TEXT: DEVIL’S WORKSHOP
  • M&M Superlink template • M&M Superlink template • M&M Superlink template • 
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  LPJ9970
  A living nightmare is delivering brutal justice to the old enemies of a once mighty
  super-hero, one who is now seemingly comatose and helpless. Imaginary friends
  that are all too real, protecting a child who witnessed her parents killed in a tragic
  accident.  A horrible, unseen wraith that jumps from one body to the next, leaving
  a trail of carnage in it’s’ wake.  All of these are psychic entities, born from a
  mix of psychic power, repressed desires, and blind chance.  They
  reflect the best and worst traits of those whose minds they
  spring from. They may not truly exist; the power and
  danger they represent most assuredly does.
  BECOMING 
  (MANIFESTING) A
  PSYCHIC ENTITY
  Psychic Entities are created when an
  individual with potent psi-based abilities
  (at least 10 ranks in any two psionic
  powers) suffers some sort of extreme
  mental trauma.  The trauma may be
  physical in nature, or entirely psycholog-
  ical. It might result from scientific exper-
  imentation intended to alter, boost, or
  diminish the character’s powers. Perhaps
  the character swore to never knowingly
  take a life, but was forced to kill in order to
  save the lives of others.  Maybe it results from
  a character with a pathological fear of the dark
  being trapped for hours in a tiny, unlit cell.  The
  GM should decide on exactly what circumstances
  might warrant the creation of a psychic entity.  When a
  psychic character is subjected to such circumstances, the
  Gamemaster should secretly roll a DC 15 Will save for the character.
  Failure indicates the character has acquired the template.
  The psychic entity usually emerges quite slowly-the only signs of it’s’ presence
  early on is a gradual increase in the host character’s mental abilities, the character
  evidencing greater psychic strength than previously.   In its’ latent form, the
  psychic entity will begin subconsciously goading the character into action more
  and more frequently, attempting to push the character to the point of exhaustion,
  especially through the use of the newly enhanced psychic powers.  When the
  character succumbs to the effects of combat or exhaustion, the psychic entity
  attempts to break free, manifesting itself outside the character’s physical body.
  The character immediately falls unconscious, if not so already, and
  remains in a coma-like state for the next 24 hours.  During
  this time the psychic entity is free to do as it pleases,
  which usually means acting in accordance with its’
  personality quirk (see below.)  The character’s
  basic moral code remains the same, but the
  psychic entity is much less likely to consider
  the long term consequences of its actions, or
  the effects they may have on others.  The
  psychic entity sees such considerations as
  unimportant compared to the “purity” of
  what drives it (ideals, passions, and so
  on.)
  As a construct of pure thought, a
  psychic entity is a formidable being.  It
  is free from bodily concerns such as
  hunger, thirst, and rest.  It can summon
  forth any number of psychic powers.  It
  may travel at nearly the speed of thought
  over short distances.  It is dependent,
  however, on the well being of the character’s
  physical body.  If the psychic entity’s physical
  body is slain, the entity is destroyed as well.  As
  all psychic entities instinctively know this, most
  take pains to protect their corporeal vessels under all
  circumstances.
  PSYCHIC ENTITY (LATENT)
  PL Adjustment: 0
  Feats: Indomitable Will (Substitute Iron Will, if feat is already possessed.)
  T e m p l a t e :  P s y c h i c  E n t i t y
  
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  Devil’s Workshop
  Templates: psychic entity
  Powers: Boost +4 [Source: Psionic; Extra: All
  attributes (psionic powers at once); Flaw: 8
  uses/day, Tiring; Cost: 1 pp; Total: 4], Mental
  Protection +2 [Source: Psionic; Cost: 2pp; Total: 4
  pp.]
  Weaknesses: Transformation (stress).
  WEAKNESS
  Transformation (manifestation): Whenever the
  character is exhausted, stunned or knocked uncon-
  scious, the psychic entity may manifest itself.
  Initially, the entity instinctively uses it’s teleporta-
  tion ability to manifest as far away from the char-
  acter as possible, even using extra effort, if neces-
  sary, to conceal its’ connection to the character.
  Indeed, the character may remain unaware that any
  such connection exists, until he or others begin to
  notice the circumstances under which the entity is
  always encountered, similarities in speech patterns
  and body language, etc.  Once aware of the entity’s
  presence, the character may (if desired) attempt to
  stave off the manifestation by making a Will save
  against DC 15. A character who is merely stunned
  receives a +4 bonus to the save, but an uncon-
  scious character is unable to resist (an exhausted
  character saves normally.)   The psychic entity’s
  actions are controlled by the GM, but should
  reflect exaggerated or perverted aspects of the
  character’s normal behavior. The character’s
  memories of any actions taken by the psychic
  entity will be vague and unclear (Intelligence
  check at DC 15 needed to recall specific events.)
  MANIFEST FORM
  PL ADJUSTMENT: 0
  Feats: Immunity (Critical Hits; Flaw:  Can still
  suffer critical hits from mental attacks),
  Immunities (Disease, Exhaustion, Poison,
  Starvation, Suffocation), Indomitable Will.
  Powers: Boost +5 [Source: Psionic; Extra: All
  attributes ( all psionic powers at once); Flaws: 8
  uses/day; Cost: 2 pp; Total: 10], Mental Protection
  +3 [Source: Psionic; Cost: 2pp; Total: 6 pp], Super-
  Charisma +5 [Source: Psionic; Extra: Intimidating
  Presence; Flaws: Limited  (No bonus to Cha skill
  rolls or checks, no bonus to Loyalty score) Cost: 1
  pp; Total: 5 pp], Teleportation +3 [Source: Psionic;
  Extra: Extended Teleport; Flaw: Extended Only;
  Cost: 2 pp; Total: 6 pp),Variable Effect +10 [Source:
  Psionic; Flaw: Limited-psionic effects only; Cost: 8
  pp; Total: 10 pp] 
  Weaknesses: Disability (physical form left behind),
  Disturbing, Egocentric (see below), Quirk,
  Transformation.
  Disability (physical form left behind): As noted
  above, a character does not so much transform into a
  psychic entity as manifest one, outside the char-
  acter’s physical body.  The corporeal form of the
  character remains behind, unconscious, while the
  psychic entity ventures forth into the world.  It
  remains unconscious until the psychic entity dissi-
  pates after 24 hours or is forced to retreat back into
  physical form.  The character’s body is obviously
  vulnerable in this state, as it cannot act or defend
  itself.  The psychic entity can, however, sense any
  overt harm done to its’ corporeal form, and will
  either willingly dissipate/transform back, or will
  move as swiftly as possible to protect its’ physical
  body.
  Disturbing: The Psychic Entity is an embodiment of
  the character’s repressed emotions, thoughts, or
  urges.  It may appear as a perfectly formed, a
  demigod-like being, an abstracted human form, or a
  grotesque monster.  It is clearly something other than
  human, and its’ appearance results in a -5 penalty to
  all Bluff and Diplomacy skill checks.
  Egocentric: A Psychic Entity regards the material
  world around it as less “real” than its’ own thoughts
  and feelings.  The psychic entity is only interested in
  interacting with others to satisfy its own needs.  This
  results in the same penalties as the Naïve weakness,
  a -5 penalty to Sense Motive attempts and on all rolls
  made to avoid being surprised.
  Quirk (obsession): As discussed above, psychic
  entities are born from the repressed thoughts or feel-
  ings, released through some traumatic experience.
  Every psychic entity is born with some overriding
  compulsion, fear, or obsession.  A psychic entity
  created when a hero saw his allies brutally murdered
  might have no compunctions about using lethal force
  against law-breakers, even minor scofflaws,
  murdering and torturing already-defeated foes.  Other
  possibilities might include a psychic entity that seeks
  to eradicate any extraterrestrial presence or influence
  upon human society, one that destroys all technology
  is views as too “dangerous”, or one that kidnaps
  normal humans for experimentation, attempting to
  awaken their psychic potential.  The urge to engage
  in such actions may be delayed for the duration of
  one encounter by spending a Hero point, but the
  compulsion always resurfaces.
  Transformation: The psychic entity may be forced
  to transform back to its’ latent state if it suffers a crit-
  ical hit (which can only come from a mental attack.)
  The transformation may be resisted with a successful
  Will save against DC 15, but the entity suffers a
  cumulative -1 penalty to the saving throw for each
  additional critical hit taken during the same
  encounter.
  LEAVING THE
  TEMPLATE
  The only way to leave the template is to
  destroy/dispel the psychic entity.  This involves
  repairing the mental damage that allowed the entity
  to emerge. A character who possesses at least ten
  ranks of the Telepathy power may attempt to dispel
  the existence of the entity via psychic surgery.  To do
  so, the individual must make physical contact with
  the character, and maintain such contact for the next
  minute (ten rounds), taking no other actions during
  this time.  The person attempting the psychic surgery
  
  must also spend two Hero Points; one at the begin-
  ning of the turn, when first making mental contact
  with the psychic entity, and the other at the end of
  the turn, when actually making the attempt to exor-
  cise the entity from the mind of the afflicted char-
  acter. The individual must then attempt a power
  check against DC 20.  A successful check means the
  unwanted entity has been purged from the character’s
  psyche, with the afflicted character losing all bonuses
  and penalties associated with the template.  Failure
  may result in something unwanted happening (GM’s
  choice;  the psychic entity takes on a malevolent
  persona, if it did not already possess one; the person
  attempting the cure acquires the template instead;
  the psychic entity controls the character’s body even
  when not fully manifested; and so on.)  If the indi-
  vidual attempting the cure rolls a “1” on the power
  check, both of the characters involved in the attempt
  are forced to attempt Will saving throws vs. a DC 15
  mental attack.  If unsuccessful, the character(s)
  immediately fall into a comatose state, and will begin
  dying the round thereafter, unless provided with
  medical aid.  If stabilized through medical treatment,
  the character(s) will regain consciousness within the
  next 1d20 days, and the psychic entity will have
  apparently been destroyed …although such mental
  trauma is often not without lingering effects (GM’s
  option, anything from total recovery to slowly
  creeping insanity.)
  Alternately, an attempt may be made to cure the
  character using more conventional means, such as
  psychiatric treatment involving therapy and
  psychotropic drugs.  This requires confinement in an
  appropriate mental health facility for a number of
  months equal to one-half the character’s power level.
  Such a facility must, of course, be properly equipped
  to confine/deal with a super-powered patient capable
  of manifesting a potentially hostile being composed
  of pure thought energy; otherwise the character’s
  stay, even if initially voluntary, is likely to be cut
  short.  At the end of the required time, the character
  must spend one Hero Point and make a DC 15 Will
  saving throw.  If the saving throw is successful, the
  character has recovered from the psychological
  Devil’s Workshop
  Page 3
  imbalances that led to the psychic entity manifesting
  itself.  Failure indicates that further treatment is
  needed.
  If the psychic entity is of the No Body Is Home vari-
  ation (see below), the only way to leave the template
  is for the entity to acquire a permanent host body.
  This means either recreating or retrieving the char-
  acter’s original body, or providing a suitable alterna-
  tive form for the character to inhabit.  Such a host
  body must be mindless (or at least non-sentient),
  reasonably humanoid in shape, and primarily organic
  in construction (sophisticated androids made of high-
  tech materials may be suitable; mechanical
  constructs are not.)  Locating or creating a body that
  meets these specifications is usually a daunting task
  even for super-powered individuals, and can easily
  involve several game sessions of adventuring.
  CUSTOMIZATION
  No Body Is Home:  This type of psychic entity has
  no permanent host, but must instead leap from one
  body to the next.  It is created when a psychic char-
  acter’s physical body is suddenly, violently
  destroyed, or (more rarely) when a psychic who was
  projecting his mind outside his body somehow
  cannot return to his corporeal form (if the body is
  shifted to another dimension, for example.)  In a
  desperate bid for survival, the psychic fashions a
  form out of pure will.  The character retains all
  memories, skills, and other attributes, but becomes
  permanently invisible and intangible.  The character
  must also now possess the bodies of others, as even
  the strongest will cannot sustain indefinitely without
  solid form.  The host bodies must be usually be
  human or at least humanoid; human-like aliens,
  mutants, cyborgs and the like may be suitable, but
  most extraterrestrials, robots, supernatural beings,
  and animals are not.
  PSYCHIC ENTITY 
  (No Permanent Host Body)
  PL Adjustment: 0
  Feats: Immunity (Aging, Critical Hits; Flaw: Can
  still suffer critical hits from mental attacks, Sleep),
  Indomitable Will.
  Powers: Amazing Save (Damage) +1[Source:
  Psionic; Cost 1 pp; Total: 1 pp], Incorporeal +5
  [Source: Psionic; Extras: Immunities (Disease,
  Exhaustion, Poison, Starvation, Suffocation),
  Invisibility +2; Flaw: Permanent; Power Stunts:
  Invisible to any two additional senses; Cost: 1 pp;
  Total: 16], Mental Protection +3 [Source: Psionic;
  Cost: 2pp; Total: 6 pp],  Possession +10 [Source:
  Psionic; Extras: 5 ranks of Ghost Touch; Flaws:
  Limited-humans only, except as noted above;
  Tainted-acquires any psychological weakness
  (Naïve, Quirk(s), etc.); Cost: 1 pp; Total: 10]
  Weaknesses: Mute, Egocentric (see above),
  Susceptible (host bodies), and Quirk (see above).
  WEAKNESSES
  Mute: Outside of a suitable host body, the char-
  acter cannot speak, and is limited to communi-
  cating through non-verbal means, though even this
  may be difficult given the character’s nature.  The
  character may communicate via telepathy, if that
  power is possessed.
  Susceptible (Host Bodies): The psychic entity is
  dependent on inhabiting/possessing host bodies;
  the character can exist as pure thought (incorpo-
  real form) for only a limited time before it’s’ life
  energies begin to decline. The psychic entity can
  remain active and unhindered for periods of up to
  one hour per point of Wisdom bonus (minimum
  one hour).  Thereafter, it must possess an appro-
  priate host or begin to suffer the effects of the
  susceptibility weakness.  The character must spend
  Templates: psychic entity
  
  Page 4
  Devil’s Workshop
  Templates: psychic entity
  a minimum of ten minutes inhabiting a host for
  each hour spent outside a host body.  The character
  may then safely exist outside a host body a host
  body again, up to its’ normal time limit.
  Variation: Some psychic entities of this type cause
  their host bodies to “burn out”, to rapidly decay
  from accelerated aging.  A horror-minded
  Gamemaster could rule that characters possessed
  by such an entity lose one Constitution point every
  hour, every ten minutes, or even every turn, until
  they crumble to dust.  This should be treated as a
  plot device, not a power or a weakness, as the
  drawbacks and benefits tend to cancel out.
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  Artwork: Alejandro Moreno
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  Page 5
  Template: Psychic Entity, Copyright 2004, Louis
  Porter Jr. Design, Inc.
  Templates: psychic entity
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/1st Edition/Mutants & Masterminds - 1st Edition - Devils Workshop - Sourcebook - Template - Psychic Entity.pdf