellent Psi-Ops
  character. His powerful optic blasts allow him to
  attack from afar, and he is the primary Artillery char-
  acter.
  Likely Maneuvers: Blasted Earth, Cover Fire,
  Gang’s All Here, Shooting Pigeons, Urban Renewal. 
  Ice Man (Primary Role: Support; Secondary Roles:
  Airborne, Artillery): Ice Man functions primarily as
  a Support character, like his comrade Marvel Girl,
  though their methods differ somewhat. His ability to
  manipulate cold allows him to create great walls and
  barriers of ice to freeze his opponents in their tracks.
  He can also alter the terrain, making it hazardous and
  difficult to navigate. His ability to create expanses of
  along which he slides from place to place allows him
  to play the Airborne role with some success. When
  functioning as an Artillery character, Ice Man
  frequently hurls either densely packed snowballs or
  sharp ice spikes. 
  Likely Maneuvers: Bombs Away, Cover Fire, Force
  Collision, Postal Service.
  Marvel Girl (Primary Role: Support; Secondary
  Role: Airborne, Psi-Ops): Marvel Girl is a powerful
  telekinetic/telepath, and though she is often reluctant
  to push her abilities, her talents are more than suffi-
  cient to hinder foes. She often lifts enemies high into
  the air, psychically holds them in place, or clouds
  their minds.
  Likely Maneuvers: Force Collision, Hearten,
  Indirect Fire, Interference, Postal Service.
  X-Men (Uncanny)
  This new group of X-Men is generally more experi-
  enced and powerful than the first. The Uncanny X-
  Men work well as a team, but often break off to fight
  as individuals, coming together again when one or
  more ally requires aid. This group, more than many,
  epitomizes the strength of single individuals with
  fairly distinct specialties. Nearly every character
  plays a different primary role, but secondary roles
  overlap noticeably, and as a result, the team members
  function effectively both as a team and as individ-
  uals.
  Strategy Feats: Blitzkrieg, Cascade, Divide and
  Conquer.  
  Banshee (Primary Role: Artillery; Secondary Role:
  Airborne): Banshee’s wail can be used to incapaci-
  tate or demoralize foes. He is primarily an Artillery
  character, and his ability to fly at incredible speeds
  makes him all the more deadly. 
  Likely Maneuvers: The Bomb, Catch, Cover Fire,
  Force Collision.
  Colossus (Primary Roles: Armor, Infantry):
  Superhumanly strong and nearly impervious to harm,
  Colossus is an ideal Armor and Infantry combination
  character. He is a natural team player.  
  Likely Maneuvers: Anchoring, Catch, Hit ‘em
  High/Hit ‘em Low, Hit the Nail on the Head, The
  Human Shield, That’s a Wrap, Speedball Special.
  Nightcrawler (Primary Role: Transport; Secondary
  Role: Infantry): Nightcrawler often uses his telepor-
  tation ability to benefit his teammates and give him
  an advantage in combat. This, added to his incredible
  acrobatic ability, makes him an accomplished
  Infantry character as well. 
  Likely Maneuvers: Catch, Hearten, Hit ‘em
  High/Hit ‘em Low, Postal Service.
  Phoenix (Special Forces: All): The first Phoenix
  possesses incredible psionic powers, and can play
  nearly any role available, although the Psi-Ops and
  Support roles are those most frequently chosen.
  Likely Maneuvers: Catch, Force Collision, Gang’s
  All Here, Hearten.   
  Shadowcat (Primary Role: Psi-Ops; Secondary
  Role: Airborne, Support): Shadowcat has the ability
  to become intangible, which she often uses to go
  places her teammates can’t or to confuse and distract
  enemies. This ability also allows her to fly. 
  Devil’s Workshop
  Page 10
  Likely Maneuvers: Force Collision, Interference,
  Postal Service, Hearten.
  Storm (Primary Role: Support; Secondary Roles:
  Airborne, Artillery, Psi-Ops): Storm’s great
  control over the environment makes her an excel-
  lent Support character.  She often calls up fog or
  rain or snow to slow, confuse, or halt her oppo-
  nents.  As an Artillery character, she may knock
  them over with wind or strike them with bolts of
  lightning. Storm eventually begins to show a great
  deal of promise as a leader and the Psi-Ops role
  appears to grow on her. 
  Likely Maneuvers: Blasted Earth, Catch, Force
  Collision, Gang’s All Here, Indirect Fire,
  Interference, Postal Service.
  Sunfire (Primary Role: Artillery; Secondary
  Roles: Airborne, Infantry): A powerful mutant
  capable of converting solar and electromagnetic
  energy to blazing plasma, Sunfire is an obvious
  Artillery character. His powers also allow him to
  fly and generate a personal force field to protect
  him from heat and electromagnetic energy. As a
  skilled martial artist, Sunfire plays the Infantry role
  as well.
  Likely Maneuevers: Blasted Earth, Bombs Away,
  Catch, Cover Fire, Energize, Indirect Fire,
  Shooting Pigeon.
  Wolverine (Primary Role: Infantry; Secondary
  Role: Armor): Wolverine is perhaps one of the
  most effective Infantry characters on the team. An
  expert in many forms of martial arts, Wolverine is
  armed with unbreakable claws that can cut through
  most materials with ease. His incredibly fast
  healing and his adamantium-laced bones allow him
  to function in some capacity as an Armor character
  as well. Though a loner at heart, Wolverine works
  well with his teammates.
  Likely Maneuvers: Hit ‘em High/Hit ‘em Low,
  The Human Shield, Warden
  
  Page 11
  Devil’s Workshop
  power united
  Training
  Sessions 
  Most characters need to practice working together,
  although a few rare individuals are “natural” team
  players for whom cooperation is instinctive. A
  place to learn and devise strategies and maneuvers
  can be invaluable to any team. Any headquarters
  may contain a training area in which characters
  hone their skills.  
  Training areas should offer characters a chance to
  learn and practice maneuvers, as well as increase
  skills, abilities, and powers. GMs may use training
  sessions to give characters the opportunity to
  devise and learn the maneuvers presented in later
  on and in Power Assaulting. Exactly how much
  training is required to perfect each maneuver is up
  to the GM. Teams may also work to practice and
  learn strategy feats. A strategy feat is a new type of
  maneuver detailed later. Training need not always
  be played out, though some groups may prefer to
  do so on occasion.    
  Training areas differ somewhat based upon the
  nature of a team’s headquarters. A superhero team
  led by a wealthy inventor may train in a high-tech,
  fully interactive hard-light holographic simulator,
  while a street-level vigilante team might have to
  make do with a boxing ring, some barbells, and a
  couple of weight machines. A team may choose
  any Training area as a single headquarters feature
  (except for the Field training area, which is free). 
  Types of training areas are detailed below. Each
  entry includes a list of possible challenges avail-
  able in the training area. These lists are by no
  means exhaustive, and GMs and players are
  encouraged to include (or create) any challenges
  they feel are appropriate to the particular theme of
  the training area.   
  Full Immersion
  Training
  Simulation (All
  Challenges
  Available)
  Full Immersion Training Simulations include
  complex alien holographic “danger rooms,” psionic
  mindscapes, interactive virtual reality systems, and
  sorcerous pocket dimensions that can generate nearly
  any situation imaginable. This is the most versatile of
  all of the training areas. Full Immersion Training
  Simulations provide both environment and chal-
  lenges for characters using holographic technology,
  magic, psionic manipulation, dimensional science, or
  some similar concept. Challenges appear (and, for all
  intents and purpose are) real. A near limitless
  number of villains, locales, and situations can be
  replicated and pitted against player characters.
  Usually, all damage taken in Full Immersion Training
  Simulations is in stun hits. This is the easiest training
  area to run, and is recommended for most players.
  The others are included primarily because some
  teams have no conceptual reason for possessing this
  kind of training platform (for example, a street level
  group).
  Possible Combatants: Any characters (exact dupli-
  cate, although PL may be reduced, if desired),
  animals, or constructs desired, up to a maximum PL
  of the exercise difficulty; humanoid combat robots;
  sentry gun emplacements; unmanned tanks; nearly
  any others.
  Possible Environmental Effects: Darkness; heavy-
  gravity; intense cold (such as an arctic environment);
  intense heat (such as a volcanic environment); light-
  gravity; zero-gravity (such as space, asteroid, or
  moonbase); nearly any others.
  Possible Obstacles: Force fields; locked doors;
  secret doors; chasms; nearly any others.
  Possible Traps: Air pressure sensors, pressure plates,
  motion detectors, trip beam systems, tripwires.
  Arena (All
  Challenges
  Available)
  Arenas are essentially Gymnasium training areas
  equipped not only with exercise devices, but also
  with training partners, such as robots, undead crea-
  tures, or animals with which to do battle. Also
  included on occasion are traps or mobile systems
  designed to hinder or incapacitate characters, such as
  gas emitters, laser emplacements, laser alarm
  systems, etc. Arena training areas need not be partic-
  ularly large, but they usually are, especially among
  more powerful teams who require the extra space.
  Teams are often pitted against their training partners
  in various exercises to hone their skills and improve
  teamwork. 
  Possible Combatants: Humanoid combat robots;
  sentry gun emplacements.
  Possible Environmental Effects: Darkness; heavy-
  gravity; intense cold; intense heat; light-gravity;
  zero-gravity.
  Possible Obstacles: Force fields; locked doors.
  Possible Traps: Pressure plates, motion detectors,
  trip beam systems, tripwires. 
  Gymnasium (No
  Combatant
  Challenges
  Available)
  Gymnasium training areas include martial arts dojos,
  simple gyms, and general workout rooms. The
  Gymnasium training area contains equipment that
  characters may use to improve their skills, abilities,
  and tactics. This equipment allows characters to
  work out independently, while a single area is desig-
  nated in which teammates may practice together. The
  size of this area differs depending on the limitations
  of the team’s headquarters, but superhero
  Gymnasiums are rarely longer on either side than
  
  power united
  two or three hundred feet. Teams using a Gymnasium
  training area must settle for sparring, as it does not
  include partners. The team either splits into smaller
  squads to face off against one another or stages a
  free-for-all in which there are no allies. 
  Possible Combatants: None.
  Possible Environmental Effects: Darkness; intense
  cold; intense heat.
  Possible Obstacles: Hoops (requires Jump check to
  leap through hoops);
  Possible Traps: Motion detectors, pressure plates,
  trip beam systems.   
  Field (All
  Challenges
  Available) 
  The Field training area can be a large, secluded
  forest, a series of underground tunnels, or a… well, a
  field. This training area type is likely the simplest
  and the least expensive. It is nothing more than a
  large area in which to practice. No equipment is
  present to help characters, although in some locales,
  scenery may be beneficial (an environmentally insen-
  sitive, super-strong character may choose to train his
  muscles by uprooting trees in a forested area). Any
  combat training usually takes the form of team
  members squaring off against one another. This
  training area need not be purchased as a headquarters
  feature, as it can be found almost anywhere. 
  Possible Combatants: Wild animals appropriate to
  environment.
  Possible Environmental Effects: Darkness; fog
  (Obscure at a power rank equal to one-half exercise
  difficulty); heavy rain (Obscure at a power rank
  equal to one-half exercise difficulty); intense cold;
  intense heat; noxious fumes (Drain at a power rank
  equal to one-half exercise difficulty); sleet (the entire
  environment suffers from a single rank of slick);
  snow (terrain type is worsened by one).
  Possible Obstacles: Bluff or sharp incline (2d20
  x10’ up or down, sometimes more than once
  requiring a Climb check); body of water, such as a
  river; chasm.
  Possible Traps: Falling trees, quicksand.    
  Just as training areas vary from team to team, exer-
  cises are similarly diverse. Where some team
  members may prefer to hone their skills alone, others
  work to enhance team performance, developing
  maneuvers and strategies though group exercises.  
  Team Exercises
  Teams engage in exercises to develop and maintain
  their talents. Although these exercises need not be
  played out, some players might enjoy running prac-
  tice training sessions to get a feel for the game, to
  better understand their characters’ abilities, or even
  to simply change the pace a bit. 
  A GM may wish to require characters to play a
  training session before allowing them to increase PL
  or spend pp to increase abilities. Some GMs may
  instead choose to provide an advantage to teams who
  train, in the form of extra pp for those characters
  who take part in training sessions. In this case, char-
  acters should receive 1 pp per successful training
  exercise, though it is recommended that no one be
  allowed to gain more than 2 pp per PL in this
  fashion.  
  Characters desiring to purchase a particular strategy
  feat (strategy feats are detailed later) should take
  part in a session in which team members make use of
  the strategy (though members without the strategy
  feat receive no mechanical bonus, in taking part,
  they become eligible to purchase it).
  Designing
  Exercises
  Before each exercise, participants should decide
  whether they wish to divide into smaller “squads” to
  oppose one another or have everyone go against a
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  training area’s challenges.  Each area’s challenges
  will vary greatly depending on the exercise and
  difficulty.
  Teams who decide to face a training area’s chal-
  lenges, as opposed to a rival squad, should choose
  a numeric Difficulty for their exercise, up to a
  maximum Difficulty equal to the headquarters’ PL.
  This will determine the nature and relative strength
  of the opposition.
  Before an exercise, the GM should roll to deter-
  mine the types of challenges that the characters
  must face, although if one character is adminis-
  trating the exercise (monitoring and adjusting
  challenges from a control room, for example), that
  player may instead have this responsibility (this
  character does not participate in the exercise). The
  GM or administrator decides the maximum
  number of challenges for any particular exercise,
  though this number rarely exceeds the exercise’s
  difficulty.  
  Sample exercise types follow. Challenges may be
  randomly determined for each exercise type
  according to the tables below:  
  Assault: Perhaps the simplest exercise, Assault
  requires the team to attack and defeat a particular
  target or group of targets, often one or more
  opposing squads or area challenges, and sometimes
  both.   
  Assault
  Challenges
  1-5
  Trap
  6-15
  Combatant
  16-18
  Obstacle
  19-20
  Environmental Effect   
  Courier: In this exercise, a team must acquire a
  particular object, person, etc. and transport it else-
  where. Courier exercises are most common in Full
  Immersion Training Simulations or Field training
  areas, where there is a large area in which to work.
  The distances between start and end points for this
  exercise vary greatly and depend on the type of
  training area involved. A good general practice for
  
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  power united
  Courier exercises is to roll 1d20 and add 50 to the
  result. The total is the amount of movement (in
  feet) necessary, in a Gymnasium training area, to
  reach the object or person to be transported. A
  second roll indicates the distance to the object’s
  destination. Add an extra d20 to the totals for
  Arena training areas and multiply totals by 10 for
  Field or Full Immersion Training Simulation areas.   
  Courier
  Challenges
  1-5 
  Combatant
  6-10
  Environmental Effect
  11-15
  Obstacle
  16-20
  Trap
  Guard: Characters must protect a certain object,
  person or place from harm, either from the training
  area constructs or from an opposing team. To
  succeed in this exercise, the characters must either
  neutralize all opponents, or keep the object safe
  and unharmed for a specified amount of time
  (often 1d20 +10 rounds). The object’s hardness is
  equal to one-half the result of a d20 roll. It may or
  may not be portable.   
  Guard
  Challenges
  1-5
  Environmental Effect
  6-20
  Combatant
  Survival: Characters are attacked by a number of
  opponents and must simply remain conscious for a
  set period of time (usually 1d20 +10 rounds). The
  odds are usually overwhelming, or at least diffi-
  cult, and the team is not really expected to beat the
  opposition so much as match it.
  Survival
  Challenges
  1-3
  Environmental Effect
  4-5
  Obstacle
  6-10
  Trap
  11-20
  Combatant
  Travel: Characters must successfully travel from
  one place in the training area to another.
  Challenges are usually in place to hinder or inca-
  pacitate the team, and rival squads may be present
  to attempt to beat the team to the objective. The
  distances between the start and end points vary
  greatly depending on the type of training area. A
  good general practice for Travel exercises is to roll
  2d20 and add 50 to the result. The total is the amount
  of movement (in feet) necessary to reach the objec-
  tive from the start point in a Gymnasium training
  area. Add an extra d20 to the total for arena training
  areas, and multiply the total by 10 for field training
  areas or full immersion training simulation areas.  
  Travel
  Challenges
  1-5
  Combatant
  6-8
  Obstacle
  9-12
  Environmental Effect
  13-20
  Trap
  Challenges
  The challenges are what make an exercise worth-
  while. These are the obstacles, opponents, and situa-
  tions that characters must overcome to reach their
  objectives. The number of challenges in a particular
  exercise should not exceed the exercise’s difficulty.  
  Combatant: These challenges are fairly common.
  Combatants may be robots, wild animals, elemental
  constructs, or anything similar. Usually, a
  Combatant’s PL may not exceed an exercise’s diffi-
  culty. The total PL of combatants in one “set (the
  result of one roll)” is equal to the exercise difficulty
  times the number of characters participating in the
  exercise (difficulty x characters).  
  For example, a team of five engaged in an exercise
  with a difficulty of eight might face five PL 8
  combatants, ten PL 4 combatants, or two PL 8
  combatants and six PL 4 combatants. Sample
  combatant challenges are presented in the Sample
  Challenges section, later.  
  Environmental Effects: Darkness, intense heat or
  cold, gravity fluctuations, or heavy rain, snow, fog,
  or other severe environmental conditions may be
  present. This type of challenge is most often found in
  Full Immersion Training Simulations and Field
  training areas. The GM or the character adminis-
  tering the exercise conditions should decide an
  appropriate alteration based on the nature of the
  training area (heavy rain in a Seattle holographic
  simulation, or turning out the lights in a gym).
  Sample environmental effects may be found in the
  Combat chapter of the M&M core rulebook under
  The Environment. 
  Obstacles: Obstacles require a character to use a
  particular skill in order to continue toward or meet an
  objective (decided by the GM or administrator).
  Obstacles halt characters’ forward progress. Wire or
  rope bridges over deep chasms, locked doors, and
  chain link fences are all tests of skill. Certain obsta-
  cles may be bypassed with appropriate uses of
  powers or abilities (such as a character with wings
  flying over the chasm with the rickety, wooden
  bridge, avoiding the need for a Balance check
  entirely). The DC for a test of skill is usually 10 +
  one-half the exercise difficulty (round down). Some
  failed skill rolls may, at the GM’s or administrator’s
  discretion, draw Combatants or trigger events as
  traps (see Triggered Event Table in the Trap entry,
  below), depending on the nature of the exercise.
  Sample Tests of Skill are given in the Challenge
  Appendix, later.  
  Trap: Traps are usually surprise challenges that
  trigger some effect in the exercise. Traps are usually
  hidden. Detecting a hidden trap requires either a
  Listen check or a Spot check at a DC equal to 10 +
  one-half the exercise difficulty (round down).
  Noticing a trap allows a character to attempt to
  disable it (with a Disable Device roll against a DC of
  10 + exercise difficulty). At the GMs discretion,
  some traps may not be disabled (especially those that
  trigger Attack Effects), and characters must simply
  attempt to avoid their effects. Traps that trigger
  Attack Effects usually come in sufficient numbers to
  warrant a check (and possibly an Attack Effect) for
  each character present. Any characters who trigger
  the traps are targeted by the appropriate Attack
  Effects, which usually receive an attack bonus equal
  to one-half exercise Difficulty (round down). The
  effects of a triggered trap may be determined
  
  power united
  randomly by rolling on the Triggered Event Table,
  below.
  Triggered Event Table
  1-5
  Combatant
  6-10
  Obstacle
  11-19
  Attack Effect (rolled randomly,
  below)
  20
  Environmental Effect
  Attack Effects (all with a number of ranks equal to
  exercise Difficulty)
  1
  Stun
  2-5
  Snare
  6-15
  Weapon
  16-18
  Dazzle
  19-20
  Paralysis
  (Results inappropriate to the training area may be
  re-rolled)
  Running
  Exercises
  Once the challenges of a particular exercise are
  determined, the GM or exercise administrator estab-
  lishes the order in which they are faced. Challenges
  may be placed anywhere in the training area, and it is
  up to the GM to decide where each challenge must
  be met (although it is unlikely to find things like elec-
  trified floors and locked doors in a standard gym).
  Once the characters have completed the exercise
  objective, the exercise ends. 
  GMs are encouraged to be flexible when assigning
  challenges. They are perfectly free to create their
  own, or have the characters choose the kinds of chal-
  lenges their headquarters is capable of producing. 
  While Power United provides a system for intro-
  ducing challenges to team exercises, it is up to the
  GM to decide how and when such challenges are
  implemented. If, for example, the challenge is a trap
  with a crushing steel ball, he must decide whether
  the ball falls from the ceiling, potentially crushing
  the characters, or if it rolls from a hidden compart-
  ment to run them down. This gives GMs a certain
  degree of leeway in interpreting the events of a
  training session. 
  Sample
  Challenges
  Here are a number of sample challenges that may be
  used in training exercises (although GMs should take
  into consideration the training area when choosing
  challenges). 
  Sample Combatants
  Humanoid Combat Robot (Arena, FITS): PL 4;
  Init +1 (+1 Dex); Defense15 (+4 base, +1 Dex);
  Spd 30;  Atk Melee +7 (+4S, punch or +8S, strike),
  Ranged +4 (possibly 4S, energy blast); SV Dmg +4,
  Fort N/A, Ref +1, Will 0;  Str 18, Dex 12, Con , Int
  10, Wis 10, Cha 3. 
  Skills: Balance +3, Intimidate +5, Sense Motive +2,
  Spot +2. 
  Feats: Power Attack.
  Powers: Strike +4 [Source: Super-Science; Cost: 2
  pp; Total: 8 pp].
  *Strike may be replaced with Energy Blast, Energy
  Field, or two Weapons with an equal number of
  ranks.
  Sentry Gun Emplacement (Arena, FITS): PL 4;
  Init +4 (Imp Init); Defense 14 (+4 base); Spd 5 or 0
  (depending on how it’s mounted); Atk Melee +4,
  Ranged +4 (4L, machinegun attachment); SV Dmg
  +4, Fort N/A, Ref +0, Will -2;  Str 10, Dex 10, Con ,
  Int 8, Wis 7, Cha 1. 
  Skills: Spot +9. 
  Feats: Darkvision, Improved Initiative, Point Blank
  Shot, Precise Shot. 
  Powers: Weapon +4 [Extras: Autofire, Multifire;
  Source: Super-Science; Cost: 3 pp; Total: 12 pp],
  Super-Senses +4 [Flaw: One Sense (sight); Source:
  Super-Science; Cost: 1 pp; Total: 4 pp].
  *Either of the Weapon extras may be replaced Area.
  The Weapon may be anything from a machinegun to
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  a laser blaster to a rocket launcher, depending on
  the nature of the exercise.
  Wolf (Field, FITS): PL 3; Init +2 (+2 Dex);
  Defense 15 (+3 base, +2 Dex);  Spd 40; Atk
  Melee +5 (+4L, bite), Ranged +5; SV Dmg +3,
  Fort +3, Ref +2, Will +1; Str 15, Dex 14, Con 16,
  Int 4, Wis 12, Cha 8. 
  Skills: Hide +3, Jump +3, Listen +3, Move Silent
  +3, Survival +3. 
  Feats: Improved Pin, Scent, Track. 
  Powers: Natural Weapon +2 [Cost: 2 pp; Total: 4
  pp], Running +2 [Cost: 2 pp; Total: 4 pp].  
  Sample Obstacles
  Body of Water (Swim): A body of water prevents
  characters from moving forward across land.
  Characters must cross the 2d20’ body of water to
  continue by swimming, flying, walking on the
  bottom (the water is 1d20 +10’ deep).
  Chain Link Fence (Climb): A fence (1d20 +5’
  high) prevents access to an objective or location.
  Characters must climb (DC 10) or break through
  the fence (Hardness: 6).
  Chasm (Balance): A wide chasm (2d20’ across
  and 2d20 x 10’ deep) blocks characters from
  moving forward. A single bridge or rotting wood,
  decaying rope, or other unreliable substance
  connects the two edges. A Balance check against a
  DC equal to one-half the exercise difficulty allows
  characters to cross. Characters may also fly across,
  create bridges of their own, or climb down one
  side of the chasm and up the other (unless the
  depth hold lava, dangerous monsters, or some
  similar hazard).
  Force Field (Spot, Disable Device): A force field
  is erected to keep characters from advancing. A
  Spot check with a DC equal to 10 + one-half the
  exercise difficulty reveals a control panel or
  similar device that can be used to deactivate the
  force field. Deactivating the Force Field requires a
  Disable Device roll against a DC equal to 10 +
  one-half the exercise difficulty.
  
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  Devil’s Workshop
  power united
  Locked Door (Disable Device for electronic locks
  or control panels, Open Lock for standard locks):
  A locked door bars the characters’ forward
  progress.  The door has a hardness equal to exer-
  cise Difficulty, and it requires a skill check against
  a DC equal to 10 + one-half the exercise difficulty
  (round down).
  Secret Door (Spot): A wall blocks forward
  progress entirely, but a successful Spot check
  against a DC equal to 10 + one-half the exercise
  difficulty (round down) locates a secret door that
  allows characters to continue. Whether or not this
  wall may be scaled depends on the characters’
  Climb ability and whether or not it is located
  indoors (if so, then a ceiling obviously might
  prevent any attempts to climb over).
  Sample Traps
  Motion Detectors: Motion detector traps may not
  be disabled, but characters may bypass them by
  moving no more than 5’ per round. Failure to do so
  triggers the designated result.
  Pressure Plates: Pressure plate systems may not
  be disabled, but characters who notice them may
  bypass them entirely with successful Balance
  checks against a DC equal to 10 + exercise diffi-
  culty. 
  Trip Beam System: Trip beam systems use laser
  beams as trip wires. If the beam is broken, the
  trap’s effect is triggered. Mirrors and reflectors
  often redirect a beam many times around an area,
  so that it is difficult to move. Characters who
  notice the trip beam system may bypass it with a
  successful Acrobatics check against a DC equal to
  10 + exercise difficulty. A trip beam system may
  be deactivated with a successful Disable Device
  check against a DV equal to 10 + one-half exercise
  difficulty (round down). 
  Tripwires: Tripwires are small, thin wires placed
  in the characters’ path to trigger an attack or alarm
  if broken displaced. Tripwires are easy to avoid if
  noticed (no roll is required). Tripwires may not be
  deactivated.
  Triggered Attack Effect: Dazzle (Flare): A bright
  light flares out, blinding characters.  This counts as
  an area Dazzle (sight) effect with a power rank equal
  to the exercise difficulty.
  Triggered Attack Effect: Paralysis (Stasis Field):
  Character is the target of a beam that surrounds her
  in a stasis field, freezing her in place. This effect
  functions as a Paralysis attack with a power rank
  equal to the exercise difficulty and an attack bonus of
  one-half that (round down).
  Triggered Attack Effect: Snare (Net): Character is
  the target of a net or similar attack (such as bolas,
  webs, etc.). This effect functions as a single Snare
  attack with a power rank equal to the exercise diffi-
  culty and an attack bonus of one-half that (round
  down).
  Triggered Attack Effect: Stun (Neural Disruptor):
  Character is the target of a neural disruptor beam.
  This effect functions as a Stun attack with a power
  rank equal to exercise difficulty and an attack bonus
  of one-half that (round down).
  Triggered Attack Effect: Weapon (Bludgeon): This
  attack may be a heavy, wooden beam that strikes
  quickly from the floor, a falling boulder, a weighty,
  metal disk fired at a character from a notch in a wall,
  or any similar weapon attack that might do non-lethal
  damage. All such attacks have a damage bonus equal
  to exercise difficulty, and an attack bonus of one-half
  that (round down).
  Quick Team
  Exercise Outline
  1) Team determines exercise objective and difficulty.
  2) GM or administrator decides the number of chal-
  lenges the team will face (up to a maximum equal to
  the exercise’s difficulty).
  3) GM or administrator rolls to determine which
  challenges are present.  
  4) Exercise begins and GM or administrator intro-
  duces challenges to characters in the order desired.
  All characters must face each challenge, unless one
  character deactivates or otherwise negates the effects
  of it (revealing a trap’s location, destroying a giant
  robot, carries companions across river of lava, etc.).
  5) Exercise ends when objective is met.
  New
  Maneuvers
  Maneuvers are particular applications of power or
  expertise that allows one’s allies to benefit from his
  or her own abilities. Usually, a maneuver involves
  multiple characters contributing their particular skills
  to better a team’s overall performance, but some
  simply allow one team member to use his or her abil-
  ities to make things easier for the rest of the team.
  Many have prerequisite feats and abilities, though all
  are optional.  GMs are perfectly justified in requiring
  characters to purchase maneuvers as feats or in
  simply disallowing maneuvers entirely.   
  Anchoring (Prerequisite: None): Characters may
  grapple with a flying enemy to weigh him down,
  lessening his maneuverability and perhaps even
  bearing him to the ground. A character within melee
  range of a flying opponent (having jumped, flown,
  been hurled, etc.) may attempt to grapple with the
  target.  On a successful opposed grapple check, such
  a character may choose (instead of damaging,
  pinning, escaping, or breaking a pin) to encumber
  the flying character. Until the defender wins a
  grapple check, double the attacker’s weight for
  purposes of determining the flyer’s encumbrance.
  The flyer is considered to be carrying the attacker,
  who, in attempting to drag the target down, is consid-
  ered heavier. This may seriously hinder the flyer,
  who suffers penalties as detailed in the Carrying
  Capacity rules in the M&M core rulebook.  A flyer
  whose maximum load is exceeded plummets to the
  
  power united
  ground and suffers falling damage, along with all
  those who grapple with him.  Multiple characters
  using the Anchoring maneuver can be devastating.
  Blasted Earth (Prerequisite: Energy Blast with
  Area extra, Power Attack): A character blasts the
  ground, rendering it more difficult to travel. The
  character expends extra effort to enable the attack to
  severely damage a surface with a hardness less than
  or equal to the attack’s damage, worsening its terrain
  type by one (from Normal to Poor, from Poor to Bad,
  from Bad to Very Bad) for purposes of movement
  allowance. This maneuver affects a radius equal to
  five times the attacker’s power rank. It is commonly
  used to obstruct ground vehicles, but can also
  hamper pedestrians. When used on very bad terrain,
  this maneuver forces anyone moving across the
  affected area at a speed faster than five feet per
  round to make a Balance or Drive check (DC 10 +
  one-half power rank or one-half strength bonus,
  rounded down) or fall prone or crash.
  The Bomb (Prerequisite: Power Attack and appro-
  priate ranged attack, such as Energy Blast): A char-
  acter with an appropriate, damaging ranged attack
  may blast a suitably brittle or volatile object hurled at
  an opponent by an ally, converting it into a hail of
  sparks or shrapnel or a spray of burning liquid. In
  game mechanics terms, a character may expend extra
  effort to use an Energy Blast or similar ranged attack
  to convert an improvised weapon thrown by an ally
  into an area attack. The character must match the
  ally’s attack roll with a Reflex save to successfully
  strike the object, and the ranged attack must destroy
  it (according to the Attacking an Object rules in the
  M&M core rulebook). If the rolls are successful, the
  hurled object explodes, melts or otherwise changes to
  become an area attack with a number of ranks equal
  to either the object’s Hardness + one-half the ranks
  of the character’s ranged attack (round down). This
  attack rank is not subject to PL stacking limits, and
  has both the kinetic energy type and that of the char-
  acter’s Energy Blast.   
  Cyclone (Prerequisites: Running, Super-Flight,
  Super-Speed, or similar enhanced movement
  ability): A Transport character may use her powers to
  circle an opponent fast enough to stun or blind him
  with displaced air.  By expending extra effort and
  quickly circling a target, a Transport character may
  attempt a Stun attack at a power rank equal to that of
  her movement power. Additionally, the character may
  attempt a Dazzle (sight) attack against the target with
  a power rank equal to one-half her movement power
  (round down). The character must complete at least
  two circuits around the target during the round in
  which this maneuver is used (which amounts to a
  minimum of approximately 80’ for a medium sized
  target, so this maneuver usually requires at least a
  full action). 
  Dogpile (Prerequisite: None): Much like Anchoring,
  Dogpile is a maneuver used by multiple attackers to
  bear a standing foe to the ground. All attackers
  expend extra effort to grapple the defender with one
  grapple check, using the full strength modifier of the
  strongest character, while his allies contribute only
  half their Strength modifiers (rounded down). If the
  target is successfully pinned, he is rendered prone,
  and other attackers may join the grapple to maintain
  the pin, even if the total number of grapplers exceeds
  the normal maximum number of grapplers per round
  (usually four) described in the Grapple section of the
  M&M core rulebook. The strength of this maneuver
  is in its ability to keep pinned foes pinned, and it is
  most frequently used by characters desperate to keep
  a stronger foe down.
  Energize (Prerequisites: Energy Blast, Energy
  Field, or other energy-based power): A character
  with an energy-based power (such as Energy Blast or
  Energy Field) may enhance an ally’s melee weapon,
  heating it, electrifying it, or otherwise increasing its
  potential to deal damage.  The weapon acquires an
  appropriate energy field with a number of ranks
  equal to the character’s energy-based power.  The
  energy field degrades at a rate of one rank per round.  
  Force Collision (Prerequisite: Dodge): A moving
  character “jukes” pursuit, causing a pursuer to risk
  Devil’s Workshop
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  crashing into nearby objects or characters. A char-
  acter being pursued by another may move in such
  a way as to force a collision with a nearby object,
  structure, or character being passed by succeeding
  at a Bluff skill check opposed by the pursuer’s
  Sense Motive (or Wisdom modifier). If the check is
  successful, the pursuer strikes a nearby structure or
  person chosen by the character and must resolve a
  charge attack against it. If the attack is successful,
  then both the pursuer and the target suffer the
  effects.
  The Gang’s All Here (Prerequisite: Leadership):
  A team does its best to radiate an aura of menace
  in order to cow or delay opponents. This maneuver
  is only usable just before the first round of combat.
  Before initiative, the leader expends extra effort to
  make an Intimidation roll, with a +1 bonus for
  each character by which the leader’s allies
  outnumber their opponents (or a –1 penalty for
  each character by which the leader and his allies
  are outnumbered). For the first round of combat,
  opponents who fail to match the leader’s roll with
  a Will save receive a –2 penalty to all actions.
  Hearten (Prerequisite: None): With extra effort
  and a successful Charisma check against a DC of
  15, a character may add his Charisma bonus to an
  ally’s Will save.  This requires a full round action
  and lasts for one scene or encounter (GMs discre-
  tion).    
  Hit ‘em High/Hit ‘em Low (Prerequisites:
  None): Using this maneuver, two attackers may
  initiate a joint melee attack against a single oppo-
  nent up to one size category larger than the largest
  attacker in order to knock the target down; one
  assailant chooses to attack high, while the other
  attacks low. This maneuver is most effective when
  characters are facing a physically powerful oppo-
  nent. Both assailants act on the lowest initiative
  roll between them and expend extra effort. The
  “low” assailant rolls to attack first. If this roll is
  successful, damage is determined as normal. After
  a successful “low” attack, the “high” assailant may
  attack, and if that roll is successful, the “low”
  
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  Devil’s Workshop
  power united
  assailant receives a free trip attack against the
  target immediately after damage is determined.  
  Hit the Nail on the Head (Prerequisites: Power
  Attack, Super-Strength): An attacker may strike
  another character with such downward force that
  the victim is pushed into the ground and possibly
  immobilized. The attacker expends extra effort and
  attacks the target as normal. If the attack is
  successful, damage is determined as normal, and
  the attacker makes a Strength check against a DC
  of 15 + the hardness of the surface on which the
  target stands (usually 3 or 4 for earth, 8 for
  concrete and 15 for steel or similar substances). If
  the Strength check succeeds, the victim is pushed
  deeply into the material he is standing on and is
  affected by a Snare effect with a power rank equal
  to the material’s hardness. A second use of this
  maneuver (and another expenditure of extra effort)
  may render an opponent helpless, as per the Snare
  rules in M&M. 
  Indirect Fire (Prerequisite: None): A character
  assists a nearby ally in attacking a concealed or
  obscured opponent, communicating to the ally a
  target’s location in the hopes of decreasing the
  effects of concealment or invisibility. The character
  must have some means of penetrating the conceal-
  ment, and must be able to sense the target (e.g. In
  a dark room, the character must have Darkvision;
  against an invisible opponent, the character must
  possess See Invisibility; if the ally is Dazzled, the
  character must not be).  This maneuver requires a
  full action and a successful Charisma check
  against a DC equal to the target’s Defense score. If
  the roll is successful, the ally’s miss chance due to
  concealment (see Concealment in the M&M core
  rulebook) is halved (round down).  
  Outfox (Prerequisite: Leadership): A leader uses
  her canny tactics to overcome another character’s
  Leadership efforts. With a free action and a
  successful opposed Intelligence check (against the
  opposing leader), the character may give such
  orders to her team as to inflict a –1 to all charac-
  ters acting under the opposing leader in lieu of the
  usual bonus.  This maneuver only works against
  opponents under the influence of the Leadership feat.
  Overload (Prerequisite: Appropriate Science or
  Craft skill): The character overloads a scientific
  device’s power source, causing it to explode or other-
  wise discharge large quantities of energy. A character
  with a Science skill pertinent to a particular type of
  technology may expend extra effort to rig a super-
  science device to explode by rolling the pertinent
  skill against a DC equal to 10 + the device’s rank. If
  this roll is successful, the device becomes a single-
  use area attack with a number of power ranks equal
  to twice that of the device (PL stacking limits do not
  apply), but the device is lost until replaced (or the
  end of the session, depending on the GM’s
  generosity). Overloading equipment usually requires
  at least one full minute of effort, though this time
  may be modified by the GM.
  Rescue (Prerequisite: Running, Super-Flight,
  Super-Speed, or similar enhanced movement
  ability): A speedster may use her incredible speed to
  better her chances at extracting a pinned or grappled
  ally. Using this maneuver, a Transport character
  expends extra effort and may add her movement
  power’s rank to her grapple check to break another’s
  pin (see the Grapple rules in M&M for more infor-
  mation). If the grapple check is successful, the char-
  acter both breaks the pin and escapes, (as described
  in the Grapple rules in the M&M core rulebook),
  carrying the ally with her.
  Shooting Pigeons (Prerequisites: Point Blank Shot,
  Precise Shot, and appropriate ranged attack
  ability): A character uses energy blasts to deflect
  incoming projectiles. A character with Energy Blast
  or a suitable ranged Weapon ability may expend
  extra effort to gain the use of the Deflection power
  with the Deflect Others extra at a rank equal to her
  attack power, usable against projectiles.
  That’s a Wrap (Prerequisites: Super-Strength): A
  character with sufficient strength may use nearby
  strips of concrete, dirt, fence or some similar
  substance with Hardness equal to or less than the
  character’s Strength bonus, as an effective area Snare
  attack, wrapping or entangling opponents. By
  expending extra effort, the character gains the use of
  a melee Snare attack with the Area and Selective
  extras. If the character maintains the extra effort for
  another round, the Snare attack may be completed. 
  Wake (Prerequisites: Running, Super-Flight,
  Super-Speed, or similar enhanced movement
  ability; Move-By Attack): A Transport character may
  travel quickly enough to catch and carry objects in
  the displaced air behind him. By expending extra
  effort, a character with the Share Speed extra may
  collect objects in his wake, with an effective
  Telekinesis power rank equal to her movement
  power’s rank. To maintain the effect of this
  maneuver, the character must spend at least a full
  action on movement every turn and endure limited
  mobility (he may only make a single 90 degree turn
  for each 5’ square he travels; in other words, he may
  not turn around). If he stops moving, or reduces his
  speed, the objects effects of this maneuver end. The
  objects in the character’s wake may be used once as
  an area attack with a power rank equal to that of the
  character’s movement power, hurled against a target
  as the character passes. Such attacks may be centered
  on any point along the character’s movement path
  (the character himself is unaffected by this attack,
  and he may continue moving after it is made). 
  Strategy
  Feats
  Power United introduces strategy feats, tactical feats
  that can benefit an entire team. A strategy requires a
  character with the Leadership feat and at least one
  individual under the leader’s influence. Only a char-
  acter with the Leadership feat may initiate a strategy,
  and this character must possess the necessary
  strategy feat. Allies who do not posses the feat may
  still participate in the action, but they receive no
  mechanical benefits. The effects of strategy feats last
  for as long as the leader spends a free action to main-
  tain them. Although only one strategy feat may be in
  
  power united
  effect at a time, the Leadership feat may be used in
  the same round as a strategy, and all effects stack. 
  A few strategy feats are described below. Strategies
  may be renamed or “codenamed” by teams desiring
  to personalize them. GMs should feel free to work
  with teams to create their own strategy feats.
  Blitzkrieg: Participants attacks decisively and relent-
  lessly, focused on incapacitating opponents as
  quickly as possible. Although powerful, this strategy
  is purely offensive, and participants are often prone
  to recklessness and are somewhat more vulnerable to
  attack. Characters who possess this strategy feat may
  move before and after their attacks (as with the
  Move-By Attack feat, even if they do not meet the
  prerequisite). Such characters also receive a +2
  attack and damage bonus, though they suffer a –2
  penalty to Defense.  
  Cascade: Participants concentrate their efforts on
  attacking one opponent, gaining momentum with
  each successive attack in an attempt to unbalance and
  ultimately overpower the target. Every attack after
  the first provides a +1 bonus to all successive attacks
  made in that combat round by allies with this
  strategy feat (up to a maximum attack bonus of +5).
  Furthermore, if one attacker succeeds, all subsequent
  attacks against the target in a combat round receive a
  +1 damage bonus.
  Divide and Conquer: The team pushes hard, hoping
  to cut opponents off from their allies. All participants
  with this strategy feat receive a +2 bonus to bull rush
  attempts, as well as a +1 bonus to attack and damage
  against any opponent not adjacent to an ally.  
  Hold the Line: Participants stand shoulder to
  shoulder, reinforcing one another, determined to
  stand their ground. Team members adjacent to at
  least two allies (all of whom must possess this
  strategy feat) effectively receive five ranks of
  Immovability.
  Pincer Attack: A team splits into two groups to
  attack a single opponent or group of opponents from
  opposite directions. Characters with this strategy feat
  receive a +1 damage bonus when flanking an oppo-
  nent (the flanking ally must also possess this strategy
  feat). The entire team, regardless of position,
  receives a +1 bonus to attack and Defense.  
  Tighten Ranks: The team draws close together,
  steeling one another against attack. Obviously, area
  attacks can be very dangerous for a team using this
  strategy. Every participant should be adjacent to at
  least one ally. Each character with this strategy feat
  in a particular group of individuals “linked” together
  by adjacent allies affords all participants a +1
  Defense bonus and a +1 bonus to resist being bull
  rushed (up to a maximum +5 bonus to each).
  Devil’s Workshop
  Page 18
  
  OPEN GAME
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the
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  Mutants & Masterminds RPG, Copyright 2002, Green
  Ronin Publishing; Author Steve Kenson
  Power United Copyright 2004, Louis Porter Jr. Design, Inc.
  
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