TEXT: DEVIL’S WORKSHOP
  • M&M Superlink template • M&M Superlink template • M&M Superlink template • 
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  LPJ9828
  Mutated viruses capable of transforming any unfortunate enough to be infected
  into utterly inhuman-and often monstrous-entities; clouds of alien spores,
  possessing a weird form of collective intelligence, that seek out suitable hosts as
  means of reproduction; nanites-self-replicating robots on the
  molecular scale-programmed to commandeer the DNA of
  organic life forms; all of these are examples of biolog-
  ical intruders.  Biological intruders are malignant
  microorganisms that infect and seize control of
  another creature, multiplying inside the host
  body until the infected being’s biological
  processes are completely replaced by that
  of the biological intruder. Unlike most
  other templates, a character who
  becomes host to a biological intruder is
  less changed than infected; unlike
  symbiotic organisms, which adapt to
  functioning with the host’s body,
  biological intruders are deadly oppor-
  tunistic organisms, using other living
  beings only as means of maturing or
  reproducing, and effectively slaying
  them in the process.  A biological
  intruder that is allowed to progress to
  its’ final stages ravages the character’s
  physical and mental faculties, eventually
  destroying the host’s mind and vital func-
  tions and replacing them with its’ own. 
  In the initial stages of the infection, the biolog-
  ical intruder does offer the host a few not incon-
  siderable benefits.  In particularly dangerous or
  stressful situations the organism will stimulate the
  release of adrenalin, epinephrine and other stress hormones,
  as well as stimulating endorphins, natural pain-killing compounds
  produced by the brain.  As a consequence, the character’s physical prowess and
  efficiency in combat is greatly increased. The biological intruder is also capable
  of speeding up the host individual’s healing process, allowing rapid tissue regen-
  eration.  To protect itself, the biological intruder will automatically act to elimi-
  nate any poisons or other microorganisms to which the host is exposed.
  At the same time, however, the host suffers a number of detrimental
  effects due to the presence of the biological intruder, and these effects worsen as
  the infection progresses.  The infected character experiences muscular and
  nervous system failure, becoming increasingly unable to respond to
  outside stimuli, as the infection overwhelms the character’s
  system.  The character develops a vulnerability to a
  particular energy-type or substance that the biolog-
  ical intruder is sensitive to.  The host also must
  satisfy the biological intruder’s need for certain
  odd nutrients that the organism requires for
  growth and reproduction.  Ultimately the
  biological intruder is using the host as
  fodder, slowly murdering the character
  by replacing the character’s cells with
  alien biological material.  A character
  with this template is actually suffering
  from a (if left untreated) terminal
  illness.
  BECOMING
  INFECTED WITH
  A BIOLOGICAL
  INTRUDER
  A biological intruder might be an extraterres-
  trial strain of bacteria inadvertently brought to
  Earth via a meteor or a returning space vehicle, a
  mystically spawned sentient virus, or an improperly
  coded set of nanites that begin replicating out of control,
  escaping the lab in which they were created.  Because the
  template can originate in a number of means, the source for the
  powers bestowed by the template is listed as “variable”.
  The template is acquired when a character is exposed to a biological intruder in
  its’ infectious state and succumbs to contagion.  Most biological intruders can
  only be passed to others by hosts who have gone through the final stage of infec-
  Template: Biological  Intruder
  
  Page 2
  Devil’s Workshop
  Templates: biological intruder
  tion and been completely transformed-their saliva
  and other bodily fluids carry the infection, which
  can be passed on by biting or clawing another.
  Some biological intruders can spread through
  casual contact, while a (thankfully) handful spread
  through the air.  Resisting infection requires a
  successful Fortitude save against DC 15; failure
  results in becoming a host.
  Biological Intruder
  PL Adjustment: +2 (during first month)/0/-1/-2/
  (see below).
  Feats: Heroic Surge, Immunity (critical hits,
  disease, poison).
  Powers: Amazing Save (Damage) +4 (Source:
  Variable; Cost: 1 pp; Total: 4pp), Boost +5
  (Source: Variable; Extras: All physical ability
  scores; Flaw: Uses-4 times per day; Cost: 1 pp;
  Total: 5 pp), Boost: +5 (Source: Variable; Extra:
  All of character’s primary set of powers at once;
  Flaw: uses-4 times per day; Cost: 1 pp; Total: 5
  pp),  Regeneration +5 (Source: Variable; Extra:
  Regrowth; Flaw: Restricted-cannot regenerate
  damage the biological intruder is vulnerable to;
  Cost: 2 pp; Total; 10 pp), Super-Strength +2
  (Source: Variable; Cost: 4 pp; Total: 8 pp).
  Weaknesses: Disability (muscle spasms/nervous
  seizures), Disability (fatal infection), Susceptible
  (unnatural hunger), Vulnerable (variable).
  WEAKNESSES
  Disability (muscular spasms/nervous seizures):
  As the biological intruder continues to develop, the
  host’s mental and physical faculties begin to fail.
  Each round the character must roll a d20 before
  attempting any action; on a roll of 1-5 the char-
  acter suffers a seizure and is considered dazed; the
  character cannot act, though the character may
  defend normally.  This condition develops after the
  character has been infected for one month-and
  continues to worsen every month afterward-each
  month number needed for the character to avoid
  experiencing the seizure is increased by +5, topping
  out at 15, with the character unable to act three-
  fourths of the time.
  Disability (fatal infection): The character is dying,
  as the biological intruder is methodically corrupting
  and replacing the cells of the host.  After one game
  month of infection the character suffers loses two
  points of Constitution.  Every two weeks thereafter
  the character suffers an additional -2 penalty to the
  Constitution score.  This affects the character’s
  Fortitude saves, Constitution checks, and any
  Constitution based skills, but not the character’s
  Damage save.  Before each adventure, the affected
  individual must succeed on a Fortitude saving throw
  (DC 15) or become chronically fatigued (after four
  months have passed, this worsens to exhausted.)  The
  saving throw DC increases by +1/every month. The
  character may spend a Hero Point to overcome the
  fatigue for a number of rounds equal to his
  Constitution modifier (minimum one round).  When
  Constitution reaches 0 the character either transforms
  into a mature form of the biological intruder or dies
  (see below).  The character transforms or dies after
  six months of infection no matter how many points
  of Constitution remain.
  Vulnerable: All biological intruders, whether they
  evolved on a distant world or were bred in labora-
  tory, possess a congenital weakness to a particular
  energy type or substance.  The Gamemaster should
  choose one type of energy (cold, electricity, fire, etc.)
  or element/compound (.); the host character becomes
  vulnerable to this substance, losing any bonuses to
  the character’s Damage save against it.
  Quirk (solitary/paranoid behavior): The biological
  intruder alters the host’s brain chemistry, to make the
  character more solitary and secretive.  The character
  becomes increasingly isolated from others, and espe-
  cially takes pains to conceal any sign that he or she is
  unwell.  The character must succeed on a DC 15 Will
  save to overcome this behavior, and the DC for the
  save increases by +2 each month the infection is
  allowed to progress. 
  LEAVING THE
  TEMPLATE (BEING
  CURED)
  Almost all characters who acquire the Biological
  Intruder template will make an attempt at finding the
  means to leave the template, as not doing so results
  in eventual death.  There also exist paranormal
  means of ridding a host body of the sentient virus.
  The Healing power can eradicate the virus (removing
  all traces of the template from a character) on a
  successful power check.  The DC for the power
  check is equal to 20 +1/week the character has been
  infected.  A character consumed by a biological
  intruder cannot be resurrected unless the alien life
  form that subsumed the character is first destroyed /
  expelled from the character’s physical form; if this is
  done the character’s body is rendered lifeless and
  inert, and a normal resurrection attempt may then be
  made.
  Discovering the means to eliminate the biological
  intruder through super-scientific means requires a
  full game session of lab testing and a Science
  (biology) skill check against DC 25.  The actual
  treatment requires an additional game session, as
  well as appropriate facilities and medical/scientific
  personnel.  The treatment may involve radiation
  bombardment, combinations of experimental
  vaccines, an infusion of nanites programmed to go
  after the infecting organism, or any number of other
  esoteric measures.  The individual overseeing the
  attempt at a cure must have at least one rank of the
  Super Intelligence power and possess 10 or more
  ranks in both the Medicine and Science (biology)
  skills. The actual procedure itself requires a
  minimum of ten rounds.  The biological intruder will
  sense the danger to itself, and attempt to drive the
  host into frenzy, forcing the character to fight or flee
  the character’s would-be saviors.  Resisting this
  
  attempt requires success on a DC 15 Will saving
  throw.
  At the end of the procedure, the character must make
  a DC 20 Fortitude save.  If successful, the character
  is cured and loses all the characteristics of the
  template.  Failure means another approach to treat-
  ment must be found.  If the character fails the saving
  throw by more than 10 points the biological intruder
  is destroyed but releases deadly toxic compounds as
  it breaks down, pumping virulent poisons into the
  blood stream.  The character must succeed against a
  DC 15 Fortitude saving throw or immediately falls
  into a comatose state, and begins dying on the next
  round.
  FAILING TO LEAVE THE
  TEMPLATE
  A character that is not successfully treated will even-
  tually fall victim to the infection (Con score reaches
  0); when this occurs the character must make a
  Fortitude saving throw against DC 15, using the
  character’s full.  A successful save means the char-
  acter completely transforms into the mature form of
  the biological intruder, while failure indicates the
  character simply dies, the body rapidly dissolving
  into a puddle of potentially infectious goop.  If the
  host is instead transformed, a new character is essen-
  tially created-a bio-mutate.  The new bio-mutate is at
  least semi-humanoid in appearance and of the same
  general size and mass as was the host, but is other-
  wise clearly inhuman.  It is of the same PL as was
  the host before being infected by the biological
  intruder.  It likely retains some of the former host’s
  physical abilities and powers, but evidences other
  characteristics all of its’ own.  The new being may be
  mindless or of superior intelligence; if intelligent it
  may share some of the life memories, language
  skills, and even personality traits of the host.  The
  GM is the final arbiter of the statistics of the bio-
  mutate, and of whether or not the creature might be
  suitable as a player character.
  Devil’s Workshop
  Page 3
  TEMPLATE VARIANTS
  Devouring Entity
  A devouring entity eats away not at the body but at
  the soul, though a physical transformation may
  indeed take place at the final moment, when the
  character’s consciousness is entirely consumed /
  replaced by that of the ancient thing that has taken
  root in the character.  Devouring entities can be the
  result of potent curses, the remnants of once mighty
  eldritch creatures, or the residual energies of a
  powerful psychic whose physical body has been
  destroyed.  One who plays host to a Devouring
  Entity develops formidable mystic or psychic abili-
  ties, which the character is intuitively able to employ,
  though obviously the host does not get to enjoy the
  use of these newly granted powers for long.
  PL Adjustment: +3/0/-1/-2/ (see below).
  Feats: Attack Focus (one form of Mystic/Psionic
  attack), Heroic Surge, Psychic Awareness or Mystic
  Awareness, True Sight.
  Powers: Amazing Save (Damage) +5 (Source:
  Mystic/ Psionic; Extra: Other Save-Will; Cost: 2pp;
  Total: 10 pp), Boost +5 (Source: Mystic/Psionic;
  Extras: All physical ability scores; Flaw: Uses-4
  times per day; Cost: 1 pp; Total: 5 pp), Boost: +5
  (Source: Mystic/Psionic; Extra: All of character’s
  primary set of powers at once; Flaw: uses-4 times
  per day; Cost: 1 pp; Total: 5 pp), Combat Sense +2
  (Source: Mystic/ Psionic; Cost: 1 pp; Total: 2 pp),
  Variable Effect +10 (Source: Mystic/Psionic; Extra:
  Expanded Powers-up to 3 point powers; Flaw: Only
  magical or psychic powers; Cost: 3 pp; Total: 20
  pp).
  Weaknesses: Disability (diseased spirit), Disability
  (muscle spasms/nervous seizures), Quirk
  (solitary/paranoid behavior), and any two Quirks
  (various).
  WEAKESSES
  Disability (diseased spirit): This is identical to the
  fatal infection caused by the biological intruder
  save that it targets the psyche/soul rather than the
  body-the character suffers a loss of 2 points of
  Wisdom after the first month of infection, and
  every two weeks thereafter.  After one month the
  character must succeed on a Will saving throw
  against DC 15 before every adventure or lose all
  Hero Points for the duration of the game session,
  as the character’s “karma” becomes progressively
  tainted.  The character also suffers a -2 penalty to
  all Intelligence based skills and checks for the
  duration of the adventure.
  Quirks (various): The host acquires some of the
  less desirable traits of the Devouring Entity’s
  psyche.  These quirks are determined by the GM,
  but should revolve around fears, hatreds, and
  strange obsessions/compulsions.  One quirk is
  gained immediately and another develops after one
  month of spiritual infection.
  Genetic Parasite
  If ordinary biological intruders are opportunistic,
  then genetic parasites are absolutely predatory. 
  Note: It is advised that if a character succumbs to
  a genetic parasite, the player not be allowed to
  continue to play the “new” version of the char-
  acter.  While one-in-a million exceptions may exist,
  genetic parasites-even those of the intelligent
  variety-are predators by nature, and are hard-
  wired by evolutionary instincts to hunt other living
  beings for use as “breeding stock.”  They are
  monsters by human standards, and usually unsuit-
  able except as adversaries for the PCs-even most
  villain teams would not want one in their ranks!
  Genetic parasites might be insect-like extraterres-
  trials, genetically engineered bio-weapons, or even
  self-aware cellular cancers.  Whatever its’ nature, a
  Templates: biological intruder
  
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  Devil’s Workshop
  Templates: biological intruder
  genetic parasite progresses much more rapidly than
  an “ordinary” bio-intruder, and their presence
  results in the host character becoming extremely
  aggressive and animalistic, as the individual’s
  higher brain functions quickly become impaired.
  The genetic parasite template can only be acquired
  if a character is intentionally infected by a mature
  form of the parasite, i.e. a previously transformed
  host.  The parasite essentially plants an embryo or
  egg inside the host, which “feeds’ off the host’s
  DNA as it develops.  If a host succumbs, the
  horrible creature born always bears a slight resem-
  blance to the character that bore it, and even
  exhibits some of that individuals traits and powers.
  PL Adjustment: 0 (see below).
  Feats: Immunity (critical hits, disease, poison).
  Powers: Heroic Surge, Amazing Save (Damage)
  +4 (Source: Alien/Mutation; Cost: 1 pp; Total: 4
  pp), Boost +5 (Source: Alien/Mutation; Extras: All
  physical ability scores; Flaw: Uses-4 times per
  day; Cost: 1 pp; Total: 5 pp), Boost: +5 (Source:
  Alien/Mutation; Extra: All of character’s primary
  set of powers at once; Flaw: uses-4 times per day;
  Cost: 1 pp; Total: 5 pp),  Regeneration +5 (Source:
  Alien/Mutation; Extra: Regrowth; Flaw:
  Restricted-cannot regenerate damage the biolog-
  ical intruder is vulnerable to; Cost: 2 pp; Total; 10
  pp), Super-Strength +2 (Source: Variable; Cost: 4
  pp; Total: 8 pp).
  Weaknesses: Berserk, Disability (parasitic infec-
  tion), Transformation, Quirk (solitary/paranoid
  behavior).
  WEAKNESSES
  Berserker: The host becomes prone to violent
  rage when in combat or other stressful situations;
  each round the character must succeed on a DC 20
  Will saving throw or go berserk.  See Mutants and
  Masterminds core rulebook p. 106 for details.
  Disability (parasitic infection): Similar to the debili-
  tating effects caused by a standard biological
  intruder, but with a much faster progression. The
  character is dying, as the genetic parasite usurps the
  DNA of the host.  After one game week of infection
  the character suffers loses two points of Constitution.
  Every week  thereafter the character suffers an addi-
  tional -2 penalty to the Constitution score.  This
  affects the character’s Fortitude saves, Constitution
  checks, and any Constitution based skills, but not the
  character’s Damage save.  Before each adventure, the
  affected individual must succeed on a Fortitude
  saving throw (DC 15) or become chronically
  fatigued (after two months have passed, this worsens
  to exhausted.)  The saving throw DC increases by
  +1/every month. The character may spend a Hero
  Point to overcome the fatigue for a number of rounds
  equal to his Constitution modifier (minimum one
  round).  When Constitution reaches 0 the character
  either transforms into a mature form of the genetic
  parasite or dies (see below).  The character trans-
  forms or dies after three months of infection no
  matter how many points of Constitution remain.
  Transformation (progressive): At the end of each
  week the host character must succeed on a Fortitude
  saving throw or begin to adopt more and more of the
  genetic parasite’s abominable traits.  The DC for the
  save begins at 15 and increases by +3 per week.  If
  the save is failed the host character gains one of the
  following sets of attributes in the order that follows.
  The traits are permanent so long as the character is
  infected with the template:
  1)
  Disturbing: The host begins to mutate-the
  character’s appearance becomes a hybrid of
  the host and the parasite.  This causes a -5
  penalty to all Bluff and Diplomacy attempts.
  The host gains Natural Weapon +2 and
  Protection +3.
  2)
  Susceptible (unnatural hunger/need): The
  genetic parasite requires sustenance to reach
  maturity; every 24 hour period it must either
  consume fresh meat equal to the weight of a
  full grown human or drain at least 10 ranks of
  Constitution .  The host can remain active for
  periods of up to one hour per point of
  Constitution bonus.  Thereafter, the character
  must feed on the appropriate substance or
  suffer the effects of the susceptibility weak-
  ness.  The host gains either Natural Weapon
  (fangs/claws/tendrils) +5 or Drain
  (Constitution) +5 (Extra: Slow Recovery-one
  minute/point drained; Flaw: Only Constitution
  may be drained)
  3)
  Quirk (need to spawn): The host is driven by
  the parasite’s instinct to reproduce.  The char-
  acter is compelled to seek out victims to infect
  with genetic parasite larvae, just as the host
  was infected.  The character may spend a Hero
  Point to stave off this compulsion, but it
  returns so long as the character is infected.
  No additional powers are gained.
  4)
  Disability (dull-witted): The character suffers
  a -5 penalty to Intelligence and Wisdom, as
  the soon-to-be adult parasite reduces the host
  to little more than a shell of flesh.  The host
  body gains +5 ranks of Mental Protection,
  becoming resistant to mind control attempts or
  psionic attack.
  Artwork by: Bong Dazo
  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.
  Hero Points and Power Points are Product Identity of
  Green Ronin Publishing and are used with permis-
  sion.
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 3 for
  more information.
  
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  15. COPYRIGHT NOTICE
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  Mutants & Masterminds RPG, Copyright 2002, Green
  Ronin Publishing; Author Steve Kenson
  Crooks!, Copyright 2003, Green Ronin Publishing;
  Author Sean Glenn, Kyle Hunter & Erik Mona
  Template: Biological Intruder, Copyright 2005, Louis
  Porter Jr. Design, Inc.
  Templates: biological intruder
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/1st Edition/Mutants & Masterminds - 1st Edition - Devils Workshop - Sourcebook - Template - Biological Intruder.pdf