TEXT: DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
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  Strength: 14
  Dexterity: 16
  Constitution: 20
  Intelligence: 14
  Wisdom: 12
  Charisma: 10
  Damage: +5
  Fortitude: +5
  Reflex: +2
  Will: +1
  Melee: +9
  Ranged: +10
  Initiative: +7
  Defense: 23/20
  Speed: 30
  Hero: 5
  LPJ9898
  archetypes:
  Description:
  An Energy Being is a creature without
  physical form, at least part of the time.  An
  Energy Being could be composed entirely
  of light or fire, and typically has control
  over his own form and possibly the energy
  or element that he is composed of.
  Energy Being
  
  Page 2
  Devil’s Workshop
  Archetypes: energy being
  Skills: Concentration +18.
  Feats: Attack Focus (choose attack), Immunity
  (chosen energy type), Improved Initiative, Point
  Blank Shot, Rapid Shot.
  Powers and Devices: Alternate Form (Energy)
  +10 [Flaws: Permanent, Cost: 4pp, Total: 40pp].
  In addition, the Energy Being may take any of the
  powers (provided that the total cost does not
  exceed 20pp).
  1.Amazing Save (any) +10 [Cost: 1pp, Total:
  10pp]
  2.Blending +10 [Cost: 1pp, Total: 10pp]
  3.Dazzle +10 [Cost: 2pp, Total: 20pp]
  4.Electromagnetic Pulse +5 [Cost: 2pp, Total:
  10pp, see Power Corrupts page 11]
  5.Energy Control +10 [Cost: 2pp, Total: 20pp]
  6.Invisibility +10 [Cost: 2pp, Total: 20pp]
  Customization:
  Skills: The core concept of the Energy Being does
  not require the use of many skills, nor does it real-
  ly imply it.  However, this is not to say that some
  skills might not compliment such a character, or
  help to flesh him out somewhat.  Concentration
  was chosen because of its direct relation to the use
  of powers in stressful situations, but virtually any
  skill or set of skills (at lower ranks, of course)
  could be substituted.
  Feats: Many of the feats listed above make the
  assumption that an Energy Being will have a
  ranged attack (such as the Energy Blast attack that
  comes bundled with the Alternate Form [Energy]
  power).  However, a melee-centric Energy Being
  would be perfectly justified in swapping out feats
  like Point Blank Shot and Rapid Shot for feats like
  Power Attack or Rapid Strike, or even Improved
  Grapple.
  Powers and Devices: The primary, signature power
  of an Energy Being is Alternate Form (Energy); this
  power is also an expensive one, at 5pp per rank.
  This has been mitigated somewhat above through the
  application of the Permanent flaw, meaning that an
  Energy Being is always composed of energy.  In
  effect, the Energy Being's Alternate Form is his only
  form.  However, this need not be the case.  The elim-
  ination of this flaw increases the cost per rank back
  to 5pp, and the total cost to 60pp.  Though this
  leaves only 10pp with which to take additional pow-
  ers, it does lift some of the restrictions placed on an
  Energy Being.  In addition, an Energy Being is well
  served by taking additional powers that compliment
  his primary power, his energy form.  For example, it
  makes sense for a being made of light to have pow-
  ers like Blending or Dazzle, while a being made of
  electricity might have Electromagnetic Pulse instead.
  Many powers not on the above list could also be eas-
  ily justified; for example, a being comprised of radia-
  tion might have the Drain power.
  Ability Scores: The ability scores above provide a
  good spread of strengths with few weaknesses, and
  they make an Energy Being decidedly difficult to kill
  (especially when his incorporeality is factored in).
  They could, however, be easily swapped around.  It
  makes just as much sense, for example, to put that 20
  in Dexterity or Strength, putting either the 14 or 16
  in Constitution instead.
  Weaknesses: An Energy Being can have virtually
  any Weakness desired, but there are some that are
  more appropriate than others.  Each Weakness taken
  provides a one-time bonus of 10pp, which can be
  spent on anything you desire.  Ability score points
  can be bought for 1pp each, to a maximum score of
  20.  The Energy Being's default Base Attack Bonus
  is +7, and can be increased to a maximum of +10.
  On the other hand, default Base Defense Bonus is
  already +10, and cannot be increased any further
  (though it can be decreased for 2pp per rank).  Skills
  can be bought for 1pp per rank, with a maximum
  rank of 13.  Feats can be purchased for 2pp each.
  Some example Weaknesses are provided below:
  • Disturbing: Few things are as disturbing as a
  being made entirely of fire or electricity.  This
  flaw is a natural fit, especially if your Energy
  Being has only his energy form, and cannot easi-
  ly pose as a normal human being.
  • Susceptible: Some Energy Beings can be dam-
  aged by things that do not normally damage peo-
  ple.  For example, a being made of darkness
  might be damaged by sunlight, while a being
  made of electricity might take damage from
  water.  The trick is simply to match up your
  Energy Being's type to something that would
  logically cause damage.
  • Vulnerable: Similar to the Susceptible Weakness,
  a Vulnerable character takes extra damage from
  something that already damages people under
  normal circumstances.  For example, a cold-
  based Energy Being might take extra damage
  from fire, while a fire-based Energy Being might
  take extra damage from cold-based attacks.
  Example Energy
  Being: Seraph
  Miguel Sanchez was a part of two different worlds:
  the world of science, and the world of religion.  He
  had been raised Catholic, and his faith had been a
  large part of his life for as long as he could remem-
  ber.  He had never taken the existence of God as any-
  thing but pure and indisputable fact.  He was sur-
  prised, however, at how many of his friends and col-
  leagues did not share his views.  
  Miguel was a scientist by trade, researching ways to
  harness the power of light.  He and his team were
  developing new ways to harness solar energy, as well
  as ways to gather reflected solar light during the
  night hours.  While Miguel never had to rationalize
  his religious views with his scientific views, many of
  his colleagues did not understand how he could
  maintain such pure faith in the face of so much con-
  tradictory scientific evidence.  As Miguel saw it, any-
  
  Archetypes: energy being
  thing was possible if you believed that God was
  omnipotent.  Science could never disprove the exis-
  tence of God, because God had created science just
  as He had created everything else.  Still, while his
  views often endeared him to his colleagues, they
  sometimes harmed his credibility with those who
  provided funds for his research.
  One night, eager to prove that he could accomplish
  what he had set out to do, Miguel stayed late at the
  laboratory, trying to perfect his new solar battery.  He
  worked tirelessly through the night, until something .
  . . happened.  Many people thought it was an acci-
  dent, likely due to Miguel's lack of sleep.  Miguel,
  however, saw it in an entirely different light.  To
  Miguel, it was a visitation from the Divine.  One
  minute, he was working toward a goal he wasn't even
  sure was possible.  The next, he was surrounded by
  light, being bathed in its warmth.  The solar battery
  had exploded, releasing radiant energy everywhere.
  The explosion destroyed Miguel's physical body,
  completely vaporizing it, but his consciousness
  remained.  He became a part of the light, and he
  found that he could control it as if it were his own
  body.  He was now a being of pure energy, of pure
  light.
  Miguel was fundamentally changed that night, not
  just in his form, but in his devotion.  This was a clear
  sign that God had a greater purpose for him.  He had
  become an angelic being, a being of radiant energy,
  and he decided that he would devote the rest of his
  life to doing God's will on Earth.  From that moment
  forward, Miguel Sanchez was changed; he was now
  the being known as Seraph.
  Quote: "You cannot hide from the light of God,
  friend."
  Personality: Seraph is completely devoted to his
  cause.  He is an enemy to all those who prey upon
  others, but he does not seek to hurt or kill those he
  hunts; instead, his purpose is to redeem them.  He
  attempts to show them the error of their ways, to
  bring them over to the side of the light.  He dislikes
  simple violence, and he kills only when he has no
  Devil’s Workshop
  Page 3
  other choice, when killing an enemy would benefit
  the greater good more than trying in vain to redeem
  him.
  Powers and Tactics: Seraph usually attacks with his
  Confession Burn power first, attempting to show his
  enemies what they have done wrong and punish them
  for it without injuring them seriously.  He prefers to
  stay out of melee, using Flight to do so, and he uses
  his Energy Blast only as a last resort, because he
  knows that the searing light with which he can attack
  does cause serious injuries and can kill.
  Appearance: Seraph looks like a humanoid being
  composed of pure light, with great wings that spread
  out from his shoulders.  He has no discernable fea-
  tures, but he can form a face when he needs to, in
  order to communicate with others without unnerving
  them too much.  He is heroic in his proportions,
  standing a full seven feet tall.
  Campaign Use: Seraph can be either ally or enemy,
  depending on the outlook of the party, though he is
  most suited to being an ally.  Because Seraph only
  attacks those who he believes have sinned against
  God, it might be difficult to use him as a villain or
  foil against the heroes, unless of course they are
  somewhat less than heroic.  
  Seraph: PL 10; Init +6 (+2 Dex, +4 Improved
  Initiative); Defense 22 (20 flat-footed); Spd 30 ft;
  Atk +9 ranged (10L, Energy Blast); SV Dmg +2,
  Fort +2, Ref +2, Will +5; Str 10, Dex 14, Con 14, Int
  12, Wis 20, Cha 16.
  Skills: Concentration +4, Knowledge (religion) +9,
  Science (physics) +9.
  Feats: Immunity (fire), Improved Initiative, Point
  Blank Shot, Skill Focus (Knowledge [religion]), Skill
  Focus (Science [physics]).
  Powers: Alternate Form (Energy/Light) +10 [Flaws:
  Permanent, Cost: 4pp, Total: 40pp], Confession
  Burn (Stun Damage) +10 [Cost: 3pp, Total: 30pp,
  see Power Corrupts page 7].
  Weakness: Vulnerable (cold damage).
  Artwork: Tony Perna
  Mutants & Masterminds, M&M Superlink, Green
  Ronin and the M&M Superlink logo are
  Trademarks of Green Ronin Publishing and are
  used with permission.
  Power Points are Product Identity of Green Ronin
  Publishing and are used with permission.
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