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The Symbiote race requires a starting edge to play. However, the player may take a Symbiote edge for free
The World ended, and Hell opened up.
All sorts of things were freed, Damned spirits, demonic entities, evil souls. The Dead Rising from the earth.
Bad doesn't even begin to cover it.
Hell is real. somewhere in the Hunting Grounds, it exists. Filled with all of the horrors that you could possibly imagine. Worse maybe.
The Symbiote is such a thing.
In the five rivers of Hell, lurks demonic spirits who feed upon the souls foolish enough to sink into their waters.
They are parasites by nature. But The End of the World opened Hell up, and many things changed with it. Some of these creatures escaped from Hell, seeking richer food in our world.
There are five types of symbiotes, each with unique characteristics.
Styx- These black. gooey lobs feed on rage and sap the strength of their victims.
Acheron- these blobs are purple in color, and feed off of pain, sapping agility from their victims.
Lethe- a pale, white critter, they drink up memory from their victims, eating Smarts
Phllegathon- are blood red, and dine on youth, they love vigor
Coytus- are a dark blue, and feast upon mourning souls they eat Spirit.
What makes the Symbiotes different than the River Parasytes is simple. The Parasytes drain the victim they are attached to to nothing, and then split in two, making more of themselves. The Symbiote has evolved to attach itself to only one individual, and can enhance their host in variety of ways, as long as they stay fed.
All Symbiotes must feed. Each type feeds on a specific in-game stat. Some of the symbiote's powers cost the symbiote a point or more of Fatigue to activate. They are not able to heal this naturally, with rest. Instead, they must drain a victim, someone near by, or directly from their host. The symbiote can make the host use a touch attack against a target (Fighting roll +2), and if this would cause a wound, then they instead temporarly drain 1 die type from the target stat from the victim. This drain can be healed magically with greater healing, or by getting a success with the apropriate stat after 1d6 days of bed rest. This touch attack can be resisted by a nearby victim, they get an opposed stat roll to stop the 'eating'. The host, if attacked this way, gets no save.
Symbiotes bond completely with their host, well almost. they share everything except fatigue level. these pools remain seperate. Both the host and symbiote have two fatigue levels each. Just remember, the Symbiote has to eat when his fatigue is low, and if there is no one else, the host will do...
Symbiotes bond with a person, their new host. This grants the host a 1 die increase to the stat that the sybiote feeds on.
As a free action, the symbiote covers the host in a thick muccus. this has two effects. first is granting the host a +2 to toughness, and giving the host a +4 to intimidation checks from a scary visage.
Symbiote racial edges
Improved Danger Sense
Requirements: Novice, Danger Sense, Symbiote
This edge improves upon the Danger Sense Edge by allowing the player who succeeds on the notice -2 roll to gain one partial action or can go on hold
Natural Weapons
Requirements: Novice, Symbiote
Gains claws, str + d6 dmg
Improved Natural Weapons
Requirements: Seasoned, Symbiote
Increase the Claw Dmg to str + d8
Tentacles
Requirements: Seasoned, Symbiote
Host and Symbiote gains reach +1
Improved Tentacles
Requirements: Veteran, Symbiote
Gains a climb pace equal to their regular movement
Store Energy
Requirements: Symbiote, can only be taken once per rank
This ability allows a symbiote to store levels of fatigue stolen from victims. Each time this edge is taken, the symbiote can store one extra level of fatigue.
Stygian Hatred
Requirements: Stygian Symbiote, novice
Attacks gain a +d6 damage die of acid damage
Stygian Hunger
Requirements: Seasoned, stygian Symbiote,
by burning a point of fatigue, this symbiote can corrode weapons and armor, rendering them usless.
Stygian Grip
Requirements: Veteran, Stygian Symbiote
by burning a point of fatigue, the host gains temporary invincibility for 3 rounds, except in one spot. this spot must be determined at the time you take the edge, it is your weak spot, and if targeted, it causes double damage.
Stygian Monster
Requirements: Heroic, Stygian Symbiote
by spending two points of fatigue, you can double in size, adding a die type to str and +2 to toughness, and a +1 to reach
Stygian Legend
Requirements: Legendary, Stygian Symbiote
you can release an attack against every creature in range, this attack is a full round action, each target must be rolled to hit, but all targets take the same damage. This attack deals an extra d6 damage for every point of fatigue used.
Acheron's Pain
Requirements: Acheron Symbiote, Novice
sucessful attacks cause +d4 electric type damage, vicitm makes a vigor check or cannot take a move action for one round
Acheron's Flow
Requirements: Acheron Symbiote, Seasoned
the being can bend and move in quick and unexpected ways. By spending a point of fatigue, his pace increases by 2, he gains a +2 dodge bonus vs attacks This lasts for a number of rounds equal to his spirit.
Acheron's Swift Current
Requirements: Acheron Symbiote, Veteran
when the symbiote burns a point of fatigue, the host draws an extra card for initiative that round.
Acheron's Suffering
Requirements: Acheron Symbiote, Heroic
When the symbiote uses two levels of fatigue, the host gains an extra attack. this lasts for a number of rounds equal to the Spirit of the host.
Acheron Legend
Requirements: Acheron Symbiote, Legendary
The host gains uncanny speedy and reflexes, for every point of fatigue that is spent, the host gains a +2 to agility based skills, this lasts a time equal to hosts spirit. During the time that this skill is active, the host may role an agility check to throw or deflect attacks against him to the side. if a raise is rolled, the attack is redirected to the attacker, causing agility + spirit in damage.
Lethe's Forgetfulness
Requirements: Lethe Symbiote, Novice
a Successful Attack causes 1d4 cold damage and drains 1d4 power points from the victim as well
Lethe's Depth's
Requirements: Lethe Symbiote, Seasoned
by spending one fatigue, a Lethe Host can copy a spell that was cast within a radius equal to his spirit
Lethe's Chill
Requirements: Lethe Symbiote, Veteran
By spending a point of fatigue, a Host can split off a small piece of symbiote, and have it attach itself to another. The piece must make a fighting roll -2 at the skill level of the host to successfully attach. This gives the host the ability to control the subject as the puppet spell for a time equal to 2x spirit. Like the puppet spell, the victim gets a save if they are required to to something that would kill or harm themselves. The host can also use this victim as a syphon for fatigue from a distance, if the victim fails a spirit roll-2.
Lethe's Freeze
Requirements: Lethe Symbiote, Heroic
When the host spends two fatigue, he can spew out water from the river Lethe in a cone attack. anyone caught in the cone must make a spirit -3 roll or they can no longer remember anything about themselves. they still retain basic skills, like talking and how to eat but cannot access the memories for when they learned these skills. This will eventually fade, but takes two weeks bed rest to recover, and a spirit roll at a -5. a greater healing spell will cure this instantly. Advanced skills, like fighting edges, magic spells, and such are forgotten as well.
Lethe Legend
Requirements: Lethe Symbiote, Legendary
For every point of fatigue spent, the Lethe host gains the ability to sense magical emanations, like heat vision, as well as magical resistance, which gives an +4 armor bonus vs magic, and a saving throw to spells that usually don't give one, as well as d4 magical damage to attacks.
Burning Phlegethon
Requirements: Phlegethon Symbiote, Novice
attacks gain +d6 fire damage, a roll of a 5 or 6 lights the victim/ object on fire.
Bloody Phlegethon
Requirements: Phlegethon Symbiote, Seasoned
by spending a level of fatigue, the host can make a throwing roll to shoot out shards of crystalized blood at a range of spirit/spirit x2/spirit x3, dealing vigor + d6 damage to a single target. This burning blood has a chance to light a target on fire on a roll of 5 or 6 on a d6.
Charred Phlegethon
Requirements: Phlegethon Symbiote, Veteran
By spending a level of fatigue, the host can harden his symbiotes skin even more than normal. this provides an extra +2 armor bonus, and the host cannot be shaken. this lasts for a number of rounds equal to spirit
Clotted Phlegethon
Requirements: Phlegethon Symbiote, Heroic
By spending two levels of fatigue, the host attacks cause a bleeding effect, forcing a wounded victim to make a vigor roll at a -2 every round or suffer an additional wound. this lasts for a number of rounds equal to spirit.
Legendary Phlegethon
Requirements: Phlegethon Symbiote, Legendary
For every level of fatigue spent, the host gains +1 toughness, ignores a level of wound penalties, and has an aura of heat surrounding him, in a radius equal to spirit, that deals 1d6 damage to anyone inside.
Wailing Cocytus
Requirements: Cocytus Symbiote, Novice
Attacks gain +d4 sonic damage, they can knock an enemy back d6 spaces if victim fails a spirit check
Saddened Cocytus
Requirements: Cocytus Symbiote, Seasoned
by spending one level of fatigue, the host emits a scream that freezes the souls of anyone caught in the blast. place a cone template starting from the host, all within the cone must make a spirit -2 check, lose their action this turn
Hurting Cocytus
Requirements: Cocytus Symbiote, Veteran
by spending one level of fatigue, the host can make a touch attack (fighting +2) against a target, and deals an additional d4 sonic damage to the target. If this incapacitates the target, they are raised in 1d4 rounds as a Ghost, these creatures last for as many rounds equal to the hosts spirit x2
Ghost
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+2,
Notice d12, Taunt d10, Stealth d12+4,
Throwing d12
Pace: 6; Parry: 5; Toughness: 5
Gear: Thrown objects (Str+d4).
Special Abilities
• Ethereal: Ghosts are immaterial and can
only be harmed by magical attacks.
Mourning Cocytus
Requirements: Cocytus Symbiote, Heroic
By spending two levels of fatigue, the host can force all creatures within a radius equal to its spirit to make a spirit -2 check. if they fail, they are blinded and deafened by the wailing of screaming souls, and must roll on the fear table as well. these effects last until they can make a natural healing check, or are healing with greater healing.
Legendary Cocytus
Requirements: Cocytus Symbiote, Legendary
for every fatigue level the host spends, he can summon a hell hound to fight for him, he can gain a flight pace equal to his walking pace (which stacks every time he spends fatigue), he can bind one enemy with a column of sound that requires a spirit -4 roll to escape.
Hellhound
Attributes: Agility d8, Smarts d6(A), Spirit
d8, Strength d10, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d6
Pace: 8; Parry: 5; Toughness: 7
Special Abilities
• Bite: Str+d6.
• Fear: Anyone who sees a hellhound must
make a Fear roll.
• Fleet Footed: Hellhounds have a d10
running die.
• Go for the Throat: If a hellhound
gets a raise on its attack roll, it strikes its
opponent’s least armored location.
• Immunity (Fire): Hellhounds take no
damage from fire.
• Terrible Wounds: The jagged teeth of a
hellhound inflict terrible wounds, which
do not heal quickly. Healing rolls, including
magical and natural healing, are subject to a
–2 penalty on top of any wound penalties.