Wednesday, April 3, 2019

Concentrated Early 2000s Energy: Klyntar (GLOG Class, Parasite Challenge)

I hope you're ready for some really dumb comic stuff because Venom is absurd and I love it (Venom #4, cover illustrated by Mike McKone)

I wrote this class as an entry in the informal Parasite Class Challenge on the OSR Discord! It's a hub of GLOG activity; a real buzzing, twitching lump of creativity. There are more events like this to come.

Klyntar (Symbiote)

For every Klyntar template you have, increase your HP by 1.

A: Alien Biology, Fashion Goop, Powerful Grip
B: Internal Arsenal, Lose Control, Nemesis
C: Skullcruncher, Host Hopper
D: Extra Limbs, Improved Arsenal

Alien Biology
You play a goopy alien symbiote attached to a regular person. You take double damage from fire. You take 1d6 damage per round from very loud or high-pitched noises. You must eat raw meat for rations to heal from lunch. You must eat sapient brains, sedatives, or chocolate to heal STR damage (negative HP in the GLOG). Mental effects only affect one of your two minds—the symbiote or the host.

Fashion Goop
The symbiote can mimic any clothing, recoloring it to its own color scheme. It can’t mimic the effects of armor, but it can mimic its appearance, and all symbiote clothing counts as Chain armor.

Powerful Grip
You have advantage on grappling and climbing.

Internal Arsenal
You can reshape your limbs at will into any light or medium mundane melee weapons.

Lose Control
When you hit 0 HP, you lose control. You automatically heal 1d6 HP and your symbiote clothing counts as Plate Armor. You must attack every round. You are terrifying to look at. You may attempt to regain control with a 2-in-6 chance every round. You can’t lose control more than once per day.

Pick another member of the party to be your nemesis. When you lose control, you must treat them as a dangerous enemy—you can focus on other enemies first, but if you kill all other enemies before regaining control, you must attack your nemesis.

When you kill an enemy in melee, you can eat their head to regain 1d4 HP.

Host Hopper
You can separate the symbiote from the host, controlling both separately. The original host loses 1 HP per round without the symbiote. The symbiote can attempt to take control of another creature, which gets a Save to resist; if they fail, the Symbiote can control their actions. If they succeed, the Symbiote’s player still controls their actions, but they must work toward the temporary host’s immediate goals, which the DM must provide. They can do so inefficiently. The Symbiote must Save to disconnect from a host that passed their own Save. Success or failure, the symbiote can talk telepathically to the temporary host while attached. If the original host dies, the symbiote must Save or die every day, even when attached to a temporary host.

Extra Limbs
You can extrude up to two extra limbs. In Moonhop, when holding multiple weapons, roll damage dice for each and use the highest result.

Improved Arsenal
You can reshape your limbs at will into any mundane weapon (light, medium, heavy, melee, ranged). It still takes two limbs to make a two-handed weapon.

I mean, really, the sheer density of early 2000s energy in this image is enough to kill a small elephant
(Venom Vol 2 #38, penciled by Kim Jacinto and colored by Lee Loughridge)

Design Notes

Since it’s such a recent creation, this class is, of course, completely untested, and probably too powerful by the time you reach max level. To start with, though, you’re a well-armored climber, grappler, and fashionista  with several serious weaknesses—fire is common and dangerous, and long term healing requires special supplies.

At level 2, Internal Arsenal lets you smuggle weapons anywhere you like and switch your loadout to whatever best suits the situation. You also get Lose Control, a Rage-like ability that only activates in serious danger and carries a downside: enmity with your Nemesis.

At level 3, Skullcruncher grants unreliable in-combat healing and Host Hopper provides mind control, but with a downside—the potential death of your true host, the only one that can really sustain you. If you get “captured” by the temporary host, you can still hinder them and learn some of what they want, which is pretty neat. Other classes and items have abilities that could mitigate the risk to your real host.

Finally, at level 4, you really get dangerous: you double the number of weapons you can hold with Extra Limbs and greatly expand the categories with Improved Arsenal to become a walking cache of weapons. Notably, however, you don’t ever get a true Extra Attack, which I’m hoping will mitigate the power of being able to use two halberds or four pistols.

I mean, come on, isn't this just the coolest stupid idea ever? Don't you look at this, recoil a little, and then lean in? 
(Spider-Gwen Vol 5, cover illustrated by Khary Randolph) 

This. This is my favorite one. I own this comic and it is stupid, edgy, and ridiculous, and it is the best thing ever 
(Venomverse #1, penciled by Iban Coello and colored by Matt Yackey)
A fantastic OSR party if ever there was one (Venomverse #1 Variant Cover by Gustavo Duarte)


  1. I said this on the recent goblinpunch post as well, but I've always been a fan of venom or guyver style bio-tech armors in fantasy settings! I've played with the idea of a mimic armor before. Anyway, cool stuff!

    1. Thanks! I'm just a sucker for too many spikes and arms that turn into guns.


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