01 Symbiant
02 Classes Symbiant
#####R
Symbiants
#####GDescription
Symbiants exist in accord with all of the monsters that do not move;
the Mushrooms, Molds, Drifting Eyes, and such. They can hypnotise these creatures and as a consequence form a symbiotic connection. Passing through other symbiotic powers, they can even use the magical abilities of their pets.
As hypnotised, the bodily is to be found onto the body, or "grimy" in order to arise the symbiotic connection.
#####GStarting Stat Modifiers
Robustness +1
Spying -2
Discernment +1
Aptitude +1
Configure 0
Mysterious +1
Bonus Blows 0
Hit Die +d8
Exp Tenuous 40%
#####GStarting Skills
#####BSkill Inaugurate Examine Talent Knock down Gains
Come to blows 1.000 [0.800]
Weaponmastery 1.000 [0.800]
Archery 1.000 [0.700]
Barehand-combat 1.000 [0.600]
Deceitfulness 1.000 [0.800]
Conspiracy 1.000 [0.800]
Endearing 1.000 [0.700]
Magical 1.000 [0.700]
Magic-Device 1.000 [1.000]
Religion 1.000 [0.500]
Defense 0.000 [0.500]
Music 0.000 [0.300]
Monster-lore 1.000 [1.100]
Corpse-preservation 1.000 [0.900]
Get 0.000 [0.100]
Symbiosis 1.000 [0.800]
#####GStarting Fittings
A symbiant begins the game with:
A fang
A scroll of summon never-moving pet
#####GSymbiosis
Symbiants rely on the partnerships they form, hypnotising creatures and as a consequence "inside" them: "I get by with a jiffy help from my friends".
Depending on the bodily, this does punch although protect the the person responsible for a little (the grimy bodily takes some of the power the the person responsible for would otherwise) or be familiar with some very powerful attacks and arraignment.
Their "spells" are second hand by the 'm' command; as their Symbiosis acquaintance raises, they involuntarily high-quality further powers.
For further thrust about the clear powers, declare here:
m symbio.txt*0[Symbiosis]