TEXT: DEVIL’S WORKSHOP
  • M&M Superlink template • M&M Superlink template • M&M Superlink template • 
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  LPJ9971
  Atomic strongmen, whose nuclear-powered muscles are capable of crushing
  tanks; super-speedsters, who move at nearly at the speed of thought, trailing
  streams of bio-electricity in their wakes; walking powder kegs whose fists strike
  with the force of a one kiloton bomb.  All are examples of energy-infused charac-
  ters:  Human-or superhuman-individuals somehow bonded with some form of
  energy, their cells now burning with unnatural power, their muscles
  and nerves crackling with inhuman vigor.
  Note: Because energy-infused characters have a wide
  variety of origins, the Gamemaster must decide the
  exact source of the symbiote’s powers-this is
  reflected in the statistics below.  
  BECOMING AN
  ENERGY INFUSED
  CHARACTER
  Most energy-infused characters are the
  result of super-science, created by the
  tinkering of brilliant (if unbalanced)
  biochemists, geneticists, and physicists.
  These bold men of science seek to push
  the human-or superhuman-body to its
  absolute limits, replacing mundane biolog-
  ical functions with high-energy reactions.
  Occasionally, the condition comes about due
  to mutation, when individuals-often those who
  already possess superhuman powers-are acciden-
  tally exposed to unusual energies; some genetic
  anomaly results in these men and women absorbing the
  properties of the energy they were exposed to.  Rarely, a
  powerful sorcerer or other sort of supernatural being will employ
  some esoteric ritual to infuse humans with mystic energies.  
  Regardless of origin, all energy-infused characters share certain common charac-
  teristics.  Their molecular structures are now ablaze (sometimes literally!) with
  potent energy of one sort or another.  This energy enhances strength, speed, reac-
  tion time, and resistance to injury.  An energy-infused character may find he no
  longer needs to eat, drink, sleep, or even breathe.  The character is now superhu-
  manly strong, able to channel explosive power into his blows, and capable of
  athletic feats equal to any Olympic athlete.  At the same time, the condition is not
  without its’ drawbacks.  The character becomes more impulsive, less cautious,
  and quicker to anger.  The energy sometimes simply overwhelms
  the character, potentially causing great harm to him and
  others.  The character assumes the negative as well as the
  positive aspects of the energy that now flows
  throughout his body, and may now be vulnerable
  to substances that others consider harmless.
  There are two types of energy-infused charac-
  ters:  those who have been partially infused
  and those who have been totally infused.
  A partially infused character still appears
  largely as before; he may display certain
  energy-traits, such as glowing eyes, or
  fingertips that spark with electricity
  when the character is excited, but the
  character can still pass in normal society,
  and even maintain a “secret identity.”
  Bio-scans or medical tests will reveal the
  character’s biological abnormalities, but
  the individual appears normal to the naked
  eye.  An individual who has undergone a
  total energy-infusion can no longer pass as a
  normal human being.  The body of such an
  individual fairly smolders with barely restrained
  power, and the character’s physical form is altered
  to reflect with his new nature.
  PARTIAL ENERGY INFUSION
  PL Adjustment: 0
  Feats: Immunity (to energy, of the same type the character is infused with),
  Immunities (any two of GM’s choice), Rapid Healing.
  T e m p l a t e :  E n e r g y  I n f u s e d
  
  Page 2
  Devil’s Workshop
  Templates: energy infused
  Powers:  Amazing Save (Damage) +2 [Source:
  Variable; Cost: 2 pp; Total 2pp]:  Leaping +2
  [Source: Variable; Cost: 1 pp; Total 2pp] Running
  +2 [Source: 2 pp; Total 4pp], Strike +3 (energy
  charged blows) [Source: Variable; Flaw: Uses-
  8/day Cost: 1 pp; Total 3pp] Super-Strength +2
  [Source: -; Extra: +1 rank of Super-Dexterity;
  Cost: 4/7 pp; Total: 11 pp ].
  Weaknesses: Disability (power surges), Quirk
  (impulsive), Susceptible or Vulnerable (GM’s
  choice, see below.)
  WEAKNESSES  
  Disability (power surges): All the newly imparted
  energy surging through the character can prove
  difficult to handle, and this sometimes leads to the
  character losing control of his actions.   When in
  combat (or any high-stress situation) the character
  must roll each round before he takes any actions;
  on a roll of 1-5 on a d20, the character loses
  control of the energy within him.  For the next
  round, the character must then use all powers at
  their highest ranks, just as if the powers had the
  Full Effect flaw, cannot pull his punches, and must
  employ the full attack option if it is available to
  him.
  Quirk (impulsive): Temperament is rarely
  improved when a human being’s normal biological
  pathways have been replaced by volatile, high-
  energy reactions; one who has gone through the
  energy-infusion process becomes more anxious,
  edgier, and even hyperactive.  The character
  suffers a -5 penalty on all Diplomacy and
  Concentration skill checks, and on rolls made to
  avoid being surprised in combat, as the character
  rushes in heedless of danger.  On a positive note,
  the character also becomes more fearless, and
  receives a +5 bonus on Will saving throws against
  mental attacks based on fear.
  Susceptible or Vulnerable (GM’s choice): The
  GM (perhaps allowing for player input) must
  determine the exact type of weakness that afflicts the
  character.  The GM should come up with an appro-
  priate weakness based on the precise energy type the
  character has been infused with.  Every energy type
  carries with it an opposing energy type, or a
  substance logically capable of neutralizing it.   For
  example, an electricity- or fire/heat-infused character
  could be vulnerable to water-based attacks, an indi-
  vidual whose cells are charged with radiation might
  be susceptible to being encased in lead or cadmium
  (a metal that dampens nuclear reactions), and one
  who has been infused with solar energy would be
  susceptible to lack of sunlight (immersion in
  complete darkness/deep shadows.)
  LEAVING THE
  TEMPLATE
  Leaving the template usually require an application
  of super-science, though mystic means might substi-
  tute in a pinch.  Basically, a means must be discov-
  ered to reverse the process the character has under-
  gone, restoring the individual’s normal biological
  processes.  This may be attempted by a scientist(s)
  who possesses at least one rank of Super-Intelligence
  and at least 15 skill ranks in both Science (genetics,
  or similar discipline) and Science (physics).  It
  requires at least two game sessions, one to
  examine/study the character in an appropriate labora-
  tory setting, and another to attempt the actual cure.
  The scientist(s) must then succeed on two separate
  skill checks against DC 25 and spend one Hero
  Point.  Succeeding on both rolls indicates the char-
  acter’s physiology has been returned to its former
  state.  The character then loses all benefits and draw-
  backs of the template.  (Option: the GM may then
  secretly roll a DC 20 Constitution check for the char-
  acter, with failure indicating that the experimental
  treatment combined with lingering energy combine
  to somehow affect the character’s attributes/powers.
  The exact effects and the time it takes for them to
  manifest are up to the GM.)
  Another route for a character who wished to elimi-
  nate the template’s effects is to enlist the aid of
  another character with at least ten ranks in an appro-
  priate power (Energy Control, Transformation, or
  Sorcery, for example.)  Such an individual must then
  a full minute (ten rounds) in physical contact with
  the character, attempting to draw out the energy,
  taking no other actions during this time.  At the end
  of minute, the person attempting the cure must spend
  two Hero Points and make a DC 20 power check,
  with success indicating the unwanted energy has
  been purged from the character.  Failure often results
  in something odd happening (the character’s energy
  traits mutate somehow, the person attempting the
  cure acquires the template instead, and so forth.)
  Failing by rolling a “1” on the power check indicates
  a catastrophic failure, unleashing an energy blast
  with a DC equal to the character’s PL +3, with an
  area of effect equal to 4 times its power rank.
  CUSTOMIZATION
  As described above, one who has undergone a total
  energy infusion is not remotely human in the biolog-
  ical sense; no longer merely energy-enhanced, the
  character is almost energy somehow given solid
  form.  Such an individual is clearly non-human,
  though their appearance may range from fascinating
  to horrifying to simply weird.
  TOTAL ENERGY INFUSION
  PL Adjustment: 0
  Feats: Immunity (to energy, of the same type the
  character is infused with), Immunities (any three of
  GM’s choice), Improved Critical or Penetrating
  Attack (GM’s choice) on Strike, Into Thin Air (body
  transforms into incoherent energy), Rapid Healing.
  Powers: Amazing Save (Damage) +3 [Source:
  Variable; Cost: 2 pp; Total 3pp], Boost +3[Source:
  Variable; Extra: all powers at once; Flaws: Limited-
  only affects powers gained through template, 8
  
  uses/day; Cost 1 pp; Total: 3 pp], Leaping +2
  [Source: Variable; Cost: 1 pp; Total 2pp], Running
  +2 [Source: 2 pp; Total 4pp], Strike +3 (energy-
  charged blows) [Source: Variable: Obvious; Flaw:
  Uses-8/day Cost: 3 pp; Total 3pp], Super-Strength +2
  [Source: -; Extra: +1 rank of Super-Dexterity; Cost:
  4/7 pp; Total: 11 pp ].
  Weaknesses: Disability (power surges), Disturbing,
  Quirk (impulsive), Susceptible or Vulnerable (GM’s
  choice, see above.)
  WEAKNESS
  Disturbing: A totally transformed character’s body
  constantly crackles and pulses with the type of
  energy that is now a part of it; the character’s form
  reflects the energy-type.  A fire/heat-infused char-
  acter’s skin and hair would be bright crimson, and
  would constantly flicker and smolder, seemingly
  about to burst into flame.  One infused with “dark-
  ness-energy” (common enough in comic books, after
  all) might appear to be a living, vaguely humanoid
  patch of darkness.  An atomic-powerhouse’s absurdly
  swollen muscles would be fairly bursting through the
  character’s cobalt blue hide.  The character’s aberrant
  appearance results in a -5 penalty on Bluff and
  Diplomacy checks.
  Living Bomb: Unaided, the character cannot
  contain the energy coursing through his cells; he
  must rely on an external containment suit to prevent
  unleashing the energy uncontrollably.  A torrent of
  energy is released if the containment suit is ever
  breached or severely damaged (50% likely if armor is
  reduced to one-half normal protective value, +05%
  per each additional point of damage containment
  suit suffers.)  This explosive release of energy is
  physically devastating to the character.  The char-
  acter suffers the effects of the Susceptible weakness
  each round it continues, and can take only half-
  actions while this is occurring. The character gains
  the following powers: Armor +10 [Source: Super-
  Science; Extra: Impervious: Flaw: Ablative; Cost: 1
  Devil’s Workshop
  Page 3
  pp; Total 10pp] and Energy Field +10 [Source:
  Variable; Extra: Area (x2); Flaws: Full Effect,
  Restricted-only useable when not contained by suit,
  Slow; Cost: 1 pp; Total 10 pp] The following weak-
  nesses are also assumed:  Disability (containment
  suit), Disability (uncontrollable energy release),
  Susceptible (suit breeches.)  The Disability (power
  surges) weakness no longer applies.
  WEAKNESSES
  Disability (containment suit): The character must
  normally remain in the containment suit (or specially
  prepared living quarters) or begin unleashing energy
  uncontrollably (see below.)  Aside from making
  normal social interaction difficult, the suit is bulky
  and cumbersome, and the character suffers a -2
  penalty to all Dexterity-based skills while wearing it.
  Optionally, a lenient GM may allow the character to
  safely spend one hour per point of Constitution
  bonus outside the side before the energy builds out of
  control.
  Disability (uncontrollable energy release): If the
  character’s containment suit is ever breached by an
  attack, or the otherwise stripped from the character’s
  possession, the energy inside the character begins
  boiling out, literally exploding from within.  The
  character’s energy field automatically activates,
  exposing everyone and everything within a 100 foot
  area to its effects.  This continues until the character
  reaches near-death (when the character reaches
  “dying” status due to the effects of the Susceptible
  weakness, described below.)  At this point the energy
  flames out, but it builds to the danger point again
  after one hour.  
  Susceptible (suit breaches): The character suffers
  the effects of the Susceptible weakness if the
  containment suit is breached/destroyed, or if it is
  somehow stripped from his person.  The character
  must make a DC 15 Fortitude saving throw each
  round, or begin succumbing (first becoming fatigued,
  then exhausted, unconscious, and dying.)
  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.
  OPEN GAME LICENSE
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  Templates: energy infused
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  Templates: energy infused
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  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Crooks!, Copyright 2003, Green Ronin Publishing;
  Author Sean Glenn, Kyle Hunter & Erik Mona
  Template: Enery Infused Copyright 2004, Louis
  Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/1st Edition/Mutants & Masterminds - 1st Edition - Devils Workshop - Sourcebook - Template - Energy Infused.pdf