CHARTHRALL SYMBIOTE R.C.C.

RACE: Charthrall symbiote
ALIGNMENT: Alignment matches the host's.
ATTRIBUTES: IQ-2D6 (high animal intelligence), ME-3D6+6 (adds bonus of +3 to host's ME), MA-1D6, PS-2D6+3 (considered supernatural and adds a bonus of +3 to host's PS), PP- 4D6+6 (adds a bonus of +6 to host's PP), PE- 3D6+4 (adds a bonus of +4 to host's PE), PB- 1D6, SPD- 5D6+10 (adds a bonus of +10 to host's SPD)
SIZE: A liquid puddle 2ft in circumference
WEIGHT: adds thirty pounds to host's weight
M.D.C.: 4D6x10 +2D6 per level of experience
HORROR FACTOR: 14 for people seeing the symbiote separate from the host, 8 when they witness the symbiote in action for the first time
P.P.E.: PEx2+1D6 per level of experience
LIFE SPAN: adds 100 years to host's life span
NATURAL ABILITIES: The Link- The connection between symbiote and host is very similar to that of the mage and familiar. Both can sense and feel what the other experiences despite miles of separation. Once linked they become dependent upon each other and because of that dependency both suffer if either is lost. The remaining partner loses 3D6 MDC permanently. Also the spirit of the survivor is broken, -5 to MA, -2 to IQ, -4 to ME, -15% on all skills, and there is also a 80% chance of becoming an alcoholic and/or drug addict, as well as the eventuality of insanity. The connection is so great and the relationship so consuming that once it is gone, most 97% of the survivors take the long walk, a suicide march into the unforgiving wastelands of the home world where they wait to die.

Metamorphosis-The symbiote can alter it's shape to accomplish most any task. It can also replicate simple tools and weapons like axes, knives, and picks. The symbiote can also replicate more exotic items like armor, tentacles, glider wings, and any type of clothing.
Types of metamorphosis-
Magic knife- The knife is the dormant symbioses preferred shape.
Armor- The symbiote can also replicate a suit of full environmental body armor (w/standard features). The armor can look like anything from a second skin to a very ornamental and archaic suit of armor.
Clothes- Clothing is probably the easiest thing to replicate. Any form of cloth and textile in any color can be duplicated with just a thought.
Types of appendages- 2 plus one per level of experience, starting from the first.
Tentacles- The symbiote can lash out with pieces of it's malleable body. Damage and bonuses determined by attributes. The tentacles can squeeze through any opening that is not air tight. Each pair add one extra melee attack.
Forearm blades- adds 2D6 to punch damage.
Hammer hands- adds 3D8 to punch damage.
Sword arm- adds 3D6 to punch damage.
Sickle arm- adds 1D8 to punch damage.
Weapons note: Most ancient weapons can be duplicated. Damage is the listed damage of the weapon added to the punch damage of the host.
Wings- The symbiote can create wings by spreading it's body out over a large area. Using this configuration the symbiote and host can glide along on air currents. The maximum speed is about 50mph under optimal conditions and is +5 to strike and dodge while flying. Can fly a maximum of PE times 5 minutes.
CHAMELEON: Being the masters of disguise they are, young Charthrall are amazing at hiding and evading detection, and they only get better at it. At first level the creature can Shadow Meld and Chameleon at will. At second level the symbiote unleashes it's full potential gaining the full abilities of the Major Super Ability Chameleon including Adhesion, Feign Death, as well as the normal bonuses associated with the Chameleon ability.
SEPARATION: The symbiote and host can separate for short periods of time. While separated, both lose two attacks per melee and all bonuses gained from the symbiote. Because of the severe draining effect of this procedure, it is rarely attempted more than once per day (24 hours). After approximately one hour the host and symbiote will begin to lose PE points at a rate of one for every five minutes of separation. These points return after time (one per hour), but if the PE drops below zero, a save Vs coma/death at -15%. If the roll fails, vios con dios. Bio-regenerate 4D6 per melee. Impervious to poisons and toxins, also to radiation. Vampire's slow kill bite. Highly resistant to all forms of illusions and mind control.
PSIONICS: Has the abilities: See the invisible, Sense magic, Sense evil, and Sixth sense at no ISP cost. Communicates via empathy with the host, also at no ISP cost. The symbiote can also select 1D4 psionic powers from the sensitive category. ISP is ME+1D6 per level of experience.
COMBAT: The union adds +2 attacks to the host. The symbiote's combat is based on it's supernatural strength and physical prowess with 4 attacks per melee.
R.C.C. BONUSES: +2 initiative, +2 Vs psionics and magic, +4 Vs horror factor, +8 Vs illusion and mind control, all are in addition to attribute bonuses. Note: These bonuses apply to the host as well as the symbiote.
VULNERABILITIES/PENALTIES: Because of their homeworld's long nights (20+hours), the symbiote is very uncomfortable in daylight. So much so that prolonged exposure to sunlight causes both symbiote and host to suffer 2D4x10 MD every four hours of exposure. Magic spells such as Blinding Flash does 2D6 MD and double the effects, Globe of Daylight affects the symbiote as it does with vampires. Triple damage from pure solar weapons such as the blasts from the Gods of Light and/or blast from solar armor. Otherwise penalties in extremely bright areas are similar to that of the Silhouettes. The symbiote's alien physiology makes it vulnerable to some chemicals such as caffeine.


This page has been visited times.