TEXT: DEVIL’S WORKSHOP
  • M&M Superlink archetype • M&M Superlink archetype • M&M Superlink archetype • 
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  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:
  
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  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
  
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  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.
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  Archetypes: chemical
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  Mutants & Masterminds RPG, Copyright 2002,
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  Power Corrupts, Power Corrupts 2 Copyright 2003;
  Archetype: Chemical Copyright 2004, Louis Porter
  Jr. Design, Inc.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/1st Edition/Mutants & Masterminds - 1st Edition - Devils Workshop - Supplement - Archetypes - Chemical.pdf