Devil's Workshop - Template - Combat Endoskeleton.pdf

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Template: 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.
difficult to control…
The heavily reinforced skeleton makes the combat endoskeleton recipient much
more durable 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 draw-
backs, however; the recipient is left
especially vulnerable to electricity and
magnetism based attacks. The mass of
the endoskeleton also somewhat
hampers movement.
LPJ9961
BECOMING A
COMBAT
ENDOSKELETON
RECIPIENT
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
formidable, and once so enhanced they make nearly unstoppable agents for the
organizations behind their transformations. Of course, such agents can be very
PL Adjustment: 0
Note: Many of the feats and powers granted by the
template have the Limited-only vs. physical attacks flaw.
Physical attacks include most melee attacks, ranged attacks
such as bullets and thrown objects, and the Sonic and Vibration
energy types.
Feats: Durability ( Flaw: Limited-Only works vs. physical attacks ), Immunity
( critical hits; Flaw: Limited-only vs. physical attacks ) Immunity ( pressure; Flaw:
only vs. high pressure ), Penetrating Attack ( with Natural Weapon ).
written
by
John
Polojac
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Devil’s Workshop
CUSTOMIZATION
Powers: Amazing Save ( Damage ) +5 [ Source:
Super-Science; Extra: Innate; Flaw: Only vs.
physical attacks Cost: 1 pp; Total 5pp ], Density
Control +1 [ Source: Super-Science; Extra: Innate;
Flaws: Limited-Density Increase, Permanent;
Cost: 5 pp; Total: 5 pp ], Immutable Form ( bought
as Amazing Save: Reflex ) +3 [ Source: Super-
Science; Extra: Innate: Flaw: Limited-Only works
against Transformation attacks; Cost: ; Total: ] +
Natural Weapon +4 [ Source: Super-Science;
Extra: Innate; Cost: 2 ; Total: 8 ], Super-Strength
+1 [ Source: Super-Science; Extra: Innate; Flaw:
No bonus to skill rolls; Cost: 4 pp; Total: 4 pp ].
attacks.
LEAVING THE
Metal-Heads Need Not Apply:
TEMPLATE
The endoskeleton is composed of non-metallic, non-
ferrous materials. 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
Amazing Save ( Damage ) power by +1 and granting
the character Super-Skill ( escape-artist ) +4. This
type of endoskeleton has no particular vulnerability
to electrical attacks or magnetic attacks, but is sensi-
tive to sudden temperature extremes ( Vulnerable to
either Cold or Heat attacks, Game Master’s choice. )
The template’s PL adjustment is increased by +1.
This leads to an unbalanced character, so the char-
acter’s player must devote all future power points the
character earns to “paying off” the additional power
level before points can be spent for other purposes.
If the character leaves the template, the GM should
allow the player to redistribute any points spent for
this purpose.
Leaving this template is especially difficult; it
requires some means of separating the endoskeleton
from the character’s skeletal 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 appropriate setting ( combination of
lab and surgical theater. ) At least one of those
making the attempt must have at least one rank of
Super-Intelligence, and posess 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 indi-
vidual supervising the procedure must then spend
one Hero Point and 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 unconscious for the next
hour and disabled for the next 24 hours ( reduce time
by one hour for each rank in Regeneration and/or
Super-Constitution .) Hero points cannot be used to
improve the character’s condition. 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 consid-
ered 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 unconscious and disabled ( as above. )
Weaknesses: Disabled ( cumbersome ), Vulnerable
( electrical attacks ), Vulnerable ( magnetic attacks )
WEAKNESSES
Disability ( cumbersome ): A combat endoskeleton
is a massive apparatus, even if constructed of rela-
tively lightweight metals. Despite some compen-
satory increase in the character’s physical strength,
the endoskeleton does hinder the character’s move-
ments to an extent. The character suffers a – 3
penalty to Acrobatics, Move Silently, and Swim
( lack of buoyancy ) skill checks.
Radical Reconstruction:
Vulnerable ( electrical attacks ): As might be
expected, a skeletal system augmented by a frame-
work of high-tech metal alloys renders the char-
acter more vulnerable to electrical attacks than
otherwise. A combat endoskeleton recipient
receives no bonus to Damage saving throws made
against electrical attacks ( straight d20 roll only )
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, connec-
tive tissues are strengthened via chemical treatments,
and cardiovascular capacities are artificially
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 recon-
struction-barely. The character is much more physi-
cally formidable, a veritable walking dreadnought,
but at a dear cost; the character can no longer pass
for human and suffers from chronic, throbbing pain.
Vulnerable ( magnetic attacks ): The recipient of a
combat endoskeleton must be especially wary of
magnetic attacks. An opponent with the Energy
Control: Magnetic power can choose to use the
power to make lethal attacks against the character
( Damage Class = Power Rank ), although such
attacks require extra effort on the part of the oppo-
nent ( treat as a Power Stunt ). The character
receives no bonus to Damage throws against such
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Devil’s Workshop
Page 3
COMBAT ENDOSKELETON RECEIP-
IENT (RADICAL RECONSTRUCTION)
+1. The character’s condition improves by one step
for each full day of rest.
tion, extension, upgrade, improvement, compila-
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"You" or "Your" means the licensee in terms of
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Disturbing: The radical reconstruction process
leaves the character with an imposing, even terri-
fying physical presence. The character was rebuilt to
function as a human war machine, with little atten-
tion given to aesthetic considerations. One who has
undergone such a process is up to six inches taller
than before, massively built, with a bulging, unnatu-
rally 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.
PL Adjustment: 0
Feats: Durability, Endurance, Immunity ( critical
hits; Flaw: Limited-only vs. physical attacks ),
Immunity ( pressure; Flaw: only vs. high pressure ),
Penetrating Attack ( with Natural Weapon ).
Powers: Density Control +1 [ Source: Super-
Science; Extra: Innate; Flaws: Limited-Density
Increase, Permanent; Cost: 5 pp; Total: 5 pp ],
Immutable Form (bought as Amazing Save: Reflex)
+3 [ Source: Super-Science; Extra: Innate: Flaw:
Limited-Only works against Transformation attacks;
Cost: 1 pp; Total: 3 pp ], Natural Weapon +4
[Source: Super-Science; Extra: Innate; Cost: 2 ;
Total: 8], Protection ( Damage ) +4 [Source: Super-
Science; Extra: Innate; Cost: 3 pp; Total 12 pp],
Regeneration +1 [ Source: Super-Science; Cost: 2 pp;
Total: 2 pp ], Super-Strength +3 [ Source: Super-
Science; Extra: Innate; Flaw: No bonus to skill rolls;
Cost: 4 pp; Total: 12 pp ].
All text on all pages is Open Game Content as
defined by the Open Gaming License. See page 3
for more information.
Artwork: Tony Perna
Mutants & Masterminds, M&M Superlink, Green
Ronin and the M&M Superlink logo are Trademarks
of Green Ronin Publishing and are used with permis-
sion.
Weaknesses: Disabled ( addiction ), Disabled
( cumbersome ), Disabled ( subject to attacks that
affect inanimate ), Disturbing, Vulnerable
( electricity. )
Hero Points and Power Points are Product Identity of
Green Ronin Publishing and are used with permis-
sion.
WEAKNESSES
OPEN GAME LICENSE
Version 1.0a
Disabled ( addiction-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 physi-
cally and psychologically 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
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Mutants & Masterminds RPG, Copyright 2002,
Green Ronin Publishing; Author Steve Kenson
Crooks!, Copyright 2003, Green Ronin Publishing;
Author Sean Glenn, Kyle Hunter & Erik Mona
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