I've only read one Nightside book, so you'll need to describe the character to me.
Anyway, now for some symbiotes.
As expected, this is causing me to notice problems with the Powers I'm using. For example, Spiritual Symbiote when applied to a non-spiritual symbiote is worded in a way that implies that the symbiote leaves behind a helpless and fragile body when merged with someone. Which is not how it should be.
So I thought about it and I realized that I couldn't think of a single character concept that left behind their body while symbiotizing someone. So I'm going to make it so that even physical symbiotes merge with their hosts.
Also you should be allowed to purchase Limitation multiple times.
Extra Appendages should allow spray grapples, and I think Superb Coordination might be strictly worse than Excellent Coordination.
Dalecorp 2012 Catalogue
Hello and welcome, valued customer, to Dalecorp's 2012 catalogue. If you've read our 2011 catalogue, you may think you know Dalecorp's offerings pretty well. But this catalogue will show that you're wrong.
Recent advances in symbiotic technology have made all previous Dalecorp models obsolete. A single item from the 2012 line offers more power than the entire 2011 line together.
If you miss out on this chance to equip your soldiers, you will very likely be killed by the soldiers of people who made better purchasing choices.
Warning: Dalecorp products are sapient and not very nice. They have been known to murder "unworthy" hosts in their sleep. Do not attach them to anyone who is not expendable.
Tentacle Whip (Hydrophobic)
While Dalecorp has offered Tentacle Whip (TM) models before, the 2012 Tentacle Whip (TM) is something new. It no longer requires direction while attached to a host. It is now fully capable of fighting on its own, and can beat a man to death from across the room while its host eats lunch.
Attach the Tentacle Whip (TM) to whatever body part you please.
High Concept: Symbiotic Tentacle Whip
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Fists
Fair: Lore, Might
Average: Endurance, Scholarship, Athletics
Powers:
Spiritual Symbiote [-1]
Extra Appendages (Superb Coordination x2) [-4]
Long Reach [-1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5
Crushing Claw (Hydrophobic)
The Crushing Claw (TM) is an entirely new addition to our catalogue, but it's sure to be a classic. It offers a retractable edge sharp enough to cut steel, and the strength to use that edge. When you grab something with the Crushing Claw (TM), it stays grabbed.
The Crushing Claw (TM) is placed on a shoulder, and acts as an arm. If another arm is present, it will envelop it.
High Concept: Symbiotic Claw-Arm
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Fists
Fair: Might, Lore
Average: Endurance, Scholarship, Alertness
Stunts:
Vice Grip (Might): +1 to maintain a grapple.
Powers:
Spiritual Symbiote [-1]
Potent Natural Weaponry [-2]
Inhuman Strength [-2]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5
Living Breastplate (Hydrophobic)
The Living Breastplate (TM) is an old classic, now updated with a wrapping of faerie skin. Not much to say about this one...it's tough, it's cheap, it's a great way to keep your biological combat assets functional for longer.
The Living Breastplate (TM) should be allowed to wrap itself around the torso for best results.
High Concept: Living Armour
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Endurance
Fair: Lore
Average: Scholarship,
Stunts:
Ablative Armour (Endurance): 1 additional mild physical consequence.
Fey-Skin Wrapper (Endurance): +1 physical armour as long as there's no iron present.
Powers:
Spiritual Symbiote [-1]
Supernatural Toughness [-4]
Limitation (Holy attacks ignore Toughness) [+1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5
Brain Bug (Hydrophobic)
Not all minions are violent. You need thinkers working for you too. But most minions just aren't that smart...fortunately, Dalecorp has the answer. Stick a Brain Bug (TM) into one of your advisers, and watch his intelligence balloon.
As the name suggests, the Brain Bug (TM) should be inserted into its host's head.
High Concept: Symbiotic Library-Bug
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Lore
Fair: Scholarship, Craftsmanship
Average: Deceit, Intimidation, Performance
Powers:
Spiritual Symbiote [-1]
Superior Searchable Dangerous Mental Library [-5]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5
Internal Doctor (Hydrophobic)
Medical treatment is expensive, and not terribly effective. But you have to provide it or people will complain. Unless, of course, you provide your minions with Internal Doctors (TM). If you provide your minions with Internal Doctors (TM), they'll never need health care. And they'll never complain about pain, because it'll all be blocked out by their symbiotes.
The Internal Doctor (TM) should be swallowed, to facilitate its journey towards the stomach.
High Concept: A Doctor In Your Stomach
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Endurance
Fair: Scholarship, Lore
Average:
Stunts:
Instant Medication (Endurance): +2 to defend against poisons and diseases.
Powers:
Spiritual Symbiote [-1]
Feel No Pain [-3]
Inhuman Recovery [-2]
Limitation (Holy attacks bypass Feel No Pain and Recovery) [+1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5
Engel (Snorkelling)
While all Dalecorp products are biotechnological miracles, the Engel (TM) is something special. Even without a host it's a weapon of mass destruction. Implant it into someone and watch them become something very much like an angel. But more shadowy, and with more tentacles.
While implanting a symbiote into yourself is rarely advisable, you may want to make an exception for the Engel (TM). If you can persuade it that your superior intellect deserves the service of its superior strength, you can become something more than human. Be careful, though: if your strength is insufficient, it may end up controlling you.
The Engel (TM) is not implanted; rather, it envelops its host. If it must be concealed, it retracts into its host's skin.
High Concept: Symbiotic Superweapon
Other Aspects: Searching For A Worthy Host, Outsider Technology, Malevolent Intelligence
Skills:
Superb: Fists, Athletics
Great: Alertness, Stealth, Might
Good: Endurance, Conviction, Discipline
Fair: Lore, Scholarship, Intimidation
Average: Presence, Deceit, Investigation
Stunts:
Tentacle Grab (Fists): Use Fists to grapple.
Tight Grip (Fists): +1 to maintain grapples.
Teamwork (Fists): +1 to attack when merged with another being.
Powers:
Spiritual Symbiote [-1]
Spiritual Co-Pilot [-1]
Cloak Of Shadows [-1]
Wings [-1]
Blood Drinker [-1]
Selective Potent Natural Weaponry [-4]
Superior Hold [-2]
Extended Reach [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Supernatural Speed [-4]
Supernatural Recovery [-4]
Feel No Pain [-3]
Limitation (Holy attacks ignore Toughness and Recovery and Feel No Pain) [+3]
Extra Appendages (Excellent Coordination x2) [-4]
Spiritual Co-Pilot [-1]
Human Guise [-0]
Limitation (Spiritual Co-Pilot and Human Guise only apply when acting as a symbiote) [+0]
Total Refresh Cost:
-37
Refresh Total:
-24