Eclipsing Venom

This request was for a way to build Marvel Comics “Venom”. Now that’s a little odd simply because “Venom” isn’t a particular character; it’s an alien blob of goo that gloms onto another character and enhances them. Sure, it has it’s own intelligence and such – but it doesn’t really DO much of anything on it’s own except search for a host. Worse, unlike – say – a suit of power armor, it mostly enhances the hosts own abilities up to a maximum limit and provides a limited selection of new ones. (It also can only be “worn” by entities that meet certain compatibility requirements, but that’s purely a plot-driven thing, and has little bearing on building it).

In d20 terms, that isn’t so much a creature as it is an item. Worse, it’s an item that depends a lot on the built-in assumptions of a comic book world – most notably the Superheroic World Template and the Four-Color Template. In a setting without those in play, the Venom Symbiote is going to be a lot more limited. Still quite powerful – but limited. After all, the user won’t be able to ignore support and leverage, hit things at whatever range fits best on the page, or otherwise ignore physics.

In Eclipse terms, an item that provides a suite of new abilities is probably a Relic.

So what sort of abilities does the Venom Symbiont provide?

  • Predatory Essence: Shapeshift (Leopard Attributes), Attribute Modifiers (Str +6, Dex +8, Con +4, +10 Move, +1 Natural Armor, +8 to Agility and Stealth skills, Low-Light Vision, Scent, 1d6 Bite, 1d3 Claws), Hybrid Form, Clear Speech. Specialized: Leopard Form Only, Corrupted: Cannot actually Change Forms (24 CP base, net cost 8 CP).
  • Malleable Form: Add Variants (3 CP, equivalent to a continuous Alter Self effect). Obviously enough, to fit the theme, I’d take this as a minor variant – perhaps a small “pool” of power/points/what-have-you to allocate between some of the possible effects. Perhaps about 5 Options from among: Natural Armor (+1 per Option allotted), winged flight (3 options for clumsy gliding), extended reach (+5/Option, +15′ Max), Natural Weapon Upgrades (to 1d8, 1 Option, to 2d8 3 Options), Camouflage (1 Option), Full Disguise (3 Options), Damage Reduction (1/- per option allotted), Wall-Crawling (3 Options), Winged Flight (5 Options).

These are both examples of Shapeshift Cheese – but we’re talking comic book superheroes here. A fairly large helping of cheese comes with the territory.

Web Shooting:

  • Inherent Spell (L3 Anyspell, producing any Webbing effect of up to L2), Corrupted / Powered by Mana (4 CP).
  • 4d6 (16) Mana with the Spell Enhancement Option, Specialized and Corrupted / only for use with the Web Shooting power above (6 CP).
  • Rite of Chi with +14 Bonus Uses, Specialized and Corrupted / only to recharge the webbing pool above (9 CP).

In a superhero world, with a basically unlimited Mana supply, that will allow the user to routinely throw around some fairly high-powered Web-based effects. In a standard d20 world, where the mana supply is going to be pretty limited… that will still suffice to throw around two or three fifth level webbing effects in any one fight. That isn’t bad; a well-placed wall of webbing (stone) or some such can have a fairly big effect on a battlefield.

Innate Enchantment:

  • Symbiotic Consciousness: Intelligent (500 GP) Int 10, Wis 10, and Cha 10 (0 GP), Telepathy (1000 GP), 120′ Senses (1000 GP), Darkvision (500 GP). This might need to be upgraded – but I’m not really aware of the symbiont showing any exceptional brilliance. The symbiont also has the ability to track separated bits of itself / offspring; I’m going to call that a minor enhanced sense on the level of Darkvision, above, given that it’s basically a plot device (500 GP). Unfortunately, the Symbiont basically lives to fight – and so tends to constantly push the wearer towards violence.
  • Handy Haversack (2000 GP). The symbiont can store stuff in extradimensional pockets. This is very convenient, but is still mostly a nod to the convention of skin-tight superhero costumes.
  • Healing Belt x 2, x.7 Personal-Only (1050 GP). The symbiont offers some regenerative abilities. How much? That’s pretty hard to say. After all, not only is it subject to the usual variability of comic books, but translating to d20 – where an anti-tank missile does an average of 14 damage and a megaton city-killer fusion bomb does an average of 72 – throws in yet another set of narrative conventions. I’m calling it 12d8 – enough to shrug off quite a lot of attacks, but not enough to keep going indefinitely.
  • Sleeves Of Many Garments (200 GP): The symbiont can serve as pretty much any kind of clothing.
  • Traveler’s Any Tool (250 GP), Masterwork Thieves Tools (100 GP), and Alchemists Lab (200 GP): The symbionts shapeshifting abilities are quite enough to let it substitute for tools.
  • Personal Haste (+30′ to movement modes, +1 attack when making a Full Attack) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
  • Extended Reach (+5 Natural Reach for one minute) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x Personal Only x.7 = 1400 GP).
  • Immortal Vigor (+12 + 2 x Con Mod HP) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x Personal Only x.7 = 1400 GP).
  • Enlarge Person (Practical Enchanter variant, +1 Size Category when active) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x Personal Only x.7 = 1400 GP).
  • Create Rope (Creates up to 60′ of strong silk rope, lasting up to one hour per caster level. Optionally, you can make one end sticky and/or fire it as a ranged touch attack to stick to something with about Str 16) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
  • Augment Attack: (+1d8 damage with up to three natural weapons, lasts for one minute) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x Personal Only x.7 = 1400 GP).
  • Flesh Ward (DR 2/-) (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x Personal Only x.7 = 1400 GP).

With a total cost of 18,300 GP, these innate enchantments would normally cost 19 CP – but they are Specialized and Corrupted for Reduced Cost / the user takes Double Damage from Fire and Sonic attacks (6 CP).

Disadvantages (-10 CP).

  • Accursed. The symbiont occasionally spawns copies of itself, or becomes infections, or otherwise extremely troublesome. The wearer will just have to run around cleaning up the mess when this happens, but will gain no experience points for doing so.
  • Accursed. The symbiont tends to animate itself and wander off looking for a new host if it’s current user fails to use it for a time, ir simply isn’t satisfactory.
  • Incompetent:The user tends to absorb some of the symbionts personality traits, exaggerate instincts and irrationalities, becoming disassociated from normal society, and having difficulties with social interactions – suffering a -3 penalty on all social skills.

That gives us a net cost of 26 CP. Due to the magic of rounding down, we could fit in another 1 CP worth of special abilities – perhaps an alien language that it shares with the user (1 CP).

Once again, this is a hyper-efficient design – and is, like all 4 CP Relics, something of a game-defining device. This is also why the usual suggested limitation is 4 CP worth of Relics (if the game master opts to allow them at all) – enough so that everyone can have their own little superhero package, but not enough to completely dominate the game.

One Response

  1. A very nice write-up. I’ve been curious myself what the Venom symbiote would look like under the Eclipse rules, though I’d have guessed it was something more akin the The Pony of Shadows than a relic.

    Minor correction: The Malleable Form bullet point has “winged flight” listed twice, once for three options and once for five.

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