TEXT: super powered
  templates
  Devil’s Workshop Presents
  LPJ9841
  $5.95
  Leon Collins   Joahn Polojac   Louis Porter Jr.   Tony Perna
  
  Page 2
  super powered templates
  ALIEN OVERSEER
  Alien Overseers are individuals who act as interplanetary 
  lawmen, shock troops, or regents for highly-advanced Power 
  Extraterrestrial beings.  The majority of alien overseers fall into 
  two categories: Galactic Guardsmen and Cosmic Champions:  
  GALACTIC GUARDSMAN
  Galactic guardsmen are members of an interstellar paramilitary 
  force, a corps that serves the interests of a mighty, star-spanning 
  alien civilization.  Guardsmen who serve benevolent races act 
  as a cosmic police force, protecting freedom and justice while 
  respecting the laws and cultures of the worlds they dwell on. 
  Villainous guardsmen serve as the enforcers for malevolent or 
  war-like races, spreading fear and terror throughout the universe. 
  A galactic guardsman goes through intense training in preparation 
  for the role.  The GM may assume that this training takes place 
  outside normal time and space, avoiding removing the character 
  from the campaign for a long period.  The training the guardsman 
  receives hones the mind and spirit, preparing the character to 
  wield a weapon powered by willpower.  A guardsman grows 
  accustomed to the strange and unexpected, at ease in the most 
  unearthly surroundings.  The galactic guardsmen is provided with 
  a protective uniform and a universal translator device, which 
  allows the character to translate any spoken language, scan minds 
  and project thoughts, and tap into electronic databanks.  But 
  the guardsman’s primary source of power stems from the will-
  powered weapon each receives.
  The will-weapon may take nearly any form (rings, wrist bands, 
  and scepters are traditional), but all derive their energies from the 
  willpower/psyches of those who bear them. Most will-weapons 
  allow for a variety of energy manipulating effects, others manipu-
  late space and time, and some exist that provide psychic enhance-
  ments. Few allow the bearer to manifest such powers as Growth, 
  Duplication, or other “personal” powers. The classic example of 
  a will-powered weapon was a ring that allowed its’ wielder to 
  project Energy Generation / Blasts, create force fields, and form 
  solid objects out of shimmering green plasma. A will-weapon is 
  attuned to the psyche of one character, and is not easily used by 
  another.   The will-weapon needs to be recharged once every 24 
  hours.  The power source for the device is relatively portable, but 
  too bulky and fragile to be easily carried into combat.  All such 
  weapons have an intrinsic Power Flaw which causes them to fail 
  in certain conditions (exposed to certain frequencies of light, in 
  the presence of certain elements, etc.)
  Alien Overseer  
  (Galactic Guardsman)
  Character Level Adjustment: 0
  Feats: Attack Focus (Will-Powered Weapon), Bonded Item (Will-
  Powered Weapon), Connected (alien benefactors), Fame / Infamy 
  (Only among those familiar with the alien(s) the character 
  serves), Iron Will, Leadership, Improved Initiative.
  Powers: High Will Save, Combat Sense, Super type skill (Diplo-
  macy) 
  Devices:  
   • Protective Uniform
   • Universal Communicator   
   •  Will-Powered Weapon: Flight, Immunities of choice;  
  Restricted-does not operate in certain conditions (see below) 
  Restricted-must recharge every 24 hours to use
  Weaknesses: Archenemy, Devotion to cause, Duty to Organiza-
  tion, Code of Conduct, Vulnerable (see below).
  WEAKNESS:
  Archenemy
  The aliens whom the overseer serves are ancient and powerful, 
  and there are many in the cosmos that bear grudges against them.   
  At the beginning of each game session, the game master should 
  roll a d20, adding + 10 to the roll.  Any result of 20 or greater 
  results in one or more enemies appearing to harass the character.  
  The game master should determine their exact natures, including 
  the source of their enmity for the alien overseer.  
  Devotion to cause
  The character must make a successful Will saving throw to resist 
  any orders given by the overseers alien benefactors, but the DC 
  for the saving throw is set at 25.  Orders that mean certain death 
  or transgression against the character’s moral code may be auto-
  matically disregarded, but the character suffers a -5 penalty to 
  attack rolls, initiative, and skill checks for the remainder of the 
  adventure, due to deep disillusionment and sadness.  
  Duty to Organization
  All alien overseers have a sense of duty that borders on obses-
  sion.  Heroic galactic guardsmen are commonly pledged to 
  defend the world or solar system they dwell in against threats 
  from other worlds or dimensions.  Cosmic champions are 
  compelled to spread the will of those who imbued them with their 
  powers, whether that is peace or war, creation or destruction.  The 
  GM must determine the exact form this weakness takes.  In most 
  cases, it should directly relate to the aims/goals/traits of the alien 
  beings the character serves. The GM should decide on the condi-
  tions that will compel the character to act.  
  
  Page 3
  super powered templates
  Some possibilities include:
   •  The character must pursue one type of foe above all others, 
  one that the overseer’s superiors faced in the distant past. 
   •  The alien overseer may never take action against members of 
  a certain faction or race.
   •  The character can never knowingly aid or associate with 
  particular types of beings; prohibited from contact with artifi-
  cial life forms, mutants, magic-wielders, and so on.
  Vulnerable
  All alien overseers are vulnerable to one particular substance or 
  energy type. Against such attacks, an alien overseer receives no 
  bonuses to any damage saves (straight d20 roll to resist only.) 
  Cosmic champions are usually vulnerable to the energy type that 
  is most nearly opposite that which they command (heat vs. cold, 
  light vs. darkness, and so forth.)  Galactic guardsmen-the bearers 
  of super-scientific weapons-are often vulnerable to magic based 
  attacks.  The Game Master must decide the specific form this 
  weakness takes.
  COSMIC CHAMPION
  In contrast to the galactic guardsman, the cosmic champion is 
  essentially a free agent. This stripe of alien overseer is pledged 
  to serve the cause of the primordial alien entity or elder race that 
  empowered the character, but is largely free to act without any 
  direct oversight.
  A cosmic champion is control over one type of energy, usually 
  one of the fundamental forces of the universe (electricity, gravity, 
  or light/radiation.)  An individual who already possesses a 
  measure of such control is naturally preferred for the role, as 
  this brings about an intrinsically more powerful champion. The 
  champion is also given a focus of some sort, an artifact that hones 
  the character’s control over the cosmic energies wielded.  If this 
  focus is ever destroyed, the individual begins to suffer the effects 
  of the Susceptible weakness (see below).
  The cosmic champion’s body is conditioned to resist the rigors 
  of the vacuum of space.  Advanced training allows the champion 
  to overcome injuries with the power of the mind alone. The char-
  acter also develops formidable mental shields.
  Normally, no one else (not even the Cosmic Champion’s allies) 
  may use the focus, although characters who possess comparable 
  energy-wielding powers (GM’s option) may attempt to do so by 
  attempting a Will save against DC 15. If the roll is successful, the 
  device may be used freely by the character, increasing a single 
  energy-based power by a factor of 2 and granting two related 
  power tricks of the character’s choice.  Note that this differs from 
  the rules governing the Will-powered device used by the galactic 
  guardsman, which is bought with the Bonded Item feat.  
  ALIEN OVERSEER (COSMIC CHAMPION)
  CHARACTER LEVEL ADJUSTMENT: 0
  Feats:  Durability, Immunity (Suffocation), Iron Will, Energy 
  Generation / Blast
  Powers:  High Will Save, Combat Sense, Energy Manipulation / 
  Control (GM chooses specific type), Regeneration
  Weaknesses: Archenemy, Duty, Vulnerable, Susceptible 
  (destruction of focusing device).
  WEAKNESS
  Susceptible (destruction of focusing device)
  The cosmic champion’s life force is linked to his focus; if the 
  device is ever destroyed, the character begins to suffer the effects 
  of the Susceptible weakness of first becoming fatigued, then 
  exhausted, disabled, and so forth.  If the cosmic champion’s 
  condition stabilizes, the character remains in a comatose state 
  until the focus is repaired / recreated, or a suitable replacement 
  can be found (GM’s option.)
  BECOMING AN ALIEN OVERSEER
  There are several paths to becoming an alien overseer.  If an indi-
  vidual performs some great boon or special service for unearthly 
  being or alien civilization, such as helping to defeat a long-time 
  foe, the character may be tendered an offer of service.  Benevo-
  lent aliens make the request out of respect or gratitude.   Evil 
  Extraterrestrials frequently have some difficulty in accepting “no” 
  as an answer, and may attempt to press the character into service 
  regardless of the individual’s wishes. 
  Sometimes alien entities or elder races simply select an individual 
  to enlist into service, an individual they judge to be suitably 
  strong of body and spirit.  One who is already superhuman is 
  obviously an attractive candidate, particularly one whose powers 
  in some reflect those of the Extraterrestrial(s) who wish to enlist 
  the character.
  A character may inherit the office of an alien overseer who is 
  nearing the end of life, or has served in the role for too long.  
  Even with the power that comes with the office, most alien over-
  seers eventually grow too battle-scarred and tired to continue.  
  Or perhaps they simply lose have faith in the cause of the beings 
  they serve.  In such cases, an alien overseer may pass along his 
  role to another, as described below.
  LEAVING THE TEMPLATE
  If a galactic guardsman tires of the role, the character may 
  simply resign the office (although alien superiors with less-
  than-forgiving natures may take a dim view of the resignation.)  
  Depending on the guardsman’s code of conduct, a suitable 
  
  Page 4
  super powered templates
  replacement (equivalent level) may have to be found before the 
  character can leave the office.  
  A cosmic champion’s options are more limited; it is possible 
  that the being(s) that granted the champion’s powers may be 
  persuaded to remove them, but such cosmic heavyweights are not 
  easily persuaded.  The character may seek out an alternate means 
  of purging the cosmic forces if he truly tires of the responsibili-
  ties associated with them  The GM must determine if any other 
  means exist to do so. Finding such means should entail several 
  game sessions of adventuring, and might involve petitioning 
  ultra-powerful entities, performing a difficult mystical ritual, or 
  recovering some ancient alien artifact.
  In either case, it is possible the alien overseer may be stripped 
  of office because the individual disgraced the office, abused he 
  cosmic powers given, or disobeyed the will of the character’s 
  Extraterrestrial masters.  This is more likely to lead to the 
  dismissal (and punishment) of the galactic guardsman, as a 
  cosmic champion is largely a free agent.  Only in extreme cases 
  will a cosmic champion’s actions lead to the character losing his 
  powers.  The champion’s “creator(s) do not like to intervene in 
  “mortal” affairs directly.
  As alien overseers gain some feats and powers through training, 
  these do not vanish when the character leaves the template.
  Customization
  Cosmic Consciousness
  Usually bestowed only upon cosmic champions, a few alien over-
  seers have the ability to sense events that threaten destruction on 
  a planetary level or beyond.  This power is not under the alien 
  overseer’s control, activating spontaneously. 
  Ultra-Overseer
  It is the result of a fusion between an alien overseer (almost 
  always of the cosmic champion variety) and a normal, non-
  powered human.  This usually comes about because some action 
  on the part of an alien overseer inadvertently caused the human to 
  be mortally wounded.  The benevolent overseer mergers its ‘own 
  life force with that of the dying individual, giving up its’ own 
  freedom to save the human’s life.  
  From that point on, the alien overseer can only manifest itself 
  on the material plane when called upon by its’ human host 
  (the GM may decide whether the alien overseer inhabits some 
  distant sub-dimension, or exists within the human host in incor-
  poreal form, or what have you.)  The human host must perform 
  certain gestures, make contact some alien object, or speak some 
  unearthly phrase to change forms. Moreover, the time the over-
  seer can spend in the outside world is severely limited.  This situ-
  ation is not without advantages, however, as the union between 
  life forces/psyches/spirits actually increases the overall level of 
  the alien overseer.
  WEAKNESS
  Susceptible (separation from host)
  The alien overseer can exist outside the host body is equal to 
  the character’s Constitution modifier in hours (minimum one 
  hour.)  After this, the overseer begins to suffer the effects of the 
  Susceptible weakness, until and unless human form can again be 
  assumed.
  BIOLOGICAL INTRUDER
  Mutated viruses capable of transforming any unfortunate enough 
  to be infected into utterly inhuman-and often monstrous-enti-
  ties; clouds of alien spores, possessing a weird form of collective 
  intelligence, that seek out suitable hosts as means of reproduc-
  tion; nanites-self-replicating robots on the molecular scale-
  programmed to commandeer the DNA of organic life forms; 
  all of these are examples of biological 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 opportunistic 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 facul-
  ties, eventually destroying the host’s mind and vital functions and 
  replacing them with its’ own. 
  In the initial stages of the infection, the biological intruder does 
  offer the host a few not inconsiderable 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 regeneration.  
  To protect itself, the biological intruder will automatically act to 
  eliminate any poisons or other microorganisms to which the host 
  is exposed.
  At the same time, however, the host suffers a number of detri-
  mental 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 biological intruder is sensitive to.  The host also must 
  satisfy the biological intruder’s need for certain odd nutrients 
  
  Page 5
  super powered templates
  that the organism requires for growth and reproduction.  Ulti-
  mately 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 actu-
  ally suffering from a (if left untreated) terminal illness.
  BECOMING INFECTED WITH A  
  BIOLOGICAL 
  INTRUDER
  A biological intruder 
  might be an extrater-
  restrial 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 infection 
  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 Forti-
  tude save against DC 15; failure results in becoming a host.
  Biological Intruder
  Character Level Adjustment: +2 (during first 
  month) /0 / -1 / -2 / (see below).
  Feats: Heroic Surge, Immunity (critical hits, disease, poison)
  Powers:  High Fortitude 
  Save, Attribute Boost, 
  Regeneration, Super-
  human strength 
  Weaknesses: Fatal 
  infection, Muscle 
  spasms / Nervous 
  seizures, Unnatural 
  Hunger, Vulnerable 
  (variable).
  WEAKNESSES
  Fatal infection
  The character is dying, 
  as the biological 
  intruder is methodi-
  cally corrupting and 
  replacing the cells of the 
  host.  After one game 
  month of infection the 
  character suffers loses 
  two points of Constitu-
  tion.  Every two weeks 
  thereafter the character 
  suffers an additional -2 
  penalty to the Constitu-
  tion score.  This affects 
  the character’s Fortitude 
  saves, Constitution 
  checks, and any Consti-
  tution based skills.  
  Before each adventure, 
  the affected individual 
  must succeed on a Forti-
  tude saving throw (DC 
  15) or become chroni-
  cally fatigued (after four 
  months have passed, this worsens to exhausted).  The saving 
  throw DC increases by +1 every month.  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.
  
  Page 6
  super powered templates
  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 
  character 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.
  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 especially 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. 
  Vulnerable
  All biological intruders, whether they evolved on a distant world 
  or were bred in laboratory, possess a congenital weakness to a 
  particular energy type or substance.  The GM 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 roll against it.
  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.  Any type of 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 plus +1 per 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 resur-
  rection 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 an Intelligence of 18 and possess 10 or more ranks in 
  both the Medicine and Science (biology) skills. The actual proce-
  dure 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 charac-
  ter’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 treatment 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 imme-
  diately 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 eventually fall 
  victim to the infection (Constitution 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 
  character 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 char-
  acter is essentially 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 otherwise clearly inhuman.  
  It is of the same Character Level 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 char-
  acter.
  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 abilities, which the char-
  acter is intuitively able to employ, though obviously the host does 
  not get to enjoy the use of these newly granted powers for long.
  
  Page 7
  super powered templates
  Character Level Adjustment: +3 / 0 / -1 / -2 
  / (see below).
  Feats: Attack Focus (one form of Mystic/Psionic attack), Some 
  Type of Awareness (either Psychic or Mystical), True Sight.
  Powers:  High Fortitude Save, Physical Ability Boost, Combat 
  Sense, Random Powers / Effect
  Weaknesses: Diseased spirit, Muscle spasms / nervous seizures, 
  Solitary / Paranoid behavior, and any two Medical Issues 
  (various).
  WEAKESSES
  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 suffer a -1 to all rolls duration 
  of the game session, as the character’s “karma” becomes progres-
  sively tainted.  The character also suffers a -2 penalty to all Intel-
  ligence based skills and checks for the duration of the adventure.
  Medical Issues (various)
  The host acquires some of the less desirable traits of the 
  Devouring Entity’s psyche.  These medical issues are determined 
  by the GM, but should revolve around fears, hatreds, and strange 
  obsessions/compulsions.  One medical issue is gained immedi-
  ately 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 character.  
  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 unsuitable except as adversaries for the 
  PCs-even most villain teams would not want one in their ranks!
  Genetic parasites might be insect-like extraterrestrials, genetically 
  engineered bio-weapons, or even self-aware cellular cancers.  
  Whatever its’ nature, a genetic parasite progresses much more 
  rapidly than an “ordinary” bio-intruder, and their presence results 
  in the host character becoming extremely aggressive and animal-
  istic, 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 essen-
  tially 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 resemblance to the character 
  that bore it, and even exhibits some of that individual’s traits and 
  powers.
  Character Level Adjustment: 0 (see below).
  Feats: Immunity (Critical hits, Disease, Poison).
  Powers:  High Fortitude Save, Physical Ability Boost, Regenera-
  tion, Superhuman strength
  Weaknesses: Berserk, Parasitic Infection, Progressive Transfor-
  mation, 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.
  Parasitic Infection: Similar to the debilitating effects caused by 
  a standard biological intruder, but with a much faster progres-
  sion. 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 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 two months have passed, this worsens 
  to exhausted.)  The saving throw DC increases by +1 per every 
  month. When Constitution reaches 0 the character either trans-
  forms into a mature form of the genetic parasite or dies (see 
  below).  The character transforms or dies after three months of 
  infection no matter how many points of Constitution remain.
  Progressive Transformation
  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 Weaponry and an increase to their 
  Defensive abilities of +3
   2.  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 attack and drain at least 10 points of Constitution 
  
  Page 8
  super powered templates
  from a another target.  The host can remain active for periods 
  of up to one hour per point of Constitution bonus.  There-
  after, the character must feed on the appropriate substance 
  or suffer the effects of the weakness.  The host gains either 
  Natural Weaponry (fangs / claws / tendrils) or some type of 
  Constitution draining attack.
   3.  Need to Spawn: The host is driven by the parasite’s instinct 
  to reproduce.  The character is compelled to seek out victims 
  to infect with genetic parasite larvae, just as the host was 
  infected.  No additional powers are gained.
   4.  Dull-witted: The character suffers a -5 penalty to Intelli-
  gence and Wisdom, as the soon-to-be adult parasite reduces 
  the host to little more than a shell of flesh.  The host body 
  gains a Defensive attribute bonus of +5 becoming resistant to 
  mind control attempts or psionic attack.
  COMBAT ENDOSKELETON
  A combat endoskeleton is a framework of high-tech metal alloys 
  reinforcing a human skeletal system.  It must be implanted 
  through surgical means or bonded to the bones by forcing 
  compounds of liquefied metal through the recipient’s skin and 
  muscle tissue.  Either technique involves extreme pain and risk 
  for the subject.  The technical and financial means required for 
  such operations is staggering, involving multi-millions of dollars 
  and next-generation medical science.  A combat endoskeleton is 
  implanted with one purpose in mind: to transform a human being 
  into a nearly invulnerable fighting machine.  Covert factions of 
  the federal government, hostile foreign powers, and far-reaching 
  criminal organizations are the agencies most likely to make such 
  attempts, hoping to create super-soldiers or impervious assassins.  
  Such groups rarely relinquish any successful test subjects they 
  produce, at least not without considerable struggle.
  BECOMING A COMBAT ENDOSKELETON 
  RECIPIENT
  Nearly all characters endowed with endoskeletons received them 
  through some super-scientific procedure; as noted above, these 
  procedures are extraordinarily invasive and dangerous in nature.   
  Consequently, there are few willing participants, due to terrible 
  risks posed even for the hardiest of subjects.   Most recipients 
  were kidnapped or otherwise coerced into participating, although 
  there are always a few foolish or fanatical enough to participate 
  freely.   Super beings are preferred as subjects, as they stand a 
  greater chance of survival, especially those with superhuman 
  stamina or recuperative powers.   Such beings are already formi-
  dable, and once so enhanced they make nearly unstoppable agents 
  for the organizations behind their transformations.  Of course, 
  such agents can be very difficult to control…
  The heavily reinforced skeleton makes the combat endoskeleton 
  recipient much more Diehard and impregnable.  The character’s 
  bones are unbreakable and nearly impenetrable, effectively 
  shielding most of the character’s vital organs behind a layer of 
  armor.   The attachment points of the recipient’s muscles are 
  surgically adjusted, allowing the character to handle the increased 
  skeletal mass. Once the character learns to compensate for the 
  increased weight, the augmented skeletal system effectively 
  increases the recipient’s physical strength, allowing heavier 
  weights to be supported and blows to be struck with greater force.   
  Finally, the character is equipped with built-in melee weapons.  
  The endoskeleton is fashioned so as to provide the character with 
  retractable claws, forearm or ankle blades, or protruding knuckle-
  spikes.   The endoskeleton is not without drawbacks, however; 
  the recipient is left especially vulnerable to electricity and magne-
  tism based attacks.   The mass of the endoskeleton also somewhat 
  hampers movement. 
  Combat Endoskeleton Recipient
  Character Level Adjustment: 0
  Feats:  Bonus to Defensive attributes, Immunity (critical hits) 
  Some type of Piercing Attack (with Natural Weaponry).
  Powers:  High Fortitude Save, Density Manipulation / Control, 
  Immutable Form,  Natural Weaponry, Superhuman strength
  Weaknesses: Cumbersome, Vulnerable (electrical attacks & 
  magnetic attacks)
  WEAKNESSES  
  Cumbersome
  A combat endoskeleton is a massive apparatus, even if 
  constructed of relatively lightweight metals.  Despite some 
  compensatory increase in the character’s physical strength, the 
  endoskeleton does hinder the character’s movements to an extent.   
  The character suffers a – 3 penalty to Acrobatics, Move Silently, 
  and Swim (lack of buoyancy) skill checks.
  Electrical Attacks
  As might be expected, a skeletal system augmented by a frame-
  work of high-tech metal alloys renders the character more vulner-
  able to electrical attacks than otherwise.  A combat endoskeleton 
  recipient receives +2 to all damage done by electrical attacks.   
  Magnetic Attacks
  The recipient of a combat endoskeleton must be especially wary 
  of magnetic attacks.  An opponent with the power of Energy 
  Manipulation / Control: Magnetic can choose to use the power 
  to make quite lethal attacks against the character by ripping the 
  metal out of their body.  
  LEAVING THE TEMPLATE
  Leaving this template is especially difficult; it requires some 
  means of separating the endoskeleton from the character’s skel-
  
  Page 9
  super powered templates
  etal structure without inflicting massive internal trauma.  This 
  is no mean feat, as the endoskeleton was designed to remain 
  permanently bonded to the character.  Making such an attempt 
  requires a team of medical and technical personnel in an appro-
  priate setting (combination of lab and surgical theater).  At least 
  one of those making the attempt must have an Intelligence of at 
  least 18, and possesses a total of 15 skill ranks in both Medicine 
  and Science (engineering, metallurgy, or similar discipline).  The 
  attempt requires at least two full game sessions; one when the 
  character is examined and the operation planned, and another 
  when the process 
  is attempted.  The 
  individual super-
  vising the proce-
  dure must roll two 
  separate DC 25 
  skill checks, one 
  against Medical 
  skill, another 
  against Science 
  skill. Succeeding 
  on both rolls means 
  the endoskeleton 
  was successfully 
  removed, although 
  the character is still 
  rendered uncon-
  scious for the next 
  hour and disabled 
  for the next 24 
  hours (reduce time 
  by one hour for 
  each 5 points of 
  Regeneration).  If 
  the doctor/scientist 
  in charge of the 
  task fails either skill 
  check, the operation 
  is a failure and the 
  character falls into 
  a near-death coma.  
  The character is 
  considered to be 
  dying, and must 
  succeed on a DC 
  10 Fortitude saving 
  throw or perish; the 
  saving throw must be made again once each hour, at a cumulative 
  +1 bonus.  If the save succeeds by 10 or more or the character 
  rolls a natural 20, the character’s condition improves to uncon-
  scious and disabled (as above).
  CUSTOMIZATION
  Metal-Heads Need Not Apply
  The endoskeleton is composed of non-metallic, non-ferrous mate-
  rials.  Maybe the character’s skeleton is reinforced with space-age 
  polymer plasters or the character’s bones are now knit together in 
  a network of ultra-tough nylon strands.  The character’s skeleton 
  becomes more flexible than increasing the Fortitude Save by +1 
  and granting the character +4 to the skill, Escape Artist.   This 
  type of endoskeleton 
  has no particular 
  vulnerability to 
  electrical attacks or 
  magnetic attacks, but 
  is sensitive to sudden 
  temperature extremes 
  of either Cold or 
  Heat attacks (Game 
  Master’s choice).  
  The template’s Char-
  acter Level adjust-
  ment is increased by 
  +1.  
  Radical Recon-
  struction
  The cyber-surgeons 
  didn’t stop with 
  augmenting the 
  subject’s skeleton; 
  indeed, the character 
  has been rebuilt 
  almost from the 
  inside out.  The 
  character’s physique 
  is bulked up through 
  muscle grafts, 
  connective tissues 
  are strengthened via 
  chemical treatments, 
  and cardiovascular 
  capacities are arti-
  ficially expanded.  
  The character’s 
  skin is replaced 
  with a tough, armor-like hide, laced with metal-mesh or impact-
  absorbing gels.  Genetic and/or hormonal alterations enhance 
  the character’s healing rate, allowing the subject to survive the 
  horrendous reconstruction-barely.  The character is much more 
  physically formidable, a veritable walking dreadnought, but at a 
  dear cost; the character can no longer pass for human and suffers 
  from chronic, throbbing pain.
  
  Page 10
  super powered templates
  Combat Endoskeleton Recipient 
  (Radical Reconstruction)
  Character Level Adjustment: 0
  Feats:  Fortitude Save, High Endurance, Immunity (critical hits), 
  Piercing Attack (with Natural Weaponry)
  Powers:  Density Manipulation / Control, Immutable Form, 
  Natural Weaponry, Defensive Attribute Protection, Regeneration, 
  Superhuman strength
  Weaknesses:  Addiction to pain killers, Attacks that affect inani-
  mate, Cumbersome, Disturbing, Vulnerable (electricity) 
  WEAKNESSES
  Addiction to pain killers
  The character suffers long-term, lingering pain, pain so intense 
  that it can be dulled only by the most potent pain killing drugs 
  available.  Unfortunately, such drugs are physically and psycho-
  logically addictive, resulting in dependency.  The character 
  must make a Will save (DC 20) each day such drugs are not 
  taken.  If the save is failed, the character becomes fatigued, and 
  risks further decline; the condition worsens each day (fatigued 
  to exhausted, exhausted to unconscious, unconscious to dying) 
  until the Will save is made.  Each day the DC of the saving throw 
  increases by +1.  The character’s condition improves by one step 
  for each full day of rest.
  Disturbing
  The radical reconstruction process leaves the character with an 
  imposing, even terrifying physical presence.  The character was 
  rebuilt to function as a human war machine, with little attention 
  given to aesthetic considerations.   One who has undergone such 
  a process is up to six inches taller than before, massively built, 
  with a bulging, unnaturally proportioned musculature.   Skin is 
  now akin to armor plate, sandpaper, or even rhinoceros hide.  The 
  character is adorned with various knobs, bumps, and ridges.   As 
  a result, all Bluff and Diplomacy skill rolls made by the character 
  suffer a -5 penalty. 
  TOUCHED BY  
  COSMIC FORCES 
  The chosen agents of ancient alien races, mythological gods, or 
  nigh-omnipotent cosmic entities; mighty champions gone wrong 
  who -literally, in some cases-sacrificed their souls to obtain still 
  greater powers; mortal heroes transformed by contact with irre-
  sistible, unearthly energies that should have utterly annihilated 
  them.  All of these have been touched by cosmic forces, their 
  already superhuman abilities augmented still further by energies 
  beyond human understanding.  Some such individuals may have 
  been driven to wrest control of such titanic forces because of 
  desperate needs or burning obsessions.  Others seem to have been 
  selected by fate, seemingly at random, to receive abilities that set 
  them apart even from their superhuman peers.  Regardless, all 
  have emerged from their encounter with cosmic forces as some-
  thing…more. Even those who began as demigods, immortals, or 
  extra-dimensional sorcerers have evolved past their former states. 
  Note:  The power source for the template’s abilities is listed as 
  Cosmic; this is used as a catch all for any and all forces that are 
  beyond the ken of human understanding. 
  BECOMING TOUCHED WITH COSMIC 
  FORCES
  Becoming cosmically-enhanced usually requires a character to 
  perform noble-or heinous-deed on a grand scale, a scale sufficient 
  to alter the destiny of worlds or attract the presence of incredibly 
  powerful personages.  A time-traveling hero who prevented the 
  timeline from being perverted by a mad demigod is selected by 
  the Temporal Lords, over-seers of the timeline, to serve as their 
  regent, guarding the modern era from any further such attempts.  
  Conversely, a celestial warrior, sent to Earth from one of the 
  higher planes, might rebel, deciding her masters are not doing 
  enough to battle evil in the material world.  After acquiring some 
  dire mystic artifact and performing an obscene ritual, she drains 
  the energies she needs away from her original plane, transforming 
  it into a wasteland.
  Alternately, a character might become imparted with Cosmic 
  Forces by surviving exposure to cataclysmic events-cosmic ray 
  storms, a partial collapse of the space-time continuum, a clash 
  between the armies of Heaven and Hell-that should have meant 
  certain death.  Usually, the character was willing to die, braving 
  these deadly forces in an attempt to save others or prevent some 
  terrible tragedy.  The universe chooses to reward the character’s 
  efforts, granting power instead of oblivion.
  Those touched by Cosmic Forces now bear both greater powers 
  and heavier burdens.  A character so imbued may use the 
  bestowed energies to augment any previously existing powers.  
  Cosmic energy now sustains the character’s body, replacing 
  many of the basic biological needs.  The range of the character’s 
  senses expands to accommodate a cosmic perspective. The char-
  acter assumes an unearthly demeanor, becoming more impres-
  sive, even frightening. In addition, entirely new abilities may 
  be called upon, though these are always consistent with the 
  character’s basic nature:  For example, a speedster might find she 
  can suddenly cause generate shockwaves or share her speed with 
  others with but a touch, while a psychic could suddenly discover 
  that he can now use his telekinesis to fly and create force fields, 
  but neither would gain the ability to hurl fireballs or teleport from 
  place to place.
  
  Page 11
  super powered templates
  At the same time, the primal forces of the universe are often too 
  overwhelming for any mortal-or even immortal-to bear. The char-
  acter risks becoming a mere puppet, serving as a vessel for the 
  power contained within his frame.
  TOUCHED WITH COSMIC FORCES
  CHARACTER LEVEL ADJUSTMENT: 0
  Feats:  Immunities (choose any four), Detect Cosmic Forces, 
  Startle.
  Powers: Power Boost, Combat Sense, Random Powers / Effect 
  Weaknesses: Alternate Persona, Compulsion, Overconfident, 
  Power with a purpose, Unlucky.
  WEAKNESSES  
  Alternate Persona
  Cosmic forces are extraordinarily difficult for even the stron-
  gest-willed to control; a character may well end up as a slave 
  to the cosmic energies rather than a master of them.  Whenever 
  the character pushes himself to the brink, or has been rendered 
  vulnerable in some way, the cosmic forces well up and threaten 
  to seize control.  If this happens, the character assumes a new 
  persona, an unearthly persona.  This new persona may be 
  coldly logical, megalomaniacal, or unrelentingly fierce and 
  passionate.  The new persona views ordinary humans (and most 
  super-powered humans as well) as beneath consideration; it is 
  indifferent to their well-being at best, contemptuously cruel at 
  worst.  It will pursue its’ own agenda, usually actively seeking to 
  fulfill it’s purpose, regardless of any consequences.  A character 
  afflicted with the Cosmic Vampire template will feed ruthlessly, 
  preferably on intelligent beings.  
  The transformation could be triggered by any number of events.  
  Some possibilities include: Whenever the character uses some 
  type of extra effort to increase their powers power or gains a 
  power extra or power trick, or whenever the character is subjected 
  to mind control (immediately allows a new saving throw at +5 to 
  shrug off such control).  The character can resist the transforma-
  tion by succeeding at a DC 15 Will save, but must continue to 
  save every round the triggering condition persists.  The character 
  suffers a cumulative -1 penalty to the saving throw each round.  
  The change lasts for 24 hours.  
  Overconfident
  Those touched by cosmic forces understandably tend to become 
  overly impressed with their own abilities-and to underestimate 
  those who have been similarly enhanced.  Even if only on an 
  unconscious level, the character comes to disregard the possibility 
  of being deceived or harmed by “lesser” beings.  The character 
  suffers a -5 penalty to Sense Motive skill rolls and to checks 
  made to avoid being surprised in combat.  
  Power with a purpose
  As the cliché goes, with great power comes great responsibility.  
  In almost all cases, some higher purpose was actually being 
  served when the character was granted access to cosmic might. 
  Perhaps an individual was driven to seize cosmic power in an 
  effort to avert or undo some tragic event.  The power may have 
  been granted because was deemed worthy of one day facing 
  a menace of even greater power.  Perhaps the power is itself 
  a living thing, using the character’s body as a vessel to better 
  understand the lives of mortals.  Whatever the case, the character 
  is compelled to use his powers for a particular purpose when the 
  opportunity presents itself. Some possibilities include:  Either  
  protecting or destroying all mystical artifacts on Earth, altering 
  history so that some terrible event never occurred, or banishing 
  certain superhuman beings(heroes, villains, or otherwise) from 
  the character’s home dimension, to ensure that some dreadful 
  possible future will never come to pass. The GM should deter-
  mine the exact nature of this weakness.  
  Unlucky
  No one is ever truly prepared to wield cosmic forces-not a human, 
  a superhuman, or even a demigod can make such forces perform 
  as commanded without fail.  At least once per game session, the 
  character’s cosmic powers will go awry in some way; they may 
  fail him at a critical moment, he might suddenly find that he 
  cannot restrain from lashing out at full power,  or they may mani-
  fest themselves while he is in his secret identity.  Eventually such 
  an event will occur, regardless of the character’s actions.
  LEAVING THE TEMPLATE
  Often, the effects of the cosmic forces vanish once the purpose 
  for which they were granted has been served, either because the 
  character has fulfilled his mission, or has found some alternate 
  solution to the problem the cosmic powers were granted to deal 
  with. The character then loses all benefits and drawbacks of the 
  template.
  Alternately, the character may seek out a way to purge the cosmic 
  forces, or others may be forced to do so because the character 
  has become an out-of-control menace.  The GM must determine 
  if any means exist to do so. Finding such should entail several 
  game sessions of adventuring, and might involve petitioning 
  ultra-powerful beings, performing a difficult mystical ritual, or 
  retrieving advanced alien technology.  
  CUSTOMIZATION
  Connected to the Godhead
  Sometimes, cosmically enhanced individuals are able to call upon 
  some unknown source of wisdom.  They can now answer ques-
  tions and solve problems that were utterly beyond their previous 
  intellectual abilities. Their minds also become more resistant to 
  
  Page 12
  super powered templates
  unwanted intrusion, as their spirits, as well as their bodies, have 
  been strengthened.   
  WEAKNESS
  Cosmic Perspective
  Cosmic awareness is not always a boon; being aware of universal 
  concepts and events sometimes makes the events going on around 
  oneself look boring and unimportant.  The character must make a 
  roll each round before he can act.  On a result of 1-5 on a d20, the 
  character becomes apathetic and loses interest in all around him.  
  He can do nothing that round, though he may defend normally if 
  attacked.
  Cosmic Vampire
  The power granted comes with a price; the cosmic energies stoke 
  a burning hunger, a hunger that may only be satisfied by feeding 
  either on the life essence or the mental energy of living beings.  
  Most heroes afflicted with this condition will find the situation 
  abhorrent, but any attempts to refrain from “feeding” when neces-
  sary provoke Will saving throws to avoid transforming into the 
  alternate persona, as described above under the Transformation 
  weakness. 
  Hunger
  The character can remain active for periods of up to one hour 
  per point of Constitution bonus, or up to two hours, whichever 
  is greater, before needing to feed.  After this, he must replenish 
  his energies by absorbing 10 point of physical (Str, Dex, Con) or 
  mental (Int, Wis, Cha) attributes from a living victim or victims 
  by some type of Draining attack or ability.
  Unbridled Power
  The very nature of the template makes it appropriate for GMs 
  who wish to tinker with a character’s level of power, or intro-
  duce a mix of power levels within a group of heroes.  A GM who 
  believes he and the character’s player can handle the situation 
  should feel free to adjust the template’s abilities to result in an 
  overall Character Level adjustment of +1 to +3. 
  Character Level +1:  Increase Random Powers / Effects power, 
  Gain +2 to all Fortitude saves, and two more Immunities.
  Character Level +2:  Increase Ability Boost.
  Character Level +3:  Add four more Immunities, Increase 
  Combat Sense, and gain the power of heightened senses.
  DEMONIC POSSESSION
  Skeptics write off demonic possession as a convenient scape-
  goat 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 artifact 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 immedi-
  ately 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 Demon Possessed
  Though any character may be the victim of a demonic entity 
  using Possession, this power in and of itself does not necessarily 
  confer the Demon Possessed 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 powerful sorcerer 
  / creature 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 Will 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 some type of Dimensional Travel power 
  may accidentally link to a realm inhabited 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 (espe-
  cially one with a mystical source) may, on a spectacular failure 
  (for example, rolling a natural 1 on a failed power check) acci-
  dentally 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 candidate 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 Will save (DC 15).  Failure indicates that the 
  
  Page 13
  super powered templates
  character is now the vessel for the demon prescribed by the item 
  of power.
  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 char-
  acter is in control, the character appears entirely normal.  When 
  the demon is in control, however, certain aspects of the charac-
  ter’s appearance 
  typically change 
  drastically.  The 
  face may become 
  unnaturally pale, 
  the eyes sunken 
  and black.  The 
  character 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 appearance 
  undergoes little 
  significant change, 
  an aura of wrong-
  ness clings to the 
  character, tainting 
  every social interac-
  tion.  Invariably, a 
  possessed character 
  is unsettling to most 
  observers.  
  Usually, a demon 
  will not willingly 
  relinquish control 
  of its vessel.  This 
  tendency can, 
  however, be over-
  come by the infernal 
  entity’s keen sense 
  of self-preserva-
  tion.  As a reflexive 
  defense mechanism, 
  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, what-
  ever 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.  
  Demon 
  Possessed: 
  Demonic 
  Entity 
  Dormant
  Character Level 
  Adjustment: 0
  Feats: Change Identity 
  (From Superpower 
  to normal and back) 
  (Demonic Entity 
  Awakened), Immunity 
  (Aging, Disease).
  Powers: High Forti-
  tude Save, Superlevel 
  Strength
  Weakness: Transfor-
  mation (Passion).
  WEAKNESS
  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.  
  
  Page 14
  super powered templates
  Demon Possessed: Demonic Entity 
  Awakened
  Character Level Adjustment: 0
  Feats: Darkvision, Change Identity (From Superpower to normal 
  and back) (Demonic Entity Dormant), Great Fortitude, Immunity 
  (Aging, Disease, Poison).
  Powers: High Fortitude Save, Superhuman strength
  Weaknesses: Disturbing, Horrific Transformation, Items of faith, 
  Passion
   WEAKNESS:
  Disturbing
  Whether the character’s appearance is pristinely beautiful, 
  disturbingly mundane, or outright monstrous, observers always 
  find a possessed individual unnerving.  
  Horrific Transformation
  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 transformation for as long as the 
  stimulus for the terror is near.  It is left largely to the GM’s discre-
  tion 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 weak-
  ness by attacking.  Unfortunately, as soon as the demon ceases to 
  attack (such as when stunned), the weakness takes effect.  
  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.  
  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 obsession 
  over an act or idea.  The demon must consistently engage in activ-
  ities that adhere to, support, or engender its passion.  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 undeniably 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.
  Leaving the Template
  Usually, escaping the template should be a difficult matter, the 
  culmination of an epic quest.  A conventional “exorcism” using 
  traditional faith-based items and prayers will only force the 
  demon to relinquish its control of the mortal vessel 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 char-
  acter with 15 ranks in Knowledge (Occult), or a related Knowl-
  edge 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 faithfully 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 inhu-
  manly charming, though they retain their disconcerting auras.  
  Such characters are usually less physically powerful, but much 
  more attractive and devious.  Remove all powers an increase their 
  Charisma by 5 points and gain the power of Mind Control.
  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 sidekick.  In this case he 
  divides 11 skill ranks amongst Animal Handling, Drive, Pilot, and 
  Ride, as desired.  The steed also can possess an additional source 
  of movement to it normal one, so if it runs across the ground, it 
  now can also fly.
  Infernal Attack
  Many demons have deadly, offensive powers at their disposal.  
  While some demons are masters of harmful energy forms (often 
  fire, darkness, sonic, and radiation), others may be more subtle, 
  perhaps capable of causing victims intense, incapacitating pain.  
  Some even carry wicked, supernatural weapons, such as whips, 
  chains, serrated blades, and heavy mauls.  Add the power of 
  either energy field generation or psychic blast which they can 
  apply to themselves or a weapon they possess. For each infernal 
  
  Page 15
  super powered templates
  attack taken, increase the character’s Character Level 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.  They are immune to 
  exhaustion, pressure, starvation, or suffocation. They also have 
  regeneration, superhuman strength and a increased Fortitude save. 
  If the character already possesses these abilities, simply increase 
  the abilities by 20% each time this is applied. Increase the charac-
  ter’s Character Level Adjustment by 1 each time this is done. 
  Unwavering
  Not all demons are willing to relinquish control of their vessels 
  on account of fear.  Such characters may trade the Horrific Trans-
  formation weakness for another weakness. 
  DEVOLVED
  There are super-humans who seem to belong to a higher evolu-
  tionary plane, who have become truly more than human…and 
  then there are those who have become a bit less. Not all who are 
  changed magic, mutation, or super-science are as fortunate as 
  those who emerge with extraordinary powers and abilities.  Some 
  find themselves reduced to sub-human status, regressed into more 
  primitive forms.  These are the devolved; once-humans who 
  now resemble mankind’s distant ancestors.  The devolved now 
  exhibit atavistic attributes, the traits of genetic throwbacks.  They 
  grow hairier (sometimes all over their bodies), become shorter 
  and stockier of build, develop longer arms and stooped postures.  
  Brows knit together, jaws become pronounced, and toes lengthen.  
  Musculature becomes more pronounced, reflexes sharpen, senses 
  grow more acute.  Physically they may resemble gorillas, Nean-
  derthals, or any other primitive hominid/primate.  They have 
  become living “missing-links”, half-way between humans and 
  apes.
  BECOMING A DEVOLVED CHARACTER
  Some of the devolved are created through super-science, either 
  by flawed attempts at enhancing the human genetic structure 
  gone awry or the deliberate results of a super-villain’s deranged 
  experiments.  Exposure to mutagenic chemicals or the inges-
  tion of genetically damaging drugs is another route down the 
  evolutionary ranks.  A few unfortunate individuals are trans-
  formed through cruel mystic curses.  Regardless of their origin, 
  all devolved share certain common traits.  They are stronger 
  and more agile than Homo sapiens, able to perform feats that 
  no Olympic athlete weight lifter or gymnast could match.  Their 
  physical prowess is such that they can uproot small trees, scale 
  walls with ease, swing and leap from rooftop to rooftop as easily 
  as normal people can walk across a street.  Their feet are as 
  dexterous as most human beings’ hands, allowing them to grasp 
  and manipulate objects with their toes (though obviously this 
  requires them to go without footwear.)  The combination of their 
  superior strength, agility, balance, and coordination make them 
  very formidable in wrestling and other forms of unarmed combat.  
  They are less adept when it comes to tasks involving social skills-
  few people are comfortable interacting with hairy, talking ape-
  people, no matter how pleasant or articulate the ape-people may 
  be. 
  Likewise, the senses of those who have undergone the devolution 
  process have become sharp beyond normal human limits; their 
  heightened instincts even alert them to unseen danger and enable 
  them to “see” past illusions that would deceive others.  Their 
  animal instincts come with a price, however.   While most of the 
  devolved still retain their normal intellects, their responses to the 
  world around them become less rational, more beast-like.  They 
  are less able to control their responses to the outside environ-
  ment. Strong emotions such as anger, fear, or love more easily 
  arouse them, and devolved characters are particularly susceptible 
  tp psychic powers that tap into such emotions.  The devolved are 
  also easily disoriented by effects that overwhelm their sharpened 
  senses, such as intense sounds or overpowering smells.
  DEVOLVED (APE-LIKE)
  Character Level ADJUSTMENT: 0
  Feats: Extend Reach, Prehensile Feet, Improved Grapple, Instant 
  Stand, True Sight  
  Powers: Combat Sense, Leaping, Super heightened senses, 
  Superhuman strength
  Weaknesses: Disturbing, Primal Emotions, Vulnerability to 
  Bright Lights.
  WEAKNESSES
  Disturbing
  The devolution process causes the individual to assume a brutish, 
  ape-like appearance.  The devolved character now has simian 
  features, a shaggy pelt of hair, and a hunched, shambling gait.  
  The character suffers a -5 penalty on Bluff and Diplomacy 
  checks.
  Primal Emotions
  Even if the devolved has been fortunate enough to retain a full 
  measure of intellect, responses to strong emotions such as anger 
  or fear are now more primal in nature, more akin to the “fight or 
  flight” response of non-sentient animals.  The character receives 
  no bonuses (i.e., no benefit from high Wisdom or the mental 
  protection type powers) to resist mental attacks/mind control 
  based on emotions.
  
  Page 16
  super powered templates
  Vulnerability to Bright Lights
  The character responds semi-instinctively to environmental 
  stimuli such as bright lights, overpoweringly loud sounds, and 
  potent odors, becoming more easily confused and distracted.  The 
  devolved receives no bonuses to saving throws made to avoid or 
  recover from those effects.
  LEAVING THE TEMPLATE
  The cure for the 
  condition depends 
  on the exact cause 
  of the devolutionary 
  process.  If the indi-
  vidual devolved due 
  to genetic tampering 
  or mutation, then 
  “re-evolving” the 
  character usually 
  requires scien-
  tific-medical treat-
  ment to repair the 
  character’s genetic 
  code.   Finding the 
  means to correct the 
  individual’s genetic 
  structure requires 
  one full day (game 
  session) of labora-
  tory testing and a 
  Science (biology) 
  skill check against 
  DC 15.  The cure 
  may involve treat-
  ment with radiation, 
  chemicals, bioen-
  gineered-viruses, 
  or other esoteric 
  methods.  The 
  treatment must be 
  administered by 
  a scientist who 
  possesses 15 ranks 
  in both the Medi-
  cine and the Science 
  (biology) skills. The treatment requires a minimum of one game 
  session to complete.  At the end of the treatment, the scientist 
  supervising the process must make a Science (biology) check 
  against DC 25, with success indicating the devolved character has 
  been restored to the proper position in the evolutionary staircase. 
  If the character’s descent through the evolutionary ranks was 
  due to some baleful spell or ancient curse, a cure must be sought 
  through mystic means.  A successful research DC 15 check 
  will reveal the proper ritual to restore the character to normal 
  form, the Ceremony of New Man.  The ceremony requires some 
  personal item or token from the being responsible for the curse.  
  At the end of the ceremony, the curse is lifted, and the character 
  loses all benefits and drawbacks of the template.
  CUSTOMIZATION
  Animal Magnetism
  The character’s body releases potent pheromones (scents related 
  to sex hormones) 
  that have a 
  powerful effect 
  on the opposite 
  sex.  This results 
  in the character 
  being perceived 
  as having a sort 
  of brutish charm.  
  The character 
  gains + 5 to all 
  Charisma rolls and 
  the effects of the 
  Disturbing weak-
  ness no longer 
  apply (even though 
  the character still 
  has a simian-like 
  appearance.)
  The above changes 
  result in the 
  character’s Char-
  acter Level being 
  increased by +1.  
  Further 
  Down the Line
  While the most 
  common regres-
  sion is into that of 
  ape-like humanoid, 
  this is by no 
  means the only 
  form devolution 
  can take.  Some devolved individuals descend along other, older 
  branches of the genetic tree.  A few even assume forms more suit-
  able for life in the oceans, the primordial source of all life.  Two 
  examples are given below:
  City Rat
  The character assumes a particular odious shape, one of a two-
  legged rodent.  Such a character is much weaker and than his 
  more evolved brethren, but even nastier and more dangerous in 
  close combat.  The rat-like individual can safely live in conditions 
  
  Page 17
  super powered templates
  that most living creatures shun, and the character’s filthy nails 
  and teeth teem with disease.  The character’s sense of smell is 
  especially acute, making up for weaker vision.  Unfortunates who 
  end up in this state are rarely welcome at dinner parties.
  Devolved (Rat-Like)
  Character Level Adjustment: 0
  Feats: Prehensile Tail, Immunity (disease), Improved Grapple, 
  Instant Stand, Scent, True Sight,
  Powers: Combat Sense, Leaping, Natural Weaponry, Super 
  heightened senses, Heightened Dexterity, Heightened sense of 
  smell
  Weaknesses: Disturbing, Primal Emotions, Rodent-like traits, 
  and Vulnerability to Bright Lights
  WEAKNESSES
  Rodent-like traits
  The character assumes some of the more unpleasant aspects of 
  rats and mice.  Vision is impaired in daylight or its’ equivalent, 
  resulting in a -2 penalty to attack rolls, Spot and Search checks, 
  and any other situation where the Game Master determines sight 
  is a factor.  The character’s hygiene and odor are particularly 
  unappealing, imposing a -3 penalty on Diplomacy checks (this 
  penalty stacks with that imposed by the Disturbing weakness.)   
  If others attempt to track the character by scent, the character’s 
  body odor is considered to be particularly strong, allowing him to 
  be tracked at two to three times normal range.
  Back to the Sea
  The origins of life on Earth are in the seas, and a devolved char-
  acter who reaches this state has almost returned to his origins.  
  The character is a humanoid amphibian, complete with slick, 
  hairless skin, webbed fingers and toes, and gills.  The devolved is 
  almost more at home underwater than on land.  
  Devolved (Amphibian)
  Character Level Adjustment: 0
  Feats: Amphibious, True Sight, Improved Grapple, Underwater 
  Combat.  
  Powers: Combat Sense, Natural Weaponry, Tough Hide, Super-
  human strength Swimming
  Weaknesses: Disturbing, Primal Emotions, Vulnerability to 
  Bright Lights, and Vulnerable to fire/heat
  Vulnerable to fire/heat:  The character’s amphibian-like skin is 
  vulnerable to heat and flame, quickly (and painfully) drying out 
  and cracking when exposed to these types of attacks.
  King of the Jungle
  Certain of the devolved a special affinity for the beasts they now 
  resemble.  Such individuals can communicate with genetically 
  similar species, and mentally command such creatures through a 
  sort of “genetic link.”  A devolved character possesses the ability 
  gains an empathy power to animals and a type of mind control.  
  The type of animals the character can control is determined by the 
  devolved character’s nature.  An ape-like character can control 
  primates (great apes and monkeys), an amphibian devolved can 
  command amphibians and reptiles, and so forth.
  This permutation of the template increase the character’s Char-
  acter Level by +1; handle this as described above.
  Tooth and Claw
  Slipping a few more rungs down the genetic ladder, the indi-
  vidual becomes more feral in both appearance and outlook. The 
  character takes on the mental and physical traits of a preda-
  tory animal, growing wilder and more bestial.  Physically, the 
  devolved takes on canine (wolf-like) or feline (lion or tiger-like) 
  aspects, coming to resemble a mythic were-beast.   The char-
  acter gains the ability to track by scent, Natural Weaponry and 
  increased running speed.  Unfortunately, the devolved individual 
  also acquires the Berserk or dull-witted (Game Master’s choice.)   
  WEAKNESS (Choose one of the 
  following)
  Berserk
  The devolved being with this weakness must make a Will saving 
  throw (DC 20) at the start of each combat round.  Failure indi-
  cates the character begins attacking foes wildly, losing any dodge 
  bonus and using the full attack option as often as possible.  If all 
  potential foes are defeated, the character is entitled to another 
  Will save; if it fails, the character attacks nearby allies and 
  bystanders.  The individual may attempt a new saving throw each 
  round, with a cumulative +1 bonus to end the berserk state.
  Dull-Witted
  The character devolves in intellect, as well as physique, eroding 
  the character’s mental skills.  The character suffers a -5 penalty to 
  both his Intelligence and Wisdom scores.
  DISABLED HERO
  A single misstep made in a critical situation.  One moment’s 
  distraction in combat-that results in a lifetime of pain.  One 
  terrible night spent languishing at the feet of a cruel super-villain, 
  a night that will never be forgotten.  An accidental exposure to 
  some terrible mystic vibration or unknown radiation or man-made 
  poison-and life changes forever.  A cruel twist of fate, avoidable 
  on any other day, and a fully functional mind or perfectly healthy 
  
  Page 18
  super powered templates
  physique suffers long term-perhaps permanent-damaged.  Many 
  of those that suffer such a crippling injury resign themselves to 
  a more sedentary life, convinced that they are no longer capable 
  of the exploits required of a super-hero…or super-villain for that 
  matter.  But some choose to fight on, reestablishing themselves 
  despite the obstacles they face.  They take on the mantle of the 
  Disable Hero.
  A disabled character that resolves to fight on, refusing to abandon 
  a heroic (or criminal) career, is tempered by the struggle, made 
  stronger of will. Every such disabled hero (or villain, as the case 
  may be) also eventually acquires compensatory fighting tech-
  niques, tactics, powers, and/or technological devices to overcome 
  the effects of the individual’s specific condition.  In rare case, 
  the same event that resulted in the character becoming disabled 
  may also cause the individual to develop some type of mental or 
  physical enhancement; the classic example of this is the teen-ager 
  that lost his sight after being exposed to radiation but whose other 
  senses became increasingly acute as he grow older, even granting 
  him a “radar sense” of sorts.  
  BECOMING A DISABLED HERO
  A vicious mob of blade- and club-wielding thugs,  capricious 
  supernatural entities that regard mortal beings as playthings, 
  demented biological experimenters, or super-villains that amuse 
  themselves through simple sadism-all are capable of inflicting 
  any manner of disabling conditions- ranging from truly crip-
  pling to utterly embarrassing to the downright strange- on heroes 
  unfortunate enough to fall into their clutches.  Many diabolical 
  super-villains will gleefully subject captured heroes to genetic 
  manipulation, weird occult rituals, or simple, brutal torture, in the 
  name of revenge or perverse “entertainment”.  (Note: Unless the 
  GM is running a truly adult-oriented game, with players capable 
  of handling such issues, torture should likely be handled “off-
  panel”-describe the results of the torture, but do not play it out in 
  detail.)  
  The disabling condition need not even result from intentional 
  action; a devastating collision or fall, a near-lethal blow suffered 
  in combat, accidental exposure to radiation or some debilitating 
  toxin-any of these could result in a character becoming afflicted 
  with a handicap.  In game terms, the GM might rule that a char-
  acter that otherwise would have perished may remain alive by 
  succeeding on a DC 30 Fortitude, but that the character suffers 
  permanent injuries, resulting in a long-term disability.
  DISABLED HERO
  Character Level Adjustment: 0
  Feats: Iron Will. 
  Powers: High Will Save
  Weaknesses: Disability (various), Social Stigma, Related Weak-
  ness
  WEAKNESSES
  Disability (various)
  Obviously the precise nature of the disability will be determined 
  by the circumstances involved (and ultimately by the Game 
  Master’s discretion).  The GM should ensure that the penalties 
  imposed by the disability.  The GM may use any of the disabili-
  ties described in various sourcebooks or may devise entirely 
  new conditions. The GM should remember that in a genre that 
  encompasses mutation, mystic curses, and twisted super-science, 
  all manner of outlandish, strange, or even unique disabilities 
  might exist.  For example, a character mystically warded against 
  employing all but the simplest technology could in some ways be 
  considered very disabled in modern day society (cannot drive a 
  car, use a telephone, and so on), while a super-strong character 
  unable to control his strength (constantly breaking objects, inad-
  vertently hurting others) would be a danger to himself and all 
  those around him
  Also remember that an affliction might be mental rather than 
  physical; mental disabilities such as manic-depressive illness or 
  schizophrenia are distinct from quirks in that the character has 
  no chance of controlling the resultant behavior through will-
  power alone; medical intervention is needed.  It should be noted, 
  however, that not all players will be comfortable role-playing a 
  character with a long term mental illness; again, the GM should 
  consider the comfort level of the players.
  Related Weakness
  The character is saddled with one additional weakness that is 
  either directly related to the disability, or to the accident/circum-
  stances which caused the disability.  This is usually a odd 
  behavior of one sort or another-a traumatic incident that leads to 
  an individual being maimed or physically diminished in some 
  way almost inevitably results in the individual suffering from 
  high levels of stress and anxiety, episodes of depression, or even 
  a loss of self-identity, at least in the short term.  Possible eccen-
  tricities include flashbacks or phobias centered on the disabling 
  incident, depression, or extreme social anxiety.
  Other possibilities include the character developing an addic-
  tion (over-reliance on pain-killers, for instance, to cope with a 
  chronic condition), the berserk weakness (due to a head injury, 
  for example), or even becoming vulnerable to a type of attack.
  Social Stigma
  Despite recent progress, individuals with known disabilities are 
  still perceived as less able, less desirable, and even less intelligent 
  by many in society.  A disabled individual often faces discrimina-
  tion in employment, education, romance, and other interpersonal 
  activities.  This is especially true if the disability mars the char-
  acter’s physical appearance.  The character suffers a -5 penalty 
  on Bluff and Diplomacy skill checks, and possibly on Disguise 
  checks as well.  Others do not necessarily react with fear or revul-
  
  Page 19
  super powered templates
  sion toward the character, but instead with condescension, pity, or 
  rejection.
  LEAVING THE TEMPLATE
  The only method available to leave the template is for the 
  character to recover from the disability.  This might be accom-
  plished through medical means (often involving super-scientific 
  techniques), paranormal abilities or by finding a means of fully 
  compensating for the effects of the disability (often through 
  technological means).  For example, a super-speedster that lost 
  the use of his legs but who later acquired a surgically-implanted 
  cybernetic device sophisticated enough to replace the lost func-
  tions of his spine and nervous system-allowing him to walk and 
  run normally-would no longer be considered disabled.  Some 
  disabled heroes develop devices or powers that partially compen-
  sate for their disabilities; this should be allowed within reasonable 
  limits, and such “adaptations” such be treated as Power tricks.
  Any healing power (and to a lesser extent, Regeneration) may 
  allow complete recovery from a disability, depending on the 
  nature of said disability and GM approval.  A good guideline for 
  dealing with these powers in relation to long-term injury might be 
  to allow a normal Healing or Regeneration check against a DC of 
  20; the DC is increased by +1 for every month the disability has 
  been in effect.  Even if successful, the recovery process should 
  be slow, perhaps requiring one week for every month the condi-
  tion had persisted.  The Game Master is the final arbiter as to 
  what conditions can or cannot be affected through these particular 
  powers.
  CUSTOMIZATION
  In practice, every application of the template is “customized”, 
  as the specific disability inflicted upon the character-and the 
  resulting adaptive measures the character develops in response-
  will be different in every case.  The common elements of the 
  template are described above, but the GM and player otherwise 
  has a great deal of flexibility when putting the effects of the 
  template together.
  ENERGY INFUSED 
  Atomic strongmen, whose nuclear-powered muscles are capable 
  of crushing tanks; super-speedsters, who move at nearly at the 
  speed of thought, trailing streams of bio-electricity in their wakes; 
  walking powder kegs whose fists strike with the force of a one 
  kiloton bomb.  All are examples of energy-infused characters:  
  Human-or superhuman-individuals somehow bonded with some 
  form of energy, their cells now burning with unnatural power, 
  their muscles and nerves crackling with inhuman vigor.
  Note:  Because energy-infused characters have a wide variety 
  of origins, the GM must decide the exact source of the energy-
  infused powers.
  BECOMING AN ENERGY INFUSED  
  CHARACTER
  Most energy-infused characters are the result of super-science, 
  created by the tinkering of brilliant (if unbalanced) biochem-
  ists, geneticists, and physicists.  These bold men of science seek 
  to push the human-or superhuman-body to its absolute limits, 
  replacing mundane biological functions with high-energy reac-
  tions.  Occasionally, the condition comes about due to mutation, 
  when individuals-often those who already possess superhuman 
  powers-are accidentally exposed to unusual energies; some 
  genetic anomaly results in these men and women absorbing the 
  properties of the energy they were exposed to.  Rarely, a powerful 
  sorcerer or other sort of supernatural being will employ some 
  esoteric ritual to infuse humans with mystic energies.  
  Regardless of origin, all energy-infused characters share certain 
  common characteristics.  Their molecular structures are now 
  ablaze (sometimes literally!) with potent energy of one sort or 
  another.  This energy enhances strength, speed, reaction time, and 
  resistance to injury.  An energy-infused character may find he no 
  longer needs to eat, drink, sleep, or even breathe.  The character 
  is now superhumanly strong, able to channel explosive power 
  into his blows, and capable of athletic feats equal to any Olympic 
  athlete.  At the same time, the condition is not without its’ draw-
  backs.  The character becomes more impulsive, less cautious, and 
  quicker to anger.  The energy sometimes simply overwhelms the 
  character, potentially causing great harm to him and others.  The 
  character assumes the negative as well as the positive aspects of 
  the energy that now flows throughout his body, and may now be 
  vulnerable to substances that others consider harmless.
  There are two types of energy-infused characters:  those who 
  have been partially infused and those who have been totally 
  infused.  A partially infused character still appears largely as 
  before; he may display certain energy-traits, such as glowing 
  eyes, or fingertips that spark with electricity when the character 
  is excited, but the character can still pass in normal society, and 
  even maintain a “secret identity.”  Bio-scans or medical tests 
  will reveal the character’s biological abnormalities, but the indi-
  vidual appears normal to the naked eye.  An individual who has 
  undergone a total energy-infusion can no longer pass as a normal 
  human being.  The body of such an individual fairly smolders 
  with barely restrained power, and the character’s physical form is 
  altered to reflect with his new nature.
  PARTIAL ENERGY INFUSION
  Character Level Adjustment: 0
  Feats: Immunity (to energy, of the same type the character is 
  infused with), Immunities (any two of GM’s choice), Healing
  Powers:  High Fortitude Save, Leaping, Energy charged attack, 
  Superhuman strength
  
  Page 20
  super powered templates
  Weaknesses: Power Surges, Impulsive, Susceptible or Vulnerable 
  (GM’s choice, see below.)
  WEAKNESSES  
  Power Surges
  All the newly imparted energy surging through the character 
  can prove difficult to handle, and this sometimes leads to the 
  character losing control of his actions.   When in combat (or any 
  high-stress situation) the character must roll each round before 
  he takes any actions; on a roll of 1-5 on a d20, the character loses 
  control of the energy within him.  For the next round, the char-
  acter must then use all powers at their highest power ability and 
  cannot pull his punches, and must employ the full attack option if 
  it is available to him.
  Impulsive
  Temperament is rarely improved when a human being’s normal 
  biological pathways have been replaced by volatile, high-energy 
  reactions; one who has gone through the energy-infusion process 
  becomes more anxious, edgier, and even hyperactive.  The 
  character suffers a -5 penalty on all Diplomacy and Concentra-
  tion skill checks, and on rolls made to avoid being surprised in 
  combat, as the character rushes in heedless of danger.  On a posi-
  tive note, the character also becomes more fearless, and receives 
  a +5 bonus on Will saves against mental attacks based on fear.
  Susceptible or Vulnerable (GM’s choice)
  The GM (perhaps allowing for player input) must determine the 
  exact type of weakness that afflicts the character.  The GM should 
  come up with an appropriate weakness based on the precise 
  energy type the character has been infused with.  Every energy 
  type carries with it an opposing energy type, or a substance logi-
  cally capable of neutralizing it.   For example, an electricity- or 
  fire/heat-infused character could be vulnerable to water-based 
  attacks, an individual whose cells are charged with radiation 
  might be susceptible to being encased in lead or cadmium (a 
  metal that dampens nuclear reactions), and one who has been 
  infused with solar energy would be susceptible to lack of sunlight 
  (immersion in complete darkness/deep shadows.)
  LEAVING THE TEMPLATE
  Leaving the template usually require an application of super-
  science, though mystic means might substitute in a pinch.  
  Basically, a means must be discovered to reverse the process 
  the character has undergone, restoring the individual’s normal 
  biological processes.  This may be attempted by a scientist(s) 
  who possesses at least 15 skill ranks in both Science (genetics, or 
  similar discipline) and Science (physics).  It requires at least two 
  game sessions, one to examine/study the character in an appro-
  priate laboratory setting, and another to attempt the actual cure.  
  The scientist(s) must then succeed on two separate skill checks 
  against DC 25.  Succeeding on both rolls indicates the character’s 
  physiology has been returned to its former state.  The character 
  then loses all benefits and drawbacks of the template.  (Option: 
  the GM may then secretly roll a DC 20 Constitution check for the 
  character, with failure indicating that the experimental treatment 
  combined with lingering energy combine to somehow affect the 
  character’s attributes/powers.  The exact effects and the time it 
  takes for them to manifest are up to the GM.)
  Another route for a character who wished to eliminate the 
  template’s effects is to enlist the aid of another character with 
  at least ten ranks in an appropriate power (like Energy Manipu-
  lation / Control for example).  Such an individual must then a 
  full minute (ten rounds) in physical contact with the character, 
  attempting to draw out the energy, taking no other actions during 
  this time.  At the end of minute, the person attempting the cure 
  must make a DC 25 power check, with success indicating the 
  unwanted energy has been purged from the character.  Failure 
  often results in something odd happening (the character’s energy 
  traits mutate somehow, the person attempting the cure acquires 
  the template instead, and so forth.)  Failing by rolling a “1” on 
  the power check indicates a catastrophic failure, unleashing an 
  Energy Generation / Blast with a DC equal to the character’s 
  Character Level +3, with an area of effect equal to 4 times its 
  power ability amount.
  CUSTOMIZATION
  As described above, one who has undergone a total energy infu-
  sion is not remotely human in the biological sense; no longer 
  merely energy-enhanced, the character is almost energy somehow 
  given solid form.  Such an individual is clearly non-human, 
  though their appearance may range from fascinating to horrifying 
  to simply weird.
  TOTAL ENERGY INFUSION
  Character Level Adjustment: 0
  Feats: Immunity (to energy, of the same type the character is 
  infused with), Immunities (any three of GM’s choice), Improved 
  Critical or Piercing Attack (GM’s choice), Energy Body, Healing.
  Powers:  Ability and Power Boost, Energy-charged Attack, High 
  Fortitude Save, Leaping, Superhuman strength
  Weaknesses: Power Surges, Disturbing, Impulsive, Susceptible 
  or Vulnerable (GM’s choice, see above.)
  WEAKNESS
  Disturbing
  A totally transformed character’s body constantly crackles and 
  pulses with the type of energy that is now a part of it; the charac-
  ter’s form reflects the energy-type.  A fire/heat-infused character’s 
  skin and hair would be bright crimson, and would constantly 
  flicker and smolder, seemingly about to burst into flame.  One 
  
  Page 21
  super powered templates
  infused with “darkness-energy” (common enough in comic books, 
  after all) might appear to be a living, vaguely humanoid patch 
  of darkness.  An atomic-powerhouse’s absurdly swollen muscles 
  would be fairly bursting through the character’s cobalt blue hide.  
  The character’s aberrant appearance results in a -5 penalty on 
  Bluff and Diplomacy checks. 
  Living Bomb
  Unaided, the character cannot contain the energy coursing 
  through his cells; he must rely on an external containment suit 
  to prevent unleashing the energy uncontrollably.  A torrent of 
  energy is released if the 
  containment suit is ever 
  breached or severely 
  damaged (50% likely 
  if armor is reduced to 
  one-half normal protec-
  tive value, +05% per 
  each additional point 
  of damage contain-
  ment suit suffers.)  This 
  explosive release of 
  energy is physically 
  devastating to the char-
  acter.  The character 
  suffers the effects of 
  the Susceptible weak-
  ness each round it 
  continues, and can take 
  only half-actions while 
  this is occurring.
  Containment 
  Suit
  The character must 
  normally remain in 
  the containment suit 
  (or specially prepared 
  living quarters) or 
  begin unleashing 
  energy uncontrollably 
  (see below.)  Aside 
  from making normal 
  social interaction diffi-
  cult, the suit is bulky and cumbersome, and the character suffers 
  a -2 penalty to all Dexterity-based skills while wearing it. Option-
  ally, a lenient GM may allow the character to safely spend one 
  hour per point of Constitution bonus outside the side before the 
  energy builds out of control.
   •  Suit Breaches: The character suffers a containment suit 
  is breached or is destroyed, or if it is somehow stripped 
  from his person.  The character must make a DC 15 Forti-
  tude saving throw each round, or begin succumbing (first 
  becoming fatigued, then exhausted, unconscious, and dying).
   •  Uncontrollable Energy Release: If the character’s contain-
  ment suit is ever breached by an attack, or the otherwise 
  stripped from the character’s possession, the energy inside 
  the character begins boiling out, literally exploding from 
  within.  The character’s Energy Field Generation automati-
  cally activates, exposing everyone and everything within a 
  100 foot area to its effects.  This continues until the character 
  reaches near-death (when the character reaches “dying” 
  status due to the effects of the Susceptible weakness).  At this 
  point the energy flames out, but it builds to the danger point 
  again after one hour.  
  GESTALT
  One now stands 
  where before there 
  were two-a gestalt 
  has come into exis-
  tence, a single being 
  that combines the 
  attributes of two 
  formerly distinct 
  individuals.  A 
  gestalt is created 
  when two beings are 
  physically merged, 
  forged together on 
  the molecular level 
  through extraordi-
  nary means into one 
  form, a form in which 
  two minds and souls 
  co-exist.  More than 
  the sum of its parts, 
  the gestalt’s abili-
  ties exceed those of 
  either of the two it 
  is created from; not 
  only does it possess 
  all  the abilities of 
  both of it “parents,”, 
  but it can manifest 
  entirely new abilities 
  as well. 
  As noted above, a gestalt is composed of two separate indi-
  viduals.  The GM must decide which individual is the primary 
  member of the gestalt, and which one is the secondary member.  
  The gestalt has the Intelligence, Wisdom, and Charisma scores 
  of the primary member.   The primary member also supplies the 
  gestalt’s personality and decision making.  The gestalt has access 
  to the memories of both individuals, and the secondary member 
  can offer advice and support, but the primary member is normally 
  in charge, “driving” the gestalt, so to speak.  However, if the 
  
  Page 22
  super powered templates
  gestalt is committed to an action to which the mentality of the 
  secondary member is strongly opposed to doing, the secondary 
  mind can attempt a Will saving throw against DC 15; success 
  means the gestalt hesitates for one round before proceeding.  The 
  secondary can attempt another saving throw each round there-
  after, gaining a +1 bonus to the roll until the saving throw fails or 
  the gestalt abandons the action.
  The gestalt has all the skills, feats, powers, and weaknesses 
  of both individuals, as well as all the traits bestowed by the 
  template.  It uses the best Strength, Dexterity, and Constitution 
  scores of the two, as well as the best attack bonus and Defense 
  scores.  The Character Level of the gestalt is equal to the Char-
  acter Level of the higher powered character.  If one or more of 
  the two character’s attributes are equal, the gestalt’s score in the 
  attribute(s) is increased by +1.  The template is applied to both 
  characters involved in the gestalt, though most of the abilities are 
  useable only in gestalt form.
  The gestalt state is not necessarily permanent-the individuals that 
  make up the gestalt can separate and recombine with no more 
  than a thought.  However, even when separated the two now 
  share a bond that transcends space and time.  They can instanta-
  neously communicate with each other over any distance, and are 
  instinctively aware of each other’s state if being at all times.  This 
  can be both a blessing and a curse, however, as the two also share 
  a common life-essence; if one suffers injury or death, the other is 
  likely to as well.
  Both the primary and secondary members of the gestalt are able 
  to initiate the process of combining forms at will, but the gestalt 
  always manifests itself at the physical location of the primary 
  member.   The fusion can also occur involuntarily, if either indi-
  vidual is subjected to emotional or physical duress.  This can 
  obviously make maintaining the character’s normal identities 
  difficult.  Only the primary member of the pair can choose to 
  dissolve the gestalt, splitting into two again.
  The gestalt is taller and larger than either of the two individuals 
  that comprise it.  The gestalt’s facial features, voice, and physical 
  mannerisms are a blend of both the characters.  The gestalt’s 
  dual mind renders it very resistant to mind control effects.  The 
  commingling of the two individual’s life energies enable the 
  gestalt to evidence a wide range of powers, although the type 
  of powers are always related in some way either to the circum-
  stances that created the gestalt or to the personal histories of 
  the two beings that compose the gestalt.  For example, a gestalt 
  created when two individuals when fused together via a nuclear 
  meltdown might gain radiation and/or matter-altering powers.  
  The unusual make-up of the gestalt is without flaws, however; 
  it is intrinsically unstable, both mentally and physically.  Mental 
  shock can lead to the emergence of an alternate personality, often 
  with hostile or antisocial tendencies.  Sufficient physical trauma 
  can actually cause the gestalt’s body to partially break down, with 
  literally explosive results.  
  BECOMING PART OF A GESTALT BEING
  A gestalt can arise through various circumstances, though all are 
  extremely rare. Experiments involving teleportation, matter trans-
  mission, or even genetic manipulation can result in composite 
  beings, either by accident or design.  Mystic rituals intended to 
  gather the collective powers of the participants may go awry, 
  resulting in a literal merger of those involved.  Two individuals 
  simultaneously exposed to mutagenic energies (such as unusual 
  wavelengths of radiation) that would otherwise prove lethal may 
  mutate in a symbiotic fashion, allowing them to survive the expe-
  rience by fusing into a single hardier being.  Certain members 
  of alien races are invariably born in pairs, with the power to 
  combine forms with their siblings.  Some human mutants share 
  this trait, seemingly being born almost as one being split among 
  two bodies.  
  GESTALT
  Character Level Adjustment: 0
  Feats: Gestalt Form, Iron Will, Mental Link
  Powers:  High Fortitude Save, Random Powers / Effect 
  Weaknesses:  Alternate Personality, Involuntary Change, Life-
  link, Unstable Make-up, 
  The Gestalt Form allows a character to merge together with any 
  other character with the power, assuming all the skills, feats, 
  powers, and weaknesses of all characters.  The gestalt form gains 
  the best ability scores of all those involved in the gestalt. The 
  Gestalt Form has the following caveats: 
   •  First, the characters may combine no matter how far apart 
  they may be and using only a half action. Normally gestalt 
  requires a full action to activate and has a range of touch. The 
  gestalt always appears at the location of the primary char-
  acter.
   •  Second, the gestalt does not automatically end if the gestalt 
  form is stunned or rendered unconscious, as it has been 
  bough with the continuous extra.
   •  Third, only the two individuals who share the template may 
  use the power to combine forms. 
   •  Fourth, as described above, the gestalt’s actions are 
  controlled by the primary member of the pair, with the 
  secondary member contributing for the most part in a passive 
  capacity.
  WEAKNESSES
  Alternate Personality
  Under certain circumstances a new personality arises, an imper-
  fect fusion of the two separate mentalities can emerge, assuming 
  control over the gestalt’s physical body. This personality may 
  occur whenever the gestalt is exhausted, stunned, subjected to 
  psychic attack, or knocked unconscious. The character may stave 
  
  Page 23
  super powered templates
  off the transformation by making a Will save against DC 15; if 
  the character is merely exhausted the saving throw is made at a 
  +4 bonus to succeed, but an unconscious character is completely 
  unable to resist.  The new personality can be quite dangerous, 
  as it acts out the darker, repressed elements of the two minds it 
  was formed from.  It sees itself as an entirely new being, likely 
  not remembering anything of its true nature or origins.  The 
  new personality maintains control for the next 24 hours, or until 
  the gestalt once again separates into the individual characters.  
  Friends and allies of the gestalt character may attempt to “talk 
  down” the new persona; this allows the character to attempt a 
  new saving throw, with a +1 bonus for each ally making the 
  attempt.
  Involuntary Change
  The gestalt process may be activated involuntarily, whenever 
  either of the two individuals is subjected to extreme physical or 
  mental stress.  Any time either character suffers three critical 
  hits, the change is triggered.  The character can resist the change 
  by succeeding at a DC 15 Will save, but must continue to save 
  every round the other individual’s condition persists, suffering 
  a cumulative -1 penalty to resist each round.  The change may 
  also be triggered by stressful non-combat situations (death/injury 
  of a loved one, divorce, etc.)  In this case, the unaffected char-
  acter receives a +2 bonus to resist forming the gestalt.  Once the 
  change occurs, the gestalt remains in effect at least until one hour 
  passes or the situation ends.
  Lifelink
  The life forces of the two members of the gestalt are linked; if 
  one is injured, the other may be as well.  Whenever one is hurt, 
  the other must attempt a saving throw against the same DC to 
  avoid suffering the same damage.  If one is slain, the other must 
  succeed on a Will saving throw against DC 30 or die as well.
  Unstable Make-up
  The gestalt’s molecular structure is inherently unstable; whenever 
  the gestalt suffers a critical hit, it must make a Fortitude saving 
  throw against DC 20.  If the saving throw is failed, the character 
  loses one constitution point (three constitution point if hit with 
  a critical attack.) and discharges an Energy Generation / Blast 
  with a DC equal to the gestalt’s Character Level +5.  The Energy 
  Generation / Blast effects everyone within a radius of DC x 5 
  feet.  
  LEAVING THE TEMPLATE
  Leaving the template requires severing the mental/molecular 
  link that exists between the individuals who comprise the gestalt.  
  This is no simple feat, as the two characters now effectively share 
  a single “life force.” Undoing the bond that links the two requires 
  scientific means (although mystical rituals appropriate to the 
  tasks might also suffice).  Attempting a cure through science 
  requires a research team of scientists, at least one of whom must 
  have 15+ skill ranks in two Science applicable sciences (usually 
  physics and one other of the GM’s choice, such as biochemistry 
  or genetics). Discovering a suitable process for undoing the bond 
  requires a minimum of one month of research. The cure itself 
  requires two game sessions; one in which the two characters are 
  examined and prepped in a lab or hospital setting, and another 
  in which the cure itself is attempted on the combined gestalt 
  form.  The scientist(s) must two separate skill checks (one for 
  each science skill being applied) against DC 25.  Succeeding 
  on both rolls indicates the link between the two individuals has 
  been safely severed; the gestalt immediately reverts to its’ two 
  component forms, permanently. Both individuals then lose all 
  advantages and disadvantages associated with the template, and 
  can never again recombine into their fused state.
  Optional: The GM may choose to roll a Fortitude saving throw 
  against DC 20 Constitution check for the character who served as 
  the primary member of the gestalt; if the saving throw is failed, 
  remnants of the energies that brought the gestalt into existence 
  in the first place still remain, and will eventually surface again 
  (when the character is enduring some particularly stressful or 
  traumatic situation.) Exactly how this affects the character is up 
  to the GM.  Some suggestions are: the character may combine 
  with a different individual to form a new gestalt, develop powers 
  that mimic the abilities of the gestalt, or manifest a psychic entity 
  that represents the independent mind/will of the gestalt.
  VARIATION
  TWISTED FUSION
  As above, two individuals are fused into one-but in this case the 
  fusion is terribly flawed, imperfect in almost all respects.   The 
  gestalt form is horrific in appearance, malformed and grotesquely 
  ill-proportioned.  The two minds within battle each other for 
  control of the combined form, resulting in near-psychotic 
  behavior. Worse yet, the characters are trapped within the gestalt-
  they cannot separate!  This type is less a superhuman than it is a 
  monstrous tragedy of nature-or design (some demented villains 
  might actually inflict this as a punishment.)
  GESTALT
  Character Level Adjustment: +2
  Feats: Diehard, Iron Will.
  Powers:  High Will Save, Gestalt, Growth, Random Powers / 
  Effect 
  Weaknesses: Berserk, Unstable Make-up, Disturbing, Malfunc-
  tions
  WEAKNESSES
  Berserk
  The gestalt must make a Will saving throw (DC 20) at the start 
  of each combat round; failure indicates that it begins to attack 
  
  Page 24
  super powered templates
  foes furiously, losing any dodge bonus and employing the full 
  attack option as often as possible.  If all opponents have been 
  vanquished, the gestalt is entitled to another Will save; if it also 
  fails, the gestalt attacks any allies and/or civilians in the vicinity.  
  The gestalt may attempt a new saving throw each round to end 
  the berserk state, gaining a cumulative +1 bonus to the roll each 
  time
  Disturbing
  Two living beings improperly fused together in a jumble of flesh 
  is not a pleasant sight.  The gestalt is a huge, misshapen mass 
  with extra limbs, 
  facial features, and 
  sensory organs 
  protruding at random 
  from its body.  
  Hideous to behold, 
  the gestalt suffers a -5 
  penalty to all Diplo-
  macy and Bluff skill 
  checks.
  Malfunctions
  Two mentalities 
  struggle for domi-
  nance of the gestalt’s 
  body, each trying to 
  assume control. As 
  a result, the gestalt 
  often becomes 
  distracted and halting 
  in its actions.  At the 
  start of every round, 
  the gestalt must roll 
  a d20. A result of 1-5 
  indicates the gestalt 
  can take no actions, 
  though it may defend 
  itself normally.
  GRIM 
  AVENGER
  Life abruptly takes a wrong turn, and something precious is irre-
  vocably lost, snatched away by some cruelty or malevolence. A 
  loved one is brutally murdered. Vast wealth slowly deteriorates 
  into extreme poverty. A reputation is soiled forever. And the 
  responsible parties go unpunished. In the instant it takes for the 
  character to realize that no one will intervene on his behalf, the 
  decision is made, and he is consumed.     
  The Grim Avenger template represents a character driven by 
  personal tragedy to seek retribution by any means necessary. 
  Having lost something (or everything) of value to him, the Grim 
  Avenger is focused entirely on settling the score, and he hones 
  his body, mind, and spirit to this end. The character is afflicted 
  with a single-mindedness that borders on insanity and enhances 
  his capabilities to an almost supernatural degree. All vestiges of 
  his earlier identity slowly fade away until he is little more than a 
  machine, an indefatigable engine for vengeance.  
  Despite possible mental instability, the Grim Avenger is no 
  less competent than he ever was, though he is much more 
  dangerous. This lethal, 
  unswerving soldier 
  wages a merciless 
  one-man war on the 
  entities that took his 
  life from him.
  Becoming 
  a Grim 
  Avenger
  The Grim Avenger 
  template is most often 
  applied to a character 
  who has suffered great 
  loss at the hands of an 
  entity, organization, or 
  party that goes unpun-
  ished (or that is not, to 
  the character’s mind, 
  punished severely 
  enough). Generally, 
  the template is a result 
  of extreme trauma, in 
  which the character 
  perceives his entire 
  life to be ruined. An 
  individual losing 
  his family, fortune, 
  or livelihood, for 
  example, might take 
  up the Grim Avenger template. At the GM’s discretion, a char-
  acter who suffers some other abuse can also be eligible for the 
  template. 
  Usually, a character chooses to take the Grim Avenger template, 
  most often to give him an edge in his quest for revenge. The GM 
  may, however, require a Will save (with a DC equal to 20) of any 
  character suffering through particularly horrific circumstances as 
  a result of the actions of another. Failure indicates that the char-
  acter must take up the Grim Avenger Template for a time.
  
  Page 25
  super powered templates
  The Vengeance weakness manifests first. He immediately begins 
  to burn with dark thoughts and intentions, and as time passes, 
  these thoughts eclipse all else in his mind. He becomes wholly 
  devoted to punishing those who have wronged him. The Grim 
  Avenger must choose a target from which he will extract his 
  terrible vengeance. This target may be specific in some cases, 
  but is usually fairly general. For example, a man whose family is 
  gunned down before his eyes by members of a drug cartel might 
  specifically target the shooter or shooters, but he is much more 
  likely to choose the cartel as his target, and even more likely to 
  choose drug dealers or criminals in general. 
  The more specific the Grim Avenger’s target, the more focused 
  he is, and the more difficult it becomes to do anything else. While 
  the wars against more broadly defined adversaries take longer to 
  win (in fact, some might never be won, only fought for as long as 
  possible), they are much easier to wage. A Grim Avenger whose 
  chosen enemy is “corporate powers” or “the wealthy” generally 
  has a much easier time fighting his battle than one who must 
  devote every waking moment to tracking, foiling, or tormenting 
  a particular executive, especially if the individual finds a place to 
  hide or is difficult to reach. 
   The Grim Avenger’s other abilities develop after his obsession, 
  as he hardens himself in preparation for the upcoming confronta-
  tions. He may engage in rigorous personal training programs, and 
  he may purchase or create weapons or gadgets to help him in his 
  fight. Whatever the case, the Grim Avenger slowly takes on the 
  role of a soldier, and he devotes his new life to his war.  
  Grim Avenger Template
  Upon acquiring the Grim Avenger template, a character usually 
  receives the following:
  Character Level Adjustment: +1
  Feats: Endurance, Iron Will, Toughness.
  Powers: Choose one of the following power groupss:  
   • Heightened Dexterity; High Fortitude Save; 
   •  Heightened Constitution; High Fortitude Save; Mental 
  Protection; Sensory Protection; 
   • Combat Sense; Heightened Dexterity; Leaping
  Weakness: Disturbing, Vengeance (choose one).
  WEAKNESSES
  Disturbing
  The Grim Avenger often possesses a powerful, inescapable aura 
  of madness or intensity. His near rabid focus on vengeance taints 
  his social interactions. As he gains experience, however, the 
  Grim Avenger may buy off this weakness, which represents him 
  learning to mask his obsession.
  Vengeance
  A character with this weakness chooses one target, which can be 
  an individual, occupation, organization, or similar entity approved 
  by the GM. The character must work constantly to thwart, harm, 
  and eventually destroy this target and all who associate with it. 
  For every day in which the character does not or cannot pursue 
  this end, he becomes increasingly distracted and unfocused. 
  His physical edge dulls with his mind, and he grows somewhat 
  sluggish. The GM decides what activities ultimately constitute 
  pursuing Vengeance. 
  After a day in which a character has not taken or spent at least 
  four hours working towards avenging himself, the character 
  suffers an effective -2 penalty to Strength, Dexterity, Intelligence, 
  and Wisdom. After the second day, this penalty increases to -4. 
  After the third day without pursuing his target, the Grim Avenger 
  suffers a -6 penalty to Strength, Dexterity, Intelligence, and 
  Wisdom. Regardless of the penalty, none of the character’s ability 
  scores may be reduced below 6 as a result of this weakness. The 
  character may reduce the penalties by one step by spending six or 
  more hours in a day working against his chosen target. Alterna-
  tively, he may use extra effort to negate the effects of this weak-
  ness for one day, although the effects of fatigue remain until he 
  can once again pursue his Vengeance. 
  The Grim Avenger suffers from this weakness for as long as the 
  template persists.
  Leaving the Template
  Generally, the Grim Avenger template is difficult to escape. The 
  road to vengeance is a long one, and its demands on an indi-
  vidual are great. The more frequently a character succumbs to 
  his dark impulses, the more difficult it becomes to escape them. 
  A character desiring to remove the Grim Avenger template must 
  make a Will save (with a DC equal to 20 +1 per character killed 
  as a Grim Avenger). For many who have fallen too deeply into 
  the role, escape is only possible on a natural 20. Also, this save 
  may only be attempted after a meaningful victory (subject to GM 
  interpretation) over a chosen target. The roll may, however, be 
  aided by a friend or ally with a successful Diplomacy skill check 
  (with a DC 20). Success on this Diplomacy check adds a +2 
  bonus to the Grim Avenger’s Will save. If the roll is a natural 20, 
  then the save receives a +5 bonus. 
  If the Grim Avenger completely eliminates his target (usually only 
  possible with very specific targets), he may, if desired, attempt 
  a Will save (with a DC equal to 10 +1 per character killed as a 
  Grim Avenger). If the roll is successful, the character may shed 
  the template. Otherwise, he must choose a new target on which to 
  exact his Vengeance. This save may be aided by a friend or ally as 
  described above.
  
  Page 26
  super powered templates
  Customization
  The Grim Avenger template may be appropriate for almost any 
  character. Most of the basic powers provided are physical, a result 
  of extreme training regimens, but many characters might possess 
  or eventually develop abilities, interests, and skills in other areas. 
  Armory
  A Grim Avenger may utilize one or more weapons (perhaps of his 
  own design) in his war. This option is fairly common, especially 
  among Grim Avengers with no other super-powers. 
  Gadgeteer
  Consumed as he is with vengeance, a Grim Avenger may benefit 
  from an increased ability to focus his mind. Such a character 
  might be capable of creating useful devices with which to avenge 
  himself. This option is often chosen by particularly intelligent or 
  “handy” characters. 
  Grim Countenance
  A Grim Avenger may be capable of inspiring great fear in the 
  hearts of his targets. This may either be a result of his appearance, 
  bearing, or obvious aura of madness. Add Heightened Charisma 
  bonus of +5 to all Charisma based rolls. Increase the character’s 
  Character Level Adjustment by 1. 
  Long List
  In some circumstances, a Grim Avenger may have a score to 
  settle with multiple completely unaffiliated individuals. Usually, 
  a character will take the Vengeance weakness once, and upon 
  exacting it upon a target to his satisfaction, will choose a new 
  target. If desired, however, the character may pursue multiple 
  targets at once (up to a number determined by the GM). In this 
  case, he may benefit from the weakness multiple times, but it 
  should be noted that the character must pursue Vengeance for 
  each target every day. 
  Separate Persona
  A particularly traumatic experience may cause a character to 
  split his psyche into two distinct personalities. One might be a 
  completely ordinary individual, capable of functioning normally 
  in society at large, while the other persona is a man obsessed, 
  single-mindedly seeking retribution for the wrongs inflicted 
  upon him. The character may or may not be able to shift at will 
  between these identities. One may not even know that the other 
  exists. 
  Stoic
  A character who has suffered great emotional trauma may uncon-
  sciously erect near-impenetrable mental barriers to protect his 
  already damaged psyche from further harm. Increase Concentra-
  tion skill by three ranks, and add the Iron Will feat and increase 
  their Mental Protection by 25%. Increase the character’s Char-
  acter Level Adjustment by 1.  
  LEGACY HERO
  Acclaimed hero Renaissance Man is cut down by an assassin’s 
  bullet, and his former kid sidekick Protégé dons the mask and 
  emblem of the man of multiple talents, stepping in as the new 
  Renaissance Man; The King of Sin, master of the criminal 
  underworld, finally retires after years on top of his criminal 
  empire, anointing up-and-coming villainess Black Siren to 
  assume command of the organization as his heir apparent; Argent 
  Atomic-astounding molecule-bending hero from the far future-
  finally returns to her own era, imparting a measure of her nuclear 
  might to her teammate Indigo before she does so.  Indigo adopts 
  a new costume and moniker-Nu(clear)-Blue to complement her 
  new powers.  All of these are Legacy Heroes, men and women 
  that have taken on the names, methods, and/or sometimes even 
  powers of fallen or departed heroes (or villains, as the case may 
  be).  Legacy heroes are successors to renowned figures of good or 
  evil, choosing to carry the name or cause of the now absent figure 
  out of gratitude or respect. 
  For good or ill, the legacy gains a measure of the predecessor’s 
  reputation, whether this is renown or infamy.  Allies of the 
  departed hero are predisposed to view the character favorably 
  and extend aid, but the predecessor’s adversaries target the less 
  experienced new hero almost instinctively, hoping to settle old 
  scores by proxy, as it were.  The heroic (or malevolent) heritage 
  the legacy draws upon is a source of inner strength, spurring on 
  the character’s efforts even when facing overwhelming odds.  The 
  original hero almost seems to be “present in spirit”, providing a 
  spark for the successor’s actions.  At the same time, the legacy 
  operates under a heavy burden, as others are constantly judging 
  the character against the exploits of the original.  Too often a 
  legacy hero becomes near-fanatical in attempts to live up to 
  memory of the hero whose identity has been assumed. 
  BECOMING A LEGACY HERO
  A legacy hero may have once been the sidekick or companion of 
  an older, more established hero, perhaps even the hero’s offspring 
  or younger sibling; when the character’s mentor retired or died, 
  the younger hero assumed the mantle.  Perhaps the legacy is heir 
  to a particularly noble (or ignoble) heritage, with a family history 
  of heroism (or perfidy). Possibly the individual was selected to 
  become the latest in a line of heroes, to be the new bearer of the 
  name and powers associated the role.  Often the legacy is chosen 
  to receive the abilities because the character’s predecessor has 
  been critically injured or slain and can no longer continue in the 
  role.  Or maybe the character has simply fashioned him or her 
  after a figure that the character admired and idolized, training and 
  equipping to suitably carry on the name.
  
  Page 27
  super powered templates
  Legacy Hero
  Character Level Adjustment: 0
  Skills: Knowledge (predecessor’s career) +4.
  Feats: Weapon Focus, Connections
  Powers: High Will Save 
  Weaknesses: Antagonist, Compulsive/obsessive behavior 
  relating to legacy, one other weakness.
  WEAKNESSES
  Antagonist
  The legacy gains the predecessor’s enemies as well as allies; one 
  or more of the predecessor’s past foes will arise to target the char-
  acter for having the temerity to carry on in a hated enemy’s name.  
  Alternately, the GM could decide that the antagonist consists of 
  the media, the prior figure’s friends and family, even the prede-
  cessor’s fan club, all of whom unduly criticize and castigate the 
  new hero for failing to live up to the “real” hero’s example.
  Compulsive/obsessive behavior
  The legacy is committed to adopting the role; the character will 
  take on the now-absent hero or villain’s allies, enemies, methods, 
  and theme as the character’s own.  Feeling constant internal pres-
  sure to “uphold the legacy”, the individual will often take unnec-
  essary risks to prove worthy of the assumed role.  The character 
  will try to tie up any loose ends from the predecessor left behind, 
  will care for the predecessor’s friends and family to past as if they 
  were the character’s own, and so on.  This goes beyond simple 
  caring to nearly the point of obsession.
  One other weakness related somehow to the hero or villain the 
  character is replacing.  If the character has inherited intrinsic 
  powers from the predecessor perhaps some undesirable char-
  acteristic, such as a susceptibility to a particular element or 
  a vulnerability to an energy type has been passed on as well.  
  Maybe the character’s role-model had a plethora of old enemies 
  or a great deal of unfinished business that returns to plague the 
  current bearer of the name (one or more additional antagonists).  
  The GM and player should agree on an appropriate weakness to 
  assign. 
  LEAVING THE TEMPLATE
  Abandoning the legacy template is both easier and more diffi-
  cult that removing oneself from other templates; in many cases, 
  the individual can simply choose to leave the path he or she is 
  following, no longer choosing to honor a now dead or retired 
  hero.  The character changes costume, name, and motif; M.O. 
  is altered to reflect the individual’s new role.  Armor, weapons, 
  or other devices inherited from the original can be redesigned or 
  abandoned.
  However, he character may still find the original hero’s former 
  adversaries continuing to pop up again and again, unwilling to 
  let the character begin a new life free and clear of existing feuds.  
  Old, long simmering feuds from the past may still come back 
  to cause trouble for the former legacy hero.  Former friends and 
  allies may plead with the character to again take up the guise of 
  the legacy.  Any intrinsic powers passed on from the character’s 
  predecessor may prove impossible to ignore.  Leaving a former 
  identity behind to begin a new life is rarely an easy task to 
  accomplish.
  MOLMECH
  Nanites.  Nanobots.  Nano-mites.  Nanosurgical units.  Molecular 
  mechanics.  Microscopic machines.  Molecular reconstructive 
  devices.  Whatever the name, the molmech is a device, really a 
  “swarm” of microscopic devices (several million filling a one-
  inch space), built expressly for the purpose of translating one 
  form of matter into another . . . at the molecular level. Often 
  that “translation” appears as boosting the host body’s capabili-
  ties, from simple self-healing to the extent of halting the body’s 
  aging process or increasing endorphin output thereby augmenting 
  strength, speed, intelligence, and so on. 
  Note: This template uses science and technology as the source for 
  the abilities of the Molmech since the base idea originates with 
  nanotechnology.  The GM, however, may decide that although the 
  device is scientific in origin, it gains “life” from mystical means.  
  If the latter approach is chosen, adjust template accordingly.
  Becoming (Interfacing with) a 
  Molmech
  The molmech is not technically alive, rather a construct 
  programmed to perform certain functions within the host body, 
  drawing its own fuel from the host even as it fulfills those func-
  tions.  A molmech “swarm” is small, either fine or minuscule, 
  even when contained within a suspension fluid providing the 
  device limited fuel until introduced to a host, which can be living 
  or recently deceased as long as the host’s brain still functions and 
  provides stimulus to the muscles within the body.  
  Interfacing with a molmech device requires injection or ingestion, 
  either orally or through an open wound in the body.  If the host is 
  deceased, no roll is made; otherwise, the host must pass a DC 10 
  Fortitude check.  Use of the host’s blood as suspension medium 
  gives a +2 bonus to the Fortitude check.   Failure indicates the 
  molmech is rejected before it has the chance to begin its work.  A 
  retry may be attempted following a DC 10 Medicine check to find 
  another medium in which to submerse the molmech.  Success 
  grants the host all the characteristics assigned to the template.  
  Note: If the Mystical-Super Science source is used, the retry for a 
  failed introduction of molmech to host requires not only a Medi-
  cine skill check but also a DC 15 Knowledge (occult) skill check.
  
  Page 28
  super powered templates
  Similar to lycanthropes, the molmech has two forms although the 
  visible differences are not as marked as those within the former 
  template.  While in the dormant form, the molmech character 
  appears to be normal with all characteristics of the molmech 
  functioning with no external appearance.  However, in a stressful 
  situation, the active form emerges, and the molmech devices run 
  at full capacity, converting any non-essential matter, food, waste, 
  even muscle mass if necessary, into the energy needed to remove 
  or eliminate the source of stress to the host body, often leaving 
  the host body deathly pale, almost cadaverous, with feverishly 
  bright eyes.  The GM will determine what qualifies as a stressful 
  situation.  The molmech device will also go into active mode 
  if the character is knocked unconscious or receives a disabling 
  blow. 
  Dormant Form
  Character Level Adjustment: +0
  Feats: Heightened Hearing, Immunity (aging, disease, poison), 
  Tracking, 
  Powers: Heightened Senses 
  Weaknesses: Vulnerable (energy type)
  Active Form
  Character Level Adjustment: +0
  Feats: Darkvision, Endurance, Heightened Hearing, Immunity 
  (aging, disease, poison), Tracking 
  Powers: Power Boost, Regeneration, Heightened Senses
  Weaknesses: Disturbing Appearance, Hunger, Vulnerable (energy 
  type)
  Weaknesses
  Disturbing Appearance
  As noted previously, the microscopic machines run the internal 
  body at peak condition; however, this has a negative effect on the 
  external appearance. The Molmech host, despite the regenerative 
  and attribute boosting capabilities, has the appearance of a termi-
  nally ill patient–pale, almost clammy skin, bright, feverish eyes.   
  The host suffers a -5 penalty on Bluff and Diplomacy checks.  
  Without extensive use of the Disguise skill, the character will also 
  have a difficult time passing in normal society without drawing 
  stares and whispered comments.
  Hunger
  The strain placed on the body by the molmech device forces the 
  character to spend an enormous amount of time eating anything, 
  food (fresh or rotten), vermin, fibrous or meaty trash, as long as 
  it can be converted into material needed to repair the host.  The 
  molmech character can remain awake and alert for one hour per 
  point of Constitution bonus.  Thereafter, she must replenish her 
  life force by feeding.  
  Leaving the Template
  Once the host has been infused with a molmech device, it is 
  nearly impossible to undo the transformation.  However, the GM 
  may allow a character to do so following a day of laboratory 
  testing and a DC 25 Science (biochemistry) check.  Success indi-
  cates a means of separation has been found, which may involve 
  radiation treatment, chemical cocktails, extensive surgery, and so 
  on.  Very likely, the molmech device’s inherent energy vulner-
  ability will be involved.  The cure itself must be administered by 
  a character, or team of characters, with at least 10 ranks in the 
  Medicine, Science (biochemistry), and Science (robotics) skills.  
  Eight ranks in Science (nanotechnology) could easily replace 
  the Science (biochemistry) and Science (robotics) skills.  The 
  procedure requires a minimum of ten rounds after which the host 
  character makes a DC 15 Fortitude Check. Success indicates 
  the molmech devices have been cleansed from the character’s 
  blood stream, and the character loses all template benefits and 
  drawbacks.   Failure indicates the character was in the process of 
  dying and the molmech devices had to be left where they were to 
  keep the character alive.  Another treatment must be found before 
  removal of the molmech may be attempted a second time.
  Note: If using the Mystical-Super science source, a DC 25 
  Knowledge (occult) check will need to be made during the 
  research phase and removal ritual.
  Customization
  Her Majesty’s Secret Agent
  The molmech is specifically designed for super agents, assassins, 
  super-soldiers, and so on.  The character gains the Heroic Surge 
  feat.  The character also gains either Combat Sense, Heightened 
  on skill by 5 ranks or Protection to mental attacks.  Increase the 
  Character Level Adjustment to +1.
  “Resistance is Futile”
  Whoever created the molmech device gave it intelligence and 
  the ability to self-replicate, or maybe these came about spontane-
  ously.  Whatever the case, the molmech has an urge to spread 
  its bio-mechanical code and force compliance upon every living 
  creature it crosses.  Now, whenever a character is struck (in flesh 
  to flesh contact) by the molmech character, he must succeed a DC 
  15 Fortitude saving throw or become contaminated by self-repli-
  cating molmech devices, which will then attempt to control his 
  actions, driving him to continue the propagation of the molmech 
  “species.”
  
  Page 29
  super powered templates
  MYSTIC OVERSEER
  Mystic overseers are those who have agreed to act as the earthly 
  agents of nearly-omnipotent supernatural beings.  These beings 
  may be ancient gods, demons, the rulers of unearthly mystic 
  dimension, or even the embodiments of abstract concepts (chaos, 
  love, nature, and so on.)  For whatever reason, such beings 
  sometimes enlist mortals to serve in their respective causes. 
  They may require a 
  human champion 
  to defeat some 
  terrible menace that 
  stalks the earth.  
  Perhaps only a 
  mortal can retrieve 
  and assemble some 
  long-lost mystic 
  artifact of tremen-
  dous power.  Maybe 
  the agents of other 
  supernatural beings 
  are gaining too 
  much influence over 
  the world.  In any 
  event, those who 
  agreed to serve as 
  mystic overseers are 
  granted a measure 
  of mystic might, 
  a small fraction 
  of their patrons’ 
  power.  They are 
  blessed with an 
  array of fantastic 
  abilities, but they 
  also sacrifice a bit 
  of their freedom and 
  humanity. 
  The role of mystic 
  overseer confers 
  many benefits.  A 
  mystic overseer 
  can summon the 
  trappings of the 
  office with a mere thought. Physical strength and resistance to 
  harm are increased to superhuman levels. The aging process is 
  halted, allowing a mystic overseer to serve as long as required.  
  Mystic senses are awakened.  A mystic overseer can instinctively 
  cast spells, without need of study or training.  Finally, a potent 
  mystical device is granted as a badge of office.  This artifact 
  appears when the character changes into his mystical overseer 
  identity, and vanishes when the character reverts to civilian guise.  
  Normally, no one else may invoke the item’s powers.
  The role of mystic overseer also carries drawbacks. A mystic 
  overseer is vulnerable to metal weapons that bear an anti-magical 
  taint.  The character’s defenses now falter against any magical 
  attacks that are of a directly opposing mystical alignment.  The 
  mystic overseer is bound to uphold the cause of his supernatural 
  patrons, and this may cause him to act against his own best inter-
  ests-or those of his allies. The eldritch forces that empower the 
  mystic overseer can prove overwhelming, turning a mighty cham-
  pion into a mere pawn.  Such are the risks when one agrees to 
  become an agent of entities beyond mortal comprehension.
  BECOMING 
  A MYSTIC 
  OVERSEER
  There are several 
  paths to becoming a 
  mystic overseer.  If 
  a character performs 
  some great boon or 
  special service for an 
  arcane entity, such 
  as freeing it from 
  exile (even inadver-
  tently) or defending 
  its followers, the 
  entity may manifest 
  itself and offer the 
  character a chance to 
  serve.  Evil occultists 
  may even summon 
  up demons or devils 
  and offer their 
  services (this often 
  results in the deaths/
  dismemberments of 
  the occultists.)
  Sometimes powerful 
  mystic beings appear 
  to an individual just 
  as the person is in 
  some desperate situ-
  ation, perhaps strug-
  gling to protect their loved ones from harm, or fighting to escape 
  certain death.  The person experiences what seems to be a vision 
  or waking dream, where the power to overcome the situation is 
  offered in return for an oath of allegiance.  Those who accept the 
  offer immediately discover it was no mere hallucination.
  Finally, a character may take over the mantle of mystic overseer 
  from another who has served in the role for too long.  Even with 
  the gift of immortality, most mystic overseers eventually grow too 
  battle-scarred or weary to continue in the office.  Or perhaps they 
  
  Page 30
  super powered templates
  simply no longer have faith in the cause of the ancient powers 
  they serve.  In such cases, a mystic overseer may pass along his 
  powers to another, as described below.
  MYSTIC OVERSEER
  Character Level ADJUSTMENT: 0
  Feats:  Change Identity (From Superpower to normal and back), 
  Immunity (aging), Mystic Awareness, True Sight
  Powers: High Will Save, Combat Sense, Protection from 
  Mystical Attack, Superhuman strength, Random Powers / Effect
  Devices:  Choose one of the following:
   •  Mystic Amulet of Light/Darkness (Energy Generation / 
  Blast)
   • Mystic Cloak of Flight (Flight)
   •  Mystic Regalia of Might (Increases Magical abilities by 
  25%)
  Weaknesses: Alternate Persona, Cold iron or blessed silver 
  vulnerable, Mystic Duty, Opposing Mystic Forces
  WEAKNESSES 
  Alternate Persona
  The touch of celestial (or diabolic) might can overwhelm even 
  the strongest of human wills.  The mystic overseer has agreed 
  to act as a proxy for some great supernatural power, but may 
  end up as a slave instead, nothing more than an extension of the 
  cause or concept he serves.  Whenever the character is pushed 
  brink, the mystic forces may usurp his will.  If this happens, the 
  character assumes a new, unearthly persona.  This alien persona 
  may be child-like and trusting, vastly overconfident, or inhu-
  manly passionate.  In this state, the character sees the concerns 
  of humans (and most super-humans) as beneath consideration; it 
  may be indifferent (at best) or callously cruel (at worst.)  It will 
  act solely to indulge itself, and to advance the cause it serves, 
  regardless of any consequences. 
  The Game Master must determine what triggers the transforma-
  tion.  The character can resist the transformation by succeeding 
  at a DC 15 Will save, but must continue to save every round the 
  triggering condition persists.  The character suffers a cumulative -
  1 penalty to the saving throw each round.  The change lasts for 24 
  hours, unless the character’s friends find some means of reversing 
  the change sooner.  
  Antagonist
  The mystic overseer is favored by whatever god, power, or pres-
  ence he serves-and loathed by all those that oppose that being.  A 
  mystic overseer who represents a presence of light will be a target 
  for all those who serve the cause of darkness.  Any who serve the 
  cause of tyranny will bear enmity for one who embodies freedom.   
  At the beginning of each game session, the game master should 
  roll a d20, adding + 10 to the roll.  Any result of 20 or greater 
  results in mystic enemies appearing to attack or harass the char-
  acter.  The game master should determine their exact natures, 
  making them as nearly opposite the mystic overseer in appear-
  ance and motivation as possible.
  Note:  This weakness may be inappropriate or difficult to use 
  with NPC mystic overseers.  Game Masters may want to make the 
  character “unlucky” instead.  In this case, the “unlucky” events 
  that plague the character are the result of supernatural forces 
  hostile to the cause the NPC serves.
  Cold iron or blessed silver vulnerable
  Certain metals posses a strong anti-magical component to their 
  nature; whether this is due to the “purity” of these elements, some 
  quirk in the principles that govern arcane forces, or some other, 
  unknown factor no one can truly say.  While this anti-magical 
  nature is usually not potent enough to overcome the defenses of 
  skilled sorcerers or beings with intrinsic mystical powers, mystic 
  overseers are not so fortunate.  Heroic mystic overseers are 
  vulnerable to weapons made of cold-forged iron (which excludes 
  most weapons manufactured by modern means), while villainous 
  overseers have no defense against silver weapons that have been 
  blessed by an ordained religious figure.
  Mystic Duty
  As stated above, every mystic overseer serves the cause of some 
  higher power.  While the character largely retains his free will, 
  in certain circumstances the character will be compelled to act.  
  If the mystic overseer attempts to ignore his calling, the mystic 
  forces within him well up, and force his hand.
  The GM must determine the exact form this weakness takes.  In 
  most cases, it should directly relate to the aims/goals/traits of the 
  supernatural forces the character serves. The GM should then 
  decide on the conditions that will compel the character to respond 
  in a specific way.  Some possibilities include:  
   •  The mystic overseer is charged with protecting the earthly 
  dimension from invasion, and must shut down or destroy any 
  existing portals to other planes of existence.  Beings with the 
  power to open such portals, whether friends or foes, must in 
  some way be neutralized.
   •  The mystic overseer is sworn to uphold the balance of life 
  and death, and must act to destroy any form of undead-
  ghosts, vampires, and zombies.  Even harmless or benevolent 
  spirits must be put to rest.  The character cannot voluntarily 
  retreat from any battle against undead creatures.
   •  The mystic overseer serves as a guardian for the natural 
  world.  The character is the sworn foe of any who commit 
  acts of deforestation, pollution, or the hunting of endangered 
  species.  The mystic overseer will act outside the law if 
  necessary to punish transgressors.
  
  Page 31
  super powered templates
  Opposing Mystic Forces
  Mystic Overseers are vulnerable to magic that flows from 
  a source of power diametrically opposed to their own.  For 
  example, a mystic overseer whose powers were granted by the 
  Elemental Rulers of Earth would be vulnerable to magical water-
  based attacks, and vice versa.  If the role of mystic overseer was 
  bestowed by one of the Elder Princes of Night, for example, 
  the character’s defenses would be useless against mystics who 
  commanded the forces of arcane light.  Against such attacks, 
  a mystic overseer receives no bonuses to any damage saves 
  (straight d20 roll to resist only.)  The Game Master must decide 
  the specific form this weakness takes for each mystic overseer.
  LEAVING THE TEMPLATE
  The office may be removed from the character if the purpose 
  they were granted for has been fulfilled, or if the cause the mystic 
  overseer was created to fight for has been lost.  Likewise, if the 
  entities the character serves are destroyed, his mystical abilities 
  vanish.   If the character betrays the cause he agreed to serve, he 
  will certainly be stripped of his mystic office, and may face even 
  graver consequences.  
  A mystic overseer may also attempt to voluntarily leave the 
  office.  To do so, the mystic overseer must seek out another 
  worthy of bearing the mantle.  To be worthy, the individual must 
  be at least equal to the mystic overseer’s own level, and must 
  hold the same basic belief system/ethos.  If such an individual 
  freely agrees to take on the role, the mystic overseer may pass 
  on his abilities through an arcane rite.  The mystic overseer must 
  spend ten rounds in physical contact with the other character.  At 
  the end of this time all characteristics of the template are trans-
  ferred to the new mystic overseer.  
  CUSTOMIZATION
  Mystic Champion:  
  A mystic champion is the designated guardian of all those who 
  dwell within certain land, and even of the land itself.  The mystic 
  champion in some way draws strength from the city, island, or 
  nation-state that he is duty-bound to protect (or subjugate.)  This 
  strength is tied to the people, structures, and soil of the realm, 
  and may wax or wane depending upon the current fortunes of the 
  realm.  Although he is less adept at magic than his counterpart, 
  the mystic champion is stronger, tougher, and more charismatic, 
  remade as a perfect warrior.  The mystic champion‘s artifact but 
  is a potent magic weapon, coursing with arcane energy.  Heroic 
  mystic champions are also known as defenders of the realm, 
  while villainous champions are commonly referred to as black-
  guards.  
  Note:  Game Masters must decide on an appropriate home realm 
  for the mystic champion.  The realm should be relatively limited 
  in size, in order to make the mystic champion’s flaws/weakness 
  meaningful. In a U.S. based campaign, an appropriate realm 
  might be a large city or an individual state; a campaign set in 
  Europe might feature an entire nation as a realm.  In a far-future, 
  galaxy-spanning campaign, a world or an entire solar-system 
  would not be out of the question.
  MYSTIC CHAMPION
  Character Level ADJUSTMENT: 0
  Feats: Diehard, Change Identity (From Superpower to normal 
  and back), Immunity (aging)
  Powers: High Will Save, Combat Sense, Protection from 
  Mystical Attack, Regeneration, Superhuman strength, Random 
  Powers / Effect
  Devices: Champion’s Weapon (Mystical Weapon)
  Weaknesses: Antagonist, Cold iron or blessed silver vulnerable, 
  Duty, Opposing mystic forces, Tied to realm, Transformation, 
  WEAKNESSES
  Tied to realm
  The mystic champion’s life energies/spirit/strength is tied to the 
  locale the character is charged with protecting.  Leaving this 
  locale causes the character to rapidly weaken, waning in power.  
  For every day spent away from the realm, the character loses one 
  rank from all powers not derived from devices or training.  All 
  these penalties vanish once the character returns to the realm.  
  Master of the Realm
  Some mystic champions have the power to command the environ-
  ment of their homeland.  They can control an aspect of nature, 
  bending it to their will.  Such individuals are also nearly imper-
  vious to physical harm so long as they remain within their realm  
  A master of the realm gains the powers Element Manipulation 
  / Control (select air, earth, or water), Protection from Mystical 
  Attack.  No corresponding weakness is acquired, so the charac-
  ter’s Character Level is increased by +1.  
  MUTATING /  
  POWERS IN FLUX
  A strand of DNA unravels…molecules begin to shift…neural 
  pathways begin to rewrite themselves…and suddenly an already 
  super-powered individual finds himself developing new powers, 
  as his old  suite of abilities begins to falter and fade.  The char-
  acter undergoes weird physical transformations, and experiences 
  power surges and shortfalls on a regular basis.  
  Such a character is referred to as a mutate-an individual whose 
  DNA is in a state of flux, transitioning between one state and 
  
  Page 32
  super powered templates
  another.  The individual is evolving an entirely new set of super-
  human abilities.  Note that this is distinct from a mutant, one 
  whose powers are derived from the genetic code the individual 
  was born with.
  While the range of superhuman powers mutates develop vary 
  as widely as the individual mutates themselves, all share certain 
  common biological characteristics: They posses highly-acceler-
  ated metabolisms that allow mutates to shrug off damage that 
  would otherwise be incapacitating.  Surging hormone levels flood 
  allow short bursts of 
  tremendous energy and 
  vigor, though these are 
  followed by bouts of 
  fatigue.  The incredible 
  stress mutates endure 
  while going through 
  the transition process 
  sometimes cause both 
  their bodies and minds 
  to falter, leaving them 
  vulnerable.
  In addition, all mutates 
  exhibit a new set of 
  paranormal powers, 
  often though not 
  always related to 
  their prior abilities.  
  A mutate who was 
  a super-speedster 
  may manifest powers 
  relating to space, time, 
  or kinetic energy;  
  an individual with 
  pyrokinetic talents 
  may suddenly be 
  able to drain away 
  heat and light as well 
  as generate them.  
  Conversely, a super-
  strong behemoth may 
  evidence intangibility, invisibility, or shrinking powers.  The 
  timing and form of these abilities (represented by the Random 
  Powers / Effect power) are usually beyond the mutate’s control 
  (Will save vs.DC 15 to summon a desired ability, and ability must 
  fit “theme” of new powers chosen by GM.)  During periods of 
  stress, a mutate will suddenly develop new (usually undesirable) 
  physical attributes, related to whatever paranormal abilities the 
  mutate is manifesting at the time (see below.)  These changes are 
  likewise unstable, coming and going until the individual’s genetic 
  code stabilizes.
  BECOMING A MUTATING/POWERS IN 
  FLUX CHARACTER
  Only those who already possess superhuman powers and abili-
  ties are eligible for the template.  There is any number of possible 
  events that could lead to an individual’s powers mutating / 
  fluctuating. Experiments intended to enhance or even remove 
  a super-human’s powers may go awry, resulting in an unstable, 
  shifting set of powers instead.  Mutagenic chemicals and/or radia-
  tion, both of which 
  can play hob with the 
  genetic code, often 
  play a role in causing 
  already-altered DNA 
  to mutate further, 
  taking on new char-
  acteristics.  Certain 
  natural-born mutants 
  spontaneously 
  undergo secondary 
  mutations, perhaps 
  because one of their 
  mutant chromosomes 
  is defective, or due 
  to exposure to some 
  mysterious ‘X’ factor 
  in the environment.  
  Alien artifacts, mystic 
  energies, bio-engi-
  neered viruses… 
  any of these could 
  potentially affect 
  a superhuman in 
  strange, unexpected 
  ways.  If the GM 
  feels that exposure to 
  a particular circum-
  stance may result in 
  a character acquiring 
  the template, the 
  GM should allow a Fortitude saving throw against DC 15.  If 
  the saving throw fails, the character develops the characteristics 
  of the template after a number of days equal to the character’s 
  Constitution modifier.
  MUTATING/POWERS IN FLUX  
  CHARACTER
  Character Level ADJUSTMENT: 0
  Feats:  Regeneration.
  Powers: High Fortitude Save, Power Boost, Random Powers / 
  Effect
  
  Page 33
  super powered templates
  Weaknesses:  Mood Swings, Malfunctions, Physical Manifesta-
  tion, Drains and Transfer Vulnerability.
  WEAKNESSES
  Drains and Transfer Vulnerability
  An individual in such a state of flux is particularly susceptible 
  to power-draining attacks; the character’s powers (both old and 
  new) have not yet been “locked-in” at the genetic level. The 
  character receives no bonus to Will saving throws made against 
  the Drain or Transfer type powers (resist with a straight d20 roll 
  instead).  
  Malfunctions
  Sometimes the character cannot handle the newly emerging 
  powers-the brain and body simply haven’t yet completely adapted 
  to their new capabilities. When this happens, the nervous system 
  becomes “confused.”  The character must roll a d20 each round 
  before taking any actions; a result of 1-5 means no actions may 
  be taken that round (but the character may still defend normally.)
  Mood Swings 
  The character’s powers are unreliable, sometimes super-charged 
  and other times flaming out utterly.  Hormones and neurotrans-
  mitter levels swing wildly, as the character’s body struggles to 
  adjust to the molecular flux it is undergoing. The physical and 
  mental duress combine to cause severe mood swings, detrimen-
  tally affecting judgment and self-perception.  Before each game 
  session, the Game Master should roll a d20: a roll of 1-5 indicates 
  the character behaves in an overly cautious and timid manner, 
  results between 6 and 15 means the character acts normally, and 
  rolls of 16+ mean the affected individual becomes irrationally 
  aggressive and ill-tempered. The behavior indicated persists until 
  the beginning of the next game session.
  An irrationally timid character suffers a -5 penalty on initiative 
  rolls and attempts to resist the Bluff skill.  The character exhibits 
  little self-confidence, preferring to hang back, and only acts when 
  ordered to do so. An irrationally aggressive individual shows little 
  self-restraint, is easily angered, and charges blindly into combat. 
  The character must succeed on a Will saving throw against DC 
  15 to avoid losing control whenever provoked, even verbally. The 
  character also loses any dodge bonus to Defense when in combat 
  Physical Manifestation
  In periods of extreme stress, the mutate’s body undergoes a 
  radical change, in a way related to whatever new ability (Random 
  Powers / Effect) the character is exhibiting at the time.  The GM 
  determines the exact trigger for the change.  Some possibili-
  ties include: severe emotional upset, suffering a critical hit, or 
  using extra effort to boost a power.  Once the condition is met, 
  the transformation occurs.  The character can try to stave off the 
  transformation by making a Will saving throw against DC 15, but 
  must continue to save each round the trigger is present.  The DC 
  increases by +1/round.  The GM decides the exact nature of the 
  transformation.  The character reverts to his original form after 24 
  hours.
  LEAVING THE TEMPLATE
  No one can long exist in such a state of genetic flux; the individ-
  ual’s make-up will eventually stabilize, “settling” on a particular 
  genetic configuration.  All characters will eventually leave the 
  Powers in Flux / Mutating template, even if they make no attempt 
  at all to do so. The template is inherently unstable, and never 
  “holds” for long. The real question is exactly what condition the 
  character will be in left-in after the template has run its’ course.
  At the end of the first month spent as a mutate, the character must 
  attempt a Fortitude saving throw against DC 40.  If the saving 
  throw is successful, the character’s condition has stabilized, and 
  the individual’s genetic code has permanently assumed a new 
  configuration (see results of stabilization, described below.)  If 
  the save fails, the character remains a mutate, attempting a new 
  saving throw at the end of the second month against DC 35; 
  this process is repeated each month, with the DC of the save 
  decreasing by 5 each time, until the character successfully makes 
  the save and stabilizes.
  Special:  If the character rolls a natural 20, and successfully 
  saves, the individual’s original genetic code reasserts itself, 
  and the character sheds all of the template’s effects, returning 
  completely to “normal” (pre-mutate status.) If the character 
  fails the save by rolling a 1, the character also reverts to normal-
  completely normal, with no superhuman powers at all!  The 
  character becomes a non-powered individual, genetically indis-
  tinguishable from any other human.  Powers and feats derived 
  from training, devices, and (GM’s option) mystic means are unaf-
  fected.  Unless the player is content to retire the character, the 
  GM should provide some means for the character to return to the 
  former Level, even if in a different form.
  A mutate may also seek a cure for the condition through 
  science.  This requires enlisting the aid of one or more scientists 
  / researchers, at least one of who must have at least 10+ ranks 
  in both the Medicine and Science (biology or genetics) skills. 
  Discovering the means to restore an individual’s original genetic 
  structure requires at least one full day (game session) of labora-
  tory testing and a successful Science skill check against DC 15.  
  The treatment may involve radiation, chemicals, nanites (micro-
  scopic robots), or other esoteric methods.  The treatment requires 
  a minimum of one game session to administer.  At the end of the 
  treatment, the scientist supervising the process must succeed on 
  a Science check against DC 25; success indicates the DNA of the 
  individual has been restored to its’ proper state. All characteristics 
  of the template are then immediately lost.
  
  Page 34
  super powered templates
  Customization
  It’s better to burn out...
  The character’s superhuman abilities steadily increase; the 
  mutate’s Power Level increases by +1 per month, as old powers 
  become stronger and new powers emerge.  Unfortunately, the 
  increased energy levels are too much to long endure; the indi-
  vidual’s nervous system begins to burn out from overload.  The 
  character suffers no ill effects for the first two months, but for 
  each additional month that passes, the character loses 2 points of 
  Constitution, which cannot be restored so long as the condition 
  persists.  Before each adventure, the affected individual must 
  succeed on a Fortitude saving throw (DC 15) or become chroni-
  cally fatigued (after six months have passed, this worsens to 
  exhausted.)  The saving throw DC increases by +1/every month. 
  If Constitution is reduced to 0, the individual dies (GM’s option:  
  the character may attempt a Fortitude saving throw against DC 
  25; success indicates the character returns in a new form, sans 
  the effects of the template.  The character gains a different set 
  of powers, perhaps related to his old abilities, perhaps entirely 
  different.) 
  Up and Down the Power Scales
  The character’s power levels fluctuate even more than usual, 
  waxing and waning every 24 hours.  Before the beginning of each 
  game session, the character must roll 1d20.  On a die roll of 1-5, 
  the character’s Character Level decreases by 2, a result of 6-15 
  indicates no Character Level change, and a roll of 16+ means an 
  increase of + 2 Power  Levels.  The GM may adjust the charac-
  ter’s abilities as he sees fit, adding or deleting powers entirely.
  Warped 
  The mutate’s immune system responds aggressively (and badly) 
  to the molecular havoc the character is undergoing.  The body 
  attempts to “repair” the damage it perceives, sending the healing 
  process into overdrive.  As cells proliferate out-of control, the 
  mutate swells in size and bulk; the physique grows lumpy and 
  misshapen, as knots of overgrown muscle, flesh, and bone appear.  
  The individual acquires the the Disturbing weakness. The mutate 
  could almost be described as a walking, breathing tumor.  There 
  is one clear benefit; the hyper-fast cell growth allows the char-
  acter to heal at an extraordinary rate, even replacing lost limbs.  
  The character gains Regeneration.  The changes listed above 
  result in the character’s Character Level being increased by +1.  
  PSYCHIC ENTITY
  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 suffers some sort of extreme mental trauma.  The 
  trauma may be physical in nature, or entirely psychological. It 
  might result from scientific experimentation 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 char-
  acter 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 GM 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 char-
  acter’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 issue.  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.
  
  Page 35
  super powered templates
  PSYCHIC ENTITY (LATENT)
  Character Level Adjustment: 0
  Feats: Iron Will 
  Powers: Psionic Boost, Mental Protection
  Weaknesses:  Stress Transformation
  WEAKNESS
  Manifestation
  Whenever the character is exhausted, stunned or knocked uncon-
  scious, the psychic entity may manifest itself.  Initially, the entity 
  instinctively uses it’s teleportation ability to manifest as far 
  away from the character as possible, even using extra effort, if 
  necessary, 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 unconscious char-
  acter 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
  Character Level ADJUSTMENT: 0
  Feats: Immunity (Critical Hits), Immunities (Disease, Exhaus-
  tion, Poison, Starvation, Suffocation), Iron Will
  Powers: Psionic Boost, Mental Protection, Heightened Charisma, 
  Teleportation, Random Powers / Effect 
  Weaknesses: Disturbing, Egocentric, Obsession, Physical form 
  left behind, Transformation.
  WEAKNESSES
  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  is a -5 penalty to Sense Motive attempts and on all 
  rolls made to avoid being surprised.
  Obsession
  As discussed above, psychic entities are born from the repressed 
  thoughts or feelings, 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 possibili-
  ties 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.  
  Physical form left behind
  As noted above, a character does not so much transform into a 
  psychic entity as manifest one, outside the character’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 dissipates 
  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.
  Transformation
  The psychic entity may be forced to transform back to its’ latent 
  state if it suffers a critical 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 exis-
  tence 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 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 
  
  Page 36
  super powered templates
  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 make a DC 15 Will saving 
  throw.  If the saving throw is successful, the character has recov-
  ered from the psychological 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 variation, the 
  only way to leave the template is for the entity to acquire a 
  permanent host body.  This means either recreating or retrieving 
  the character’s original body, or providing a suitable alternative 
  form for the character to inhabit.  Such a host body must be mind-
  less (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 character’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 suit-
  able, but most extraterrestrials, robots, supernatural beings, and 
  animals are not.
  PSYCHIC ENTITY (No Permanent Host 
  Body)
  Character Level Adjustment: 0
  Feats: Immunity (Aging, Critical Hits, Sleep), Iron Will
  Powers: High Fortitude Save, Incorporeal, Invisibility, Mental 
  Protection, Psychic Possession
  Weaknesses: Egocentric, Host Bodies, Mute
  WEAKNESSES
  Host Bodies
  The psychic entity is dependent on inhabiting/possessing host 
  bodies; the character can exist as pure thought (incorporeal 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 appropriate host or begin to 
  suffer the effects of the susceptibility weakness.  The character 
  must spend 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.
  Mute
  Outside of a suitable host body, the character cannot speak, and 
  is limited to communicating through non-verbal means, though 
  even this may be difficult given the character’s nature.  The char-
  acter may communicate via telepathy, if that power is possessed.
  Variation
  Some psychic entities of this type cause their host bodies to “burn 
  out”, to rapidly decay from accelerated aging.  A horror-minded 
  GM 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.
  
  Page 37
  super powered templates
  REBIRTH / UNDYING
  For mortal beings death signals the end of existence and-
  depending on what is believed-either oblivion or the transition 
  to a spiritual realm.  But for those with the Undying/Rebirth 
  template, death is little more 
  than an inconvenience, even a 
  brief respite from their earthly 
  responsibilities.  As the name 
  implies, a member of the 
  Undying simply refuses to 
  relinquish the spark of life.
  When an Undying suffers 
  damage that would otherwise 
  prove fatal, the body falls 
  inert, while the character 
  enters a coma-like healing 
  state.  During this time the 
  character’s wounds close, 
  lost limbs or organs repair 
  themselves, and after a short 
  period the character revives 
  from death, fully regenerated.  
  During the healing state, the 
  Undying’s body generates 
  a protective cocoon, which 
  shelters the body from any 
  further harm it might befall.  
  An Undying character is not 
  completely free from the 
  touch of death, however; 
  every Undying has one bane, 
  a form of attack capable of 
  slaying the character perma-
  nently.  No Undying should 
  ever get too confident of 
  immortalilty.
  While the Undying does not 
  automatically gain the power 
  to instantaneously regenerate 
  damage, the character’s recu-
  perative abilities are such that 
  wounds that might fell an 
  ordinary human only cause 
  minor discomfort and pain to 
  the immortal human.  Simi-
  larly, an Undying recovers from injuries much more quickly than 
  an average human being would.
  A member of the Undying cannot succumb to death from 
  “natural” causes; the body’s “immortality factor” is sufficient to 
  overcome the effects of stress, deprivation, and disease, but the 
  character can (temporarily) perish from extreme temperatures, 
  poison, radiation, or suffocation.  Note that if an Undying does 
  fall due to the presence of one these deadly factors the character 
  might well awaken only to die again if the condition or environ-
  ment that slew him is still in place.  For this reason, the protec-
  tive cocoon of the Undying will remain in place until conditions 
  outside allow the character to be safely reborn; until then the indi-
  vidual will remain safely in the comatose healing state
  BECOMING ONE 
  OF THE UNDYING
  Many Undying were “born” 
  through mystic means, with 
  their immortality either 
  bestowed upon them by 
  supernatural entities in return 
  for some service or obtained 
  through a perilous arcane 
  ritual.  Super-science may 
  allow for the creation of an 
  Undying one, through radical 
  genetic manipulation or the 
  introduction of ultra-sophis-
  ticated nanites (tiny robots 
  designed to heal) into an indi-
  vidual’s biological systems.  
  The condition can even result 
  from an extremely fortunate 
  random mutation.  
  REBIRTH / 
  UNDYING  
  character
  Character Level 
  Adjustment: 0
  Feats: Diehard, Immunity 
  (aging, disease, exhaustion, 
  starvation), Regeneration.
  Powers: Healing Cocoon, 
  Regeneration
  Weaknesses: Arch-Nemesis 
  or Antagonists, Obsession, 
  Unstable Personality
  
  Page 38
  super powered templates
  WEAKNESSES
  Antagonists (group of pursuers)
  While nearly all mortals fear death, a handful has the knowledge 
  and resources to attempt to do something about the situation.  
  The Undying is pursued by a band of individuals determined to 
  capture the character and wrest forth the secret of the character’s 
  immortality.  These individuals may be sinister occultists, rene-
  gade scientists, rogue government agents or whatever else the 
  GM feels is appropriate to the Undying character’s origin and 
  personal history.  While usually they are individually no match 
  for the character, they are often well informed and well equipped.  
  At the start of each game session, the GM should roll a d20; on 
  a roll of 10+ the pursuers harass or hinder the character in some 
  fashion.  
  Arch-Nemesis
  Whether through blind chance or cosmic decree, every Undying 
  has a sworn enemy; a being that shares the character’s immortal 
  status-and perhaps other attributes as well-but is otherwise the 
  character’s moral and philosophical opposite in nearly every 
  way.  This individual almost instinctively despises the character 
  and will strive for the character’s downfall in every way possible.  
  Perhaps the two Undying characters act as opposing champions 
  for rival demi-gods or nigh-omnipotent alien entities; maybe they 
  each obtained immortality in the same way, at the same time, yet 
  one chose to use the gift for good, one for evil.  Perhaps the two 
  simply serve radically different causes, and fate simply causes 
  them to cross paths.  Whatever the case, even if the Undying has 
  never before encountered the antagonist, from the moment the 
  template is acquired there will be at least a subconscious aware-
  ness that the character has-or will soon have-a mortal foe in the 
  world.  It is inevitable.
  At the start of each game session, the GM should roll a d20; on a 
  roll of 10+ the mortal enemy provokes trouble for the character in 
  some fashion. 
  Obsession
  Those blessed-or cursed, depending on their perceptions-
  with (potentially) eternal life must find a focus for existence 
  or succumb to boredom and ennui.  Some-chiefly those who 
  have achieved immortality through mystic pacts-are pledged to 
  champion one particular cause above all else or to achieve some 
  monumental task.  Other members of the Undying initially adopt 
  such behavior voluntarily, but with time choice evolves into 
  compulsion.  This quirk can take many forms: one Undying may 
  strive to banish all magic from the world, while another may 
  ceaseless work to convert others to the character’s personal faith 
  or philosophy.  The character must pursue the behavior whenever 
  the opportunity presents itself.
  Unstable  
  Personality
  The process of rebirth is accompanied by a measure of confusion 
  and pain.  The Undying must attempt a DC 15 Will saving throw 
  each time the character revives from death.  Failure indicates that 
  the psychological trauma of death/resurrection results in tempo-
  rary aberrant behavior; the exact nature of the behavior is deter-
  mined by the GM.  Some examples might include the following:
   •  The character awakens from death in an enraged, near-mind-
  less state, attacking anyone in the immediate vicinity.  The 
  GM should treat this as being berserk, save that the char-
  acter makes no distinction between friend, foe, or innocent 
  bystander.  This condition persists for one minute for every 
  point by which the character missed the Will saving throw, 
  though allies/friends can attempt to snap the character out 
  of it” by communicating/imploring the individual to halt the 
  rampage.
   •  The character suffers from temporary amnesia; knowledge 
  of language, skills, and powers remain, but the character 
  otherwise has no memories of self-identity or history.  This 
  condition persists for one day for every point by which the 
  character missed the Will saving throw.
   •  A reversal or moral alignment occurs.  The character 
  switches sides (from heroic to villainous or vice-versa) and 
  behaves accordingly.  Note that clever characters that switch 
  to villainous behavior may initially pretend otherwise.  This 
  condition persists for one hour for every point by which the 
  character missed the Will saving throw.
  LEAVING THE TEMPLATE
  As there are a myriad number of ways which the template can be 
  acquired, so there exist numerous means of exiting the template.  
  While few Undying actually desire death, a few grow to find 
  the gift (burden) of immortal life tiresome, and seek a means of 
  resuming a normal existence.  Obscure mystic rites may allow the 
  Undying / Rebirth template to be transferred to another individual 
  willing to assume the mantle of immortality.  Science might be 
  able to introduce a “necromantic factor, some especially viru-
  lent parasite or microorganism that overwhelms the character’s 
  healing factor, allowing the individual to age and die normally.  
  The temple tends to reassert itself, however, and every six months 
  the GM should roll a DC 15 Constitution check for the character, 
  with success indicating the character again becomes immortal.  
  The DC for the check increases by +1 each time it is failed, and 
  after three years the effects of the template are assumed to have 
  vanished entirely.  Note that those desirous or resentful of an 
  Undying character’s eternal life may attempt to involuntarily 
  relieve them of their gift.
  CUSTOMIZATION
  The Lazarus Process
  Not all of the Undying are so gifted as to be able to return from 
  death unaided; there are those that require an external power 
  
  Page 39
  super powered templates
  source to fan the flames of life back into their bodies.  An 
  Undying with this form of immortality must undergo a Lazarus 
  Process if the character is to return to the mortal plane.  The 
  character’s body does not deteriorate or decompose in any way; 
  indeed, there is still a flicker of life left in the cells, albeit at a 
  very low ebb.  Once the character is exposed to the proper ener-
  gies however, vitality soon comes roaring back into the body-in 
  fact, upon revival the individual is infused with tremendous 
  might, though this quickly passes as the character’s biological 
  systems and metabolism return to normal.
  In order for the character to revive, the inert body must be placed 
  in a Lazarus chamber-a receptacle for the physical form that is 
  then flooded with weird chemicals, esoteric energies, or mystic 
  vibrations.  The resurrection process then begins, culminating 
  after one hour.
  Character Level Adjustment: 0
  Feats: Diehard, Immunity (aging, disease, exhaustion, starva-
  tion), Regeneration.
  Powers: Physical Boost, Regeneration
  Weaknesses: Arch-Nemesis, Antagonists, Obsession, Unstable 
  Personality.
  Instant Resurrection
  The recuperative powers of an individual gifted with this version 
  of the template are even more remarkable than those of most 
  members of the Undying.  An Undying character that possesses 
  Instant Resurrection requires only one full turn to recover from 
  “dying”, assuming the character is successful on the Constitution 
  check required to return from death. The character’s body does 
  not generate a protective cocoon, as such is unnecessary.  Such 
  an individual also gains greater resistance to physical injury, and 
  heals any injuries actually suffered at a greatly accelerated rate.  
  Character Level Adjustment: +1
  Feats: Immunity (aging, disease, exhaustion, starvation)
  Powers: Regeneration
  Weaknesses: Arch-Nemesis, Antagonist, Obsession, Unstable 
  Personality.
  Note: This version of the template increases the Character Level 
  of the character by +1
  Reincarnation
  The healing/restorative process is accompanied by a radical meta-
  morphosis; each time the individual is reborn the character under-
  goes a physical-and perhaps even psychological-transformation.  
  All of the character’s attributes (appearance, ability scores, skills, 
  feats, and powers) are subject to change, at the behest of the GM. 
  The character retains all previous language skills, beliefs, and 
  memories but is otherwise essentially a new being.  The Undying/
  Rebirth template is always retained, no matter what else about the 
  character changes.
  The exact nature of the change is left up to the GM, though the 
  player should be allowed input.  The background of the character 
  and the exact circumstances behind the character’s most recent 
  “death” should be considered as well. For example, an Undying 
  imbued with this version of the template that falls in combat 
  against a fire-wielding foe might well arise with new abilities 
  that allow the character to withstand or quench heat and flames, 
  while a reincarnated character previously felled by exposure to 
  some terrible toxin might actually arise with the power to control 
  chemical reactions.  This version of the template does not alter 
  the character’s Level, as the disadvantage imposed by being 
  forced to deal with an unfamiliar set of attributes is balanced by 
  the character’s ability to adapt to meet new circumstances.
  Alternately, the Reincarnation version of the template may take 
  another form; the character’s appearance and attributes remain 
  mostly unchanged, except that each time the character returns 
  from death a new power manifests itself, one that either renders 
  the character immune to whatever effect proved lethal or provides 
  a new offensive power especially suited to battling the enemy that 
  laid the Undying individual low.  This is known as the Evolution / 
  Rebirth template.  This is expressed through the use of a Random 
  Powers / Effect power.  
  Character Level Adjustment: 0
  Feats: Diehard, Immunity (aging, disease, exhaustion, starva-
  tion), Regeneration.
  Powers: Healing Cocoon, Regeneration, Random Powers / Effect 
  Weaknesses: Arch-Nemesis, Antagonists, Obsession, Unstable 
  Personality
  Note: This version of the template increases the Character Level 
  of the character by +2
  SYMBIOTE
  Extraterrestrial entities that seek that out native life forms to 
  inhabit.  Genetically engineered creatures designed to transform 
  ordinary men into super-soldiers.  Animated mystic scarabs that 
  bond with those that possess them. All of these are symbioses: 
  outside organisms that bind with other living beings (typically 
  humans), who thereafter serve as hosts.  The host body provides 
  the symbiote with mobility and shelter; in return the symbiote 
  enhances the host body’s physical abilities and resistance to 
  injury.  Unfortunately, this merging of human and … other… also 
  imparts certain inhuman drives and physical traits to the host.
  Note:  Because symbioses have a wide variety of origins, the 
  GM must decide the exact source of the symbiote’s powers-this 
  is reflected in the statistics below.  The template also offers 
  a greater degree of customization than many others; this is 
  
  Page 40
  super powered templates
  reflected below.  While symbioses share certain common charac-
  teristics, the GM must decide exactly how he wants to “tailor” 
  the symbiote’s characteristics.
  BECOMING (BONDING WITH) A 
  SYMBIOTE
  Bonding with a symbiote 
  requires direct (flesh-to-flesh) 
  contact between a character 
  and the symbiote. Outside of 
  a host, the symbiote has no 
  effective attacks and is barely 
  mobile.  The symbiote is 
  usually quite small (diminu-
  tive or smaller) however, and 
  often innocuous in appear-
  ance, mimicking the form of 
  a small bird, common insect, 
  or even an inanimate object.  
  An unwary character might 
  inadvertently come in contact 
  with the symbiote (DC 20 
  Spot check to notice anything 
  out of the ordinary).  A more 
  cunning symbiote might wait 
  until a character is sleeping or 
  unconscious before making 
  contact.  Once contact is 
  made, the GM should secretly 
  make a Fortitude (or Will, 
  in the case of an intelligent 
  symbiote) save for the char-
  acter against DC 20.  Failure 
  indicates that the character 
  is now host to the symbiote.  
  After a number of days equal 
  to the character’s Constitu-
  tion modifier, the symbiote 
  permanently bonds with the 
  character, and the character 
  acquires all the characteristics 
  associated with the template.
  Alternately, the GM may 
  decide that any time a char-
  acter is injured or unarmed 
  attack of a symbiotic foe, there is a risk of infection.  If the char-
  acter fails a Fortitude saving throw against DC 15, the symbiote 
  has implanted an embryonic copy of itself within the character.  
  The new symbiote becomes mature after a gestation period of 
  1d20 days and proceeds to bond with the character as described 
  above. 
  Much like lycanthropes, symbiotic characters have two forms.  
  One is the dormant form, entirely concealed within the character, 
  without any external manifestation.  The character’s physical 
  make-up is still altered by the symbiote, and the symbiote’s 
  instincts still express themselves in the character’s behavior. 
  The active form of the symbiote is vaguely humanoid, but radi-
  cally altered. Body color, proportions and posture are distorted. 
  The character’s skin trans-
  forms into a tough hide, and 
  claws, fangs, barbs or other 
  natural weaponry sprout from 
  limbs.  Unearthly organs 
  manifest themselves.  The 
  full power of the symbiote is 
  awakened, and the character 
  appears as a mixture of human 
  and inhuman traits.  The char-
  acter can switch to the active 
  form (see below) at will, but 
  the symbiote has the often 
  inconvenient habit of forcing 
  the character to transform into 
  the second form in stressful 
  situations.
  DORMANT FORM
  Character Level 
  Adjustment: 0
  Feats: Immunity (disease, 
  poison, one other as assigned 
  by GM), Change Identity 
  (From Superpower to normal 
  and back)
  Powers: Combat Sense, 
  Heightened senses, Super-
  human strength
  Weaknesses:  Inhuman 
  Desires, Stress Transforma-
  tion.
  WEAKNESSES  
  Inhuman Desires
  The symbiote is not truly intelligent, but some of it’s’ instincts are 
  imprinted on the character’s mind, resulting in odd, even obses-
  sive behavior.  The character may be compelled to gather and 
  hoard small, shiny objects (coins, gems, etc.), find (and infect) the 
  “perfect” mate, or mindlessly attack certain types of opponents 
  (aliens, mutants, other symbioses, etc.)  The GM should deter-
  mine the exact nature of this weakness.  
  
  Page 41
  super powered templates
  Stress Transformation
  Under mental or physical duress, the symbiote’s survival instincts 
  activate, forcing the change to active form; Any time the char-
  acter suffers three stun or one critical hit the change is triggered; 
  the character can resist the change by succeeding at a DC 15 
  Will save, but must continue to save every round he remains 
  in combat, suffering a cumulative -1 penalty each round.  The 
  change may also occur in stressful non-combat situations (death/
  injury of a loved one, divorce, etc.)  In this case, the character 
  receives a +2 bonus to resist the change.  The change lasts until 
  one hour passes or the situation ends, whichever come first
  ACTIVE FORM
  Character Level ADJUSTMENT: 0
  Feats:  Immunity (disease, poison), Regeneration, and two others 
  as selected by GM: All-Around Sight, Amphibious, Extra Limb, 
  Immunity (any)
  Powers: Clinging, Combat Sense, Heightened Senses, Natural 
  Weaponry, Protection, Superhuman strength
  Weaknesses: Disturbing, Element / Energy Susceptible, Hunger, 
  Inhuman Instincts
  WEAKNESSES
  Disturbing
  As described above, the dormant form is clearly inhuman and 
  often hideous. In this state, symbiotic characters suffer a -5 
  penalty on Bluff and Diplomacy checks.
  Element / Energy Susceptible
  All symbioses, whether they evolved on a distant world or 
  were bred in laboratory, possess a congenital weakness to a 
  particular element or energy type.  The GM should choose one 
  type of energy (cold, darkness, electricity, fire, etc.) or relatively 
  uncommon element (gold, neon gas, etc.); the symbiotic character 
  suffers the effects of the susceptibility weakness when this stim-
  ulus is present.  The character may not even initially be aware of 
  this condition (GM’s option.)
  Hunger
  Every symbiote has a special dietary need that must be met if 
  the symbiotic character is to remain healthy.  The exact nature 
  is determined by the GM:  a symbiote that evolved in a radioac-
  tive environment may need exposure to radiation for at least one 
  hour, while a symbiote engineered to clean up after oil spills 
  might need to consume petroleum equal to the body weight of the 
  host.  A horror-minded GM might require the symbiote to feed 
  on warm-blooded creatures.  The symbiote can remain active for 
  periods of up to one hour per point of Constitution bonus.  There-
  after, he must feed on the appropriate substance or suffer the 
  effects of the susceptibility weakness.  
  LEAVING THE TEMPLATE
  Finding the means to eliminate the symbiotic bond requires a day 
  of laboratory testing and a Science (biology) skill check against 
  DC 25.  The cure may involve specific radiation frequencies, 
  chemical cocktails, microsurgery or other esoteric methods.  The 
  cure must be administered by a character with at least 10 ranks 
  in both Medicine and the Science (biology) skills. The procedure 
  requires a minimum of ten rounds.  The symbiote will sense 
  the danger, and attempt to transform into the active form.  If it 
  succeeds, it will try to seize control of the host, and use every 
  means to escape. The character must make a DC 15 Will save 
  each round to resist.
  At the end of the procedure, the character must make a DC 20 
  Fortitude save.  If successful, the character is cured and loses all 
  template benefits and drawbacks.  Failure means another method 
  of treatment must be found.  Failing the save by more than 10 
  subjects the character to attack that does 10% of total hit points as 
  damage, as the symbiote reacts violently, disrupting the internal 
  organs of the host.  If the character makes the save exactly, the 
  symbiote is expelled, but survives the process…perhaps to return 
  at a later date. 
  WEAKNESSES
  Berserk
  The symbiote must make a Will saving throw (DC 20) at the start 
  of each combat round.  Failure indicates the character begins 
  attacking foes wildly, losing any dodge bonus and using the 
  full attack option as often as possible.  If all potential foes are 
  defeated, the symbiote is entitled to another Will save; if it fails, 
  the symbiote attacks nearby allies and bystanders.  The character 
  make attempt a new saving throw each round, with a cumulative 
  +1 bonus to end the berserk state.
  Inhuman Mind
  The mind of the symbiote can wrest control of the host’s body. 
  The symbiote may attempt this whenever the host is exhausted, 
  stunned or knocked unconscious. The character may stave off the 
  transformation by making a Will save against DC 15; a character 
  who is merely stunned receives a +4 bonus to the save, but an 
  unconscious character is unable to resist.  The symbiote loses 
  access to any Knowledge based skills, but retains the character’s 
  memories and language skills.  The symbiote’s behavior in this 
  state will usually relate to its’ Inhuman Desires and Hunger weak-
  nesses.  The character’s memories of actions while in this state 
  will be hazy at best (DC 15 to recall specific events.)
  Intelligent Symbiote
  The symbiote is intelligent and self-aware; it may even have 
  separate personality traits.  The symbiosis is mental as well 
  as physical, and the resulting fusion renders the character less 
  vulnerable to mental attack of any sort.  The symbiotic char-
  acter gains the Iron Will feat and the powers Mental Protection.  
  Furthermore, if the symbiote is ever somehow separated from the 
  character but not destroyed, the character can sense the location 
  
  Page 42
  super powered templates
  and condition of the symbiote, similar to the Mental Link power.  
  The symbiote can relay some vague images about its surround-
  ings, but the symbiote’s inhuman mentality makes actual commu-
  nication impossible.  Change the Character Level Adjustment to 
  +1.  Optional:  If the GM wishes to balance out the Level, assign 
  the character the Inhuman Mind weakness to represent the violent 
  impulses of the symbiote.
  NEW FEAT
  BONDED ITEM
  One or more of your devices are difficult for others to use without 
  permission.
  Benefit:  Specify one of your devices.  If the device (mystic ring, 
  powered armor, weapon, etc.) is ever stolen, the character who 
  stole it must make a successful Will saving throw each round to 
  use it.  The DC for the saving throw is equal to your Character 
  Level + 10.  You may choose to allow others to temporarily use 
  your device if you wish.
  Special:  This feat may be taken more than once.  Each time it 
  applies to a different device
  
  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 Mate-
  rial” means copyrighted material including derivative works and transla-
  tions (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, trans-
  formed 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 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 representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or regis-
  tered 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-exclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing orig-
  inal material as Open Game Content, You represent that Your Contribu-
  tions 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 COPY-
  RIGHT 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 Iden-
  tity, 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 compat-
  ibility 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 Iden-
  tity in Open Game Content does not constitute a challenge to the owner-
  ship 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 automatically 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 termi-
  nation of this License. 
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Super Powered Templates Copyright 2007, Louis Porter Jr. Design, Inc.
  Mutants & Masterminds RPG, Copyright 2002, Green Ronin Publishing; 
  Author Steve Kenson
  Crooks!, Copyright 2003, Green Ronin Publishing;Author Sean Glenn, 
  Kyle Hunter & Erik Mona
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/2nd Edition/MnM2e - Devils Workshop - Sourcebook - Super Powered Templates.pdf