TEXT: DEVIL’S WORKSHOP
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  LPJ9973
  Skeptics write off demonic possession as a convenient scapegoat for the deranged
  and criminally inclined.  Unfortunately, however, it is all too often real, irrefutable
  and terrible in its otherworldly candor.  The exact effects of possession vary with
  the demonic entity involved, but common traits include enhanced physical
  strength and endurance, near-immortality, and extreme psychosis.  Though
  demons prefer to bond with weak-willed or greedy mortals, nearly
  anyone may become the vessel for a demonic spirit.  A
  drifter, having stumbled upon an ancient and arcane arti-
  fact housing a powerful infernal entity.  An occultist,
  after a spectacular conjuring failure.  A dying man,
  who foolishly bargained with a powerful demon
  prince for more time.  The infernal power
  housed within a victim is not always imme-
  diately obvious.  But once the demon
  within is awakened, its dark persona
  drawn to the fore, there can be no
  mistake.  Clearly, a potent, sinister force
  has been loosed on the world.
  Becoming
  Demonic
  Though any character may be the victim
  of a demonic entity using Possession, this
  power in and of itself does not necessarily
  confer the Demonic Possession template.
  This template represents a character whose
  very soul has become bound tightly to that of a
  demonic entity.  This binding may occur in a
  number of ways.  
  First, a sufficiently powerful demon prince or sorcerous crea-
  ture may perform a ritual to bind a demon to a character’s soul.
  Such an act may be regarded as a curse or a gift, depending on one’s point of
  view.  The ritual is most often used to link a mortal to a failed servitor or willful
  prisoner, but some demon princes, for reasons of their own, might willingly bind
  themselves to a mortal soul.  The length of time required varies, depending on the
  performer’s infernal might.  The most powerful demon princes can perform a
  binding ritual in an instant.  Regardless of the timeframe involved, the mortal
  must be present, or at least visible (via ESP or similar ability) to the entity
  performing the ritual.  The mortal victim must succeed at a Willpower save
  (DC 25) to resist the ritual’s effects.  A failure indicates that the
  victim is now a demonic vessel.  A willing mortal, perhaps
  charmed by a promise of power or immortality, may
  voluntarily fail this saving throw.
  Also, a character with the Dimensional Travel
  power may accidentally link to a realm inhab-
  ited by demons, and in doing so, bind herself
  to one of its dark denizens.  The GM may
  rule that any character using a Dimensional
  Travel power (especially one with a
  mystical source) may, on a spectacular
  failure (for example, rolling a natural 1
  on a failed power check) accidentally
  breach a demon realm instead.  In this
  case, the energies that blur dimensional
  boundaries similarly dissolve the lines
  between the character and the dark
  inhabitants of the realm.  The character
  must succeed at a Fortitude save (DC 15)
  or become a vessel for a random demon,
  chosen by the GM.  
  Finally, at the GM’s discretion, direct contact
  with an item of power containing a demonic
  entity may confer the Demon Possessed template.
  In this case, the binding may require a potential candi-
  date to perform some arcane ritual with the object, or it
  may require nothing more than a light touch.  A character who
  fulfills the requirements for the binding, whatever they may be, may
  attempt a Willpower save (DC 15).  Failure indicates that the character is now the
  vessel for the demon prescribed by the item of power.
  Template: Demonic Possession
  
  Page 2
  Devil’s Workshop
  Template: demonic possession 
  A victim of demonic possession frequently retains
  an appearance somewhat similar, at least on a basic
  level, to that of the original character.  When the
  demonic psyche lies dormant and the character is
  in control, the character appears entirely normal.
  When the demon is in control, however, certain
  aspects of the character’s appearance typically
  change drastically.  The face may become unnatu-
  rally pale, the eyes sunken and black.  The char-
  acter may grow fangs or claws.  She may become
  hideous, perhaps literally nothing more than a
  walking skeleton, or she may become unnaturally
  beautiful.  Even in the few cases where her appear-
  ance undergoes little significant change, an aura of
  wrongness clings to the character, tainting every
  social interaction.  Invariably, a possessed char-
  acter is unsettling to most observers.  
  Usually, a demon will not willingly relinquish
  control of its vessel.  This tendency can, however,
  be overcome by the infernal entity’s keen sense of
  self-preservation.  As a reflexive defense mecha-
  nism, a demon confronted with the possibility of
  its imminent destruction will usually take refuge in
  the dark recesses of its vessel’s psyche, returning
  at the next available opportunity.    
  Every demon has a central focus, an abstract
  passion that drives its personality.  Some demons
  may have a passion for murder, others for
  vengeance, and others still for fire.  This passion,
  whatever it may be, has a powerful effect on the
  psyche of the mortal vessel.  When confronted
  with activity related to the demon’s passion, or a
  chance to engage in such activity, the human
  psyche might lose control to that of the demon.
  For example, a mortal possessed by a demon with
  a passion for murder might lose control upon
  seeing a murder in progress.  If instead, the
  demon’s passion is for vengeance, the host might
  lose control upon witnessing a vengeful act, or a
  wrong that (in her mind) demands retribution.  
  Demonic Possesssion
  Template: Demonic Entity
  Dormant
  PL Adjustment: 0
  Feats: Identity Change (Demonic Entity Awakened),
  Great Fortitude, Immunity (Aging, Disease).
  Powers: Boost (Strength) +1 [Source: Mystical;
  Cost: 2 pp].
  Weakness: Transformation (passion).
  Transformation (passion): A character witnessing
  an activity or scene directly pertaining to the
  possessing demon’s passion might lose control to the
  demon stirring within.  The character must resist the
  effects of this weakness every round he can sense the
  activity or scene in question.  A character who fails
  to resist the transformation effect is overtaken by the
  demon psyche.  The Demonic Entity Awakened
  modifiers are applied to the base character statistics.  
  Demonic Possession Template:
  Demonic Entity Awakened
  PL Adjustment: 0
  Feats: Darkvision, Identity Change (Demonic Entity
  Dormant), Great Fortitude, Immunity (Aging,
  Disease, Poison).
  Powers: Amazing Save (Damage) +5 [Extra: Mental
  Protection; Source: Mystical; Cost: 2 pp], Boost
  (Strength) +3 [Source: Mystical; Cost: 2 pp], Super-
  Strength +3 [Source: Mystical; Cost: 4 pp].
  Weaknesses: Disturbing, Quirk (passion),
  Susceptible (items of faith), Transformation (terror).
  Disturbing: Whether the character’s appearance is
  pristinely beautiful, disturbingly mundane, or
  outright monstrous, observers always find a
  possessed individual unnerving.  
  Quirk (passion): A demon is compelled by a
  passion, a driving force behind its very existence.  Its
  abilities, mannerisms, and powers revolve around
  this force.  This often manifests as an outright obses-
  sion over an act or idea.  The demon must consis-
  tently engage in activities that adhere to, support, or
  engender its passion.  It can, however, spend a Hero
  Point to resist for a scene.  A demon’s passion,
  usually an act or abstract concept, can be summed up
  in a single word, such as “larceny” or “hate.”
  Though demonic passions often lean toward undeni-
  ably negative notions, such as arson, disfigurement,
  murder, and torture, this need not be the case.  Many
  demons are devoted to less absolute concepts, such
  as copulation, darkness, fear, jealousy, and
  vengeance.  The GM determines demonic passions.
  Susceptible (items of faith): A character possessed
  by a demon suffers adverse effects when confronted
  with items of faith, such as crucifixes, holy water,
  prayer beads, stars of David, etc.  A possessed char-
  acter exposed to such an item suffers the effects of
  the Susceptible weakness described in M&M. 
  Transformation (terror): A demon terrified for its
  existence (such as when confronted with an item of
  faith; see above) might relinquish control to its
  mortal host.  The demon must resist the transforma-
  tion for as long as the stimulus for the terror is near.
  It is left largely to the GM’s discretion as to when
  this weakness comes into play; however, it does not
  affect a demon actively engaged in combat.  It is,
  therefore, theoretically possible for a demon facing a
  vastly superior foe (whom it has reason to fear) to
  postpone the effects of this weakness by attacking.
  Unfortunately, as soon as the demon ceases to attack
  (such as when stunned), the weakness takes effect.  
  Leaving the
  Template
  Usually, escaping the template should be a difficult
  matter, the culmination of an epic quest.  A conven-
  tional “exorcism” using traditional faith-based items
  
  and prayers will only force the demon to relinquish
  its control of the mortal vessel (see the
  Transformation weakness) for a time.
  Completely ridding oneself of the demon should
  involve a great deal of work.  The GM require for a
  ritual, performed by a character with 10 ranks in
  Sorcery, Knowledge (Occult), or a related
  Knowledge skill.  This ritual is always time-
  consuming, and may or may not require multiple
  participants.  The GM is encouraged to require the
  use of multiple esoteric items of power and/or tomes
  of ancient and forbidden sorcery (all hidden, of
  course, and perhaps scattered around the world).
  Also, a sufficiently powerful demon bound to a
  mortal soul may leave of its own accord, but this
  usually requires the mortal vessel to perform for it a
  favor of some sort, such as destroying an old rival,
  acquiring a powerful item of magic, serving faith-
  fully for a number of centuries, locating a better host,
  etc.
  Customization
  Some demons are exceptional, and imbue their hosts
  with powers beyond those above.  Alternate ability
  options are presented below. 
  Charmer: Demons impassioned by lies, sex, or
  narcotics may become inhumanly charming, though
  they retain their disconcerting auras.  Such characters
  are usually less physically powerful, but much more
  attractive and devious.  Remove all powers.  Add
  Super-Charisma +5 [Extra: Intimidating Presence;
  Source: Mystical; Cost: 3 pp] and Mind Control +3
  [Extra: Mind Blank (two extras); Flaw: Restricted –
  Gaze; Source: Mystical; Cost: 3 pp], as well as the
  Attractive and Talented (Bluff, Diplomacy) super-
  feats.
  Fiendish Steed: Some demons possess fearsome,
  otherworldly steeds.  A demon’s steed can be
  anything from a silent, ghostly horse to a howling,
  bone-studded motorcycle.  The demon may choose to
  purchase a somewhat autonomous mount as a side-
  Devil’s Workshop
  Page 3
  kick.  In this case, add the feats Sidekick and Mental
  Link (mount), as well and divide 11 skill ranks
  amongst Animal Handling, Drive, Pilot, and Ride, as
  desired.  Otherwise, the character possesses a
  mystical vehicle as follows: Movement (add one
  secondary mode): 10, Hardness 10, and Armor
  Bonus: 0 Cost: 11 pp.  If the latter option is taken,
  divide four skill ranks amongst Drive, Pilot, and
  Repair as desired.  Increase the character’s PL
  Adjustment by 1.
  Infernal Attack: Many demons have deadly, offen-
  sive powers at their disposal.  While some demons
  are masters of harmful energy forms (often fire, dark-
  ness, sonic, and radiation), others may be more
  subtle, perhaps capable of causing victims intense,
  incapacitating pain.  Some even carry wicked, super-
  natural weapons, such as whips, chains, serrated
  blades, and heavy mauls.  Add Energy Field +5
  [Extra: Energy Blast; Source: Mystical; Cost: 3 pp]
  or Mind Blast +5 [Source: Mystical; Cost: 3 pp].  If
  instead the demon wields a weapon, add five ranks
  of the Weapon power with the Ghost Touch extra and
  another extra appropriate to the demon’s concept.
  For each infernal attack taken, increase the char-
  acter’s PL Adjustment by 1.
  Unstoppable: Demons with more martial passions,
  such as torture, vengeance, murder, or pain, may be
  far more dangerous and difficult to injure than is
  “normal” for their kind.  Such characters are fiercely
  determined, tireless, and immensely strong.  Add the
  Immunity (Exhaustion, Pressure, Starvation,
  Suffocation) and Rapid Healing super-feats, as well
  as Super-Strength +3 [Source: Mystical; Cost: 4 pp]
  and Amazing Save (Damage) +4 [Extra: Mental
  Protection; Source: Mystical; Cost: 2 pp].  If the
  character already possesses these abilities, simply
  add the new ranks to the original powers. Increase
  the character’s PL Adjustment by 2. 
  Unwavering: Not all demons are willing to relinquish
  control of their vessels on account of fear.  Such
  characters may trade the Transformation (terror)
  weakness for another weakness (usually Berserker,
  Susceptible, or Vulnerable).
  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.
  Hero Points and Power Points are Product Identity
  of Green Ronin Publishing and are used with
  permission.
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  Template: demonic possession
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SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/Devil's Workshop - Template - Demonic Possession.pdf