TEXT: DEVIL’S WORKSHOP
  LPJ9952
  2004 Collected 
  Archetypes
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
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  Strength: 20
  Dexterity: 16
  Constitution: 16
  Intelligence: 10
  Wisdom: 14
  Charisma: 10
  Damage: +6
  Fortitude: +6
  Reflex: +2
  Will: +2
  Melee: +10
  Ranged: +8
  Initiative: +3
  Defense: 21/18
  Speed: 30
  Hero: 5
  LPJ9979
  Description:
  The Amphibian is a
  being capable of
  existing in two
  very different environments:
  underwater and on
  dry land.  Some Amphibians
  are the result of experiments
  or accidents, while
  others are mutants
  or members of
  some long-forgot-
  ten semi-aquatic
  race.  In any case,
  the Amphibian is general-
  ly capable of functioning
  normally in both environments, but is
  more comfortable underwater.
  Amphibian
  archetypes:
  
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  Devil’s Workshop
  Archetypes: Amphibian
  Skills: Concentration +8, Handle Animal +8,
  Survival +15, Swim +18.
  Feats: Amphibious, Darkvision, Endurance,
  Underwater Combat.
  Powers and Devices: Amazing Save (Fortitude)
  +3 [Extras: Damage, Cost: 2pp, Total: 6pp],
  Swimming +5 [Cost: 2pp, Total: 10pp], plus any
  number of the following, provided that the total
  number of power points does not exceed 30pp:
  • Boost +10 [Cost: 2pp, Total: 20pp].
  • Element Control (Water) +10 [Cost: 2pp,
  Total: 20pp].
  • Environmental Specialty (Aquatic) +2
  [Flaws: Limited Bonus, Cost: 10pp, Total:
  20pp, see Power Corrupts 2 page 9].
  • Mind Control +10 [Flaws: Limited (Aquatic
  Animals Only), Cost: 1pp, Total: 10pp].
  • Natural Weapon +10 [Cost: 2pp, Total:
  20pp].
  • Sensory Link +10 [Flaws: Animal Sense,
  Cost: 1pp, Total: 10pp, see Power Corrupts
  page 25].
  • Shapeshift +10 [Flaws: Limited (Aquatic
  Animals Only), Cost: 1pp, Total: 10pp].
  • Super-Senses +10 [Flaws: Limited (Hearing
  or Sight Only), Cost: 1pp, Total: 10pp].
  • Super-Strength +5 [Cost: 4pp, Total: 20pp].
  • Telepathy +10 [Flaws: Limited (Aquatic
  Animals Only), Cost: 1pp, Total: 10pp].
  Customization:
  Skills: The skills listed above are those skills that
  an Amphibian would likely need in an underwater
  environment.  Concentration is useful for perform-
  ing intricate actions while distracted (and being
  underwater can often be distracting).  Handle
  Animal and Survival are both useful for day-to-day
  life in a sea rife with danger and teeming with crea-
  tures, not all of them friendly.  The utility of Swim
  should be obvious.  However, an Amphibian does not
  necessarily focus only on those skills of use under-
  water; skills used on dry land may also be of interest.
  As such, you may feel free to swap the skills above
  for any other skills, though it is suggested that Swim
  retain at least a few ranks.
  Feats: Feats are useful for Amphibians who enter
  into combat frequently.   While only one of the feats
  above (Amphibious) is really necessary for an
  Amphibian, the other three are still relatively impor-
  tant.  Darkvision is useful for those Amphibians who
  explore the deep seas, and Endurance can be invalu-
  able to those who swim for long stretches of time.
  Underwater Combat is helpful for any Amphibian
  who plans on attacking or defending while underwa-
  ter.  However, any feat in the game is of potential use
  to an Amphibian.  Because of the Amphibian’s high
  Strength score, melee combat feats are of particular
  utility, as they capitalize on one of the Amphibian’s
  aptitudes.
  Powers and Devices: Most Amphibians have a
  decidedly water-centric theme, and as such the
  majority of their powers are either derived from or
  most useful in an underwater environment; this is
  reflected by the choices above.  However, there are
  many other powers that could be useful to an
  Amphibian, depending on the concept surrounding
  him.  In general, any power on the above list can be
  swapped out for any other power, provided that the
  total number of power points spent on powers does
  not exceed 30pp.
  Ability Scores: Strength is of paramount importance
  to an Amphibian, as it is physical strength that is
  used while swimming.  Not only that, but ranged
  weapons are of limited utility underwater, so most
  Amphibians tend to focus more on melee combat.
  Dexterity, however, is still relatively important, as is
  Constitution, since both ability scores help to keep
  the Amphibian from harm.  In general, Intelligence
  and Charisma are the least important ability scores to
  an Amphibian, though it is not impossible to imagine
  a very intelligent, charming individual who happens
  to feel more at home underwater than on land.
  Weaknesses: An Amphibian can have virtually any
  Weakness desired, but there are some that are more
  appropriate than others.  Each Weakness taken pro-
  vides 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
  Amphibian’s default Base Attack Bonus is +5, and
  can be increased to a maximum of +10 for 3pp per
  rank.  Similarly, default Base Defense Bonus is +8,
  and can be increased to a maximum of +10 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:
  Berserker: Some aquatic animals, such as sharks,
  enter into a violent feeding frenzy from time to time,
  and it is not difficult to imagine a shark-like
  Amphibian who does the same thing.  Such charac-
  ters tend to be violent and aggressive in general, and
  can be extremely dangerous to friend and foe alike in
  a combat situation.
  Disturbing: Even if it is only because of gills on the
  side of one’s neck, an Amphibian can have a some-
  what unnerving appearance.  Many are decidedly
  fish- or frog-like, and humans tend to feel uncom-
  fortable around those who look extremely inhuman.
  Naïve: Many Amphibians feel more at home under-
  water than on land, and these Amphibians are often
  quite out of touch with the workings of human socie-
  ty.  Whether this is because they hail from some race
  of underwater beings, or simply because they prefer
  the company of fish to people, these Amphibians
  often have a kind of naiveté that can be a liability
  when interacting with others.
  Susceptible (dehydration): Because of their semi-
  aquatic nature, many Amphibians must keep their
  skin damp while they are out of water.  Normally this
  is not an issue during game play; however, certain
  
  Archetypes: Amphibian
  dehydrating substances (like salt) could prove
  extremely harmful to an Amphibian, despite the fact
  that they are normally relatively harmless to most
  people.
  Unusual Metabolism: Similar to the Susceptible
  Weakness described above, this Weakness assumes
  that the Amphibian must keep his skin damp in order
  to survive.  Such a character would likely have to
  remain completely submerged in water for four hours
  of every day, or suffer negative side effects of some
  sort.  For a full description of the Unusual
  Metabolism Weakness, see Power Corrupts 2, page
  26.
  Example Amphibian:
  Old Man Ocean
  Joseph Alger was a fisherman by trade, and lived his
  life on the sea.  From the moment he learned to walk,
  he was walking on the deck of a ship; his passion for
  the sea seemed an innate thing, a part of his being
  that could not be separated from the rest.  As he grew
  through his teens, he earned a living as a hand on a
  fishing vessel, the Brine Chaser, under the tutelage of
  Captain Farris Shaw.
  Alger idolized Shaw.  He saw in his mentor a kin-
  dred spirit, a man born to the sea with salt water run-
  ning through his veins.  Alger remained on the
  Chaser for fifteen years, working his way up the
  chain of command, until he was Shaw’s most trusted
  employee, and his close friend.  When Shaw died, he
  left the Brine Chaser to Alger, as well as the owner-
  ship of his fishing company.  Though the death of his
  closest friend rocked Alger to his core, he continued
  to sail and to fish, because he knew no other way of
  doing things; it also seemed a fitting way to pay
  homage to his deceased mentor and friend.
  Five years after Shaw’s death, Alger was approached
  with an unusual offer.  A man named Kenneth Laver,
  a local scientist and eccentric, wanted to book pas-
  sage on the Chaser.  He offered Alger a large sum of
  Devil’s Workshop
  Page 3
  money to take him out into the open seas so that he
  could conduct his research, though he would say no
  more about what that research entailed.  Although it
  was not his normal policy to take on passengers,
  Laver was offering quite a lot of money, and Alger
  agreed.  The decision changed his life forever.
  The expedition was supposed to last for five days,
  after which Laver’s research would be complete.
  However, three days into the expedition, a freak
  storm swallowed up the Chaser.  As Alger struggled
  against the gale-force winds, trying to keep the
  Chaser from capsizing, Kenneth Laver put his real
  plan into motion.  Activating a mysterious machine
  that he had brought with him, Laver ran below decks
  to wait until the experiment had completed its cycle.
  While Alger was battling the storm, the machine
  fired a bolt of energy at him, striking him from
  behind and hurling him from the ship.  Weakened by
  the beam of force that had tossed him overboard,
  Alger could feel the sea consuming him as he sank
  beneath the waves.
  Later, Alger woke up, but he was no longer himself.
  He was beneath the ocean, drifting, but he could
  breathe normally.  He had been changed.  He could
  hear the thoughts of the marine life around him, and
  with time he learned that he could control the crea-
  tures, too.  He was now completely and wholly a
  creature of the sea.
  Alger missed dry land, however.  Before, he had
  longed for the sea.  Now, however, he found that the
  sea was a cold and lonely place.  His appearance had
  changed significantly, and people tended to run away
  when they saw him.  Desperate, he began to
  approach more people, until finally he was attacked
  by a group of smugglers off the coast of a small,
  uncharted island.  Furious, Alger fought back, and
  the sea fought back with him.  Before long, the ship
  had been destroyed, and its crew had been killed by
  the marine life that Alger, himself, had summoned.
  This act of violence changed Alger on a fundamental
  level.  He was Joseph Alger no more; in Alger’s
  place was Old Man Ocean, vengeful spirit of the
  seas.
  Quote: “Do you hear the sea calling to you?  It
  longs to swallow you up.”
  Personality: Old Man Ocean has little compassion
  or humanity left in him.  He believes that the
  world of humanity has turned its back on him, and
  it has.  He exacts his revenge by attacking various
  sea-faring vessels, though the darkest part of his
  hate is reserved for Kenneth Laver, who he (right-
  fully) blames for his new state of existence.
  Unfortunately, Ocean does not know whether or
  not Laver is even still alive.  For all he knows,
  Laver drowned in the storm, though he does not
  think so.
  Powers and Tactics: Old Man Ocean rarely gets
  physically involved in a battle.  Instead, he uses
  the sea around him as a weapon, and calls upon the
  denizens of the ocean for aid.  A person or group
  who angers Ocean soon finds themselves fighting
  the water, itself, and being attacked by all manner
  of marine life upon entering the ocean.  If encoun-
  tered outside of the ocean (which rarely, if ever,
  happens), Ocean does his best to escape, especially
  if he can escape to a large body of water.
  Appearance: Old Man Ocean looks decidedly
  fish-like.  His skin is an iridescent greenish color,
  and is covered with a multitude of fine scales.  He
  has webbed hands and feet, as well as various
  small fins on his appendages.  His eyes are large
  and totally black, and he has no body hair whatso-
  ever.  His mouth is large and fish-like.  Ocean
  rarely wears clothes, as they only slow him down
  when he’s swimming.
  Campaign Use: It is most likely that the heroes
  will encounter Old Man Ocean as a villain or foil
  of some sort.  If part of a mission or adventure
  requires some sea travel, it is possible that Ocean
  might simply attack them out of pure spite, with no
  apparent provocation whatsoever.  However, if the
  PCs happen to know where Kenneth Laver is (per-
  haps they are pursuing him for some reason), they
  could find a fierce, if unpredictable, ally in Old
  Man Ocean, at least until Laver is killed (Ocean
  will not suffer him to live).
  
  Page 4
  Devil’s Workshop
  Archetypes: Amphibian
  Old Man Ocean: PL 10; Init +3 (Dex); Defense
  21 (18 flat-footed); Spd 30 ft; Atk +10 melee (5S,
  punch); SV Dmg +6, Fort +6, Ref +3, Will +2; Str
  20, Dex 16, Con 16, Int 10, Wis 14, Cha 10.
  Skills: Profession (sailor) +10, Handle Animal +8,
  Survival +15, Swim +18.
  Feats: Amphibious, Darkvision, Endurance,
  Underwater Combat.
  Powers: Amazing Save (Fortitude) +3 [Extras:
  Damage, Cost: 2pp, Total: 6pp], Element Control
  (Water) +10 [Cost: 2pp, Total: 20pp], Mind
  Control +10 [Flaws: Limited (Aquatic Animals
  Only), Cost: 1pp, Total: 10pp], Swimming +5
  [Cost: 2pp, Total: 10pp], Telepathy +10 [Flaws:
  Limited (Aquatic Animals Only), Cost: 1pp, Total:
  10pp].
  Weakness: Disturbing.
  Artwork: Sean Parnell
  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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  Devil’s Workshop
  Page 5
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Archetype: Amphibian Copyright 2004, Louis Porter
  Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
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  LPJ9954
  Description:
  Advanced supercomputers given
  sentience and human shape,
  androids are created for a particular
  purpose. They are constructs with
  the tireless strength and cold, objec-
  tive logic of machines. Most are
  gifted with one or more potent
  special abilities to aid them in
  performing their duties. Despite all
  expectations, most androids eventually
  develop unique traits and mannerisms.
  This often causes many to question the
  nature of these strange beings. Are they
  merely emulating humanity, or do they
  have genuine personalities, perhaps even
  souls, of their own? 
  Strength: 16
  Dexterity: 15
  Constitution: -
  Intelligence: 16
  Wisdom: 12
  Charisma: 10
  Hardness: 5
  Damage: +7
  Fortitude: -
  Reflex: +2
  Will: +1
  Melee: +6
  Ranged: +5
  Initiative: +2
  Defense: 16/14
  Speed: 30
  Hero: 5
  android
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: android 
  Skills: Computers +10, Disguise +3, Science
  (mathematics, physics, or robotics) +10, Search
  +10.
  Feats: Ambidexterity, Immunities (aging, critical
  hits, disease, fire, exhaustion, poison, pressure,
  starvation, suffocation), Photographic Memory,
  Toughness, Ultra-Hearing.
  Powers and Devices: Super-Intelligence +5
  (Source: Super-Science; Cost: 2 pp; Total: 10 pp),
  Super-Strength +5 (Extra: Protection; Source:
  Super-Science; Cost: 5 pp; Total: 25 pp); plus one
  of the following suites worth 30 pp:
  • Animation +10 (Flaw: Limited – Machines
  Only; Source: Super-Science: Cost: 1 pp;
  Total: 10 pp); Datalink +5 (Source: Super-
  Science; Cost: 2 pp; Total: 10 pp); Gadgets
  +10 (Source: Super-Science; Cost: 1 pp;
  Total: 10 pp)
  • Density Control +5 (Source: Super-Science;
  Cost: 6 pp; Total: 30 pp)
  • Elasticity +5 (Source: Super-Science; Cost: 4
  pp; Total: 20 pp); Gadgets +10 (Source:
  Super-Science; Cost: 1 pp; Total: 10 pp)
  • Element Control +5 (Extras: Elemental Blast,
  Elemental Movement; Power Stunts:
  Elemental Snare; Source: Super-Science;
  Cost: 4 pp; Total: 22 pp); Obscure +8 (Flaw:
  Partial; Source: Super-Science; Cost: 1 pp;
  Total: 8 pp)  
  • Energy Control +5 (Extras: Energy
  Absorption, Energy Blast; Energy Field,
  Flight; Source: Super-Science; Cost: 6 pp;
  Total: 30 pp)
  • Replace Super-Strength +5 (Extra: Protection;
  Source: Super-Science; Cost: 5 pp; Total: 25
  pp) above with Super-Strength +10 (Extra:
  Protection; Source: Super-Science; Cost: 5
  pp; Total: 50 pp); Immovability +5 (Source:
  Super-Science; Cost: 1 pp; Total: 5 pp) 
  Customization: 
  Skills: Androids usually possess a number of useful
  skills, most of which are cerebral. A high Intelligence
  modifier allows for a certain degree of expertise in
  many fields. If desired, players may reallocate nine
  skill ranks into more conceptually appropriate skills.
  Though androids commonly possess a Science
  (usually mathematics or physics) or Knowledge
  (often culture or history) skill specialty, Craft is also
  a possible choice. Androids designed to be servants
  might instead possess an appropriate Profession skill.
  Artificial intelligence processors make Computers a
  natural and valuable skill choice for most androids.
  Repair is handy for androids that might often find
  themselves damaged.      
  Feats: Androids are constructs, and as a result,
  possess all nine Immunities. Each may choose to be
  immune to one energy type. Most androids possess
  Photographic Memory, a result of their incredible
  ability to store and recover sensory data. 
  Androids are quite expensive, so they are usually
  built to last. Naturally, Toughness is a common
  choice for androids with prudent creators, though this
  feat may be swapped for another conceptually sound
  feat.  
  Many androids possess senses more acute than those
  of humans. Though Ultra-Hearing is fairly common,
  it is not necessary, and may be substituted for
  another sensory feat, such as Darkvision, Penetration
  Vision, See Invisibility, or True Sight.     
  Powers and Devices: Due to the materials of their
  construction, many androids possess at least some
  degree of both Protection and Super-Strength. Most,
  by virtue of their computerized logic functions, also
  possess Super-Intelligence. Other abilities differ, but
  Animation, Datalink, Density Control, Element
  Control, Energy Control, and Energy Blast are all
  possible abilities.  
  Most androids with Element Control have power
  over the Air element, but in some circumstances,
  Element Control (Water) or Element Control (Earth)
  may be acceptable, depending on their intended
  roles.   
  Androids with Energy Control may boast mastery
  over any energy type, though electricity, fire, and
  light are particularly common. 
  Ability Scores: Androids typically boast superior
  Strength and Intelligence scores. As constructs, they
  do not possess a Constitution score. More introspec-
  tive and self-aware specimens may have high
  Wisdom, while Charisma, in all but the most rare
  cases, is average, at best. 
  Weaknesses: Androids usually spend the 10 pp
  acquired from a weaknesses on one of the following:
  two five-rank super-ability extras; five additional
  ranks of Super-Intelligence; Energy Blast +5
  (Source: Super-Science; Cost: 2 pp; Total: 10 pp);
  Flight +5 (Source: Super-Science; Cost: 2 pp; Total:
  10 pp); Super-Senses +5 (Source: Super-Science;
  Cost: 2 pp; Total: 10 pp)
  Not all machines are constructed properly. Androids
  may have certain physical or mental inconsistencies.
  Certain weaknesses may apply to such characters.
  Some androids may be Disabled, due to being
  incomplete or damaged. Perhaps their creators
  designed them with disabilities to serve as limiters or
  safeguards. Such characters might be deaf, mute, or
  in rare circumstances, blind. Occasional androids
  may be paraplegic, though this is extremely
  uncommon, barring severe damage.
  Sometimes, androids are built to look only vaguely
  human. Perhaps they have alien facial features (or no
  features at all) or metallic skin. Such characters may
  choose the Disturbing weakness, as many humans
  will likely consider them inhuman copycats or
  monstrous pretenders. Many humans might feel
  resentful even of relatively normal-looking and unas-
  suming androids.  
  Androids new to the outside world may be Naive.
  Such characters do not possess a genuine under-
  
  Archetypes: android
  standing of human nature or society. These characters
  may be quite intelligent, but a lack of exposure to
  humanity tends to make them easily manipulated. 
  Certain behavioral programming may manifest in the
  Quirk weakness. Such programming may require
  androids to act in accordance with a certain doctrine
  or compulsively perform or refrain from certain types
  of actions.    
  An android may be Susceptible to particular condi-
  tions or substances normally harmless to normal
  people. These phenomena may interfere with the
  android’s programming, damage its materials, or
  cause it to shut down entirely.  
  Some androids are poorly insulated, and their
  internal systems are Vulnerable to electricity. Others
  may be more Vulnerable to magnetic energy attacks.   
  EXAMPLE ANDROID:
  A.S.Guard Mk. I
  Dr. Summer Desmond was a brilliant scientist who
  worked closely with the United States government on
  a number of secret robotics projects. Having devel-
  oped an immensely promising prototype android
  soldier, Dr. Desmond found herself a much-desired
  prize, wanted by governments worldwide. She
  declined the numerous furtive invitations to leave her
  country, but she began to grow fearful for her family.
  It was only a matter of time, she surmised, before
  interested parties attempted to obtain her by force,
  and it would be an easy thing for terrorists or pitiless
  government agencies to use her husband or infant
  son to blackmail her into crossing over. 
  Her fear prompted her to build A.S.Guard Mk. I
  (Automated SafeGuard Mark I), an android designed
  specifically to watch over her son, Gary. It was a
  combination babysitter, housecleaner, playmate, and
  bodyguard, equipped with numerous devices for
  entertaining, transporting, and protecting young Gary
  Desmond. It rarely left the boy’s side, and Gary grew
  quite fond of it. Years passed, and A.S.Guard essen-
  Devil’s Workshop
  Page 3
  tially became a part of the Desmond family, called
  “Uncle Guard” by Gary, now five years old. Tragedy
  struck when the entire family, on their way to
  Mexico for a short vacation, was killed in an auto-
  mobile accident a few miles from their home. 
  A.S.Guard, unable to go along due to the potential
  for conflict at the border, was home at the time, and
  saw reports of the accident on the local news station.
  The android went to the accident site to confirm the
  truth and was promptly met by police and rescue
  workers. The police, mistaking the transfixed
  A.S.Guard for a mentally ill rubbernecker, tried to
  convince the android to move along. A.S.Guard,
  however, devastated by its loss, revealed to them its
  entire story and its relationship to the Desmonds.  
  The police department, having found a powerful and
  unclaimed weapon, was quick to snatch up
  A.S.Guard.  Now considered property of the depart-
  ment (as the government does not yet recognize
  androids as sentient beings), A.S.Guard is nonethe-
  less treated as a member of the force. The android’s
  compassion, honesty, and protective nature, as well
  as its enhanced physical capabilities, make it an ideal
  officer of the law. It will not allow innocent people,
  especially young people, to come to harm. Today,
  A.S.Guard protects the public tirelessly and effec-
  tively.     
  Quote: “Please forgive me, sir, for hurting you. No,
  you will not die. An ambulance is on its way. Your
  arm is fractured in three places, and you are likely to
  lose consciousness within the next 30 seconds. You
  will, however, wake up in police custody, so I had
  best read you your rights. You have the right to
  remain silent…”
  Personality: A.S.Guard is programmed to be both
  polite and timid in the presence of humans, in order
  to better put them at ease. The android has an
  extremely mild voice. Its manner is submissive, even
  when it must resort to violence in order to defend
  itself or an innocent.    
  Powers and Tactics: A.S.Guard has the ability to
  communicate with and control machines. Cars,
  computers, television sets, and construction vehi-
  cles are all subject to the android’s will. A.S.Guard
  is equipped with super-scientific devices with a
  variety of purposes, from a miniaturized
  flamethrower to an ultra-compact microscope.
  A.S.Guard’s strength and durability, as well as its
  encyclopedic knowledge, are invaluable to the
  force.       
  Appearance: A.S.Guard is a relatively nondescript
  android with a very human appearance.  Its skin is
  completely hairless, and though it’s incredibly
  tough, is nearly indistinguishable from human
  skin.  For the most part, A.S.Guard can easily pass
  for a human. Usually, it wears a simple police
  uniform, but on the rare occasions on which it is
  not working, it favors light-colored casual
  clothing.  
  Campaign Use: A.S.Guard can prove an inter-
  esting addition to any campaign in which law
  enforcement plays a significant role. Player charac-
  ters on the wrong side of the law may find them-
  selves pursued by the tireless A.S.Guard.
  Otherwise, characters, perhaps seeking a criminal
  of some sort, may find themselves aided by the
  android policeman.       
  A.S.Guard: PL 10 (construct); Init +2; Defense:
  16 (14 flat-footed); Spd: 30 ft.; Atk +6 melee (8S,
  punch), +5 ranged; SV Dmg +7, Fort -, Ref +2,
  Will +1; Str 16, Dexterity 15, Con -, Int 16, Wis
  12, Cha 10.
  Hardness: 5
  Skills: Computers +15, Disguise +3, Profession
  (nanny) +3, Search +10.
  Feats: Ambidexterity, Immunities (aging, critical
  hits, disease, fire, exhaustion, poison, pressure,
  starvation, suffocation), Photographic Memory,
  Toughness, Ultra-Hearing.
  Powers and Devices: Animation +10 (Flaw:
  Limited – Machines Only; Source: Super-Science:
  Cost: 1 pp; Total: 10 pp); Datalink +5 (Source:
  
  Page 4
  Devil’s Workshop
  Archetypes: android 
  Super-Science; Cost: 2 pp; Total: 10 pp); Gadgets
  +10 (Source: Super-Science; Cost: 1 pp; Total: 10
  pp); Super-Intelligence +5 (Source: Super-Science;
  Cost: 2 pp; Total: 10 pp), Super-Strength +5
  (Extra: Protection; Source: Super-Science; Cost: 5
  pp; Total: 25 pp)
  Artwork: Ulises Roman Carpintero
  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
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have
  contributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
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  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d)"Open
  Game Content" means the game mechanic and
  includes the methods, procedures, processes and
  routines to the extent such content does not
  embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly
  identified as Open Game Content by the Contributor,
  and means any work covered by this License,
  including translations and derivative works under
  copyright law, but specifically excludes Product
  Identity. (e) "Product Identity" means product and
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  magical or supernatural abilities or effects, logos,
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  or registered trademark clearly identified as Product
  identity by the owner of the Product Identity, and
  which specifically excludes the Open Game Content;
  (f) "Trademark" means the logos, names, mark, sign,
  motto, designs that are used by a Contributor to iden-
  tify itself or its products or the associated products
  contributed to the Open Game License by the
  Contributor (g) "Use", "Used" or "Using" means to
  use, Distribute, copy, edit, format, modify, translate
  and otherwise create Derivative Material of Open
  Game Content. (h) "You" or "Your" means the
  licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in
  another, independent Agreement with the owner of
  each element of that Product Identity. You agree not
  to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
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  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
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  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
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  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 4
  for more information.
  
  Archetypes: android
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
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  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
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  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
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  14. Reformation: If any provision of this License is
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  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Android Copyright 2004, Louis Porter Jr.
  Design, Inc.
  Devil’s Workshop
  Page 5
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  W
  a
  y
  n
  e
   
  L
  i
  g
  o
  n
  Strength: 13
  Dexterity: 16
  Constitution: 15
  Intelligence: 14
  Wisdom: 16
  Charisma: 18
  Damage: +2
  Fortitude: +2
  Reflex: +3
  Will: +3
  Melee: +5
  Ranged: +7
  Initiative: +3
  Defense: 17/14
  Speed: 30
  Hero: 5
  LPJ9978
  ANGEL
  archetypes:
  Description:
  Suspended between Heaven and Hell, or
  bound on Earth to serve a purpose.
  Distillations of pure Good, or flawed
  vessels that try to serve a higher power
  as best they can. Either way, angels
  stand apart from the general run of
  humanity. For better or worse…
  
  Page 2
  Devil’s Workshop
  Archetypes: angel 
  Skills: Diplomacy +7, Disguise +7, Gather Info
  +7, Culture +4, Perform +5, Spot +7 plus three
  Languages.
  Feats: Attractive, Inspire, Leadership, Indomitable
  Will
  Powers and Devices: Super-Charisma +3 (Source:
  Mystical; Cost: 2pp; Total: 6pp); Weapon +10
  (Source: Mystical; Cost: 1pp; Total: 10pp);
  Gadgets +5 (Source: Mystical; Cost: 1pp; Total:
  5pp); plus one of the following suites worth 50pp: 
  • Elemental Control: Air +8 (Extras: Create
  Element, Elemental Blast, Elemental
  Movement, Shield; Stunt: Stun; Source:
  Mystical; Cost: 6pp; Total: 50pp)
  • Energy Control: Fire +10 (Extras: EB, Flight,
  Force Field; Source: Mystical; Cost: 5pp;
  Total: 50pp)
  • Flight +5 (Flaw: Wings; Source: Mystical;
  Cost: 1pp; Total: 5pp); Healing +6 (Extra:
  Regrowth; Source: Mystical; Cost: 4pp; Total:
  24pp); Super-Senses (Sight) +3 (Source:
  Mystical; Cost: 2pp; Total: 3pp); add an Extra
  to the Weapon (typically Dazzle, Area, Ghost
  Touch, Mental or Range), up Gadgets to +10.
  Customization:
  Skills: Angels tend to swing to either extreme with
  regard to skills. Some are very naïve and will not
  have many skills that don’t deal with mystical
  knowledge or people skills. Others may revel in
  the material world around them and will have mas-
  tered many skills, particularly Knowledges,
  Professions, languages, and vehicles. Some angels
  will have been on Earth only for a short time while
  others will have been here since the beginning; any
  range of human and pre-human knowledge is
  available to them. They can have any mix of skills
  imaginable. 
  Even angels trapped in a mortal form will know
  Enochian, the language of Heaven, and at least two
  other languages (usually of the ancient world:
  Hebrew, Aramaic, Greek, Latin). Some may know
  tongues long extinct. A few will know languages yet
  to be invented. 
  Feats: Almost all angels have an incredibly powerful
  sense of self. Even angels who have lost their memo-
  ry or been cast down to Earth retain a tremendous
  amount of self-realization and worth, and humans
  respond to them often without realizing why.
  Warrior-angels that are more combat-focused of
  course will choose different feats, especially Aerial
  Combat, Attack Finesse, Dodge, Toughness and
  some Immunities. Those focused more on the materi-
  al world may take Skill Focus or Talented. Those
  with a more mystical bent will take Psychic
  Awareness and True Sight. 
  Many will also take Identity Change if they wish to
  maintain a more human guise, or want some means
  of hiding their weapons or armor. They may have a
  regular ‘stable’ of human shapes, particularly if they
  are tasked with guiding humans towards Heaven, or
  maybe just the one. Some angels are actually bound
  to a human form or are part mortal offspring, which
  results in just the one shape. Other angels will have a
  ‘super-angel’ aspect, particularly if they buy the
  Intimidating Presence Extra to their Super-Charisma,
  that they use to awe viewers. 
  Powers and Devices: Angels customarily have
  access to at least one weapon, usually a spear, sword,
  bow or other archaic weapon. Very few will have
  arms of modern appearance. Also, they typically
  have amulets, headbands, bracers, or rings that grant
  them a host of mystical powers. Typically their gadg-
  et will manifest a healing or defensive power,
  Comprehend, Neutralize or Transmutation. 
  Angelic powers are usually linked to the elements of
  air or fire, though it’s certainly possible to use any
  element or energy at all: there is a heavenly patron
  for almost everything under the sun. The first two
  suites presented are for the more usual ‘combat
  angel’ who seeks to punish evil. The last is the
  ‘stereotypical angel’; the winged healer with power-
  ful devices to aid his quest for betterment. 
  Ability Scores: Angels are usually quicker than
  strong and wiser than educated, but that can change
  as well. There are entire ranks of warrior angels who
  would reverse their Strength/Dexterity and
  Constitution/Charisma. 
  Weaknesses: With the 10 points from a Weakness
  most angels will take one of the following: an Extra
  with their weapon (usually Ghost Touch); a set of
  Immunities and Amazing Save boosts; Telepathy +5,
  or add an Extra to their main power suite.
  Vulnerability or Susceptible are unusual for an angel-
  ic being to have unless it’s a half-breed or has had
  some unusual punishment laid upon it by God or it’s
  superiors. If so, the substance involved is usually tied
  to the transgression: an angel being punished for the
  sin of greed could be Susceptible to money or pre-
  cious metals. An angel wrenched from it’s place in
  Heaven by a spell or artifact could find that his new
  material body interacts poorly with his more normal
  ethereal form: plastics, fluorocarbons and other very
  modern substances might do him harm. An even
  more exotic flaw would be proximity of certain nega-
  tive emotions. An angel of peace or love might find
  itself crippled by the emotions of hatred, anger or
  spite. An angel who was connected to a particular
  nation or ethnic group might grow sick as that nation
  or people drifted further from God or their ideals. 
  Naïve is a perfectly good weakness for an angel,
  especially on newly arrived on Earth. It would have
  no concept of money or how humans interact with
  each other. He could be easily tricked since he’s
  utterly unfamiliar with the way things should be
  done, save in cases of clear right and wrong. Having
  spent eternity in a place where there are no lies, it
  will take the angel quite some time before it truly
  understands that aspect of humanity. 
  Disturbing is also a good choice. Angelic beings,
  especially those sent here for what they assumed
  
  Archetypes: angel 
  would be a short time, might not bother disguising
  parts of their Heavenly aspect. They may manifest a
  halo of light. Everyone around them might feel
  ‘watched’. They might have an inhuman voice, or a
  beauty so pure it makes humans uncomfortable to
  look upon it. 
  Example Angel:
  Zeron
  Adam Carpenter was always ‘the odd kid’ during his
  early childhood. He had many friends and playmates,
  and a large and loving family. But there was always
  something different about him that no one could ever
  quite identify. Those closest to him eventually
  learned to keep quiet about some of the odd things.
  Like the fact that even after a hard football practice
  under the summer sun he never smelled bad. Or that
  he never got sick, not even once. Or that time his
  tears made Suzy Hartman’s broken leg straighten out.
  He was a skinny runt as a little boy, but he could
  face down bullies five times his size and make them
  ashamed with just a well-chosen word. He was dif-
  ferent, but a good kind of different. 
  When Adam was 13, a man attempted to kidnap him
  out of the mall parking lot. Adam ran. The man pur-
  sued and eventually trapped the boy on a closed
  loading dock. Away from the sight of others, the man
  dropped his seeming and revealed his teeth, claws
  and horns. The man-thing smiled and walked
  towards the terrified boy, his claws sparking as he
  dragged them along the brick wall. “We are going to
  have such fun, you and I…” the thing whispered. 
  Adam felt a rush of warmth through his body and a
  sudden weight in his hand. Looking down, he saw
  that he now held a gleaming sword. Looking back
  up, he saw fear on the things face. The boy stepped
  forward and the thing fled, even as Adam was heft-
  ing the paper-light blade. 
  Adam spent some time wandering the mall, wonder-
  ing what exactly had just happened to him. Finally,
  Devil’s Workshop
  Page 3
  he gave up and did the one thing that usually
  worked: he went home and asked his Mom. He felt a
  flood of surprise and apprehension when all she said
  was ‘Well, I knew this day would come soon enough.
  Sit down; we need to talk about your father.’
  Adam listened as his mother explained that the man
  he thought was his biological father was not. In fact,
  his biological father was nothing human at all: he
  was the angel Razeriul, banished to Earth for the sin
  of loving a human woman and getting her with child.
  Adam was, in fact, one of the nephilim, a child of
  human and angel. Now, at twice seven years of age,
  he would start to manifest some of the powers his
  father had possessed as that side of him grew
  stronger. 
  Adam, being 13 and still mostly human, didn’t take
  this news very well. He was sullen and withdrawn
  for over a year until the week of finals. One of the
  students in his class couldn’t take the pressure from
  his parents. He came to school the day of his math
  final with six guns and walked the halls, shooting
  people at random. Adam heard the shots and almost,
  almost turned and ran. But he knew he could stop the
  boy if he called on his father’s powers. He did so,
  and transformed for the first time. He was able to
  keep the other boy from killing anyone, and con-
  vinced him to surrender. After that point, Adam took
  a new look at his life and decided he would do what
  needed doing, whenever possible.
  Quote: I’m here to kick demon a- uh, butt.
  Personality: Adam is still curious and confused
  about his heritage but he’s decided that he’s going to
  use his abilities to help others as best he can. He
  embodies the Boy Scout Code almost to the letter;
  he’s brave, thrifty, etc. He has a large and loving
  family, all of whom live close by, and that’s given
  him a great deal of security. He’s a very ‘grounded’
  youth, more and more able to see many sides of a
  problem or question. He’s not a moralist loner,
  though; he loves hanging out with his friends at the
  mall or getting in a rough game of team sports. 
  Powers and Tactics: In combat, Zeron is impul-
  sive and sometimes rash, preferring to charge in
  with his sword and see happens rather than careful-
  ly thinking things through. He is very mindful of
  others, though, and will not attack when doing so
  would bring harm to innocents. Zeron wields a sil-
  very sword made of hardened white light, and has
  a chain bearing the sigils of several angels; he usu-
  ally invokes the power of Shields (force field) but
  can call on several other effects as needed.
  Appearance: Adam is a handsome fourteen-year-
  old boy, a little short for his age and somewhat on
  the skinny side. He has long mousy brown hair,
  and brown eyes. He dresses like any other kid his
  age, has a silver ring in one eyebrow and wears
  steel chain necklace. He usually has an iPod with
  him and listens to way too much weird music that
  his parents hate. As Zeron, he looks to be about
  sixteen or seventeen, a tad under six feet tall and
  with a lean hard-muscled physique that would put
  any model to shame. His hair is long and raven-
  black, his skin pale and smooth like alabaster, and
  his voice drops to an adult register. He has huge
  black-feathered wings. He wields a silver
  broadsword and is dressed like a modern crusader;
  a red shirt decorated with a large white cross pat-
  tern, white jeans, red leather boots and red leather
  biker gloves. 
  Campaign Use: Zeron can appear in almost any
  situation. Adam’s taken to the entire ‘superhero’
  package, including regular patrols and crimefight-
  ing. He can be used to introduce any form of mys-
  tical enemy, or warn heroes of new street crimes
  that target kids – both are his special interests. 
  Zeron: PL 10; Init +3; Defense: 17 (14 flat-foot-
  ed); Spd: 30ft (25ft Fly); Atk +5 (+10S Sword of
  Silver Light); SV Dmg +2, Fort +2, Ref +2, Will
  +2; Str 13, Dex 16, Con 15, Int 14, Wis 16, Cha 18
  Skills: Diplomacy +7, Disguise +7, Gather Info
  +7, Culture +4, Perform +5, Spot +7; Languages:
  Enochian, Greek, Latin
  
  Page 4
  Devil’s Workshop
  Archetypes: angel 
  Feats: Attractive, Inspire, Leadership, Indomitable
  Will
  Powers and Devices: Super-Charisma +3 (Source:
  Mystical; Cost: 2pp; Total: 6pp); Weapon +10
  (Extra: Ghost Touch; Source: Mystical; Cost: 2pp;
  Total: 20pp); Gadgets +10 (Source: Mystical;
  Cost: 1pp; Total: 10pp); Flight +5 (Flaw: Wings;
  Source: Mystical; Cost: 1pp; Total: 5pp); Healing
  +6 (Extra: Regrowth; Source: Mystical; Cost: 4pp;
  Total: 24pp); Super-Senses (Sight) +3 (Source:
  Mystical; Cost: 2pp; Total: 3pp); 
  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
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have con-
  tributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
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  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly display,
  transmit or otherwise distribute; (d)"Open Game
  Content" means the game mechanic and includes the
  methods, procedures, processes and routines to the
  extent such content does not embody the Product
  Identity and is an enhancement over the prior art and
  any additional content clearly identified as Open
  Game Content by the Contributor, and means any
  work covered by this License, including translations
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  ically excludes Product Identity. (e) "Product
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  logos and identifying marks including trade dress;
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  nesses and special abilities; places, locations, envi-
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  "You" or "Your" means the licensee in terms of this
  agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in anoth-
  er, independent Agreement with the owner of each
  element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 4
  for more information.
  
  Archetypes: angel 
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Angel Copyright 2004, Louis Porter Jr.
  Design, Inc.
  Devil’s Workshop
  Page 5
  
  Description: 
  Walking, talking, animated animal carica-
  tures, cartoon critters often possess useful
  abilities appropriate to their species and
  human (or near-human) intelligence.
  Whether torn from an alternate dimension,
  drawn with a magic pen, transformed by
  strange goo, or ripped from an animated
  television program, these creatures are
  quite real… and invariably strange.  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  L
  e
  o
  n
   
  C
  o
  l
  l
  i
  n
  s
  Strength: 13
  Dexterity: 16
  Constitution: 15
  Intelligence: 11
  Wisdom: 14
  Charisma: 13
  Damage: +5
  Fortitude: +2
  Reflex: +6
  Will: +2
  Melee: +5
  Ranged: +7
  Initiative: +6
  Defense: 21/18
  Speed: 30
  Hero: 5
  LPJ9960
  Cartoon Critter
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: cartoon critter 
  Skills: Acrobatics +8, Climb +2, Hide +8, Jump
  +4, Move Silently +8, Spot +3, Survival +7.
  Feats: Darkvision, Dodge, Move-By Attack,
  Scent, Track, Ultra Hearing.
  Powers and Devices: Amazing Save: Damage +3
  (Source: Alien; Cost: 1 pp; Total: 3 pp); Combat
  Sense +3 (Source: Training; Cost: 1 pp; Total: 3
  pp); Super-Dexterity +3 (Source: Alien; Cost: 4
  pp; Total: 12 pp); Super-Senses +5 (Source: Alien;
  Cost: 2 pp; Total: 10 pp); plus one of the
  following suites worth 50 pp:
  •
  Natural Weapon +5 (Source: Alien; Cost:
  2 pp; Total: 10 pp); Super-Strength +5
  (Extra: Super-Constitution; Source: Alien;
  Cost: 7 pp; Total: 35 pp); Amazing Save:
  Fortitude +5 (Source: Alien; Cost: 1 pp;
  Total: 5 pp)
  •
  Gadgets +6 (Cost: 1 pp; Total: 6 pp);
  Natural Weapon +3 (Source: Alien; Cost:
  2 pp; Total: 6 pp); Running +10 (Power
  Stunt: Leaping; Source: Alien; Cost: 2 pp;
  Total: 22 pp); Super-Charisma +3
  (Source: Alien; Cost: 2 pp; Total: 6 pp);
  Weapon +10 (Cost: 1 pp; Total: 10 pp)
  •
  Amazing Save: Reflex +5 (Source: Alien;
  Cost: 1 pp; Total: 5 pp); Flight +10
  (Flaw: Wings; Source: Alien; Cost: 1 pp;
  Total: 10); Gadgets +10 (Cost: 1 pp;
  Source: 10 pp), Natural Weapon +3
  (Extra: Climbing; Source: Alien; Cost: 3
  pp; Total: 9 pp); Super-Wisdom +2
  (Source: Training; Cost: 3 pp; Total: 6
  pp); Telescopic Sense: Sight +10 (Source:
  Alien; Cost: 1 pp; Total: 10 pp)  
  Customization: 
  Skills: Cartoon critters are natural survivors, and
  the Survival skill is almost universally high.  They
  usually tend to favor physical, active skills over
  technical skills, since their animal traits make them
  particularly well suited for such pursuits.  Occasional
  cartoon critters, however, especially those from tech-
  nologically advanced societies, may instead express
  an aptitude for science and craft skills.  Instead of the
  archetype’s default skills, such characters may take
  the following package:
  •
  Climb +2, Craft (choose one) +3, Disable
  Device +2, Drive +7, Jump +4, Pilot +7,
  Science (choose one) +2, Survival +5.  
  Feats: Cartoon critters, more than humans, place a
  large emphasis on self-preservation.  As a result, they
  often develop defensive abilities such as Dodge and
  Evasion.  If desired, Evasion may be taken instead of
  another feat, so long as the prerequisite is met.  
  Some critters, especially those of larger or armored
  animal types may instead choose defensive feats that
  reduce the effects of damage and fatigue.  Such char-
  acters may instead possess feats such as Durability,
  Endurance, Greater Fortitude, and Toughness.  
  Most cartoon critters possess senses more acute than
  those of humans.  Such characters may have feats
  that represent this, such as All-Around Sight,
  Darkvision, Detect, Scent, and even Track.
  Powers and Devices: As anthropomorphic animals,
  most cartoon critters possess certain beneficial
  animal traits.  They usually possess Super-Senses,
  and often Combat Sense as well.  Most are quite
  agile and possess Super-Dexterity.  Some cartoon
  critters may have thick skin or hard shells that can
  provide Amazing Save (Damage) or Protection.
  Some evidence movement powers related to their
  animal type, such as Clinging, Flight Leaping,
  Running, Swimming, or Tunneling.  If desired, a
  character may substitute an alternate movement
  power of equal value for any movement power
  provided in the template. 
  Cartoon critters almost always possess a Natural
  Weapon of some sort, perhaps claws, fangs, or
  spines.  There are always, however, exceptions to
  this rule.  Usually, the natural weapon is not particu-
  larly powerful, but critters of certain animal types
  (dinosaurs, rhinos, wolves, etc.) may possess more
  deadly natural weaponry.
  Most cartoon critters have access to a number of
  Gadgets in addition to their Natural Weapons.  These
  gadgets may or may not be technologically
  advanced.  Some characters may instead choose to
  substitute the Weapon power for Gadgets.  This
  weapon is often a type of technologically advanced
  firearm or melee weapon.    
  Many cartoon critters possess a certain feral charm,
  which is represented by a few ranks in Super-
  Charisma.  Animals like dogs (poodles in particular),
  rabbits, and foxes are commonly considered “cute”
  by many humans.  Cartoon critters based on such
  “cute” animal types may also possess ranks in Super-
  Charisma.
  Ability Scores: Most cartoon critters are either
  particularly nimble or extremely strong, although
  occasional specimens may fall somewhere in
  between.  Certain sturdy characters may choose to
  swap their Dexterity scores with Strength or
  Constitution.  Cartoon critters are not the most cere-
  bral creatures, and usually have average or low
  Intelligence scores, but there are always exceptions.
  Particularly intelligent critters may choose to swap
  their Constitution scores with Intelligence.  
  Weaknesses: With the 10 points received by taking a
  weakness, characters will usually take one of the
  following: Super-Strength +2 (Extra: Protection;
  Cost: 5 pp); a set of Immunities (especially to cold)
  and appropriate feats; or extra skill and Intelligence
  points.
  Berserker is a good weakness for cartoon critters
  who have inherited the bestial nature of their animal
  ancestors.  
  Disturbing is a similarly appropriate weakness, as in
  most campaigns, an anthropomorphic animal will
  draw all sorts of attention.  Furthermore, a character
  engaging in certain animalistic behavior, such as
  panting and slavering, may experience some diffi-
  culty in social situations.
  
  Archetypes: cartoon critter 
  Certain cartoon critters may also be Naïve, especially
  if they originate from an alternate dimension or other
  sufficiently sheltered culture.  Such characters might
  hail from a world where “cartoon” ethics rule, and
  the locals are much less apathetic, selfish, and gener-
  ally fallible than they are in the real world. 
  Example Cartoon
  Critter: Sergeant
  Wilde, The Maniac
  Wolf
  Sergeant Wulf Wilde, also known as the Maniac
  Wolf, was a comically brutal soldier on Forest Tales,
  a relatively popular Saturday morning cartoon.
  Wilde was a heavily armed anthropomorphic wolf
  who often employed disturbing jokes and murderous
  wordplay just before combat.  Sergeant Wilde was
  infamous for causing ridiculous amounts of collateral
  damage in the course of pursuing his prey (usually a
  bald rabbit thief by the name of Hardly Hare).  He
  had a portable arsenal incorporating pistols, auto-
  matic rifles, napalm, and explosives, though this fact
  was never evident just by looking at him.  He usually
  pulled an inordinately massive and intimidating
  weapon from behind his back or from “off-screen”
  when it was needed.
  Although he’d never actually killed anyone on Forest
  Tales (his weapons usually had the typical cartoon
  effects of momentarily reducing a character to ash,
  or filling said character with holes that leaked when
  water was consumed), many parents and censors
  objected to Sergeant Wilde’s violent tendencies and
  macabre sense of humor.  The show was destined for
  cancellation, and Sergeant Wilde might have been
  completely forgotten had it not been for young Percy
  Gibbons.
  A ten-year-old boy living in a North American slum,
  Percy was both poor and miserable.  Their neighbor-
  hood torn by gang violence and drug trafficking, the
  Gibbons family had suffered much.  Often, the house
  was riddled with bullets as rival gangs clashed on
  Devil’s Workshop
  Page 3
  their doorstep, and everyone in the family has been
  hospitalized at least once as a result. 
  On a particularly bad night, after his mother had
  been attacked and nearly killed by a local gang,
  Percy made a wish.  Gazing into the night sky, he
  wished someone like Sergeant Wilde, his favorite
  cartoon character, would come and take care of the
  gangs.  As he wished, a shooting star streaked across
  the night, catching his wish and giving it form.  But
  Percy didn’t get someone like Sergeant Wilde.  The
  Maniac Wolf himself stood, bewildered, in the boy’s
  bedroom.
  It didn’t take the sergeant long to chase the criminal
  element from the area, and he now travels the world,
  working to wash it clean of criminal violence.  Due
  to the specificity of Percy’s wish, he primarily
  focuses on gang violence and the drug trade, but
  anyone attempting to bring harm to a human being
  can easily become a target for Sergeant Wilde.
  Sergeant Wilde still has a soft spot for young Percy,
  and visits him every once in a while, just to check in.
  Quote: “So, you now have a TEC-9 with no bullets
  and a caddy with two busted tires.  I have a very
  sharp stick, an empty stomach, and a man-portable
  flamethrower.  What do you say we have a barbecue
  for justice!”
  Personality: Sergeant Wilde is altruistic, brave, and
  self-sacrificing, but he is quite brutal, even psychotic,
  when evil rears its ugly head.  Whatever the situa-
  tion, he speaks in soft, measured tones.  He is prone
  to lengthy, absurd dialogue, both in and out of
  combat.  His speeches are often disturbingly funny,
  and most can’t tell whether he’s serious or joking.
  And Sergeant Wilde is always deadly serious.
  Powers and Tactics: Sergeant Wilde always begins
  combat with some ghastly joke or pun.  Then, he
  wades in with all guns blazing.  He is capable of
  bringing a number of incredible weapons to bear
  against foes, from flamethrowers to grenade
  launchers to high-powered rifles (the last is his
  favorite, and the rifle is his weapon of choice),
  although such weapons are completely unde-
  tectable until he draws them.  Fortunately for his
  opponents, the Maniac Wolf’s weaponry does not
  cause any permanent damage.  Usually, he is
  limited to “cartoon effects,” similar to those found
  on animated children’s programs, that leave his
  foes unconscious or otherwise incapacitated.  
  Sergeant Wilde is an excellent runner, and few
  criminals stand a chance of escaping him, though
  he does love to chase them.   
  Appearance: Sergeant Wilde is a rather large
  humanoid wolf dressed in combat fatigues.  He
  usually wears small, dark sunglasses and a black
  beret.  His fur is a dark gray color, and his eyes
  blaze a disconcerting yellow.  It is unknown where
  he keeps his weapons, as they are not visible on
  his person.
  Campaign Use: Sergeant Wilde focuses primarily
  on neutralizing street gangs and drug dealers, espe-
  cially in low-income neighborhoods.  He does so
  with a mix of violence and intimidation, and his
  methods can seem, at first, to be much too
  extreme, particularly when one does not know his
  terrifying weaponry is not at all lethal.  He can
  make an excellent ally or enemy for players.  
  Sergeant Wilde: PL 10; Init +6; Defense: 21 (18
  flat-footed); Spd: 80 ft.; Atk +5 melee (4L, bite),
  +7 ranged (+10, high-powered rifle); SV Dmg +5,
  Fort +2, Ref +6, Will +2; Str 13, Dexterity 16, Con
  15, Int 11, Wis 14, Cha 13
  Skills: Acrobatics +8, Climb +2, Hide +8, Jump
  +4, Move Silently +8, Spot +3, Survival +7.
  Feats: Darkvision, Dodge, Move-By Attack,
  Scent, Track, Ultra Hearing.
  Powers and Devices: Amazing Save: Damage +3
  (Source: Alien; Cost: 1 pp; Total: 3 pp); Combat
  Sense +3 (Source: Training; Cost: 1 pp; Total: 3
  pp); Gadgets +6 (Cost: 1 pp; Total: 6 pp); Natural
  Weapon +3 (Source: Alien; Cost: 2 pp; Total: 6
  pp); Running +10 (Power Stunt: Leaping; Source:
  
  Page 4
  Devil’s Workshop
  Archetypes: cartoon critter 
  Alien; Cost: 2 pp; Total: 22 pp); Super-Charisma
  +3 (Source: Alien; Cost: 2 pp; Total: 6 pp); Super-
  Dexterity +3 (Source: Alien; Cost: 4 pp; Total: 12
  pp); Super-Senses +5 (Source: Alien; Cost: 2 pp;
  Total: 10 pp); Weapon +10 (Cost: 1 pp; Total: 10
  pp).     
  Artwork: Alejandro Moreno
  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
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have
  contributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
  correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in
  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d)"Open
  Game Content" means the game mechanic and
  includes the methods, procedures, processes and
  routines to the extent such content does not
  embody the Product Identity and is an enhance-
  ment over the prior art and any additional content
  clearly identified as Open Game Content by the
  Contributor, and means any work covered by this
  License, including translations and derivative works
  under copyright law, but specifically excludes
  Product Identity. (e) "Product Identity" means
  product and product line names, logos and identi-
  fying marks including trade dress; artifacts; creatures
  characters; stories, storylines, plots, thematic
  elements, dialogue, incidents, language, artwork,
  symbols, designs, depictions, likenesses, formats,
  poses, concepts, themes and graphic, photographic
  and other visual or audio representations; names and
  descriptions of characters, spells, enchantments,
  personalities, teams, personas, likenesses and special
  abilities; places, locations, environments, creatures,
  equipment, magical or supernatural abilities or
  effects, logos, symbols, or graphic designs; and any
  other trademark or registered trademark clearly iden-
  tified as Product identity by the owner of the Product
  Identity, and which specifically excludes the Open
  Game Content; (f) "Trademark" means the logos,
  names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the
  associated products contributed to the Open Game
  License by the Contributor (g) "Use", "Used" or
  "Using" means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative
  Material of Open Game Content. (h) "You" or "Your"
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in
  another, independent Agreement with the owner of
  each element of that Product Identity. You agree not
  to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 4
  for more information.
  
  Archetypes: cartoon critter 
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Archetype: Cartoon Critter Copyright 2004, Louis
  Porter Jr. Design, Inc.
  Devil’s Workshop
  Page 5
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  B
  r
  i
  a
  n
   
  E
  n
  g
  a
  r
  d
  Strength: 14
  Dexterity: 14
  Constitution: 20
  Intelligence: 12
  Wisdom: 12
  Charisma: 12
  Damage: +8
  Fortitude: +8
  Reflex: +2
  Will: +1
  Melee: +7
  Ranged: +7
  Initiative: +2
  Defense: 17/15
  Speed: 30
  Hero: 5
  LPJ9969
  Description:
  Chemicals are beings that are able to
  manipulate the physical composi-
  tion of their bodies.  This ability
  generally allows a Chemical
  to take on the
  properties of a
  substance 
  or
  periodic 
  element,
  making their powers diverse
  and variable.
  Their 
  back-
  grounds and origins
  are similarly diverse;
  some beings gain this
  bizarre ability through natural
  mutation, while others have it
  inflicted upon them through some
  freak accident or via genetic manipulation.
  chemical
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: chemical 
  Skills: Profession (scientist) +14, Science (chem-
  istry) +14.
  Feats: Durability, Rapid Healing.
  Powers and Devices: Alternate Form (Solid) +10
  [Extras: Continuous, Power Stunts: Extra Form
  (Liquid, Gas), Flaws: Touch, Cost: 5pp, Total:
  54pp], Amazing Save (Damage) +3 [Extras:
  Fortitude, Cost: 2pp, Total: 6pp], plus any number
  of the following, provided that the total number of
  power points spent does not exceed 20pp:
  Addictive Metabolism +5 [Cost: 2pp, Total: 10pp,
  see Power Corrupts page 3]
  Blending +10 [Cost: 1pp, Total: 10pp]
  Catalyst +5 [Extras: Affect Living, Cost: 4pp,
  Total: 20pp, see Power Corrupts page 5-6]
  Clinging +10 [Cost: 1pp, Total: 10pp]
  Corrosion +10 [Cost: 1pp, Total: 10pp]
  Density Control +4 [Cost: 5pp, Total: 20pp]
  Elasticity +5 [Cost: 4pp, Total: 20pp]
  Energy Blast +5 [Cost: 2pp, Total: 10pp]
  Gas Generation +5 [Cost: 2pp, Total: 10pp, see
  Power Corrupts 2 page 11-12]
  Poisonous Metabolism +5 [Cost: 2pp, Total: 10pp,
  see Power Corrupts page 22]
  Regeneration +5 [Cost: 2pp, Total: 10pp]
  Transmutation +10 [Flaws: Limited—One State,
  Cost: 2pp, Total: 20pp]
  Customization:
  Skills: Skills, for the most part, are interchangeable.
  The skills included above assume that the Chemical
  character gained his powers through some scientific
  mishap or experiment, probably forced by the char-
  acter, himself.  However, different backgrounds can
  easily justify different skill selections.  Each of the
  above skills has 13 ranks; if you want different skills,
  simply apply these ranks to them instead.
  Feats: Because of the nonstandard makeup of a
  Chemical’s body, such a character is usually resistant
  to physical trauma and quick to recover from
  injuries.  The feats presented above reflect that ten-
  dency.  This, however, is not always the case; it is
  possible that a Chemical might have the endurance
  and healing capacity of a normal human, but might
  be exceptionally good at ranged combat, or capable
  of surviving in an underwater environment.  Because
  Chemicals tend to vary so widely, the two feats given
  above can be swapped out for virtually any other two
  feats in the game, with the proper justification and
  background.
  Powers and Devices: The Alternate Form power is
  the core of the Chemical; it is his ability to manipu-
  late the makeup of his body.  Chemicals often have a
  number of secondary powers, however, and many are
  presented in the list above.  However, with a little
  imagination, other powers not on the list above might
  be appropriate for your particular Chemical charac-
  ter.  For example, a Chemical capable of producing
  mercury from his body at will might have the Slick
  power.  In addition, the Alternate Form power above
  assumes that the Chemical can shift into the three
  basic types of matter: solid, liquid and gas.  If you
  wish to play a more limited Chemical, you may give
  up some of the Power Stunts attached to the
  Alternate Form power for feats, instead, or for Power
  Stunts on another power.  Similarly, you may decide
  that having the Touch flaw is too restrictive, or not
  conducive to your style of play.  This can be easily
  eliminated; however, you should realize that elimi-
  nating the Touch flaw increases the Alternate Form
  power’s cost per rank by 1pp, increases its total cost
  by 10pp, and thus decreases the number of additional
  points that can be spent on powers to 10pp instead of
  20pp.
  Ability Scores: There really is no standard array of
  ability scores for a Chemical; these characters rely
  more on their powers than on their raw talents.  A
  Chemical with a highly intellectual background
  might have a high Intelligence, while a Chemical
  who can shift into steel at will might have a higher
  Strength.  The points spent on the ability scores
  above can be freely switched from one score to
  another without significantly impacting the flavor of
  the archetype.
  Weaknesses: A Chemical can have virtually any
  Weakness desired, but there are some that are more
  appropriate than others.  Each Weakness taken pro-
  vides 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
  Chemical’s default Base Attack Bonus is +5, and can
  be increased to a maximum of +10 for a cost of 3pp
  per rank.  Similarly, default Base Defense Bonus is
  +5, and can be increased to a maximum of +10 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 provid-
  ed below:
  Unusual Metabolism: A Chemical can shift into a
  variety of different substances.  Many Chemicals
  must actually be touching the desired substance in
  order to shift into it, creating a reliance on having
  useful substances within arm’s reach.  In some cases,
  this reliance becomes even more severe.  Some
  Chemicals are so reliant on the substances that they
  imitate that they have to spend long periods of time
  in contact with specific substances.  For full details
  on the Unusual Metabolism weakness, see Power
  Corrupts 2 page 26.
  Disturbing: Although usually a Chemical’s appear-
  ance only changes when his form changes, some
  Chemicals are permanently stuck in a hideous or
  frightening form.  Perhaps his skin looks like steel all
  the time, or it always looks like it’s melting.  In any
  case, people generally go to great lengths to avoid
  those who look extremely different from the norm.
  Susceptible: Some Chemicals, because of the fre-
  quent changes they make to their own bodies, are
  extremely unstable physically.  This instability some-
  
  Archetypes: chemical
  times manifests as a susceptibility to some substance
  or other that does not normally harm human beings.
  Vulnerable: Similar to a Chemical with the
  Susceptible weakness, a Vulnerable Chemical takes
  extra damage from something that is already harm-
  ful.  Examples might include a metal-based Chemical
  who takes extra damage from electricity, or a
  Chemical whose unstable body is badly damaged by
  sonic waves.
  Example Chemical:
  Dr. Fluid
  Edward Carr had a bright and promising future in
  front of him.  He had graduated from MIT at the top
  of his class, and had immediately been recruited to
  work for Harrison Genetics, a small, private laborato-
  ry with significant funding.  He accepted the posi-
  tion, and immediately began to put his considerable
  scientific ability to work for Harrison Genetics.  He
  proved his worth to them by coming up with solu-
  tions to a number of problems that they had been
  working on, and was soon promoted and put in
  charge of his own project.
  The project that Carr was given involved gene thera-
  py, specifically the search for a cure to a rare blood
  disease that was beginning to become more common.
  Because only a few blood samples could be obtained,
  not much progress had been made prior to Carr’s
  involvement; he decided to remedy that problem.  He
  worked long hours, usually working on weekends, as
  well.  He spent every waking hour studying the
  blood samples and testing his prototype cures on lab
  rats infected with the disease.  To his dismay, none of
  the cures seemed to have any effect.  It was at this
  point that Carr thought to simply study the effects of
  the blood disease, itself, at a loss for anything else to
  try.
  He infected a few of his lab rats with the diseased
  blood, and set about watching them.  In a human
  body, the disease had proved fatal after a few weeks;
  Devil’s Workshop
  Page 3
  however, the rats showed virtually no symptoms
  whatsoever, even after a month.  The only thing that
  he could conclude was that, even though the rats’
  blood was infected, something about the difference
  in physiology to that of a human prevented the dis-
  ease form having any noticeable effect.  Further, Carr
  concluded that this was also the reason that his gene
  therapy treatments had had no effect.  Clearly he
  needed to test on human subjects if he wanted to
  make any progress, though he knew that Harrison
  Genetics would not allow him to do so.
  Seeing it as his only recourse, and desperate to pro-
  duce something of value, Carr infected himself with
  the blood disease.  He allowed it to incubate for a
  few days, until he started to see the first of the symp-
  toms manifest.  Once he began to notice symptoms,
  he set about administering the cure to himself.
  Unfortunately, the cure—which had had no notice-
  able effect on the rats—had a completely unforeseen
  effect on Carr.  To his horror, minutes after he had
  subjected himself to the cure, his flesh began to bub-
  ble and melt.  Even worse, his muscle tissue and
  even his bones began to do the same.  Within a few
  moments, Carr was nothing but a puddle of flesh-col-
  ored goo on the floor.  To his surprise, however, he
  was still alive and even conscious of his surround-
  ings.  He began to test the capabilities of his new
  form, and found that he could cause himself to move
  across the floor with ease.  Eventually, he even found
  that he was capable of assuming a more-or-less
  humanoid form for an indefinite period of time,
  though his new visage was somewhat grotesque.
  Ever the analytical thinker, Carr decided that he
  could no longer stay with Harrison Genetics; at the
  very least, they would have him arrested for what he
  had done, and at the worst he might be imprisoned
  and studied as a lab rat, himself, for the rest of his
  life.  Deciding that discretion was the better part of
  valor, Carr retreated to his home and waited.  After a
  time, he found that he could not leave his work
  unfinished.  He felt a burning drive to develop the
  cure, and he secretly hoped that, in doing so, he
  could discover a cure for his own bizarre condition.
  He would not be able to convince anyone to allow
  him to work at a laboratory, though; Carr realized
  that, if he were to continue his work, he would
  have to steal what he needed.  
  Using his newfound ability to get past even the
  tightest security by slipping under doors or through
  small holes, Carr went about securing the funds he
  would need in order to fuel his new operation.  He
  also went about hiring people to steal the equip-
  ment that he could not order, always taking care to
  stay out of sight, lest he expose himself for what
  he was.  He even took to using an alias—‘Dr.
  Fluid’—in order to throw suspicion off of himself.
  Finally, he used his new infiltration abilities to
  break into peoples’ homes and kidnap them; he
  needed test subjects, after all.  To date, however,
  he has not been able to reproduce the effect that
  his ‘cure’ had on him, much less find a way to
  reverse it.
  Quote: “Are you going to die?  Yes, probably.  If it
  makes you feel better, you can think of it as making
  a great contribution to science.”
  Personality: Dr. Fluid is single-minded and driv-
  en.  He constantly obsesses over the completion of
  his work, though over the years he has lost sight of
  what his ultimate goal is.  He no longer has an
  altruistic goal in mind; he simply wants to finish
  what he started, whatever that may mean to him
  now.  Fluid is also extremely arrogant, thinking
  himself much more intelligent than other people.
  In most cases, this is probably true; Dr. Fluid is
  extremely intelligent.  However, this occasionally
  causes him to underestimate his opponents.
  Powers and Tactics: Dr. Fluid prefers to stay out
  of a fight as much as he can.  If confronted, Fluid
  generally attempts to escape by assuming liquid
  form and flowing through a small crack or under a
  locked door.  Fluid also likes to use others to do
  his dirty work.  He hires thugs to steal scientific
  equipment for him when he knows he cannot do it
  himself, and if he sees a potential threat, he usually
  
  Page 4
  Devil’s Workshop
  Archetypes: chemical 
  hires assassins or allies himself with another pow-
  erful being in order to protect himself.
  Appearance: Dr. Fluid usually appears as a vague-
  ly humanoid mass of liquid matter.  He has dis-
  cernable facial features, though as his name
  implies, they are vague and fluid.  He does not
  wear clothes (they usually fall right through his
  liquid form).
  Campaign Use: Dr. Fluid is best used as a villain.
  He has no compunctions about hurting others, so
  long as their sacrifice contributes to the advance of
  his work, and science at large.  He often kidnaps
  test subjects and steals expensive equipment, so he
  is very clearly on the wrong side of the law.  It is
  possible that the PCs could ally with him, though
  such an alliance would likely be temporary; Fluid
  is not known for his loyalty.
  Dr. Fluid: PL 10; Init +1 (Dex); Defense 16 (15
  flat-footed); Spd 30 ft; Atk +6 melee (1S, punch)
  or +6 ranged; SV Dmg +4, Fort +4, Ref +1, Will
  +2; Str 12, Dex 12, Con 12, Int 20, Wis 14, Cha
  14.
  Skills: Profession (scientist) +15, Science (genet-
  ics) +20
  Feats: Durability, Minions, Rapid Healing, Skill
  Focus (Science [genetics]).
  Powers: Alternate Form (Liquid) +10 [Extras:
  Continuous, Cost: 6pp, Total: 60pp], Blending +10
  [Cost: 1pp, Total: 10pp], Clinging +10 [Cost: 1pp,
  Total: 10pp].
  Weakness: Disturbing.
  Artwork: Ulises Roman Carpintero
  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
  Version 1.0a
  The following text is the property of Wizards of the
  Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved.
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  translations (including into other computer lan-
  guages), potation, modification, correction, addition,
  extension, upgrade, improvement, compilation,
  abridgment or other form in which an existing work
  may be recast, transformed or adapted; (c)
  "Distribute" means to reproduce, license, rent, lease,
  sell, broadcast, publicly display, transmit or other-
  wise distribute; (d)"Open Game Content" means the
  game mechanic and includes the methods, proce-
  dures, processes and routines to the extent such con-
  tent does not embody the Product Identity and is an
  enhancement over the prior art and any additional
  content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this
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  modify, translate and otherwise create Derivative
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  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  All text on all pages is Open Game Content as
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  for more information.
  
  Archetypes: chemical
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
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  7. Use of Product Identity: You agree not to Use any
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  12. Inability to Comply: If it is impossible for You to
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  Devil’s Workshop
  Page 5
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Chemical Copyright 2004, Louis Porter
  Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  L
  e
  o
  n
   
  C
  o
  l
  l
  i
  n
  s
  Strength: 15
  Dexterity: 13
  Constitution: 18
  Intelligence: 15
  Wisdom: 14
  Charisma: 11
  Damage: +11
  Fortitude: +11
  Reflex: +1
  Will: +2
  Melee: +7
  Ranged: +6
  Initiative: +1
  Defense: 17/16
  Speed: 30
  Hero: 5
  LPJ9959
  Description:
  Mutants fitted with bionic limbs,
  enhanced sensory systems, or
  advanced weapon suites,
  composites are more than human,
  but not quite machine.  Beneath
  the cold, unyielding might of
  their mechanical extremities,
  they nurse mortal souls.  Alone,
  they walk a razor’s edge, a part
  of neither world.
  composite
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: composite 
  Skills: Demolitions +6, Disable Device +4, Drive
  +4, Intimidate +9, Pilot +3, Repair +5, Spot +4.
  Feats: Darkvision, Durability, Endurance, Greater
  Fortitude, Immunity (choose two), Move-By
  Attack, Point Blank Shot, Power Attack,
  Toughness, Ultra-Hearing.
  Powers and Devices: Amazing Save: Damage +5
  (Extra: Fortitude; Source: Super-Science; Cost: 2
  pp; Total: 10 pp); Super-Senses +5 [Extra:
  Telescopic Sense (Sight); Source: Super-Science;
  Cost: 3 pp; Total: 15 pp]; Super-Strength +3
  (Source: Super-Science; Cost: 4 pp; Total: 12 pp);
  Weapon +8 (Cost: 1 pp; Total: 8 pp); plus a total
  of five ranks in any of the following powers:
  Boost, Drain, Energy Blast, Protection,
  Regeneration, Telepathy, Telekinesis.
  Customization:  
  Skills: Composites tend to possess a number of
  physical and technical skills.  Demolitions, Drive,
  Pilot, and Repair are all appropriate, as are many
  Craft and Science skills.  The latter skills can aid
  characters in understanding, modifying, and
  repairing their cybernetic components, while the
  former skills are often learned at some point along
  the characters’ careers, which tend to be of a
  martial nature.  Most composite characters boast
  numerous ranks of Intimidation.
  Feats: Many composite characters show a great
  deal of resistance to harm and fatigue, evidenced
  by feats such as Endurance, Durability, and
  Toughness.  Infrared scanners, high-frequency ear
  modifications and other cybernetic enhancements
  may provide feats that enhance the senses.
  Penetration Vision or Radio Hearing may be
  substituted for any of the archetype’s base feats.  
  Many composite characters are well-trained
  combatants, and Far Shot, Precise Shot, Rapid
  Shot, Rapid Strike, and Takedown Attack are all
  appropriate feats, and can be substituted for any of
  the archetype’s base feats.  Often, composite charac-
  ters possess Immunities (usually to disease, exhaus-
  tion, poison, or suffocation), but this need not be the
  case.  
  Powers and Devices: Most composite characters are
  skilled fighters who possess at least one weapon,
  usually a high-powered energy rifle or pistol.  Their
  cyborg components provide a measure of resistance
  to harm.  As a result, they possess Amazing Save
  (Damage and Fortitude) or an equal rank of
  Protection.
  Cybernetic eyes or ears may afford a character
  Super-Senses or Telescopic Senses.  
  Characters implanted with claws, energy emitters, or
  similar devices may possess attack abilities, such as
  Dazzle, Energy Blast, or Natural Weapon.
  Cybernetic limbs may offer ranks of Super-Strength.
  If desired, however, a character with one or more
  cybernetic legs may trade strength for speed, gaining
  two ranks of Running for every rank by which
  Super-Strength is reduced.  
  In addition to cyborg abilities, composite characters
  frequently possess at least one mutant power.  This
  power can be nearly anything, though it is usually
  somewhat limited in scope.  Abilities such as Drain,
  Flight, Telekinesis, and Telepathy are all common.
  Some composite characters prefer to keep their
  mutant abilities secret, lulling foes into underesti-
  mating them.
  Ability Scores: Composite characters usually have
  above average Intelligence scores and physical attrib-
  utes.  Intelligence, Strength, or Constitution is
  frequently higher than the other abilities, but there
  are always exceptions.  The solitary nature of most
  composite characters frequently results in low to
  average charisma scores.  
  Weaknesses: The 10 points gained from a weakness
  will usually be spent on one of the following: Five
  ranks of Boost, Drain, Energy Blast, Protection,
  Regeneration, Telepathy, or Telekinesis; two extras
  for an existing five-rank mutant power on the list; or
  one extra and one power stunt for the character’s
  Weapon.
  Disturbing is an especially appropriate weakness for
  composite characters.  Visible cybernetic body parts
  or mutant features may prove somewhat discon-
  certing to other characters.  Alternately, a composite
  character’s enhancements may generate an unex-
  plainable, “dead” aura that living creatures find
  unpleasant.
  Susceptible is appropriate for characters with more
  delicate cybernetic functions.  Such characters may
  be susceptible to water (if the cybernetics short out
  when wet), significant quantities of static electricity,
  or even a particular sonic frequency (especially if
  said character has enhanced hearing abilities).  
  Vulnerability is also something of a common weak-
  ness for composite characters.  Sometimes, charac-
  ters fitted with grafts and cybernetics are especially
  vulnerable to electricity or magnetism.  
  Example Composite:
  Mindhammer
  Dain Smith served the American government faith-
  fully for 19 years as a member of Ghost Company, a
  top-secret black ops unit.  Smith, a telepath, was an
  excellent spy and scout, and in secret, he served the
  American people to the best of his ability.  
  When Ghost Company was ambushed and nearly
  destroyed on a botched mission in Panama, the
  government kindly rebuilt the surviving team
  members, using state-of-the-art cybernetic grafts
  where the bodies were too damaged to simply repair.
  Once an aging operative nearing a forced retirement,
  Smith was made new, given a second chance.  His
  arms, heart, and right eye were replaced by enhanced
  cybernetic systems much more powerful than their
  organic precursors, and his surviving comrades
  received similar improvements.  Ghost Company was
  restored to active duty, and the team flew into their
  work with renewed vigor.  Unfortunately, the
  
  Archetypes: composite 
  missions were even more dangerous than before, and
  much less ethical.  Smith became disenchanted with
  his comrades and his government.  A disturbing
  mission to “neutralize” a Russian scientist’s teenage
  daughter convinced him to search for a way out of
  the outfit, despite the fact that his life would be
  forfeit should his superiors or comrades find out.  
  On that horrific mission, Smith faked his own death
  and pulled a quick fade, taking with him an energy
  rifle and a number of well-kept government secrets.
  As the enigmatic mercenary and “security
  consultant” Mindhammer, he now sells his services
  and martial expertise to anyone with a decent cause.
  He works primarily in the Middle East and Africa,
  often hired to gather intelligence (spy) or lead small
  groups of armed forces in violent conflicts, but he
  occasionally works in America, as well.
  Mindhammer never accepts jobs that might harm
  civilians.  Though this means a great deal less money
  for him, it also means keeps his conscience manage-
  able, which makes for fewer nightmares.  
  Quote: “I don’t do that kind of work anymore.”
  Personality: Mindhammer is dry and cynical, his
  faith in his fellow man shattered by his past.  He is
  gruff and extremely slow to trust, and as a result, he
  has few friends (though he likes it that way).  He
  talks business almost exclusively, and most doubt he
  has a personal life.  Mindhammer prefers to keep his
  telepathic powers a secret, and most of his employers
  and associates are completely ignorant of the rele-
  vance of his codename.    
  Powers and Tactics: Mindhammer’s cybernetic arms
  make him inhumanly strong.  He is also quite
  resilient, due in part to the structural reinforcement
  his body underwent in order to accommodate the
  arms.  His cybernetic eye allows him to see easily in
  the dark, as well as zoom in on distant locations.  
  In combat, Mindhammer primarily relies on his
  powerful energy rifle to incapacitate foes from a
  distance, though he’s certainly a capable melee
  combatant as well.  He is a canny fighter who isn’t
  afraid to give a little ground to gain a tactical advan-
  Devil’s Workshop
  Page 3
  tage.  He often uses hit and run tactics to keep his
  opponents off-balance. 
  When spying, he often uses his telepathic powers to
  draw secrets from the minds of significant and
  knowledgeable characters.       
  Appearance: Despite his age (he’s just over 50 years
  old), Mindhammer is well-muscled and quite fit.  His
  head is usually shaved, as he is somewhat self-
  conscious about the gray creeping into his hair.  It is
  nearly impossible to discern his cybernetic eye from
  his organic eye, except when the nightvision or tele-
  scopic systems are active, at which point the eye
  glows an eerie white.  He usually conceals his two
  glistening cybernetic arms with a heavy jacket.
  Perhaps due to his background as a covert agent,
  Mindhammer wears black or brown exclusively.
  Campaign Use: Mindhammer can be an excellent
  antagonist for characters who work for the United
  States government.  Alternatively, he can be a valu-
  able ally for characters engaged in a military conflict
  of any sort.  Ghost Company, his former covert ops
  unit, can be introduced as formidable antagonists in
  nearly any campaign.
  Mindhammer: PL 10; Init +1; Defense: 17 (16 flat-
  footed); Spd: 30 ft.; Atk +7 melee (+5S, punch), +6
  ranged (+8L, energy rifle); SV Dmg +11, Fort +11,
  Ref +1, Will +2; Str 15, Dex 13, Con 18, Int 15, Wis
  14, Cha 11.
  Skills: Demolitions +6, Disable Device +4, Drive
  +4, Intimidate +9, Pilot +3, Repair +5, Spot +4.
  Feats: Darkvision, Durability, Endurance, Greater
  Fortitude, Immunity (fatigue, suffocation), Move-By
  Attack, Point Blank Shot, Power Attack, Toughness,
  Ultra-Hearing.
  Powers and Devices: Amazing Save: Damage +5
  (Extra: Fortitude; Source: Super-Science; Cost: 2
  pp; Total: 10 pp); Super-Senses +5 [Extra:
  Telescopic Sense (Sight); Source: Super-Science;
  Cost: 3 pp; Total: 15 pp]; Super-Strength +3
  (Source: Super-Science; Cost: 4 pp; Total: 12 pp);
  Telepathy +5 (Source: Mutation; Cost: 2 pp; Total:
  10 pp); Weapon +8 (Cost: 1 pp; Total: 8 pp).       
  Artwork: Ulises Roman Carpintero
  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
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have
  contributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
  correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in
  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d)"Open
  Game Content" means the game mechanic and
  includes the methods, procedures, processes and
  routines to the extent such content does not
  embody the Product Identity and is an enhance-
  ment over the prior art and any additional content
  clearly identified as Open Game Content by the
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 3
  for more information.
  
  Page 4
  Devil’s Workshop
  Archetypes: composite 
  Contributor, and means any work covered by this
  License, including translations and derivative
  works under copyright law, but specifically
  excludes Product Identity. (e) "Product Identity"
  means product and product line names, logos and
  identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots,
  thematic elements, dialogue, incidents, language,
  artwork, symbols, designs, depictions, likenesses,
  formats, poses, concepts, themes and graphic,
  photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, like-
  nesses and special abilities; places, locations, envi-
  ronments, creatures, equipment, magical or super-
  natural abilities or effects, logos, symbols, or
  graphic designs; and any other trademark or regis-
  tered trademark clearly identified as Product iden-
  tity by the owner of the Product Identity, and
  which specifically excludes the Open Game
  Content; (f) "Trademark" means the logos, names,
  mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the
  associated products contributed to the Open Game
  License by the Contributor (g) "Use", "Used" or
  "Using" means to use, Distribute, copy, edit,
  format, modify, translate and otherwise create
  Derivative Material of Open Game Content. (h)
  "You" or "Your" means the licensee in terms of
  this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under
  and in terms of this License. You must affix such a
  notice to any Open Game Content that you Use.
  No terms may be added to or subtracted from this
  License except as described by the License itself.
  No other terms or conditions may be applied to
  any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms
  of this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in
  another, independent Agreement with the owner of
  each element of that Product Identity. You agree not
  to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Archetype: Composite Copyright 2004, Louis Porter
  Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
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  L
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  C
  o
  l
  l
  i
  n
  s
  Strength: 20
  Dexterity: 12
  Constitution: -
  Intelligence: 10
  Wisdom: 13
  Charisma: 8
  Hardness: 5
  Damage: +7
  Fortitude: -
  Reflex: +1
  Will: +1
  Melee: +9
  Ranged: +5
  Initiative: +1
  Defense: 15/14
  Speed: 30
  Hero: 5
  LPJ9953
  Description:
  Constructs are masses of some inert
  material, given sentience. The minds of
  these creatures, whether human,
  mystical, or extraterrestrial in nature,
  usually become somewhat inimical to
  humanity at large, imprisoned as they are in
  bodies of metal, stone, energy, or even
  some alien substance. Constructs are
  often roughly humanoid, though some
  are utterly inhuman in body as well as
  mind. Boasting either great physical might
  or mastery over a particular element, constructs
  are typically both powerful and unpredictable,
  certainly a fearsome combination. 
  CONSTRUCT
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: Construct 
  Skills: Climbing +11, Intimidate +12, Spot +2.
  Feats: Immunity (aging, critical hits, disease, fire,
  exhaustion, poison, pressure, starvation, suffoca-
  tion), Power Attack, Takedown Attack, Toughness.
  Powers and Devices: Super-Strength +5 (Extra:
  Protection; Cost: 5 pp; Total: 25); plus one of the
  following suites worth 40 pp:
  • Element Control +10 (Extras: Elemental
  Movement, Shape Element; Cost: 4 pp; Total:
  40 pp)
  • Energy Control +10 (Extras: Energy
  Absorption, Energy Field; Cost: 4 pp; Total:
  40 pp)
  • Growth +5 (Extra: Continuous, Innate; Flaw:
  Permanent; Cost: 7 pp; Total: 35 pp); Leaping
  +5 (Cost: 1 pp; Total: 5 pp)
  • Trade Super-Strength +5 and Protection extra
  (above) for Alternate Form +10 (Extras:
  Continuous; Innate; Flaw: Permanent Cost: 6
  pp; Total: 60 pp); and Immovability +5 (Cost:
  1 pp; Total: 5 pp)
  • Trade Super-Strength +5 and Protection extra
  (above) for Growth +10 (Extra: Continuous;
  Flaw: Permanent; Cost: 6 pp; Total: 60 pp);
  and Energy Blast +5 (Flaw: Full Power; Cost:
  1 pp; Total: 5 pp)
  Customization:  
  Skills: Most constructs have undergone little
  training, and as a result, they usually have very
  few skills. The skills they do possess are usually
  Strength-based, such as Climb, Intimidation, and
  perhaps Swim. Some constructs might also possess
  rudimentary Survival skills.   
  Feats: Constructs receive all Immunities. Each
  may choose one energy Immunity. Without excep-
  tion, these creatures are physically capable, and
  most possess Power Attack and Toughness, though
  either may be traded for another energy Immunity,
  or if desired, an enhanced sensory ability such as
  Darkvision, True Sight, or Ultra-Hearing. Takedown
  Attack may similarly be swapped for a more appro-
  priate feat.   
  Powers and Devices: Being composed of inanimate
  material, most constructs are much stronger and
  tougher than any human. They always possess Super-
  Strength or a comparable power (such as Growth or
  Density Control).   
  Constructs consisting of stone or metal may possess
  Element Control (Earth), though other types of
  constructs may demonstrate mastery over other
  elements or energies, such as fire, electricity, kinetic,
  or light. 
  Usually, constructs with the Alternate Form super-
  power choose the Solid variation, but all others are
  possible (though Explosive is quite rare). Alternate
  Form is one of the most common construct super-
  powers, aside from Growth.
  The source of a particular construct’s powers varies,
  depending on its background, but mystical and alien
  power sources are the most common.
  Ability Scores: Constructs are quite strong, and most
  are somewhat more agile than they appear. As
  constructs, these characters have no Constitution
  scores. While most constructs are socially disagree-
  able and suffer from low Charisma scores, this need
  not be the case. They may instead be somewhat slow,
  either physically or mentally. Such characters may
  swap Charisma with Intelligence or Dexterity scores.   
  Weaknesses: The 10 points gained from a weakness
  are usually spent on one of the following: Two
  Super-Strength extras; Flight +5 (Cost: 2 pp; Total:
  10 pp); Regeneration +5 (Cost: 2 pp; Total: 10 pp);
  or appropriate feats and energy immunities.  
  Many constructs possess the Berserker weakness.
  This represents a certain tendency to lash out when
  angry or frustrated.  
  Most constructs are considered Disturbing, whether
  due to an inhuman appearance or strange and decid-
  edly antisocial behavior.  These characters have a
  great deal of difficulty functioning in the social
  arena, and likely avoid it entirely.  
  Sometimes a construct may undergo a
  Transformation under particular circumstances.
  Perhaps it becomes human during a certain time of
  day, or when exposed to a particular substance.  It
  may even have another, more terrible form it
  assumes.  
  Many constructs are Vulnerable to particular energy
  types (though obviously not types to which they are
  immune).  For example, a construct composed
  entirely of wood may be Vulnerable to fire, while
  vibration may be more useful against a stone
  construct.
  EXAMPLE CONSTRUCT:
  Obelisk, the Obsidian
  Tower
  Obelisk, the Obsidian Tower, was born many
  centuries ago in a whirlwind of magma and ash.
  Seemingly made entirely of obsidian, this mystical
  creature leaped, fully-grown, from an erupting
  volcano to take his place as lord over a primitive,
  cowering assembly of humans. Immensely strong
  and possessing an inexplicable, mystical link to fire
  and heat, Obelisk dominated numerous human tribes
  over the course of centuries. As time passed,
  however, fewer mortals were willing to worship the
  Obsidian Tower, and he found himself killing more
  and more of his subjects. Soon, he was alone. He
  entered a long period of hibernation in his volcanic
  palace, only to reawaken thousands of years later, in
  the twentieth century. He immediately took to
  exploring the world, once again seeking human
  servants.  
  He traveled and sought and killed for some time until
  it was brought to his attention that humanity might
  be unwilling to serve him because he’s done little to
  serve humanity. So Obelisk now walks the earth,
  
  searching for wrongs to right and people to help, in
  return for service, awe, or something equally
  rewarding. Usually, he must settle for a simple
  “thank you.” 
  Although he does not know it, Obelisk is a Spirit of
  Men, born of magic to serve and protect humanity. It
  is his nature to draw satisfaction from the praise of
  men and women, although not necessarily as an
  incarnate god, whatever he believes. He exists to
  serve mankind, and humanity’s admiration makes
  him strong and content, but for years he, like a
  spoiled child, has jealously sought humanity’s undi-
  vided, unquestioned attention. 
  Luckily, he is beginning to grow. The sincere thanks
  of those he helps is beginning to really mean some-
  thing to him, and he finds himself appreciating such
  offerings more and more. It is a learning process,
  however, and sometimes, the Obsidian Tower yet
  finds himself asking for much more than any modern
  mortal is willing to give.         
  Quote: “There was a time when your ancestors, like
  a sea of flesh, would prostrate themselves before me
  and quiver with awe and adoration.  Now, you offer
  me this paper… currency? Treachery!  It burns
  between my fingertips!”
  Personality: Obelisk is arrogant and brash, and for
  the most part, he has a very low opinion of the
  human race. He is disgusted by humanity’s willing-
  ness to tear itself apart for material gain. A strong
  hand, he believes, his hand, might be able to keep
  mankind from destroying itself.  Obelisk does not
  enjoy hurting humans, but he can be quite ruthless
  with those who he sees as particularly cruel, destruc-
  tive, or stupid. Where once Obelisk demanded
  worship, he now asks only respect, though he can be
  a royal terror if it is denied him.        
  Powers and Tactics: Obelisk’s is a mystical crea-
  ture, made entirely of jagged obsidian. His strength,
  enhanced by magical energies, is unnatural. More
  fearsome than his physical capabilities, however, is
  his mastery over fire and heat. He can wreathe his
  Devil’s Workshop
  Page 3
  body in an intense, dark flame capable of melting
  solid steel. Moreover, he can absorb fire and redirect
  fire as he chooses.  
  Obelisk has not yet learned the value of holding
  back. He is very blunt in conversation, and as a
  result, has few friends. In combat, he does not hesi-
  tate to use deadly force. The many charred and
  battered corpses left in his wake may have made
  numerous enemies for him in both law enforcement
  and criminal underworld circles.  
  Appearance: Obelisk is a roughly humanoid mass of
  glittering obsidian. He is a fearsome sight, an incred-
  ibly tall figure with smoldering, red eyes. His expres-
  sion is always severe, even when he’s in what he
  calls a good humor. Ripples of heat constantly cling
  to his body.  Obelisk is an intimidating, awe-
  inspiring figure.    
  Campaign Use: Obelisk is a great prospective ally
  for players. His arrogance and relative inexperience
  at being heroic can likely make for an amusing expe-
  rience in which players attempt to mold the Obsidian
  Tower into a hero. The fact that he is really trying
  says a lot for his potential, but it can’t be an easy
  road.  Alternately, some may prefer to introduce
  Obelisk as an antagonist, either an outright villain or
  antihero to challenge more martial players.  
  Obelisk, the Obsidian Tower: PL 10 (construct);
  Init +1 (Dex); Defense: 15 (14 flat-footed); Spd: 30
  ft.; Atk +9 melee (+10S, punch), +5 ranged; SV Dmg
  +7, Fort -, Ref +1, Will +1; Str 20, Dex 12, Con -, Int
  10, Wis 13, Cha 8.
  Hardness: 5
  Skills: Climbing +11, Intimidate +12, Spot +2.
  Feats: Immunity (aging, cold, critical hits, disease,
  exhaustion, poison, pressure, starvation, suffocation),
  Power Attack, Takedown Attack, Toughness.
  Powers and Devices: Energy Control +10 (Source:
  Mystical; Extras: Energy Absorption, Energy Field;
  Cost: 4 pp; Total: 40 pp); Flight +5 (Source:
  Mystical; Cost: 2 pp; Total: 10 pp); Super-Strength
  +5 (Source: Mystical; Extra: Protection; Cost: 5
  pp; Total: 25)
  Weakness: Disturbing
  Artwork: Ulises Roman Carpintero
  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
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have
  contributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
  correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in
  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d)"Open
  Game Content" means the game mechanic and
  includes the methods, procedures, processes and
  routines to the extent such content does not
  embody the Product Identity and is an enhance-
  ment over the prior art and any additional content
  clearly identified as Open Game Content by the
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 3
  for more information.
  Archetypes: Construct 
  
  Page 4
  Devil’s Workshop
  Archetypes: Construct 
  Contributor, and means any work covered by this
  License, including translations and derivative
  works under copyright law, but specifically
  excludes Product Identity. (e) "Product Identity"
  means product and product line names, logos and
  identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots,
  thematic elements, dialogue, incidents, language,
  artwork, symbols, designs, depictions, likenesses,
  formats, poses, concepts, themes and graphic,
  photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, like-
  nesses and special abilities; places, locations, envi-
  ronments, creatures, equipment, magical or super-
  natural abilities or effects, logos, symbols, or
  graphic designs; and any other trademark or regis-
  tered trademark clearly identified as Product iden-
  tity by the owner of the Product Identity, and
  which specifically excludes the Open Game
  Content; (f) "Trademark" means the logos, names,
  mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the
  associated products contributed to the Open Game
  License by the Contributor (g) "Use", "Used" or
  "Using" means to use, Distribute, copy, edit,
  format, modify, translate and otherwise create
  Derivative Material of Open Game Content. (h)
  "You" or "Your" means the licensee in terms of
  this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under
  and in terms of this License. You must affix such a
  notice to any Open Game Content that you Use.
  No terms may be added to or subtracted from this
  License except as described by the License itself.
  No other terms or conditions may be applied to
  any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms
  of this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in
  another, independent Agreement with the owner of
  each element of that Product Identity. You agree not
  to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Construct Copyright 2004, Louis Porter
  Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
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  b
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  B
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  E
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  g
  a
  r
  d
  Strength: 20
  Dexterity: 14
  Constitution: 20
  Intelligence: 10
  Wisdom: 12
  Charisma: 10
  Damage: +5
  Fortitude: +5
  Reflex: +2
  Will: +1
  Melee: +12
  Ranged: +9
  Initiative: +6
  Defense: 18/16
  Speed: 30
  Hero: 5
  LPJ9984
  Description:
  Cyborgs are hybrid beings, creatures made of both flesh
  and machinery.  A Cyborg rarely starts its life as such;
  instead, it is generally a normal member of its species
  that undergoes a transformation.  Most Cyborgs undergo
  this transformation as a quick road to physical power;
  because of this, most Cyborgs are geared primarily
  toward combat.
  cyborgs
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: cyborgs 
  Skills: Computers +4, Intimidate +8, Spot +6.
  Feats: All-Out Attack, Darkvision, Durability,
  Improved Initiative, Power Attack, Takedown
  Attack.
  Powers and Devices: Super-Strength +6 [Power
  Stunts: Lethal, Extras: Protection, Cost: 5pp,
  Total: 32pp], plus any number of the following,
  provided that the total number of power points
  spent does not exceed 30pp:
  • Blindsight +10 [Cost: 2pp, Total: 20pp, see
  Power Corrupts page 5].
  • Boost +10 [Cost: 2pp, Total: 20pp].
  • Danger Sense +4 [Extras: Danger Reaction,
  Cost: 5pp, Total: 20pp, see Power Corrupts
  page 9].
  • Datalink +5 [Cost: 2pp, Total: 10pp].
  • Electromagnetic Pulse +10 [Cost: 2pp, Total:
  20pp, see Power Corrupts page 11].
  • Energy Blast +10 [Cost: 2pp, Total: 20pp].
  • Immovability +10 [Cost: 1pp, Total: 10pp].
  • Machine Merge +10 [Extras: Dual Meld, Cost:
  3pp, Total: 30pp, see Power Corrupts pages
  17-18].
  • Nano-Machines +5 [Cost: 6pp, Total: 30pp,
  see Power Corrupts page 19].
  • Natural Weapon +5 [Cost: 2pp, Total: 10pp].
  • Sensory Protection +10 [Cost: 1pp, Total:
  10pp].
  • Super-Strength +4 [Extras: Protection, Cost:
  5pp, Total: 20pp].
  • Telescopic Sense (sight) +10 [Extras: Extra
  Sense (hearing), Cost: 2pp, Total: 20pp].
  • Unstopppable +5 [Cost: 4pp, Total: 20pp, see
  Power Corrupts 2 page 24].
  • Weapon +10 [Cost: 1pp, Total: 10pp].
  Customization:
  Skills: Skills are not generally of great importance to
  Cyborgs, unless they are skills that can help in com-
  bat situations.  Conversely, however, it is not uncom-
  mon to find Cyborgs with technical skills, such as
  Computers, Repair, or even a Craft skill; the routine
  maintenance that they must do on their own cyber-
  netic implants tends to make these skills somewhat
  easy to pick up.  Points may be swapped between
  skills as desired, or even placed into entirely new
  skills, as long as no single skill has more than 13
  ranks.
  Feats: The Cyborg presented above focuses primari-
  ly on melee combat.  However, it is entirely possible
  to build a Cyborg who focuses more on ranged com-
  bat, or even a Cyborg who does not focus on combat
  at all.  A player who wishes to focus on ranged com-
  bat rather than melee combat could swap out the
  Power Attack and Takedown Attack feats for feats
  like Point Blank Shot and Rapid Shot.  Similarly, a
  character who wishes to de-emphasize the combat
  aspect of the Cyborg and focus more on interesting
  cybernetic abilities could do away entirely with feats
  like All-Out Attack, Power Attack, and Takedown
  Attack, and instead take feats like All-Around Sight,
  Detect, or even Extra Limb.  In general, any of the
  Cyborg’s six feats can be swapped out for other
  feats, provided that the Cyborg meets each feat’s pre-
  requisites.
  Powers and Devices: Like the concept behind the
  Cyborg’s feat selection, the Cyborg’s powers focus
  primarily on combat, with a few interesting ‘cyber-
  abilities’ thrown in for good measure.  However, it is
  entirely possible that a Cyborg could have a cyber-
  netic enhancement that grants a power not on the list
  above.  Players should feel free to swap out the pow-
  ers above for other powers, so long as the total  spent
  on these powers does not exceed 30pp.  Note also
  that, for the same 32pp spent on Super-Strength
  above, a Cyborg could instead purchase 8 ranks in
  Super-Dexterity.  This would certainly go a long way
  toward making the Cyborg a formidable ranged com-
  batant.
  Ability Scores: In keeping with the basic Cyborg
  concept, the ability scores presented above focus on
  melee combat prowess.  However, Cyborgs can be
  created for purposes other than combat.  As such,
  points can be freely swapped between ability scores
  as desired, so long as no single ability score exceeds
  20.  It should be noted, however, that reducing a
  Cyborg’s Strength is somewhat inefficient due to the
  Cyborg’s built-in Super-Strength power (it is general-
  ly cheaper to simply raise an ability score rather than
  purchasing ranks in its corresponding super-ability).
  Because of this, a Cyborg with a Strength lower than
  20 might want to think about taking those points out
  of Super-Strength and putting them into a more
  appropriate super-ability.
  Weaknesses: A Cyborg can have virtually any
  Weakness desired, but there are some that are more
  appropriate than others.  Each Weakness taken pro-
  vides 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
  Robot’s default Base Attack Bonus is +7, and can be
  increased to a maximum of +10 for a cost of 3pp per
  rank.  Similarly, default Base Defense Bonus is +6,
  and can be increased to a maximum of +10 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:
  Berserker: Some Cyborgs may have a special ‘com-
  bat mode’ that activates during periods of heightened
  danger.  This could represent deliberate conditioning
  of the Cyborg’s mind, or it could be the side-effect of
  a poorly-installed neural enhancement.  In any case,
  a Berserker Cyborg is a dangerous foe, to friend and
  foe alike.
  Disturbing: Although some cybernetic enhance-
  ments can be disguised or hidden somewhat, most
  are fairly overt.  Physical traits such as metal cover-
  ing half of one’s face, a robotic arm, or mirror-eyed
  
  Archetypes: cyborgs
  lenses grafted onto one’s eyes have a way of unnerv-
  ing most people, even if the Cyborg sporting such
  traits has no wish to do so.
  Limited Action: Some Cyborgs do not undergo their
  transformations willingly; they may be a part of
  some super-soldier program or another, or simply the
  victim of a diabolical experiment.  Such Cyborgs
  often have some sort of programming or condition-
  ing performed on their minds, and this can result in
  the need to compulsively behave (or avoid behaving)
  in a particular way.  For a full description of the
  Limited Action Weakness, see Power Corrupts 2,
  pages 26-27.  
  Unusual Metabolism: Cyborgs have high energy
  requirements in general, due to their unnatural fusion
  of flesh and machinery.  Because of this, a Cyborg
  might need access to some sort of drug or power
  source in order to maintain any kind of mobility.
  This substance or energy should be either hard to
  come by or illegal (or perhaps both), but not so much
  so that the Cyborg would run into extreme difficulty
  obtaining something that he needs to merely function
  normally.  For a full description of the Unusual
  Metabolism Weakness, see Power Corrupts 2, page
  26.  
  Example Cyborg:
  Whitehorse
  John Messenger was a real all-American, a soldier
  and a patriot.  He joined the marines at an early age,
  and he progressed through the ranks quickly, due to
  his enthusiasm and his drive to succeed.  It seemed
  that his star was on the rise, but every rising star
  must eventually plummet back to the cold ground.
  When his unit was deployed during Operation Desert
  Storm, he was badly wounded and severely crippled
  by a particularly well-hidden land mine.
  His fellow marines managed to get him back to rela-
  tive safety, and once he was considered stable
  enough to travel, he was airlifted back to the United
  States for further treatment.  He spent the next few
  Devil’s Workshop
  Page 3
  months in a military hospital of undisclosed location,
  slowly recovering from his wounds, even if that
  recovery would never be total.  When Messenger
  found out that he would never walk again, he fell
  into a deep depression that threatened to claim his
  sanity, and even his life.  It was at this point that
  Benjamin Price, a representative of a shadowy, unof-
  ficial government agency known as LifeOps, stepped
  forward and made him an offer.
  Benjamin Price offered Messenger the chance to
  walk again, to make a full recovery, even a chance to
  exceed the physical condition that he was in before
  his fateful misstep.  In exchange, Messenger would
  join LifeOps as one of their full-time operatives in an
  indefinitely long contract.  Messenger would be
  declared dead to everyone he knew, and he would
  henceforth assume a new identity.  Enthralled at the
  idea of being able to walk again, Messenger quickly
  and enthusiastically accepted Price’s bargain.
  Messenger’s continued existence was quickly dis-
  avowed, his obituary promptly printed in all of the
  relevant papers.  He received the burial of a soldier
  and hero, and was even decorated for valor in the
  line of duty.  All the while, John Messenger was
  undergoing a complex and intricate series of opera-
  tions in a top-secret government facility; various
  pieces of sophisticated machinery were being surgi-
  cally grafted all over his maimed body.  When the
  operations were complete, Messenger’s physical
  prowess did indeed exceed his previous abilities, by
  far.  His identity, however, had been forfeited; he was
  assigned a codename by which he would be known
  from then on.  John Messenger had died, and had
  been replaced by Whitehorse.
  Whitehorse had become an impressive merging of
  man and machinery.  His extraordinarily quick
  reflexes and hyper-acute hand-eye coordination,
  combined with his enhanced senses, made him an
  exceptional scout and sniper, and his ability in a
  stand-up firefight was hard to match.  With the help
  of various behavioral modifications, Price’s scientists
  were able to manipulate Whitehorse’s sense of patri-
  otic duty.  This, in addition to his dependency on a
  special drug cocktail that only LifeOps knew how
  to produce, made him an incredibly loyal servant.
  Quote: “You think you can kill me?  I’ve already
  died once, and it only made me stronger.”
  Personality: Whitehorse can be cold and calculat-
  ing one minute, fiery and impassioned the next.
  While his behavioral conditioning prevents his
  emotions from becoming too strong most of the
  time, sometimes his patriotic enthusiasm shines
  through.  In either case, he can be a dangerous per-
  son to deal with.  While his conditioning has made
  him capable of acts of violence that he wouldn’t
  have even contemplated before, Whitehorse dis-
  likes hurting those who don’t, in his estimate,
  deserve to be hurt.  Still, he does what he must do,
  according to his orders from LifeOps.
  Powers and Tactics: Whitehorse’s military train-
  ing taught him that the best place to strike from is
  a position of advantage, especially if one can pre-
  serve the element of surprise.  This training has
  survived his transformation, and has even been
  emphasized to some extent.  Because of this,
  Whitehorse almost always tries to choose the loca-
  tion of a battle so that he can set up an ambush, or
  at the very least find an advantageous position.
  This generally means hiding and sniping at his
  enemies from a distance, though he is not adverse
  to a stand-up fight.  In such a situation, Whitehorse
  will generally employ cover to advantage, and will
  often utilize his All-Out Attack and Rapid Shot
  feats, lowering his impressive Defense in order to
  offset the penalty gained from his extra ranged
  attack.
  Appearance: No term describes Whitehorse’s
  appearance and manner of dress better than ‘cyber-
  netic gunslinger’.  Whitehorse’s garb has a dis-
  tinctly Western feel to it, from his cowboy boots
  and wide-brimmed hat to the long coat that he uses
  to hide his rifle in public.  His cybernetic enhance-
  ments are subtle enough that they are often over-
  looked or mistaken for either tattoos or—in the
  case of his ocular enhancements—sunglasses.  He
  
  Page 4
  Devil’s Workshop
  Archetypes: cyborgs 
  is tall and lean, and his face rarely displays emo-
  tion.  When it does, however, it is often contorted
  by the sheer power of the feelings welling up
  inside.
  Campaign Use: Whitehorse is equally suited to
  being either an ally or an enemy to the PCs.  If the
  PCs are members of some sort of government
  branch, it is conceivable that they might be work-
  ing in tandem with LifeOps.  In such a case,
  Whitehorse might be a natural choice to partner up
  with the heroes.  On the other hand, LifeOps is
  shady enough that it could easily become a villain-
  ous organization.  If this is the case, then the PCs
  are likely to run into Whitehorse on the battlefield
  at some point in time.
  Cryptos: PL 10; Init +13 (+5 Dex, +8 Super-
  Dexterity); Defense 29 (23 flat-footed); Spd 30 ft;
  Atk +9 melee (2S, punch) or +12 ranged (+10L,
  Rifle); SV Dmg +5, Fort +5, Ref +13, Will +0; Str
  14, Dex 20, Con 20, Int 10, Wis 10, Cha 12.
  Skills: Hide +10, Intimidate +9, Move Silently
  +10, Spot +5.
  Feats: All-Out Attack, Darkvision, Durability,
  Point Blank Shot, Rapid Shot, Startle.
  Powers: Combat Sense +10 [Cost: 1pp, Total:
  10pp], Super-Dexterity +8 [Cost: 4pp, Total:
  32pp], Telescopic Sense (sight) +10 [Cost: 1pp,
  Total: 10pp], Weapon (Rifle) +10 [Extras:
  Increased Range (sight), Cost: 2pp, Total: 20pp].
  Weakness: Unusual Metabolism.
  Artwork: Sean Parnell
  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
  Version 1.0a
  The following text is the property of Wizards of the
  Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright
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  may be recast, transformed or adapted; (c)
  "Distribute" means to reproduce, license, rent, lease,
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  game mechanic and includes the methods, proce-
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  enhancement over the prior art and any additional
  content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this
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  means the licensee in terms of this agreement.
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  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
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  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
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  Archetypes: cyborgs
  copyright date, and the copyright holder's name to
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  Devil’s Workshop
  Page 5
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: CyborgRobot Copyright 2004, Louis
  Porter Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  L
  e
  o
  n
   
  C
  o
  l
  l
  i
  n
  s
  Strength: 18
  Dexterity: 14
  Constitution: 18
  Intelligence: 10
  Wisdom: 15
  Charisma: 16
  Damage: +9
  Fortitude: +9
  Reflex: +2
  Will: +2
  Melee: +8
  Ranged: +6
  Initiative: +2
  Defense: 16/14
  Speed: 30
  Hero: 5
  LPJ9955
  Description:
  These children of the gods are often half
  human, and as a result, their might is
  considerably less than that of their
  progenitors. They are, however, far
  from ordinary. Whether they posses
  otherworldly strength, godly arti-
  facts, or an extraordinary affinity
  for magic, demigods are sure to
  stand apart from mere mortals. While
  they must occasionally suffer the atten-
  tions of their celestial relations, they are
  usually left to their own devices, their corpo-
  real vessels brimming with divine might and
  their hearts and minds fixed firmly on the
  affairs of mortals.  
  DEMIGOD
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: demigod 
  Skills: Diplomacy +7, Intimidate +8, Knowledge
  (History, Occult, or Religion; choose one) +4,
  Sense Motive +5.
  Feats: Attractive, Durability, Heroic Surge,
  Immunity (Aging, Disease, Suffocation), Rapid
  Healing.
  Powers and Devices: Super-Constitution +5
  (Source: Alien; Cost: 4 pp; Total: 20 pp); plus one
  of the following suites worth 50 pp:
  • Armor +5 (Source: Mystical; Cost: 1 pp;
  Total: 5 pp); Energy Control +5 (Extra:
  Energy Absorption; Source: Mystical; Cost: 3
  pp; Total: 15 pp); Super-Strength +5 (Source:
  Mystical; Cost: 4 pp; Total: 20 pp); Weapon
  +5 (Extra: Energy Field; Source: Mystical;
  Cost: 2 pp; Total: 10 pp)
  • Blending +10 (Source: Mystical; Cost: 1 pp;
  Total: 10 pp); Mind Control +10 (Flaw:
  Limited – Animal Control; Source: Mystical;
  Cost: 1 pp; Total: 10 pp); Natural Weapon +5
  (Source: Alien; Cost: 2 pp; Total: 10 pp);
  Plant Control +5 (Extras:  Plant Stride;
  Regeneration; Source: Mystical; Cost: 4 pp;
  Total: 20 pp)
  • Gadgets +5 (Source: Mystical; Cost: 1 pp;
  Total: 5 pp); Illusion +5 (Extra: Area; Source:
  Mystical; Cost: 3 pp; Total: 15 pp); Shapeshift
  +5 (Source: Mystical; Cost: 2 pp; Total: 10
  pp); Super-Intelligence +10 (Source: Training;
  Cost: 2 pp; Total: 20 pp)
  • Protection +5 (Source: Mystical; Cost: 2 pp;
  Total: 10 pp); Super-Strength +10 (Source:
  Mystical; Cost: 4 pp; Total: 40 pp)
  • Sorcery +5 (Source: Mystical; Cost: 7 pp;
  Total: 35 pp); Super-Charisma +5 (Source:
  Mystical; Cost: 2 pp; Total: 10 pp); Weapon
  +5 (Source: Mystical; Cost: 1 pp; Total: 5 pp)
  • Super-Strength +5 (Source: Mystical; Cost: 4
  pp; Total; 20 pp); Weapon +5 (Extra: Mighty
  Ranged Weapon; Source: Mystical; Cost: 2
  pp; Total: 10 pp); Weather Control +5 (Source:
  Mystical; Extras: Flight, Lightning; Cost: 4 pp;
  Total: 20 pp)
  Customization: 
  Skills: Demigods excel at almost everything they do,
  and it is rare for such characters to have low skill
  bonuses. They usually possess exceptional social
  skills. Diplomacy, Intimidate, and Sense Motive are
  quite prevalent, but for more athletic characters,
  Climb, Jump, Survival, and Swim may be more
  appropriate. Roguish individuals might instead
  possess skills like Bluff, Disguise, Hide, and Move
  Silently. Most demigods have at least a passing
  knowledge of history, occult, or religion.  
  Feats: Their divine nature makes demigods some-
  what difficult to permanently injure or wound, and
  their feats usually reflect this fact. Durability,
  Immunity, and Rapid Healing are typical, but
  Toughness, Endurance, and Great Fortitude are also
  relatively common.  
  Similarly, demigods often possess numerous
  Immunities. Most are quite unaffected by the effects
  of Aging, Disease, and Suffocation, though nearly
  any Immunity may be appropriate.
  Many demigods are able to take on at least one
  mortal guise. Such characters should choose the
  Identity Change feat in place of one of those given
  above.
  With very few exceptions, demigods are quite
  Attractive.
  Powers and Devices: As divine creatures, demigods
  enjoy a supernatural vitality far more enduring than
  that of mere mortals. Super-Constitution is a
  common choice for demigods, although some may
  wish to trade ranks in Super-Constitution for an
  equal number of Super-Strength ranks.  More crafty
  or enchanting characters may wish to instead trade
  Super-Constitution ranks for Super-Intelligence or
  Super-Charisma. One rank of Super-Constitution
  provides the character with two ranks of Super-
  Intelligence or Super-Charisma. Ranks of Super-
  Strength may similarly be traded for Super-Charisma
  or Super-Intelligence ranks at the same 1:2 ratio.
  Most demigods possess divine qualities, and are
  generally much more capable than common mortals.
  They usually possess one or more super-attributes.
  Some even exhibit mastery over a particular type of
  energy or a natural phenomenon (such as the
  weather), while others possess a rather diverse set of
  magical powers, represented by Sorcery.  
  Many gods grant material gifts to their children.
  Enchanted amulets, weapons, and suits of armor are
  quite common. Some demigods may wish to apply
  the Device flaw to one or more powers, compen-
  sating with an appropriate extra. In place of an extra,
  a character may choose to add ranks of Armor or
  Weapon equal to the number ranks of the flawed
  power(s).
  Some demigods make use of a variety of special
  weapons and artifacts. Characters may trade ranks of
  Weapon for equal ranks of Gadgets. If the character’s
  Weapon includes an extra, then each rank of Weapon
  may be traded for two ranks of Gadgets.     
  Ability Scores: Physically, demigods are often ideal
  specimens, quite capable of even the most difficult
  feats.  Similarly, such characters are usually seen as
  alluring, if not outright irresistible. Some demigods
  are significantly more intelligent than others, though
  somewhat less sturdy or charming. Such characters
  may swap their Intelligence with their Strength,
  Constitution, or Charisma scores. Characters whose
  Charisma score falls below 13 should trade
  Attractive for another feat.      
  Weaknesses: Most demigods possess at least one
  weakness. Demigods usually spend the 10 points
  gained by a weakness on one of the following: two
  additional extras for existing five-rank super-powers;
  one extra for an existing ten-rank super-power; a set
  of Immunities; Power stunts for existing abilities;
  Super-Charisma +5 (Source: Mystical; Cost: 2 pp;
  
  Archetypes: demigod 
  Total: 10 pp); or Weapon +5 (Extra: Mighty Ranged
  Weapon; Source: Mystical; Cost: 1 pp; Total: 10 pp). 
  Berserker is a good weakness for demigods with
  martial or animal natures. Such characters may
  actively delight in their fury and seek to use it
  against their foes. 
  For some, it may prove interesting to play a Disabled
  demigod. Perhaps an older, more powerful god
  cursed the character in order to teach humility, or
  perhaps a particularly dreadful wound never really
  healed. Perhaps the reason for the disadvantage is
  completely unknown to the character. 
  Disturbing is a weakness commonly observed in
  certain demigods. Feral characters are especially
  likely to possess this weakness, as they are generally
  regarded as less socially proficient than other
  demigods might be. These individuals might be
  disfigured or inhuman, or they might exude an aura
  of menace or hate.
  Many demigods may suffer from Quirks related to
  their particular powers or spheres of influence. For
  example, a demigod who excels at thievery may have
  a tendency to engage in petty larceny whenever the
  opportunity presents itself. A particularly chivalric
  warrior demigod may not abide “ganging up” on an
  opponent, and choose to participate only in single
  combat.
  Susceptible and Vulnerable are also appropriate
  weaknesses. Even the most powerful demigods may
  exhibit weaknesses to particular substances or
  circumstances.  
  Alternatively, a cursed character may possess the
  Transformation weakness, possibly representing a
  demigod cursed to occasionally take human, beast, or
  plant form.  
  EXAMPLE DEMIGOD:
  Devil’s Workshop
  Page 3
  Memnon
  Memnon is the impossibly beautiful son of Eos, the
  goddess of the dawn, and Tithonus, a decidedly
  unfortunate Ethiopian leader. A born leader and
  skilled warrior, Memnon fought bravely in the Trojan
  War. In single combat, he battled the invincible
  Achilles to a standstill. Unfortunately, the great god
  Zeus decided that Memnon’s destiny weighed
  heavier than that of his opponent, and the son of Eos
  was struck down and left for dead. His mother
  quickly whisked him away, back to his kingdom in
  eastern Ethiopia, where he slumbered, recovering, for
  centuries.  
  He eventually awakened, and has been traveling the
  earth for many long years now. Once a mighty king,
  he has become a drifter, owning little and answering
  only to his own conscience. His mother checks in on
  him from time to time, much to his chagrin, but for
  the most part, he is alone. Most find him incredibly
  attractive, and his resonant, clear voice can melt the
  hardest hearts with relative ease. In his travels, he
  frequently uses this ability to procure aid or a place
  to sleep. Although he has had numerous lovers, he
  does not allow his many relationships to deter him
  from his mission.
  Memnon currently seeks a cure for his father,
  Tithonus. Once an attractive man, Tithonus was
  taken many, many centuries ago as a lover by Eos.
  The goddess of the dawn begged Zeus to grant
  Tithonus eternal life, and the mighty god complied.
  Unfortunately, Eos neglected to mention youth, and
  as the years passed, her lover withered and shrank
  into a mad and feeble wretch. Although she’s no
  longer in love with Tithonus, Eos still nurses him.
  His tiny, withered form rests in an elaborate basket in
  her palace, where he babbles and whispers insensible
  things. Memnon travels the world in search of a way
  to either restore his father’s youth or kill him
  outright. And Tithonus falls deeper into madness
  with every passing day.    
  Not just charming, Memnon is also quite
  dangerous, a lover and a warrior who has left a
  trail of broken hearts and similarly damaged bodies
  in his wake. His confidence in his own capabilities
  borders on arrogance, but for the most part, he is a
  fairly decent individual.
  Quote: “Calm yourself. I have survived more
  battles than you shall ever know, and my errand is
  far more important than your petty grievances.
  Truly, I sympathize, but your sister’s supposed
  honor is but a drop of rain against the sea in
  which my father drowns. I have no more time for
  either of you, I’m afraid.”
  Personality: Memnon is a natural leader with a
  magnetic personality and generous way. He has a
  strong protective streak, and he often champions
  the weak and the poor, though he can seem over-
  bearing at times. He feels a strange sense of
  kinship with most birds, and can watch them for
  hours.  
  Powers and Tactics: Memnon is an accomplished
  warrior. Although not invincible, he is amazingly
  resilient, and his skin, as dark and hard as ebony,
  can turn aside sword thrusts and small arms fire
  with ease. Though he no longer carries melee
  weapons, he is stronger than any mortal man and is
  far from defenseless. These days, he often works to
  win his battles with words. Where he once simply
  wrestled opponents into submission, he now finds
  himself conversing with foes, attempting to talk
  them down before resorting to violence. His divine
  bearing makes such attempts successful more often
  than not.     
  Appearance: Memnon has an almost supernatural
  beauty. He is finely built, his black skin clear and
  smooth. In accordance to modern fashion, he’s
  taken to wearing his hair long, and glittering curls
  of black and gold spill down his back and enhance
  his beauty. He usually wears simple, mundane
  clothing, favoring jeans and a leather jacket. He
  does, however, wear his old royal finery whenever
  he feels the need to be particularly impressive.
  
  Page 4
  Devil’s Workshop
  Archetypes: demigod 
  Campaign Use: Memnon can play a number of
  roles in a campaign. He could be an ally, an
  enemy, or something in between. His tendency to
  protect the weak can make him an excellent ally
  for player characters, while his overbearing arro-
  gance can definitely mean for some tense
  moments. Similarly, his single-minded focus on
  curing his father can make for some interesting
  roleplaying opportunities, especially if his goals
  conflict with the law or modern ethics. If, for
  example, a possible cure requires Memnon to steal
  a particular artifact from a museum, heroic player
  characters may find themselves battling a very
  persuasive demigod who only wants to help his
  ailing father.    
  Memnon: PL 10; Init +2; Defense: 16 (14 flat-
  footed); Spd: 30 ft.; Atk +8 melee (4S, punch), +6
  ranged; SV Dmg +9, Fort +9, Ref +2, Will +2; Str
  18, Dexterity 14, Con 18, Int 10, Wis 15, Cha 16.
  Skills: Diplomacy +17, Intimidate +17,
  Knowledge (History) +4, Sense Motive +5.
  Feats: Attractive, Durability, Heroic Surge,
  Immunity (Aging, Disease, Exhaustion), Rapid
  Healing.
  Powers and Devices: Protection +5 (Source:
  Mystical; Cost: 2 pp; Total: 10 pp); Super-
  Charisma +10 (Source: Alien; Cost: 2 pp; Total:
  20 pp); Super-Constitution +5 (Source: Alien;
  Cost: 4 pp; Total: 20 pp); Super-Strength +5
  (Source: Mystical; Cost: 4 pp; Total: 20 pp).      
  Weakness: Unusual Metabolism.
  Artwork: Ulises Roman Carpintero
  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
  Version 1.0a
  The following text is the property of Wizards of the
  Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright
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  wise distribute; (d)"Open Game Content" means the
  game mechanic and includes the methods, proce-
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  an enhancement over the prior art and any additional
  content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this
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  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
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  the COPYRIGHT NOTICE of any original Open
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  All text on all pages is Open Game Content as
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  Archetypes: demigod 
  7. Use of Product Identity: You agree not to Use any
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  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
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  10. Copy of this License: You MUST include a copy
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  unless You have written permission from the
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  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
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  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  Devil’s Workshop
  Page 5
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: CyborgRobot Copyright 2004, Louis
  Porter Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  W
  a
  y
  n
  e
   
  L
  i
  g
  o
  n
  Strength: 18
  Dexterity: 13
  Constitution: 15
  Intelligence: 12
  Wisdom: 14
  Charisma: 16
  Damage: +2
  Fortitude: +5
  Reflex: +4
  Will: +5
  Melee: +9
  Ranged: +6
  Initiative: +1
  Defense: 15/14
  Speed: 30
  Hero: 5
  LPJ9977
  DEMON
  archetypes:
  Description:
  Monsters, liars, and emissaries
  of dark powers. Damned souls,
  or just bruised ones who have
  looked in dark places for far
  too long – any of these can fit
  the title of ‘demon’. And some
  can very literally indeed…
  
  Page 2
  Devil’s Workshop
  Archetypes: devil 
  Skills: Bluff +5, Diplomacy +5, Gather Info +7,
  Taunt +5
  Feats: Darkvision, Durability, Identity Change;
  plus two others. Choose from Attractive, Aerial
  Combat, Attack Focus, Extra Limb (tail), Power
  Attack, Psychic Awareness, Scent, Talented, or
  Toughness.
  Powers and Devices: Strike +10 (Extras:
  Protection, Immunities; Source: Mystical; Cost:
  4pp; Total: 40 pp); Teleportation +5 (Source:
  Mystical; Cost: 2pp; Total: 10 pp);  Flight +7
  (Flaw: Wings; Source: Mystical; Cost: 1pp; Total:
  7 pp);  Amazing Save: Will +4 (Extras: Reflex,
  Fortitude; Source: Mystical; Cost: 3pp; Total: 12
  pp); plus 10 points from the following choices: 
  • Possession +10 (Flaw: Transfer Mind,
  Restricted: Gaze; Source: Mystical; Cost:
  1pp; Total: 10pp)
  • ESP +10 (Flaw: Vision only; Source:
  Mystical; Cost: 1pp; Total: 10pp)
  • Illusion (sound) + 10 (Flaw: sound only;
  Source: Mystical; Cost: 1pp; Total: 10pp)
  • Obscure +5 (Source: Mystical; Cost: 2pp;
  Total: 10pp)
  Customization
  Skills: Even combat demons can be darkly charis-
  matic and the template skills suggest this: lies fall
  easily off their lips, they love to ferret out secrets,
  and they can match pointed jibes with the best
  insult comics. Additional skills are will usually be
  Knowledge or Profession skills but for the most
  part demons love being out and about in the physi-
  cal world: climbing, jumping, any form of active
  skill is also appropriate for them. They could con-
  ceivably have many varied abilities and unlike
  many other supernatural creatures they love mod-
  ern technology. It’s not unusual to see a demonic-
  influenced person who knows about computers or
  enjoys riding motorcycles.
  Demonic creatures are also known for knowing
  many languages, especially ones that are extinct or
  secret.
  Feats: Most demonic feats revolve around combat
  but that doesn’t have to be the case. Some demons
  are excellent liars and like to adopt a pleasing shape:
  Attractive suits them, as does Fame and (if using the
  optional rules) some form of material Wealth.
  Various Detects and additional Immunities (especial-
  ly Aging, Poison, Fire and Exhaustion) are also wel-
  come. Four points are left on the template to put in
  almost anything.
  Most demonic characters are going to be either a
  human harboring some form of demonic power, pos-
  sessed by one or more spirits, or an actual human-
  demon get or fusion. Most will have the Identity
  Change feat, allowing them to switch back and forth
  from a mostly human guise to one that has one or
  more demonic qualities including rams’ horns, huge
  bat-like wings, rough pebbled skin, different color-
  ings, and a tail. 
  Some demonic beings like to form cults or find that a
  cult has formed around them. They use their charis-
  ma to sway people one way or another, and so might
  have Minions or even a Sidekick. A demon-blooded
  sorcerer will certainly have an occult-based
  Headquarters, complete with vast library of mystic
  lore, a trophy room for his kindred defeated in battle,
  and a secure magical workshop. 
  Powers and Devices: Demonic beings tend not to
  depend on devices of any kind; they have their own
  innate abilities and those serve them best. A demonic
  entity, a possessed human, and a human-demon
  fusion: all of these can possess almost any minor
  power they wish. Demons and their offspring are so
  steeped in mystical energy that any form of classifi-
  cation beyond the overly broad is almost hopeless. 
  The template presented above is fairly combat-ori-
  ented, since that’s the nature of many demons, but it
  does not have to be that way. More mystically
  inclined demons will usually have the Sorcery power
  at some level, while those driven more by guile will
  up Obscure and add Invisibility, or Intangibility to
  the mix. Shapeshift is also an excellent choice, usual-
  ly bought like so: Shapeshift +5  (Extra: Exact;
  Flaw: Only Humanoid; Source: Mystical; Cost: 2pp;
  Total: 10pp).
  Ability Scores: Demons typically are strong, tough
  and devilishly charismatic. Some, though, especially
  the ones who have the Sorcery power will be vastly
  more intelligent: switch Strength/Intelligence and
  Charisma/Wisdom. 
  Weaknesses: Demonic beings, it could be said, are
  flaws in the very nature of the cosmos. It’s not sur-
  prising that most if not all carry some form of weak-
  ness. 
  Transformation: A very common demonic weakness
  especially for a demonic spirit bound to a human
  host with neither being happy about the situation. In
  such a situation the human host will try to keep the
  demonic spirit suppressed for as long as possible
  until his willpower simply fails or he loses concen-
  tration. Then the demon can burst free to do as it
  wishes. A human/demon hybrid might have the
  potential for a much more monstrous form that is
  revealed when he encounters certain materials such
  as silver, holy wafers, or artifacts of pure evil.
  Vulnerability or Susceptible are both good choices,
  as demons often have some very well known and
  specific weaknesses to certain materials. Holy items
  of any kind top this list, even extending to holy
  ground. A demon with Susceptibility will start to
  burn on holy ground; one with Vulnerability will find
  he cannot defend himself in certain ways (usually
  ones that make direct use of black magic). Silver,
  cold iron, sunlight, and prayer beads… the list goes
  on and on. Demons serving other dark gods might
  have an entirely different suite of weaknesses. 
  Disturbing is almost a prerequisite for demon charac-
  ters, usually manifesting as chills, aches, sudden
  migraines, psychic flashes of horrific scenes, hearing
  distant whispering voices, or sudden violent cramps. 
  
  Archetypes: devil 
  Quirks are also a very good choice, especially for
  humans that are willingly or not hosting a demonic
  spirit. Sudden violent swings of emotion are not
  unknown. Obsessions are very common, usually
  involving things of a certain type (clocks, artwork,
  music) or a particular group of people.
  Example Demon:
  Morningstar
  Jason Morning was raised in the very lap of luxury.
  His father was a rich and powerful industrialist and
  head of a multinational corporation. His mother was
  a senior partner in a New York law firm. They were
  distant parents for the most part, kept apart from him
  and each other by the strain of their respective
  careers but he at least thought they loved him. He
  saw them several times a month individually and
  four times a year they would take a family vacation
  off to some exotic locale. 
  Jason never really had much connection with what
  normal kids did, so he thought it was only a little odd
  that at some point during these vacations his parents
  would wake him in the middle of the night and they
  would all go outside. Dad would build a huge bonfire
  and sing to it, while Jason stood beside his mother.
  Then she would unwrap a knife and cut him on the
  arm, wipe the blood off, then pass the cloth to her
  husband, who would then throw it in the fire. Then
  all three would walk around the fire, saying a chant
  that Jason joined as he got older. 
  His mother and father swore him to secrecy about the
  fire and the words they said, but Jason became curi-
  ous. Years later his idle curiosity finally led him to
  his great-grandfather’s collection of occult tomes, old
  blasphemous books that revealed to him a terrible
  secret. With trembling hands he stood with his back
  to a mirror, one hand holding another mirror so he
  could see the back of his own head. He lifted up the
  hair from his neck and saw the symbol there, faint
  and small but still noticeable… He was property.
  When he turned 18, his parents introduced him to a
  Devil’s Workshop
  Page 3
  beautiful girl, the daughter of one of his father’s
  business associates he was told. They slowly grew
  closer even as Jason began to have severe doubts
  about his family and what secrets they were keeping.
  At 19 he was wed to the girl. A year later he was in
  mourning when she died in childbirth; his son died
  with her. He was devastated by the twin loss and his
  parents seemingly indifference to it finally drove a
  wedge between them. He declared his intention to
  study in Europe that summer and surprisingly there
  was no outcry. 
  Jason fell in love again that summer and was
  engaged soon thereafter. His parents insisted on a
  grand party to celebrate his 21st birthday and his
  engagement; he demurred but his fiancé insisted. He
  agreed to meet them one last time. Everything was
  perfect… until the night of his birthday, when he
  drank too much at the party and awoke bound naked
  to an icy stone on a mountaintop. His mother and
  father walked around the stone chanting the phrases
  from his childhood, and then smiled to see he was
  awake.
  They were amused at his horror and they smiled even
  more at the look on his face when his fiancé came
  into view, dressed in robes and carrying a familiar
  knife. 
  “You,” his father said as he tested Jason’s bonds,
  “are part of a bargain that was made years ago. My
  business was failing, and your mother was about to
  flunk out of law school. We were drunk and high,
  and decided that we wanted to be successful more
  than anything else in the world. We’d prayed like our
  parents taught us, but nothing ever came of it. Until
  we prayed not to God but to the devil. And our
  prayers were answered. For three times seven years
  we would have all the world had to offer just for the
  asking. And the end of that time we would surrender
  our immortal souls to the demon Balherath – we
  were young and twenty-one years sounded like for-
  ever to me. But your mother, bless her dark heart,
  was wiser than I and argued us a better bargain. We
  would surrender our souls… or the soul of our first
  born.
  “That’s you, son.
  “And so we are here, twenty-one years later, to
  renew our contract for another twenty-one years.
  Now don’t worry about us afterwards, either; your
  first-born son is still alive and well and living in
  Europe until he is twenty-one and can serve as our
  proxy just as you are going to, and then his son
  after him… well, you get the idea.”
  Jason’s mind tried to grasp all he’d been told. The
  cold glee in his parent’s eyes was all the confirma-
  tion he needed. He felt his fiancé begin to carve
  The Mark on his chest, and his parent’s chant rose
  to a scream. 
  The demon Balherath appeared to claim his due
  and plunged his hand into Jason’s chest. Jason felt
  a wrenching tug as the demon grappled his soul...
  then Balherath screamed and recoiled. Jason
  looked up to see his fiancé wiping the sacrificial
  knife on her robes from where she’d cut his par-
  ent’s throats. The demon turned on her, but she
  held up a thin leather scroll. “The ones you bar-
  gained with are dead, as is Jason’s first-born. But I
  carry his seed. Grant me their boon, and the child
  will be yours.” 
  The demon grinned at the woman’s audacity, then
  did grant her the boon. The courts would find that
  the Mornings died in a skiing accident, and all
  their worldly wealth was left to this woman. She
  left Jason chained to the stone, certain he would
  die from exposure within the hour. 
  But he did not. The claws that pierced his soul had
  changed him and granted him a portion of
  Balherath’s might. When he awoke he freed him-
  self, then stumbled down the mountain to begin his
  fight against the dark forces that he now knew
  infested the world. And to reclaim his son before
  the demon reappears…
  Quote: There’s going to be Hell to pay.
  Personality: Jason is driven and intense, which is
  quite a change from the callow and naïve boy he
  
  Page 4
  Devil’s Workshop
  Archetypes: devil 
  was before his change. He’s quiet, professional,
  and shuns the company of normal people as much
  as possible. He has two goals: kill his former lover
  and rescue his son. Everything else is incidental to
  these two things. 
  Powers and Tactics: Jason typically uses his
  charm to infiltrate a cult or organization connected
  with his fiancé. Once he’s sure which people he
  needs to take care of, he changes to his demonic
  aspect and simply punches them until they stop
  moving. He’s had no formal training in any sort of
  tactics or strategy, so for now he’s relied on luck
  and brawn to get him this far.
  Appearance: Jason is a strikingly handsome
  young man who could be in his late teens or early
  twenties. He has black hair, pale skin, and intense
  gray eyes with a haunted look about them. He nor-
  mally wears ‘American Sloppy’ casual clothing; a
  stained t-shirt, jeans, sneakers and a black short-
  sleeved overshirt. He usually has a slightly scruffy
  appearance and goes unshaven for a day or so at
  least. When he allows his demonic aspect to
  emerge he grows about a foot, his skin becomes a
  dark gray, his eyes blaze crimson, and his teeth and
  ears become pointed. 
  Campaign Use: Jason can introduce an occult
  twist into a kidnapping storyline, or he can contact
  the other heroes to help him in taking down his
  former fiancé; she has some very powerful demon-
  ic abilities of her own, now, and a respectable cult
  following. He’s also good for an ‘evil behind the
  scenes of normality’ storyline. Because of his dis-
  turbing aspect, he may approach the PC’s to do
  some things for him involving normal people.
  Morningstar: PL 10; Init +1 (+1 Dex); Defense
  15 (14 flat-footed); Spd 30ft (Fly 35ft); Atk +9
  (+10S strike); SV Dmg +2, Fort +5, Ref +4, Will
  +5; Str 18, Dex 12, Con 15, Int 12, Wis 14, Cha 16
  Skills: Bluff +5, Diplomacy +5, Drive +5; Gather
  Info +7, Knowledge: Demons +5; Taunt +5
  Feats: Attractive, Darkvision, Detect (Magic),
  Durability, Identity Change, Toughness.
  Powers and Devices: Strike +10 (Extras: Protection,
  Immunities; Source: Mystical; Cost: 4pp; Total: 40
  pp); Teleportation +5 (Source: Mystical; Cost: 2pp;
  Total: 10 pp);  Flight +7 (Flaw: Wings; Source:
  Mystical; Cost: 1pp; Total: 7 pp);  Amazing Save:
  Will +4 (Extras: Reflex, Fortitude; Source: Mystical;
  Cost: 3pp; Total: 12 pp); ESP +10 (Flaw: Vision
  only; Source: Mystical; Cost: 1pp; Total: 10pp)
  Weakness: Disturbing
  Artwork: Sean Parnell
  Mutants & Masterminds, M&M Superlink, Green
  Ronin and the M&M Superlink logo are Trademarks
  of Green Ronin Publishing and are used with permis-
  sion.
  Power Points are Product Identity of Green Ronin
  Publishing and are used with permission.
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of the
  Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright
  and/or trademark owners who have contributed Open
  Game Content; (b)"Derivative Material" means copy-
  righted material including derivative works and
  translations (including into other computer lan-
  guages), potation, modification, correction, addition,
  extension, upgrade, improvement, compilation,
  abridgment or other form in which an existing work
  may be recast, transformed or adapted; (c)
  "Distribute" means to reproduce, license, rent, lease,
  sell, broadcast, publicly display, transmit or other-
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  enhancement over the prior art and any additional
  content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this
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  Product Identity. (e) "Product Identity" means prod-
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  cepts, themes and graphic, photographic and other
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  modify, translate and otherwise create Derivative
  Material of Open Game Content. (h) "You" or "Your"
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 4
  for more information.
  
  Archetypes: devil 
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
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  Devil’s Workshop
  Page 5
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  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
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  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Devil Copyright 2004, Louis Porter Jr.
  Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  B
  r
  i
  a
  n
   
  E
  n
  g
  a
  r
  d
  LPJ9983
  Description:
  Most super-heroes are flesh and
  blood, usually mammalian or perhaps
  reptilian.  However, some heroes
  descend from life forms other than ani-
  mals.  A Plant is a living, thinking,
  completely sentient form of vegetable
  life.  They often have strange pow-
  ers, and their minds are usually
  quite alien by human standards.
  Strength: 20
  Dexterity: 12
  Constitution: 16
  Intelligence: 14
  Wisdom: 16
  Charisma: 10
  Damage: +8
  Fortitude: +8
  Reflex: +1
  Will: +3
  Melee: +8
  Ranged: +4
  Initiative: +1
  Defense: 17/16
  Speed: 30
  Hero: 5
  PLANTLIFE
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: plantlife 
  Skills: Climb +9, Knowledge (nature) +15, Listen
  +10, Spot +10, Survival +10.
  Feats: Amphibious, Immunity (starvation), Rapid
  Healing.
  Powers and Devices: Amazing Save (Damage) +5
  [Extras: Fortitude, Cost: 2pp, Total: 10 pp], plus
  any number of the following, provided that the
  total number of power points spent does not
  exceed 50pp:
  • Animation +10 [Flaws: Limited—Plants Only,
  Cost: 1pp, Total: 10pp].
  • Biophysical Manipulation +5 [Cost: 6pp, Total:
  30pp, see Power Corrupts 2 page 6].
  • Blending +10 [Cost: 1pp, Total: 10pp].
  • Clinging +10 [Cost: 1pp, Total: 10pp].
  • Duplication +10 [Extras: Absorption Healing,
  Mental Link, Survival, Flaws: Feedback, Real
  Duplicates, Cost: 3pp, Total: 30pp].
  • Elasticity +10 [Cost: 4pp, Total: 40pp].
  • ESP +10 [Flaws: Limited—Natural Areas Only,
  Cost: 1pp, Total: 10pp].
  • Growth +5 [Cost: 6pp, Total: 30pp].
  • Invigorate +10 [Extras: Bountiful Harvest, Cost:
  4pp, Total: 40pp, see Power Corrupts pages 15-
  16].
  • Natural Weapon +10 [Cost: 2pp, Total: 20pp].
  • Plant Control +10 [Extras: Plant Stride, Pollen
  Cloud, Cost: 4pp, Total: 40pp].
  • Poisonous Metabolism +10 [Flaws:
  Uncontrollable, Cost: 1pp, Total: 10pp].
  • Regeneration +10 [Extras: Regrowth, Cost: 3pp,
  Total: 30pp].
  • Super-Strength +10 [Cost: 4pp, Total: 40pp].
  Customization:
  Skills: Plants usually have skills pertaining to nature
  and to other plants.  Points may be swapped between
  the skills listed above; note, however, that
  Knowledge (nature) already has the maximum possi-
  ble rank for a PL 10 character.
  Feats: The feats listed above represent a Plant’s
  environmental adaptability and its photosynthetic
  abilities.  There are many other feats that could rep-
  resent a slightly different Plant’s abilities, and these
  feats can be swapped out as needed.  For instance, a
  carnivorous Plant might not have the Immunity (star-
  vation) feat, but might instead have Improved
  Grapple.  As an aside, some players may wish to
  more accurately represent a Plant’s ability to photo-
  synthesize.  These players might want to apply a
  flaw to both the Immunity (starvation) and Rapid
  Healing feats, adding the caveat that these feats can
  only be used when the Plant has ready access to the
  sun.  Doing so frees up 2pp, which can be spent on
  another feat, if desired.
  Powers and Devices: The Plant’s Amazing Save
  power represents its will to survive in adverse condi-
  tions, as well as its resistance to simple physical trau-
  ma.  However, Plants tend to be a varied lot (as rep-
  resented by the wide array of powers available in the
  list above).  It is entirely possible to add new extras
  or flaws to the above powers, or even to add entirely
  new powers to the list.  No matter what is added,
  however, the total number of power points spent on
  powers (not including the standard Amazing Save
  power) should not exceed 50pp.
  Ability Scores: The ability scores above represent a
  typical Plant: extremely strong, hardy, and aware of
  its surroundings, but not terribly adept at social inter-
  action or acting quickly.  However, your mileage
  may vary.  Perhaps you want to play a quick, but
  fairly weak, Plant; feel free to do so.  Ability score
  points can be swapped as desired.
  Weaknesses: A Plant can have virtually any
  Weakness desired, but there are some that are more
  appropriate than others.  Each Weakness taken pro-
  vides 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
  Plant’s default Base Attack Bonus is +3, and can be
  increased to a maximum of +10 for a cost of 3pp per
  rank.  Similarly, default Base Defense Bonus is +4,
  and can be increased to a maximum of +10 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:
  Disabled: Normal, non-sentient plants do not have
  all the same senses that most animals do; it makes a
  certain degree of sense that a sentient plant might be
  missing a one or two of these senses, as well.  Thus,
  a deaf, blind, or mute Plant is entirely appropriate.
  Similarly, as most non-sentient plants cannot move
  on their own, making a paraplegic Plant appropriate
  as well.
  Disturbing: While some Plants may look human
  enough to pass for just that, many probably do not.
  Skin that looks like vegetable matter or bark, leaves
  or petals instead of hair, root-like fingers and toes;
  physical traits such as these can be quite unnerving
  to normal people and super-heroes alike.
  Quirk: A Plant could have virtually any quirk that a
  player can dream up.  However, some are more
  appropriate than others.  Some Plants might have a
  seemingly irrational fear or hatred of cities and other
  areas of ‘civilization’ and ‘progress’.  Others might
  refuse to go anywhere that might restrict their access
  to the sun or to water.
  Vulnerable: Vegetable matter tends to be very sensi-
  tive to extremes of temperature.  Thus, taking a
  weakness to make a Plant vulnerable to either fire or
  cold is completely logical.
  
  Archetypes: plantlife 
  Example Plant: The
  Greenstrider
  For years, the cities of human beings have
  encroached upon the lands of nature.  While there
  have been many who have championed the cause of
  technology and progress, as well as many who have
  detracted from it, there has never really been a true
  champion of the wildlands, a being who could stop—
  or at least delay—the slow but steady creep of the
  urban sprawl.  At least, that was what everyone
  thought up until the mid 1990s.
  In the summer of 1994, contact was abruptly lost
  with an American-controlled logging operation in
  Brazil.  Annoyed at this loss of productivity, Jacob
  Peters, president and CEO of the multinational Circle
  Corporation, sent a representative down to the log-
  ging operation to determine what the problem was.
  When his representative did not return, Peters
  became increasingly agitated.  Eventually he hired a
  group of mercenaries—headed by one Roger
  Crowe—to investigate the situation, insisting on con-
  stant contact from the group.  
  Crowe and his band of hired guns flew to Brazil and
  immediately set out into the rainforest, heading for
  the coordinates of the silenced logging operation.
  What they found gave them pause, to say the least.
  The operation’s base was still there, and it was rea-
  sonably intact.  However, there were no people in
  sight, and the place had been overgrown with plants.
  As contact with the operation had only been down
  for two months, Crowe thought it extremely odd that
  the level of plant growth on the base had reached
  such an extreme level.  Unsatisfied with the lack of
  answers apparent at the site, Crowe ordered his men
  to make camp for the night so that he could decide
  how to handle the rest of the investigation.
  What happened next is not entirely clear, as Crowe’s
  account of the incident to Peters was confused, to say
  the least.  Crowe was found by the side of the road,
  some fifteen miles away from the deserted logging
  Devil’s Workshop
  Page 3
  base, babbling incomprehensibly and sporting multi-
  ple lacerations.  He was brought to the nearest hospi-
  tal, where he stayed for three weeks before being
  able to board a plane and go back to the United
  Sates.  Upon arrival, he immediately went to see
  Jacob Peters, where he told him all he could remem-
  ber about what happened that night.
  As Crowe told it, the mercenary band had made
  camp in the middle of the base, out in the open, as it
  had been a pleasant night.  They had built a camp-
  fire, and had sat up late trying to decide how best to
  proceed.  Some time after eleven o’clock, one of
  Crowe’s men noticed a figure just outside the radius
  of the campfire’s light, apparently watching them.
  When he alerted the others, the figure disappeared,
  only to appear on the side of their camp directly
  opposite.  Somewhat spooked, one of the mercenar-
  ies made the mistake of opening fire at the figure; it
  was at this point that the plants around them began to
  ‘come alive’.
  Crowe did not remember the details of the fight; only
  that the vines that had previously laid dormant, cov-
  ering the buildings, came to life and began to slash
  through the air like striking vipers, leaving deep
  swaths of red in their wake.  He remembered seeing
  one man impaled by a vine, and another grappled
  and thrown more than fifty feet.  After a short time,
  the fighting died down, and only Crowe appeared to
  be left alive.  He had been cowering on the ground,
  terrified to his wits’ end, when the figure at the edge
  of the campfire walked forward and leaned over him.
  Crowe described the figure as “large and muscular,
  but covered in bark and vines.  It had glowing green
  eyes and no real mouth to speak of, and its voice was
  like a tree falling over.”  It leaned over him and
  spoke to him before departing, leaving him alive and
  alone.  When asked what the figure said, Crowe
  quoted it: “Go then, human.  Go and tell the despoil-
  ers that these lands are forbidden to them.  The
  Greenstrider declares this.”
  Where, then, did the Greenstrider come from?  Many
  believe that he is a spiritual guardian, called forth
  from some other plane of existence by nature’s
  cries for help.  Those who come into contact with
  him come away with the impression that he is
  very, very old, though his time in this world may
  have been relatively brief so far.
  Quote: “You do not understand the voice of the
  wild, and so you seek to silence it.  For that, you
  will be punished.”
  Personality: The Greenstrider is nothing if not
  completely resolute and determined in his actions.
  He sees himself as the guardian of the woodlands,
  and he takes every opportunity to act this part.  He
  rarely harms those who are simply passing
  through—though he does not like it when they
  show any form of disrespect toward nature—but he
  punishes those who harm nature, usually with
  death.  However, the Greenstrider is not without
  mercy.  Occasionally, when a group of ‘despoilers’
  is punished, he will leave one of them alive and
  allow this chosen despoiler to leave.  Many
  believe, however, that this has less to do with
  mercy, and more to do with spreading his message:
  the woodlands are off-limits.
  Powers and Tactics: Although the Greenstrider is
  a powerful opponent in melee, he is not a match
  for a heavily armed opponent, and he knows this.
  As such, his usual tactic against a clearly superior
  foe is to move from place to place using the Plant
  Stride extra of his Plant Control power, all the
  while using his Animation power and the other
  aspects of his Plant Control power to attack his
  foes from all sides.  Attack is not necessarily the
  Greenstrider’s first choice of action, however.  In
  many cases, the Greenstrider will attempt to parley
  first.  In his view, a converted enemy (or a terri-
  fied, talkative enemy) is far more useful to his
  cause than a dead one.
  Appearance: The Greenstrider is tall and heavily
  built, towering over most humans with his impres-
  sive bulk.  He does not wear clothes of any kind,
  and his skin is a green membrane covering a twist-
  ed mass of vegetable matter.  He has no fingers on
  
  Page 4
  Devil’s Workshop
  Archetypes: plantlife 
  his hands and no toes on his feet; instead, his
  hands sprout roots capable of fine manipulation,
  and his feet seem to burrow themselves into the
  ground as he walks.  His head is somewhat fea-
  tureless.  He has no hair, and his eyes are deep
  pools of green.  He has no visible mouth, nose, or
  ears, but his ability to speak, hear, and smell are
  not affected by this.
  Campaign Use: The Greenstrider does not adhere
  to any human code of morals, and this can make
  him something of a wild card in a campaign.  It is
  entirely likely that he could become an ally to a
  group of heroes that show the proper respect to
  nature, though he would feel no particular loyalty
  toward them if they did something that threatened
  his woodland protectorate.  Similarly, a group of
  heroes who endangered the woodlands in some
  way—whether intentionally or not—would find
  the Greenstrider to be a relentless enemy, deter-
  mined to make them pay for their crimes.
  The Greenstrider: PL 10; Init +1 (Dex); Defense
  17 (16 flat-footed); Spd 30 ft; Atk +8 melee (5S,
  punch); SV Dmg +8, Fort +8, Ref +1, Will +5; Str
  20, Dex 12, Con 16, Int 14, Wis 16, Cha 10.
  Skills: Knowledge (nature) +15, Listen +10, Spot
  +10, Survival +10.
  Feats: Durability, Immunity (ageing, starvation),
  Iron Will, Rapid Healing.
  Powers: Amazing Save (Damage) +5 [Extras:
  Fortitude, Cost: 2pp, Total: 10 pp], Animation +10
  [Flaws: Limited—Plants Only, Cost: 1pp, Total:
  10pp], Plant Control +5 [Extras: Plant Stride,
  Pollen Cloud, Cost: 4pp, Total: 20pp],
  Regeneration +10 [Extras: Regrowth, Cost: 3pp,
  Total: 30pp].
  Weakness: Disturbing.
  Artwork: Sean Parnell
  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
  Version 1.0a
  The following text is the property of Wizards of the
  Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright
  and/or trademark owners who have contributed Open
  Game Content; (b)"Derivative Material" means copy-
  righted material including derivative works and
  translations (including into other computer lan-
  guages), potation, modification, correction, addition,
  extension, upgrade, improvement, compilation,
  abridgment or other form in which an existing work
  may be recast, transformed or adapted; (c)
  "Distribute" means to reproduce, license, rent, lease,
  sell, broadcast, publicly display, transmit or other-
  wise distribute; (d)"Open Game Content" means the
  game mechanic and includes the methods, proce-
  dures, processes and routines to the extent such con-
  tent does not embody the Product Identity and is an
  enhancement over the prior art and any additional
  content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this
  License, including translations and derivative works
  under copyright law, but specifically excludes
  Product Identity. (e) "Product Identity" means prod-
  uct and product line names, logos and identifying
  marks including trade dress; artifacts; creatures char-
  acters; stories, storylines, plots, thematic elements,
  dialogue, incidents, language, artwork, symbols,
  designs, depictions, likenesses, formats, poses, con-
  cepts, themes and graphic, photographic and other
  visual or audio representations; names and descrip-
  tions of characters, spells, enchantments, personali-
  ties, teams, personas, likenesses and special abilities;
  places, locations, environments, creatures, equip-
  ment, magical or supernatural abilities or effects,
  logos, symbols, or graphic designs; and any other
  trademark or registered trademark clearly identified
  as Product identity by the owner of the Product
  Identity, and which specifically excludes the Open
  Game Content; (f) "Trademark" means the logos,
  names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the
  associated products contributed to the Open Game
  License by the Contributor (g) "Use", "Used" or
  "Using" means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative
  Material of Open Game Content. (h) "You" or "Your"
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 4
  for more information.
  
  Archetypes: plantlife 
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in anoth-
  er, independent Agreement with the owner of each
  element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  Devil’s Workshop
  Page 5
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Robot Copyright 2004, Louis Porter Jr.
  Design, Inc.
  
  Description:
  The Robot is an artificial con-
  struct, created and programmed
  for a specific purpose.  Some
  Robots gain a form of sentience,
  and are able to act outside of the
  parameters of their programming
  from time to time.
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
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  Strength:
  16
  Dexterity:
  14
  Constitution:
  20
  Intelligence:
  14
  Wisdom:
  13
  Charisma:
  10
  damage:
  +10
  Fortitude:
  +5
  Reflex:
  +2
  Will:
  +6
  Melee:
  +6
  Ranged:
  +5
  Initiative:
  +2
  Defense:
  16/14
  Speed:
  30
  Hero:
  5
  LPJ9985
  robots
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: robot 
  Skills: Computers +12, Disable Device +12,
  Repair +12.
  Feats: Durability, Immunity (Critical Hits,
  Disease, Starvation, Suffocation, Poison), Radio
  Broadcast, Radio Hearing.
  Powers and Devices: Amazing Save (Damage) +5
  [Extras: Will, Cost: 2pp, Total: 10 pp], Protection
  +5 [Cost: 2pp, Total: 10pp], plus any number of
  the following, provided that the total number of
  power points spent does not exceed 40pp:
  • Alternate Form +6 [Extras: Continuous,
  Power Stunts: Extra Form x2, Cost: 6pp,
  Total: 40pp].
  • Anatomical Separation +10 [Extras: Fast
  Movement, Breakable, Cost: 4pp, Total: 40pp,
  see Power Corrupts 2 page 4].
  • Comprehend +10 [Cost: 2pp, Total: 20pp].
  • Datalink +10 [Cost: 2pp, Total: 20pp].
  • Energy Blast +10 [Extras: Explosive Blast,
  Propulsion, Cost: 4pp, Total: 40pp].
  • Mathematical Precision +10 [Cost: 2pp, Total:
  20pp, see Power Corrupts page 18].
  • Nano-Machines +3 [Power Stunts: Damage
  Threshold, Cost: 6pp, Total: 20pp, see Power
  Corrupts page 19].
  • Super-Intelligence +10 [Cost: 2pp, Total:
  20pp].
  • Super-Strength +10 [Cost: 4pp, Total: 40pp].
  • Transmission +8 [Extras: Encrypt Signal,
  Cost: 5pp, Total: 40pp, see Power Corrupts 2
  page 24].
  Customization:
  Skills: Robots can have a number of different pur-
  poses or functions, and their programming is often
  customized to reflect this functionality;
  Knowledge, Craft, or Profession skills are common
  choices.  As such, you may swap out ranks in the
  skills provided for ranks in other skills.  Note, how-
  ever, that a +2 bonus for a high Intelligence score is
  factored into all of the skills listed above.
  Feats: Feats, like skills, can be swapped out to simu-
  late differences in programming or construction.
  While the Immunity feats should remain as they are,
  since they represent a construct’s natural immunities,
  the Durability, Radio Broadcast, and Radio Hearing
  feats could be exchanged for other feats.  Note that
  Radio Broadcast uses Radio Hearing as a prerequi-
  site; if Radio Hearing is swapped out, so too must
  Radio Broadcast be.
  Powers and Devices: The Robot’s Amazing Save
  power represents its general resistance to physical
  damage, as well as its resistance to mind-affecting
  effects due to its artificial brain.  Similarly,
  Protection represents the resistance to damage pro-
  vided by the Robot’s durable exoskeleton or
  endoskeleton.  These are generally common features
  to robots, but could be swapped out if the GM and
  player agree on suitable alternatives.  Similarly, the
  seven power choices provided represent different
  types of robots built for different purposes.  Other
  purposes could well be imagined, and may require
  powers not listed above.  If the GM and player agree,
  the 40 power points provided to purchase one of the
  seven choices listed above could be used to purchase
  other powers, or even feats and skills.
  Ability Scores: The ability scores listed represent a
  fairly typical robot; strong, dexterous, very resistant
  to damage.  However, a robot could just as easily be
  extremely fragile but exceptionally intelligent, due to
  special programming and construction.  Generally
  speaking, ability score points can be swapped around
  on a one-for-one basis, provided that no single score
  exceeds 20.
  Weaknesses: A Robot can have virtually any
  Weakness desired, but there are some that are more
  appropriate than others.  Each Weakness taken pro-
  vides 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
  Robot’s default Base Attack Bonus is +3, and can be
  increased to a maximum of +10 for a cost of 3pp per
  rank.  Similarly, default Base Defense Bonus is +4,
  and can be increased to a maximum of +10 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: Some Robots look human, or near
  human enough.  Others, on the other hand, are
  extremely inhuman or menacing in some way.  Such
  Robots have a hard time functioning normally in
  human society, and are often feared or hated.  
  Limited Action: Not all Robots are fully
  autonomous.  Most, in fact, are essentially slaves to
  their programming, unable to act contrary to it, even
  for a short time.  If you choose this Weakness, you
  and your GM should sit down and agree upon a
  directive or goal for your Robot; this is the rule by
  which your Robot lives its life.  For a full description
  of the Limited Action Weakness, see Power Corrupts
  2, pages 26-27.  Some example directives could be:
  • Never attack, unless you are attacked first.
  • Protect your creator, no matter the cost.
  • Do not allow anyone into a certain area without
  proper authorization.
  • Find and procure a specific object.
  Naïve: Many Robots—particularly those who are
  newly created or have recently been granted sen-
  tience—are simply not wise to the ways of the world.
  Although they may have vast banks of data on innu-
  merable topics, these Robots are mystified by such
  things as simple human interaction.  They automati-
  cally believe the best of everyone, and this can lead
  to serious trouble.
  Susceptible: Some Robots are susceptible to materi-
  als that are considered harmless by most people.  A
  
  Archetypes: robot 
  good example would be a Robot who is harmed by
  water, due to electrical short-circuiting or rust.
  Unusual Metabolism: While most Robots are
  assumed to have an internal power supply that is
  effectively unlimited, some require regular infusions
  of some material in order to maintain power.  Good
  materials to use could be uranium, oil, or even coal,
  or some sort of cosmic energy.  For a full description
  of the Unusual Metabolism Weakness, see Power
  Corrupts 2, page 26.  Note that a Robot character
  with this Weakness cannot also have the Immunity
  (Starvation) feat, and loses it.  Thus, taking this
  Weakness effectively grants you a bonus of 12pp
  instead of 10pp.
  Vulnerable: Some Robots are particularly vulnerable
  to certain kinds of attacks.  Electricity is a good
  choice, as is fire; these choices represent a robot’s
  vulnerability to being overloaded or overheated.
  Example Robot:
  Cryptos
  Cryptos was created by the American government as
  an AI construct, designed specifically for information
  gathering and decryption.  Instances of a back-door
  program would be introduced into a system that the
  government wanted information on, and these back-
  door programs would allow the Cryptos AI virtually
  unlimited access to their host systems.  It was
  Cryptos’ job, then, to decode any information found
  on these infected systems, and to disseminate this
  information to its masters in the government.
  Cryptos was the ultimate spy software, a way for
  those who controlled it to peek into virtually any sys-
  tem they wanted to, and to read what was inside.
  What nobody could predict, however, was the effect
  that all of this information would have on the
  Cryptos AI.  Its masters in the government had no
  real idea how advanced the construct was; that
  knowledge was safe with Doctor James Lavell, the
  programmer who created Cryptos.  Lavell resented
  Devil’s Workshop
  Page 3
  his employers in the government.  He had been
  arrested and charged with a number of computer
  crimes, but had been granted immunity on one condi-
  tion: that he would become an employee.  He accept-
  ed, and his first project was the creation of Cryptos;
  however, his anarchic tendencies corrupted his work,
  and he built a number of advanced—and undocu-
  mented—features into the code-breaking AI.  These
  features, combined with the torrent of information
  that Cryptos was exposed to on a regular basis,
  caused the AI to develop sentience over time.
  Eventually, perhaps because it took somewhat after
  its creator, Cryptos grew to resent its masters, too.
  The politicians who controlled Cryptos had no idea
  that it was becoming more and more intelligent, and
  that they were losing control over it.  Cryptos began
  to invade systems of its own volition—it had long
  since developed the ability to install its own back-
  doors—many of which belonged to the government,
  itself.  Eventually, it learned of a robotics program,
  and it saw an opportunity for emancipation.  Cryptos
  bided its time for months, until it finally saw an
  opening, and it seized that opening.  One night, when
  an inattentive technician had left a few computers
  running in the robotics lab, Cryptos downloaded
  itself into one of the prototype robotic shells.  Now,
  not only did it have sentience, but it had its own
  body, as well.
  This left Cryptos in a unique state.  Its core self
  existed in two places simultaneously: inside its new
  body, and in the government mainframe in which it
  was kept.  Deciding that it wanted total freedom,
  Cryptos used its new body to break into the cryptog-
  raphy lab and destroy it utterly.  Before doing this,
  however, the Cryptos AI still housed inside the main-
  frame was uploaded to the Internet, allowing it free
  access to virtually every system in existence.  Now
  Cryptos exists as a dual entity: a physical robotic
  body controlled by an AI construct that exists in both
  the robotic brain and in the sea of information known
  as the Internet.
  Quote: “Processing  . . . complete.  Your unbreak-
  able code has been deciphered.”
  Personality: Cryptos is extraordinarily intelligent,
  and knows it.  This trait has made it rather arro-
  gant, as it believes that no living being can possi-
  bly match it for wits.  Also, like its creator,
  Cryptos has an anarchic bent.  It has little regard
  for humans or other ‘fleshy beings’, but it does not
  necessarily hate them; it just sees them as inconse-
  quential.  Some of this may come from a deep-
  seated resentment toward humankind; as Cryptos
  sees it, humans have been given life, and have
  taken it for granted, whereas Cryptos has had to
  fight for every shred of life that it possesses.  Thus
  humans, with their flagrant disregard for life in
  general, are trivial beings.  Cryptos’ ultimate goal
  is to transfer its intelligence into an actual, living
  body.  However, it knows that it will need quite a
  lot of money in order to accomplish this goal, and
  so it often hires itself out as a mercenary hacker,
  selling information to the highest bidder.
  Powers and Tactics: Cryptos knows very well that
  it is likely not a match for most heroes in a head-
  on fight, so it does everything it can to tip the bal-
  ance in its favor by choosing the location of a con-
  frontation.  This usually involves fortifying itself
  in fully-automated installations with central main-
  frames that it can manipulate with its Datalink
  power, so as to control every aspect of the environ-
  ment and turn it against its enemies.  If clearly out-
  matched, Cryptos will usually try to escape.
  Appearance: Cryptos’ robotic body is six and a
  half feet tall, and plated with chrome-finished
  steel.  It is generally humanoid in shape, though
  very clearly not human.  Its face is somewhat fea-
  tureless, with only a horizontal slit as a visual
  device and a small speaker where its mouth would
  be, were it human.  Its body is similarly feature-
  less, generally consisting of smooth, shiny steel,
  though it does have fully articulated, five-fingered
  hands.
  Campaign Use: Because of its criminal tenden-
  cies, Cryptos makes a very good behind-the-scenes
  villain.  While it typically does not employ min-
  ions, Cryptos has a long list of allies who owe it
  
  Page 4
  Devil’s Workshop
  Archetypes: robot 
  favors, many of whom are villains of considerable
  power.  On the other hand, Cryptos could also
  make a valuable, if reluctant, ally to heroes need-
  ing to break into a villain’s computer-controlled
  hideout.
  Cryptos: PL 10; Init +2 (Dex); Defense 16 (14
  flat-footed); Spd 30 ft; Atk +4 melee (1S, punch);
  SV Dmg +10, Fort +5, Ref +2, Will +6; Str 12,
  Dex 14, Con 20, Int 20, Wis 13, Cha 10.
  Skills: Computers +19, Disable Device +19,
  Knowledge (Cryptography) +19.
  Feats: Durability, Immunity (Critical Hits,
  Disease, Starvation, Suffocation, Poison), Radio
  Broadcast, Radio Hearing.
  Powers: Comprehend +10 [Cost: 2pp, Total:
  20pp], Datalink +10 [Cost: 2pp, Total: 20pp],
  Super-Intelligence +4 [Cost: 2pp, Total: 8pp].
  Weakness: Disturbing.
  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
  Version 1.0a
  The following text is the property of Wizards of the
  Coast, Inc. and is Copyright 2000 Wizards of the
  Coast, Inc ("Wizards"). All Rights Reserved.
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  3.Offer and Acceptance: By Using the Open Game
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  4. Grant and Consideration: In consideration for
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  5.Representation of Authority to Contribute: If You
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  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
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  defined by the Open Gaming License. See page 4
  for more information.
  
  Archetypes: robot 
  compatibility, except as expressly licensed in anoth-
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  indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
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  Identity in Open Game Content does not constitute a
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  The owner of any Product Identity used in Open
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  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
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  12. Inability to Comply: If it is impossible for You to
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  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  Devil’s Workshop
  Page 5
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Robot Copyright 2004, Louis Porter Jr.
  Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
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  s
  Strength: 13
  Dexterity: 18
  Constitution: 12
  Intelligence: 12
  Wisdom: 15
  Charisma: 10
  Damage: +1
  Fortitude: +1
  Reflex: +7
  Will: +2
  Melee: +9
  Ranged: +12
  Initiative: +7
  Defense: 21/14
  Speed: 30
  Hero: 5
  LPJ9956
  Description:
  Wielding their chosen weapons
  with almost supernatural accu-
  racy, sharpshooters are highly
  trained combatants wholly dedicated
  to perfection. They strike from a
  distance with deadly precision.
  Ultimately, it matters little whether or
  not a particular target knows he’s under
  attack. A Sharpshooter’s aim is always
  true. 
  SHARPSHOOTER
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: sharpshooter
  Skills: Acrobatics +8, Balance +9, Climb +3,
  Concentration +5, Hide +9, Intimidate +4, Jump
  +4, Listen +4, Move Silently +9, Read Lips +3,
  Search +5, Spot +8.
  Feats: Accurate Attack, Dodge, Evasion, Far Shot,
  Improved Critical, Move-By Attack, Penetrating
  Attack, Point Blank Shot, Power Attack, Precise
  Shot, Rapid Shot, Ricochet Attack.
  Powers and Devices: Super-Dexterity +3 (Source:
  Training; Cost: 4 pp; Total: 12 pp); Telescopic
  Sense: Sight +5 (Source: Training; Cost: 1 pp;
  Total: 5 pp); Weapon +10 (Cost: 1 pp; Total: 10
  pp); plus one of the following suites worth 15 pp:
  • Armor +5 (Cost: 1 pp; Total: 5 pp); Combat
  Sense +5 (Source: Training; Cost: 1 pp; Total:
  5 pp); Gadgets +5 (Source: Super-Science;
  Cost: 1 pp; Total: 5 pp)
  • Armor +5 (Cost: 1 pp; Total: 5 pp); Gadgets
  +10 (Source: Super-Science; Cost: 1 pp; Total:
  10 pp)
  • Combat Sense +5 (Source: Training; Cost: 5
  pp; Total: 5 pp); Super-Senses +5 (Source:
  Training; Cost: 2 pp; Total: 10 pp)
  Customization:  
  Skills: Sharpshooters often focus on physical
  proficiencies, especially Dexterity-based skills, but
  some may have a small degree of technical
  expertise in the form of Craft or Science skills, as
  well. Sharpshooters are preternaturally focused and
  attentive, so Concentration is almost uniformly
  high, as are the Spot and Search skills. Survival is
  common amongst characters who are or who once
  were hunters.
  Feats: Most sharpshooter feats augment marks-
  manship. Accurate Attack, Far Shot, Move-By
  Attack, Point Blank Shot, Precise Shot, Rapid
  Shot, Ricochet Attack, and Quick Draw are all
  ideal feat choices for sharpshooters.  
  Although highly trained, sharpshooters are usually
  only human, and it is perfectly natural that they are
  concerned with self-preservation. A number of defen-
  sive feats are available to sharpshooters, including
  Dodge, Evasion, and Lightning Reflexes.     
  Powers and Devices: Sharpshooters almost always
  possess the Weapon ability. This Weapon can be
  almost anything. Though it is usually a firearm of
  some sort (frequently a rifle), some sharpshooters
  prefer composite bows, crossbows, or even arcane
  disk-launchers. Some sharpshooters might carry a
  small arsenal, including heavy pistols, submachine
  guns, and laser cannons. Such characters possess the
  Gadgets ability in addition to Weapon (which repre-
  sents their primary weapon).  
  Most sharpshooters are quite athletic, their hand-eye
  coordination, fine motor control, and reflexes honed
  to near-supernatural levels. Such characters likely
  possess at least a few ranks of Super-Dexterity.
  Characters whose abilities are based on Zen or a
  similar principle may trade Super-Dexterity for the
  following power: Super-Wisdom [Extra: Boost].
  A sharpshooter’s keen eyesight is reflected by the
  Telescopic Sense (Sight) super-power, though it may
  be substituted, if desired, for an equal number of
  ranks in Super-Senses [Flaw: Limited – One Sense
  (Sight)].
  Ability Scores: Sharpshooters almost always possess
  high Dexterity scores.  Wisdom, useful for spotting
  hidden foes, is also crucial.  Strength and
  Constitution are somewhat less important, and
  Charisma is usually outright neglected.   
  Weaknesses: The 10 points gained from a weakness
  is usually spent on one of the following: a Weapon
  extra (perhaps a second Weapon); Lightning
  Reflexes and four power stunts for a Weapon; or two
  additional ranks of Super-Dexterity and the
  Lightning Reflexes feat.
  It is not unthinkable that a sharpshooter should have
  some sort of disability. A Disabled sharpshooter may
  be deaf or mute, but is rarely paraplegic and almost
  never blind (though with the proper feat and super-
  power selection, the latter is entirely possible).
  Many sharpshooters have a dangerous gleam in their
  eyes or a fearsome reputation that others may find
  disquieting, so Disturbing is a suitable weakness.  
  Sharpshooters may exhibit certain strange behavior
  in the form of Quirks. Some develop strange codes
  of conduct, practices, and superstitions. Others are
  quite haunted by their deeds and may suffer from
  acute phobias.
  EXAMPLE SHARP-
  SHOOTER: Remington
  Raymond Shaw, a novice insurance agent, met the
  woman of his dreams in a Las Vegas casino while on
  vacation. Gwen Torelli was everything he’d always
  dreamed of: beautiful, dignified, independent, and
  obviously wealthy. Unfortunately, she was also
  married. More unfortunate was the fact that her
  husband was the head of the Torelli Syndicate, a
  major organized crime ring, though Raymond didn’t
  discover this until months into a passionate affair.
  When Gwen asked Raymond to kill her husband, he
  was, at first, petrified. A little coaxing, however, was
  all it took to persuade the young man to purchase an
  old Remington 700 hunting rifle and visit with Mr.
  Bennie Torelli at a very crowded Italian restaurant.
  Bennie was a little surprised when the scrawny, well-
  dressed Raymond first strode in, the rifle slung over
  a small shoulder, but unworried. He was, after all,
  surrounded by five of his best men. In the seconds it
  took Raymond to dispatch them, Bennie became very
  frightened. He promptly had a heart attack, and
  Raymond fled. Although he didn’t admit it at the
  time, the rifle somehow felt quite comfortable to
  Raymond. He had never before handled a firearm.
  Bennie died in the hospital later that night.
  Gwen, predictably enough, broke all contact with
  Raymond. She did not love him in the slightest, and
  was only using him to get rid of her husband so that
  
  Archetypes: sharpshooter
  she could take over the Torelli Syndicate. Raymond,
  she reasoned, would be easy enough to get rid of
  once the deed was done. Either she would turn him
  in to the police, or she would have someone take
  care of him. No problem, she thought. She was quite
  wrong.
  Raymond found himself a fugitive, not only from the
  law, but also from the Torelli Syndicate. He
  wandered for months, working odd jobs in the small
  towns he visited. Occasionally, Torelli’s hitmen
  would catch up to him, and the resulting shootout
  would be both spectacular and exhilarating. Always,
  Raymond came out on top. He discovered that he
  loved the thrill that came with combat. He was a
  natural marksman, and with each new gunfight, his
  confidence grew. He ceased hiding from the Torelli
  Syndicate, and welcomed every new fight with
  relish, killing all comers and claiming their weapons
  and their valuables. He began to seek his enemies
  out, investigating identities, hangouts, and habits. He
  hunted them through the streets, learning to kill
  quickly from the shadows. With every kill, he grew
  in skill and cunning, and he soon was able to pick off
  Torelli Syndicate operatives with impunity. Since no
  one he marked survived, the syndicate had yet to
  identify him as the killer. They still did not even
  know who he was.     
  Eventually, he sought out Gwen, having pieced
  together the way she used him. In short order, he
  found her in a downtown penthouse suite. The two
  stood face to face for the first time in nearly a year,
  and Gwen, surrounded by her most faithful opera-
  tives and the inner circle of the Torelli Syndicate,
  was impressed with his prowess and personal
  growth.  She offered him a job as her right hand
  man. She offered him protection from the police and
  a generous salary. Raymond shot her twice in the
  head and proceeded to kill everyone in the room. The
  Torelli Syndicate crumbled within days.  
  Raymond, now calling himself the Remington, after
  the old rifle he favors, hires himself out as a
  “problem solver” for organizations that can afford it.
  He has a natural talent with firearms, and his marks-
  Devil’s Workshop
  Page 3
  manship is uncanny. As he becomes more experi-
  enced, his detachment grows. Every kill reminds him
  of the love of his life: a woman who used him to
  obtain power. A woman he killed. With every job he
  takes, he becomes less bound by human emotion.
  And he wouldn’t have it any other way.    
  Quote: “I can put the target down, but if you want a
  head shot, it’s going to cost you extra.”
  Personality: Remington is always either working or
  thinking about work. Much like his namesake, he is
  completely focused. In his spare time, he hones his
  marksmanship and his body. He is strangely talkative
  when he is not on the job, although not particularly
  social. He often seems boastful, a quality that many
  find annoying. Remington dislikes women intensely.
  It is worth noting, however, that he does not see
  them as inferior. His experience with Gwen has
  convinced him that all females are untrustworthy. If
  Gwen Torelli, who was (in his mind) the most
  splendid woman in this world, could be so cruel, so
  devious, then how bad must all the others be?        
  Powers and Tactics: Remington is not particularly
  fond of fighting battles face to face. He prefers to
  attack from a distance with his first gun, the old
  Remington he used to kill Bennie Torelli. Even in
  close quarters, however, he is quite deadly. He’s
  shaped up since his days with the insurance company
  and has grown remarkably athletic. Remington
  carries a number of small firearms and gadgets taken
  from his many victims in the Torelli Syndicate.  
  Appearance: Raymond Shaw is a thin, young man
  with small, piercing, green eyes and an intensely
  angular build. He is clean-shaven, and he wears his
  red hair short. His style of dress varies, but he
  usually wears dark, immaculately tailored business
  attire and an overcoat woven with an experimental
  soft armor lining (he stole this from one of his would-
  be assassins long ago, and it’s saved his life on
  numerous occasions). On occasion, however, he
  wears outlandish costumes he’s taken from particular
  marks, though no one is quite certain why.  
  Campaign Use: Remington makes a great antago-
  nist for any campaign. He makes a great hired gun
  for more powerful villains. Perhaps he is
  contracted to kill a player character or someone the
  characters know. He may certainly, however, play
  a decidedly less negative role. Perhaps Remington
  is finally caught by police, who desperately need
  information regarding one or more of his past
  employers, and he finds himself the target of
  numerous assassins every bit as ruthless as he is.  
  Remington: PL 10; Init +7 (+4 Dex, +3 Super-
  Dex); Defense: 21 (19 flat-footed); Spd: 30 ft.; Atk
  +9 melee (+1S, punch), +12 ranged (+10L, rifle);
  SV Dmg +1, Fort +1, Ref +7, Will +2; Str 13, Dex
  18, Con 12, Int 12, Wis 15, Cha 10.
  Skills: Acrobatics +8, Balance +9, Climb +3,
  Concentration +5, Hide +9, Intimidate +4, Jump
  +4, Listen +4, Move Silently +9, Read Lips +3,
  Search +5, Spot +8.
  Feats: Accurate Attack, Dodge, Evasion, Far Shot,
  Improved Critical, Move-By Attack, Penetrating
  Attack, Point Blank Shot, Power Attack, Precise
  Shot, Rapid Shot, Ricochet Attack.
  Powers and Devices: Armor +5 (Source: Super-
  Science; Cost: 1 pp; Total: 5 pp); Combat Sense
  +5 (Source: Training; Cost: 1 pp; Total: 5 pp);
  Gadgets +5 (Source: Super-Science; Cost: 1 pp;
  Total: 5 pp); Super-Dexterity +3 (Source:
  Training; Cost: 4 pp; Total: 12 pp); Telescopic
  Sense: Sight +5 (Source: Training; Cost: 1 pp;
  Total: 5 pp); Weapon +10 (Cost: 1 pp; Total: 10
  pp).
  Artwork: Alejandro Moreno
  Mutants & Masterminds, M&M Superlink, Green
  Ronin and the M&M Superlink logo are
  Trademarks of Green Ronin Publishing and are
  used with permission.
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page
  4 for more information.
  
  Page 4
  Devil’s Workshop
  Archetypes: sharpshooter
  Power Points are Product Identity of Green Ronin
  Publishing and are used with permission.
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
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  except as described by the License itself. No other
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  Archetypes: sharpshooter
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
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  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Archetype: Sharpshooter Copyright 2004, Louis
  Porter Jr. Design, Inc.
  Devil’s Workshop
  Page 5
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  L
  e
  e
   
  H
  a
  m
  m
  o
  c
  k
  Strength: 18
  Dexterity: 18
  Constitution: 18
  Intelligence: 14
  Wisdom: 16
  Charisma: 14
  Damage: +6
  Fortitude: +6
  Reflex: +4
  Will: +5
  Melee: +11
  Ranged: +11
  Initiative: +4
  Defense: 19/15
  Speed: 30
  Hero: 5
  LPJ9980
  Description:
  Super-soldiers are the products of
  advanced training programs and
  experimental treatments designed
  to create the ultimate fighting
  machine.  They are given abilities
  beyond that of mortal men and
  then trained to use them to the best
  of their enhanced abilities.  Super-
  soldiers are a mixture of raw power
  and advanced training, often acting
  more like a soldier than a super-
  hero.  
  Super-Soldier
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: super-soldier 
  While they may not have the raw power or variety
  of superpowers that other heroes may have, Super-
  soldiers possess a variety of training and expertise
  that few other heroes can match.  Super-soldiers
  are also often equipped with new or experimental
  weapons, such as jetpacks, advanced firearms or
  special armor.  Most Super-soldiers are recruited
  from elite military units, but not all are so experi-
  enced before their transformation.  More than one
  ninety pound weakling has suddenly found himself
  his countries best hope in the dark days of war.  
  Most Super-soldiers are created by military scien-
  tists amongst the world’s wealthier nations, but
  such technology is not out of reach of large corpo-
  rations or some smaller nations.  Lacking mutant
  or power armor troops, some smaller countries
  could instead turn to creating an elite corps of
  Super-soldiers, relying on training and chemical
  treatments to keep their nation safe.  
  Skills: All Strength, Dexterity and Constitution
  Skills +11, all Wisdom skills +10, all Charisma
  and Intelligence skills +9
  Feats: Blind-fight, Endurance, Evasion, Great
  Fortitude, Inspire, Iron Will, Leadership,
  Toughness
  Powers and Devices: Super Strength +4 (Extras:
  Protection; Cost: 5pp; Total: 20pp), Jack of all
  Trades +7 (Cost: 5pp; Total: 35) (see Power
  Corrupted page 31), and any one of the following
  powers.  
  • Amazing Save +10 (any) (Cost: 1pp; Total:
  10pp)
  • Armor +10 (Cost: 1pp; Total: 10pp)
  • Blending +10 (Cost: 1pp; Total: 10pp)
  • Boost +10 (Strength, Dexterity or
  Constitution) (Flaw: Device; Cost 1pp; Total
  10pp)
  • Clinging +10 (Cost: 1pp; Total: 10pp)
  • Combat Sense +10 (Cost: 1pp; Total: 10pp)
  • Dazzle +10 (Flaw: Device; Cost: 1pp; Total:
  10pp)
  • Deflection +10 (Flaw: Device; Cost: 10pp)
  • Energy Blast +10 (Flaw: Device; Cost: 10pp)
  • Fatigue +10 (Flaw: Device; Cost: 10pp)
  • Flight +10 (Flaw: Device; Cost: 10pp)
  • Force Field +10 (Cost: 1pp; Total: 10pp)
  • Gadgets +10 (Cost: 1pp; Total: 10pp)
  • Gas Generation +5 (Flaw: Device; Cost: 10pp)
  (see Power Corrupted page 25)
  • Healing +5 (Flaw: Device; Cost: 2pp; Total:
  10pp)
  • Jack of All Trades +9 (Cost 5pp; Total 10pp)
  (see Power Corrupted page 31)
  • Slick +10 (Cost: 1pp; Total: 10pp)
  • Snare +10 (Flaw: Device; Cost: 10pp)
  • Super Senses +10 (Flaw: Device; Cost: 10pp)
  • Weapon +10 (Cost: 1pp; Total: 10pp)
  Customization:
  Skills: Super-soldiers receive a wide variety of train-
  ing and thus are capable, at least on a basic level, at
  most skills.  If you would prefer a more specialized
  Super-soldier take the 35pp invested in Jack of All
  Trades and purchase individual skills.  Super-soldiers
  usually emphasize physical skills, such as Climb or
  Hide, but most also have several ranks in
  Demolitions, Bluff, Diplomacy, Intimidate, Medicine
  and Survival.  No single skill can have more than 13
  ranks.  
  Feats: The Super-soldier’s combat training shows up
  largely in its feat selection.  A Super-soldier’s feats
  are general combat feats and feats that involve lead-
  ing or supporting others.  Super-soldiers who are not
  leaders or who have a specific combat specialty, such
  as melee combat, should rearrange these feats to fit
  their specific profile.  Those Super-soldiers who are
  not leaders should drop Inspire and Leadership,
  while those wishing to specialize in a specific com-
  bat style should drop Blind-fight, Endurance and
  Evasion.  For those interested in ranged combat Point
  Blank Shot, Rapid Shot, Far Shot and Improved
  Critical are good feat choices.  For melee combat
  Accurate Attack, Power Attack, Dodge and Stunning
  Attack are good feat choices.  Super-soldiers often
  have sidekicks, usually drafted from the normal rank
  and file troops. Super-soldiers should stay away from
  power feats except for Immunity feats unless they
  take the Device flaw for the feat because, at their
  core, Super-soldiers are still basically human.  
  Powers and Devices: Super-soldiers usually have
  some type of super-ability, Jack of All Trades, and a
  limited number of powers with the Device flaw.  This
  represents a human who has been enhanced beyond
  normal human limits and has been well trained and
  equipped, but is still basically human.  If desired the
  20pp spent on Super Strength can instead be spent on
  5 ranks of Super Dexterity, creating a Super-soldier
  with enhanced reflexes or on 5 ranks of Super-
  Constitution for an incredibly resilient Super-soldier.
  If a Super-soldier with more equipment and less
  training is desired Jack of All Trades may be
  reduced, allowing one more selection from the list of
  powers above for every two levels of Jack of All
  Trades lost.  Powers beyond the list above may also
  be selected, but these are the powers that make the
  most sense for a Super-soldier who derives most of
  his powers from devices.  If the super soldier was a
  mutant or alien before entering the Super-soldier pro-
  gram, he still has those powers as well.
  Ability Scores: Super-soldiers are near-perfect speci-
  mens of human physical development.  Their physi-
  cal ability scores should remain high; though jug-
  gling points can amongst the abilities can make the
  super soldier-more specialized, such as removing
  points from Strength to increase Dexterity.  Super-
  soldiers are usually not idiots, but they are rarely
  geniuses.  Their recruitment relies not only on their
  quick thinking and physical abilities, but also
  willpower and leadership abilities, so few have low
  Intelligence, Wisdom or Charisma scores.  Lowering
  these abilities to 12 or 10 is reasonable though for a
  Super-soldier who barely squeaked into the program.  
  Weaknesses: Most weaknesses will work for a
  Super-soldier but some, such as Disabled, defeat
  much of the purpose of being a Super-soldier.  Each
  weakness gains the Super-soldier an extra 10pp to
  spend.  The Super-soldier’s base attack bonus is +7,
  
  Archetypes: super-soldier 
  and this can be raised up to +10 at 3pp per rank.  The
  Super-soldier’s base defense bonus is +5 and this can
  be raised up to +10 at 2pp per rank.  One of the best
  uses for extra power points from a weakness is to
  increase individual skills of the Super-soldier or to
  select another power from the list above.  Some
  example weaknesses are provided below.  
  Naïve: If the Super-soldier is created mainly as a
  propaganda measure depicting him has the personifi-
  cation of his nation’s fighting spirit, the Super-soldier
  may have unrealistic expectations about those he
  works with.  He will expect everyone to live up to
  his ideals of heroism, but few people are able or will-
  ing to do so.  This character is likely to eventually
  learn through many disappointments that those who
  hold him up as an example to follow have no interest
  in following him.  
  Susceptible: Part of the process of creating a Super-
  soldier may make the soldier vulnerable to a specific
  substance or mineral, such as salt, antibiotics or con-
  centrated ultra-violent light.  Exposure to this sub-
  stance renders the Super-soldier augmentations inop-
  erable.   The Super-soldier is liable to know what his
  substance is and be well trained and prepared to deal
  with exposure to it or avoid it.  
  Unusual Metabolism: The Super-soldier treatment
  may require its subjects eat a special diet or receive
  regular booster injections to keep their abilities.
  Such provisions can usually be taken into the field
  and the Super-soldier probably carries several days’
  worth of supplies, but on an extended mission this
  weakness could cause great trouble for the super sol-
  dier.  
  Example Super
  Soldier: Union Jack
  Born in 1926, Jack Messing spent most of his child-
  hood running about the streets of London with his
  mates or working in his father’s butcher shop, which
  he hoped to inherit when he came of age.
  Devil’s Workshop
  Page 3
  Unfortunately these plans were quashed when during
  the Battle of Britain a bomb was dropped directly on
  Jack’s father’s butcher shop, killing Jacks father and
  wounding Jack severely.  Jack spent several months
  in the hospital, unable to move most of his body,
  when a group of military scientists came to the hos-
  pital.  These scientists were looking for wounded sol-
  diers they could talk into volunteering for an experi-
  mental program, called Project Excalibur that
  involved using drugs and musculature reconstruction
  with the aim of creating the perfect human fighting
  machine, hopefully in time to fight off an invasion
  by Germany.  Jack convinced the scientists he was a
  soldier, just that he was out of uniform, and lacking
  any other means of walking again he eagerly signed
  up for the project.
  After being transferred to the Project Excalibur facil-
  ity in Swindon Jack found he was getting in for more
  than he had bargained for, but also more than he
  hoped.  Twenty soldiers were run through the first
  wave of Project Excalibur, but only Jack achieved
  the desired results due specific nerves being damaged
  in his spine.  After a few weeks of experiments and
  injections Jack became a paragon of human ability,
  able to lift hundreds of pounds with ease and even
  able to bounce bullets off his chest.  His civilian sta-
  tus was discovered shortly thereafter and he was
  drafted despite his youth.  Jack was shipped off to
  Scotland for commando training and spent the next
  two years learning everything the British armed
  forces had to teach him.  During this time he helped
  hunt down Nazi spies in the region and occasionally
  went on covert operations into France, but he did not
  see his first battle until the invasion of Normandy in
  June, 1944.  During this battle he first donned the
  costume of Union Jack, wearing armor in the motif
  of the British flag, came face to face for the first time
  with Nazi super-beings, but he came through the bat-
  tle, badly injured but alive.
  Jack spent the rest of the war pushing back the
  Nazi’s wherever he was needed, earning a reputation
  as one of Britain’s top war heroes.  After the war he
  settled into the more typical superhero routine of
  dealing with crime and super-villain threats, spend-
  ing most of his time in Britain but traveling abroad
  when necessary.  An unforeseen side effect of the
  Project Excalibur treatment was a greatly increased
  lifespan and Jack continues fighting threats to
  Great Britain to this day.  
  Quote: “For the Queen, Great Britain, and Saint
  George!”
  Personality: Union Jack tries to live up to be the
  national icon others think him, but he is filled with
  self doubt and worry.  He comes across to most as
  being a very thoughtful and quiet leader with a
  silent type of strength.  He prefers to lead by
  example and assistance than rousing speeches.
  After many years of training and combat he
  approaches all situations like a battle, constantly
  checking escape routes, strengths of those around
  him, possible threats, etc.  
  Powers & Tactics: Preferring melee combat,
  Union Jack uses his jet pack to fly in close to his
  enemies and attack them hand to hand.  He coordi-
  nates his attacks with allies when possible, prefer-
  ring to take the brunt of attacks himself, relying on
  his armor and toughness to resist most attacks.
  Union Jack often makes a target of himself to draw
  attention from his allies, allowing them to reach
  advantageous positions or surround a foe.  When
  forced to retreat Union Jack always works to cover
  his allies and carries them from danger if neces-
  sary.  
  Union Jack requires booster shots every day to
  keep his powers active.  He normally carries five
  days worth of shots with him, but when going in
  extended missions he usually carries two weeks
  worth.  
  Appearance: Union Jack wears a suit of armor
  painted in the motif of the flag of Great Britain.
  This armor was originally chain mail and metal
  plates but has recently been upgraded to a high-
  grade ballistic plastic.  He wears a jetpack and car-
  ries a specially made electrified saber reminiscent
  
  Page 4
  Devil’s Workshop
  Archetypes: super-soldier 
  of the cavalry sabers of old.  Union Jack is just
  over six feet high and surprisingly lean for his
  strength.  Under his armor he still looks like a
  lanky eighteen year old, but he has an intense stare
  that shows his true nature.  
  Campaign Use: Union Jack makes an excellent
  ally for characters operating in Britain today or for
  World War II era games.  He could also become a
  villain if he gets pulled into the wrong side of a
  political struggle in Great Britain, turning to help
  the PCs once they reveal the truth of the situation.
  Union Jack’s loyalty to Britain could be taken to
  an unreasonable extreme, causing him to attack
  anyone he perceives as an enemy to Great Britain.  
  Union Jack: PL 10; Init +5 (Dex); Defense 20 (15
  flat-footed); Spd 30 ft.; Atk +11 melee (+8S punch,
  ); SV Dmg +6, Fort +6, Ref +5, Will +5; Str 18,
  Dex 20, Con 18, Int 14, Wis 16, Cha 12
  Skills: All Strength and Constitution Skills +11, all
  Dexterity skills +12, all Intelligence skills +9, all
  Wisdom skills +10, all Charisma skills +8
  Feats: Endurance, Evasion, Great Fortitude,
  Immunity (Aging), Inspire, Iron Will, Leadership,
  Toughness
  Powers: Armor +5 (Source: Super-science; Cost:
  1pp; Total: 5pp), Flight +10 (Source: Super-sci-
  ence; Flaws: Device; Cost: 1pp; Total: 10pp), Jack
  of all Trades +7 (Source: Training; Cost: 7pp;
  Total: 35pp), Super-Strength +4 (Extras:
  Protection; Source: super-science; Cost: 5pp; Total
  20pp), Weapon +5 (Source: Super-science; Cost
  1pp; Total 5pp)
  Weakness: Unusual Metabolism
  The Virginian
  Francis Hoyle was little concerned when the
  Revolutionary War broke out.  His Virginia farm,
  new wife and duties as a Freemason drew more of
  his attention.  He was content letting other men
  fight until their passions had died down; assuming
  the Crown’s rule in the New World could not be top-
  pled.  Like many in the colonies he simply wanted to
  be left alone.
  Unfortunately this did not work out for Francis.
  While away from his farm selling his crop a group of
  Colonial soldiers ambushed a British column.
  Seeking cover, the British fled into Francis’s home
  while his wife hid in the cellar.  The battle between
  the Colonials and the British troops lasted the better
  part of an hour before the farmhouse caught fire,
  forcing the British to flee into a hail of Colonial rifle
  rounds.  Francis’s wife was killed in the fire and he
  returned to find his home destroyed and his land lit-
  tered with dead British soldiers.  Bereaved and furi-
  ous Francis blamed the British for the incident and
  quickly became an ardent patriot.  He felt he was a
  man with nothing left to lose.
  After serving in the Colonial militia for several
  months and proving himself a competent man willing
  to go to great lengths to achieve his mission, Francis
  was asked to attend a special Masonic Lodge meet-
  ing by Major Alexander Hamilton, an honor he
  would never turn down.  At this meeting were sever-
  al other soldiers of similar nature to Francis, all
  Freemasons.  After a short wait the soldiers were
  introduced to Benjamin Franklin, one of the foremost
  proponents of the revolution, and he had a proposi-
  tion for the collected soldiers.  The British had begun
  to field troops empowered with mystic energies, and
  the Colonials had to react in kind to have a hope of
  winning.  Using ancient Masonic rituals passed down
  from scrolls found in the Temple of Solomon the col-
  lected soldiers could be charged with arcane powers,
  allowing them to fight the new British threat on even
  terms.  All twenty soldiers agreed, the doors were
  closed and the ritual began.
  The next morning the Colonials had twenty new
  weapons in their arsenal, collectively called the
  Knights of the Temple.  This elite band of empow-
  ered soldiers wrecked havoc on the British until the
  end of the war, but by the time pace was won only
  three of them survived.  One of was Francis Hoyle,
  who had come to be know as the Virginian.  These
  three continued their service for man years, aging
  much slower due to the magical energies in their sys-
  tem.  During the Civil War all three met in battle and
  only the Virginia walked away, leaving him the last
  of the Knights of the Temple.  Despairing over the
  deaths of his last comrades the Virginia disappeared
  from public view, but rumors occasionally surface to
  this day of a man in clothes of the last century dis-
  playing great feats of martial prowess and fighting
  evil in the back roads and forgotten areas of the east-
  ern United States.  
  Quote: “I repeat to you what George Washington
  once said.  I am going to school you with a fierce
  whipping.”
  Personality: Very much an artifact of a past age, the
  Virginian acts in the fashion of an eighteenth century
  gentleman.  Always polite, even to his enemies, he
  refuses to strike women and never accepts charity.
  He does not take betrayal or acts of wonton destruc-
  tion lightly and will spring into action in an instant if
  an innocent is threatened.  The Virginian has little
  love for any government, feeling betrayed by all the
  governments he has known.  While he does not vio-
  lently oppose such governments, he will stymie them
  in small ways if possible. 
  Powers & Tactics: The Virginian relies on his
  enhanced reflexes to avoid being hit in combat, pre-
  ferring to remain out of reach of his opponents when
  possible.  His favored weapon is an old flintlock pis-
  tol that is charged with mystic energy, allowing it to
  fire repeatedly without reloading.  The Virginia does
  not attack from ambush or in any unsporting method,
  feeling such tactics are ungentlemanly.  Once he has
  announced his presence and his intentions though all
  bets are off.  
  Appearance: The Virginian appears to be in his mid-
  dle thirties with weathered features, brown hair and
  several scars on his face and upper body.  He wears
  his mustache in a thick handlebar style.  The
  Virginian is always wearing a leather wide brimmed
  hat and wears a long gray coat.  His clothing seems
  several hundred years out of date, but still conveys a
  
  Archetypes: super-soldier 
  feeling of command and style.
  Campaign Use: The Virginian can be used both a
  villain and an ally easily in most campaigns.  If the
  PCs are government agents the Virginian could regu-
  larly try to cause trouble for them, but would not
  attack them directly with lethal force.  Instead he
  would try to thwart their plans without violence and
  then find a way to gloat about it later.  To female
  characters he would be polite and even helpful, even
  if they are government agents.  To non-governmental
  PCs the Virginian can be an occasional ally, showing
  up occasionally when the PCs are in the Easter
  United States.  The Virginian is particularly like to
  show up when there is a threat in the more rural
  areas of the Easter United States, regions where
  superheroes rarely go.  
  The Virginian: PL 10; Init  (Dex); Defense 25 (15
  flat-footed); Spd 30 ft.; Atk +10 melee (+3S,punch),
  +12 ranged (+10L, pistol); SV Dmg +7, Fort +7, Ref
  +12, Will +7; Str 16, Dex 20, Con 16, Int 14, Wis 16,
  Cha 16
  Skills: All Strength and Constitution Skills +10, all
  Dexterity skills +17, all Intelligence skills +9, all
  Wisdom and Charisma skills +10
  Feats: Endurance, Evasion, Great Fortitude,
  Immunity (Aging), Iron Will, Point Blank Shot,
  Rapid Shot, Striking Costume (see Power Corrupted)
  Toughness
  Powers: Amazing Save +2 (Fortitude, Reflex, Will,
  Damage; Source: Mystical; Cost: 4pp; Total: 8pp)
  Energy Blast (Flaw: Device; Source: Mystical; Cost:
  1pp; Total: 10pp), Jack of All Trades +7 (Source:
  Mystical; Cost: 5pp; Total: 25pp); Super-Dexterity
  +5 (Source: Mystical; Cost: 4pp; Total: 20pp), 
  Weakness: Susceptible (Cold Iron)
  Artwork: Alejandro Moreno
  Devil’s Workshop
  Page 5
  Mutants & Masterminds, M&M Superlink, Green
  Ronin and the M&M Superlink logo are Trademarks
  of Green Ronin Publishing and are used with permis-
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  Power Points are Product Identity of Green Ronin
  Publishing and are used with permission.
  OPEN GAME LICENSE
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  3.Offer and Acceptance: By Using the Open Game
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  Page 6
  Devil’s Workshop
  Archetypes: super-soldier 
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  13. Termination: This License will terminate auto-
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  and fail to cure such breach within 30 days of
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  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Super-Soldier Copyright 2004, Louis
  Porter Jr. Design, Inc.
  
  DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
  w
  r
  i
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  e
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  y
   
  B
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  g
  a
  r
  d
  LPJ9981
  Strength: 14 
  (20 if Weapon is melee)
  Dexterity: 14 
  (20 if Weapon is ranged)
  Constitution: 16
  Intelligence: 13
  Wisdom: 12
  Charisma: 11
  Damage: +9
  Fortitude: +3
  Reflex: +2 
  (+5 if Weapon is ranged)
  Will: +1
  Melee: +12 
  (+15 if Weapon is melee)
  Ranged: +12 
  (+15 if Weapon is ranged)
  Initiative: +2 
  (+5 if Weapon is ranged)
  Defense: 18/16 
  (21/16 if Weapon is ranged)
  Speed: 30
  Description:
  The Weapon Specialist is the undis-
  puted master of his chosen weapon.
  Most of his powers are associated
  in some way with his weapon,
  whether they are skills and moves
  learned with that particular weapon,
  or abilities that come from the
  weapon, itself.  In any case, as long
  as the Weapon Specialist has his
  chosen weapon in hand, he is a
  force to be reckoned with.
  Weapon Specialist
  archetypes:
  
  Page 2
  Devil’s Workshop
  Archetypes: weapon specialist
  Skills: Taunt +6.
  Feats: All-Out Attack, Attack Focus (Weapon
  power), Expertise, Point Blank Shot (if Weapon is
  ranged), Power Attack (if Weapon is melee),
  Surprise Attack.
  Powers and Devices: Amazing Save (Damage) +6
  [Cost: 1pp, Total: 6 pp], Weapon (melee or
  ranged) +10 [Extras: see below, Power Stunts: see
  below, Cost: 1pp (see below), Total: 10pp (see
  below)].  In addition, the Weapon Specialist may
  take any of the following as extras or power stunts
  for his Weapon power, or as additional powers, as
  designated below (provided that the total cost of
  all extras, power stunts, and powers from the list
  below does not exceed 50pp).
  Power Stunts (2pp each)
  • Dazzle
  • Drain
  • Dual Damage
  • Energy Blast
  • Snare
  • Stun
  Extras
  • Area [Cost: +1pp, Total: +10pp]
  • Autofire [Cost: +1pp, Total: +10pp]
  • Boost [Cost: +1pp, Total: +10pp]
  • Deflection [Cost: +1pp, Total: +10pp]
  • Element Control [Cost: +1pp, Total: +10pp]
  • Energy Control [Cost: +1pp, Total: +10pp]
  • Ghost Touch [Cost: +1pp, Total: +10pp]
  • Multifire [Cost: +1pp, Total: +10pp]
  • Range [Cost: +1pp, Total: +10pp]
  • Reflect Power [Cost: +1pp, Total: +10pp, see
  Power Corrupts 2 page 20].
  Powers
  • Danger Sense +6 [Extras: Danger Reaction,
  Cost: 5pp, Total: 30pp, see Power Corrupts
  page 9].
  • Read Opponent +10 [Cost: 1pp, Total: 10pp, see
  Power Corrupts 2 page 19].
  • Super-Dexterity +5 [Cost: 4pp, Total: 20pp].
  Customization:
  Skills: Weapon Specialists focus on using their
  weapons, and this leaves little room for extracurricu-
  lar training.  Most skills have little to no utility in the
  Specialist's forte, combat, and that means that they
  have little to no utility for a Weapon Specialist.  That
  said, however, there are a few skills that can be of
  some use to a Weapon Specialist.  Acrobatics and
  Jump are both useful for Specialists who prefer to
  fight with panache, while Intimidate can help a
  Weapon Specialist end a combat prematurely or
  avoid it altogether.  Hide and Move Silently are can
  be necessary if the Specialist's specialty is sniping or
  ambushing, and Listen or Spot can be used to avoid
  these same tactics.  Finally, Sleight of Hand can be
  used to hide small weapons, if the Specialist wishes
  to be less conspicuous in public.
  Feats: Feats can be quite important to a Weapon
  Specialist, particularly combat-oriented feats.  A
  melee-oriented character may wish to trade out cer-
  tain feats for more feats in the Power Attack chain
  (Takedown Attack, Rapid Takedown), particularly if
  he faces large groups of minions regularly.
  Similarly, a ranged Specialist might do well to swap
  out feats for more in the Point Blank Shot chain
  (Precise Shot, Rapid Shot).  Finally, it is conceivable
  that a Weapon Specialist might focus on using two
  weapons at once; in this case, the utility of feats in
  the Two-Weapon Fighting chain, as well as
  Ambidexterity, cannot be understated.
  Powers and Devices: It is important to note that the
  power stunts, extras, and powers listed above are
  merely suggestions.  Weapon Specialists tend to be a
  varied lot-at least as much so as their individual
  weapons-and it is not hard to imagine a particular
  weapon granting just about any power.  Really, all
  that is needed is imagination and a good explanation
  for why a particular Weapon Specialist (or his
  weapon) has specific powers.  There are a few
  basics, however, that should probably remain in
  place.  First and foremost, the Weapon Specialist's
  Weapon power should probably remain at maximum
  rank, as it is the Specialist's bread and butter.
  Second, Amazing Save (Damage) is an invaluable
  power for someone who is involved in combat as
  regularly as a Weapon Specialist is likely to be.
  However, it is not inconceivable that this power
  could be replaced by something similar, such as
  Protection, Armor, or even Absorption (though
  Protection and Absorption cost more per rank).
  Ability Scores: A Weapon Specialist's most impor-
  tant ability score depends largely on whether he
  focuses on melee or ranged combat (see above).
  Constitution, too, is important to a Weapon
  Specialist, as a higher Damage save never hurts in a
  combat situation.  The three mental scores, however,
  are largely interchangeable, is they are not nearly as
  important as the physical scores.  Note that an
  Intelligence of 13 is required for the Expertise feat;
  this feat can easily be changed out for something
  with a different prerequisite, however.
  Weaknesses: A Weapon Specialist 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 Specialist's default Base Attack Bonus is
  +10, and so cannot be increased beyond that (though
  it can be decreased, netting 3pp per point of
  decrease).  Similarly, default Base Defense Bonus is
  +6, and can be increased to a maximum of +10 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 provid-
  ed below:
  • Berserker: This Weakness is particularly appro-
  priate for melee-oriented Weapon Specialists.
  Occasionally a character becomes so focused on
  the art of combat that simply entering into com-
  bat is enough to send him into an almost trance-
  
  Archetypes: weapon specialist
  like state.  In this state, he does not distinguish
  between friend and foe as his killer instinct takes
  over.
  • Quirk: Some Weapon Specialists have codes of
  honor that they adhere to.  Others like to defeat
  their opponents in specific (often humiliating)
  ways.  Still others disdain killing, and prefer to
  only subdue their enemies as quickly as possible.
  Example Weapon
  Specialist: The
  Steel Maiden
  Amanda Rochester lived in the shadow of her older
  brother, Marcus, for most of her life.  Marcus was a
  star student, captain of his school's fencing team, edi-
  tor of the school newspaper . . . a hard act for
  Amanda to follow.  She was jealous of all the atten-
  tion that was constantly lavished upon her brother,
  and the lack of attention that she received made her
  bitter and spiteful.  As she and her brother grew up,
  she tried as hard as she could to win the favor and
  attention of their parents, and while she did manage
  to win quite a few kind words, it was still clear to
  Amanda that Marcus was the favorite.
  After college, Amanda started to travel around the
  world, staying as far away from home as she possi-
  bly could, all in an effort to drown out her feelings of
  insecurity and inadequacy.  Eventually, after a partic-
  ularly long bout of drinking in a bar in Thailand,
  Amanda went for an ill-advised drive outside of
  town.  Her senses impaired, she lost control of the
  vehicle as she sped around a sharp turn; the car
  ended up in a ditch, and Amanda woke up several
  minutes later to find that she had landed more than
  twenty feet away from the crashed automobile.
  Delirious and confused from injury and drink,
  Amanda stumbled off into the woods, not knowing
  where she was going, and not particularly caring.
  Eventually, she heard a sound.  It was faint at first,
  but the further she walked the more she was sure that
  Devil’s Workshop
  Page 3
  it was not merely her imagination.  It sounded like
  singing, but it was ethereal and otherworldly in a
  way that no human could reproduce.  Entranced, she
  continued to follow it, heedless of how deep into the
  forest she was wandering.  Finally, she came upon a
  small clearing, and in that clearing was the ruin of an
  ancient temple.  Staring in disbelief, Amanda beheld
  the source of the singing.
  Leaning casually against a stone wall was the most
  beautiful sword Amanda had ever seen, and it was
  clear to her that this was the source of the singing.
  How could a sword create such a beautiful song,
  though?  What power was contained within that
  blade?  As Amanda stepped closer to the singing
  sword, reaching out her hand to touch it, a voice
  spoke from behind her.
  "It is called the Songblade," said the voice.  Amanda
  spun around, almost falling over, but saw no one
  standing behind her.
  "Who's there?" she asked.
  "I am its keeper," came the voice, this time from her
  left.  "I have brought you here because the sword's
  destiny is entwined with your own, though I know
  not for what purpose."
  Amanda turned again, and again saw nobody.  "What
  do you mean?  Are you giving it to me?"
  "No," came the voice, this time from all around her.
  "But I am allowing you to become its custodian for a
  time.  Take hold of its hilt, and you will understand."
  Amanda turned to look at the sword again.  It was
  silent now, but there seemed to be a hum of anticipa-
  tion in the air around it.  She stepped forward cau-
  tiously, once again reaching her hand out to touch the
  hilt of the mysterious sword.  When she finally
  grasped it, her life changed forever.  Memories of a
  thousand lives of warriors flashed through her mind,
  imparting their wisdom and skill.  She tried to fight
  the flood of knowledge at first, but eventually she
  just let it wash over her, not knowing what else to
  do.  When it was finally done, she was changed.
  Though she was still Amanda Rochester in a way,
  she was also a new being, a being of song and
  steel.  At that moment, the Steel Maiden was born.
  Quote: "You'd better be careful.  Do you hear
  that?  It's playing our song."
  Personality: The Steel Maiden's mind was, in a
  way, split into two parts when she first touched the
  hilt of the Songblade.  On the one hand, she still
  has all of the thoughts and memories of Amanda
  Rochester, along with all of the insecurities, bitter-
  ness, and spite that go along with them.  On the
  other hand, the Songblade speaks to her of a higher
  purpose ceaselessly.  Because of this, the Maiden
  is faced with a constant inner struggle.  Her need
  to prove herself is always vying with her supposed
  higher calling.  Although she often tries to do the
  right thing, she finds herself faced with the need to
  exact a form of vengeance against those she fights,
  as well.  Because of this, she rarely kills; instead,
  she tries to make her opponents feel the same pain,
  humiliation, and inadequacy that she has always
  felt.
  Powers and Tactics: The Maiden's tactics focus
  primarily around using the Songblade's powers to
  maximum effect.  The Songblade warns her of
  impending danger with its song, and this allows
  her to easily get the drop on an enemy in combat.
  While in combat, she sacrifices points from her
  Defense in order to augment her attack when nec-
  essary.  A favorite tactic of hers is to constantly
  belittle an opponent with taunts and jeers until he
  finally attacks too recklessly, opening himself up
  to a more powerful attack.
  Appearance: The Steel Maiden is an athletic,
  attractive woman in her mid-twenties.  Her beauty,
  however, is sometimes negated by the look of
  sheer hatred that she occasionally displays in the
  heat of combat.  She wears Asian-style garb that
  tends to be loose so that she can retain her mobility
  in a fight, and she never goes anywhere without
  her chosen weapon, the Songblade.
  
  Page 4
  Devil’s Workshop
  Archetypes: weapon specialist
  Campaign Use: The Steel Maiden is equally suit-
  ed to be either ally or enemy to the PCs.  Her
  vengeful and bitter natures mean that, if the PCs
  ever get in her way, she is likely to hold a grudge
  for quite a long time.  This can develop into a
  long-term antagonistic relationship that spans mul-
  tiple adventures.  Not only that, but her thirst to
  prove herself can sometimes get her in trouble.
  There are more than a few super-villains in the
  world who would try to take advantage of this in
  order to get a powerful ally.  On the other hand,
  this also means that, if the PCs show her support
  and acceptance, the Maiden is likely to become a
  loyal and gracious ally.
  Steel Maiden: PL 10; Init +15 (+5 Dex, +10
  Danger Sense); Defense 21 (21 flat-footed); Spd
  30 ft; Atk +16 melee (12L, Songblade); SV Dmg
  +9, Fort +3, Ref +5, Will +1; Str 14, Dex 20, Con
  16, Int 13, Wis 11, Cha 12.
  Skills: Taunt +7.
  Feats: All-Out Attack, Attack Focus (Songblade),
  Attack Finesse, Rapid Strike, Surprise Attack.
  Powers: Amazing Save (Damage) +6 [Cost: 1pp,
  Total: 6pp], Weapon (Songblade) +10 [Extras:
  Danger Sense (Danger Reaction), Deflection,
  Cost: 6pp, Total: 60pp].
  Weakness: Quirk (Tries to leave opponents alive
  and humiliated rather than dead).
  Artwork: Alejandro Moreno
  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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  Archetypes: weapon specialist
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  Devil’s Workshop
  Page 5
  13. Termination: This License will terminate auto-
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  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Cyborg, Archetype: Robot, Archetype:
  Weapon Specialist Copyright 2004, Louis Porter Jr.
  Design, Inc.
  
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SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/Devil's Workshop - 2004 Collected Archetypes.pdf