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- Symbiote Builder
- All symbiotes come are strong enough to lift 20 tons, have superhuman agility and dexterity, and are highly durable. They also have the ability to form tendrils or weapons out of their substance as well as shapeshift, and come with a spider-sense exactly like Spider-Man. Also as a perfect bonding partner the Symbiote is naturally resistant to its weaknesses of sound and fire, but not completely so. Normally the symbiote is a new entity that reacts to you and is bonded to you. For an extra 50cp it could be made out of an already existing uniform or clothing, and for an extra 100 could be an existing companion or yourself. After this jump your symbiote acts much like an Alt-form that you can switch to wearing at will, or is a companion’s alt-form, or treated as an item and kept in your warehouse until needed. The smarter and more sapient your symbiote is the more towards companion status it rates.
- You may also take powers from the super powers category and place them under the symbiote, essentially giving the symbiote the power payed for. This does mean theoretically that if separated or injured you may lose access to the chosen power.
- Web Shooter (50cp): On top of tendrils for combat and movement. Your symbiote can produce nearly an inexhaustible store of webbing and spray it into lines or other shapes.
- Regeneration (100cp): Your symbiote has the ability to repair you as well as itself, allowing it to give you a descent healing factor. Able to repair most wounds you can survive in a few hours. This ability will be impaired if your symbiote itself is significantly damaged.
- Spider-Sense immunity 200cp: While all symbiotes have a version of Spider-Man’s spider sense, you also have the ability of being invisible to other’s spider-sense as well. Giving you an edge in combat. This also generally inhibits most forms of battle pre-cognition, and makes you somewhat harder to see in precognition in general and effect with mental powers, but not impossible to do so.
- Weakness Resistance (200cp): For one purchase of this power you may remove either the fire or sonic weakness. This does not make the symbiote any tougher, but will remove the negative effects of being exposed to their weakness. You may purchase this twice.
- Enhanced strength (300cp): All symbiotes are as strong as spider-man, yours is a bit stronger however, you can lift a maximum of 35 tons and have a similar increase in durability.
- Independence (300cp): Your symbiote can actually support itself without a host, forming a humanoid shape and acting independently. It still follows your commands and has somewhat an increase of intelligence as it can follow most orders and take initiative on its own to protect you.
- Budding (300cp): Your symbiote can make up to five short lived clones of itself than can operate independently and mind control hosts to do what you wish (taken with independence these buds would not need a host). Buds only have the standard powers of a symbiote and only live for 24 hours away from the central mass. You can make another after one is killed or dies naturally. Note: This power does not restrict the normal spawning of a symbiote by growing pieces away from the main mass. However, this process requires a host, weeks of time, and the Symbiote itself find this process somewhat painful and disconcerting, preferring to remain whole.
- Greater Regeneration (300cp): Now your symbiote can regenerate you as fast as it can normally regenerate itself, able to regenerate limbs and organs in minutes. Keep in mind the symbiote still needs a fairly large portion of your flesh existing to repair you, so while you could regrow a limb or even your head, losing most of your body will be too much for the symbiote.
- Technology Assimilation & Morphing (400cp): Your symbiote can assimilate technology and then alter itself into using that technology as you will it to. The weapons are powered by the symbiote itself so overuse can render the symbiote weakened for a while. Conversely your symbiote can alter vehicles and improve them in extraordinary ways. However, you must be piloting the vehicle and when you and the symbiote leave the changes leave with it.
- Anti-Venom (400cp): Your symbiote possess a biology that is toxic to other symbiotes. Making your attacks weaken and poison other symbiotes you fight. After this jump your symbiote can acclimatize its biology to one biological life form allowing it have the same ability against them as it does against symbiote. You must expose your symbiote to your target and it must be at least somewhat biological. This effect is not instantly fatal to the target, but will severel weaken and hurt them.
- Camouflage capabilities (400cp): Even standard symbiotes can hide by entering its host, but your symbiote has superior ability to camouflage both you and itself. It can appear as normal clothing even mimicking texture, can give you an altered appearance to make you look like someone else, or even mimic its surroundings for a form of invisibility.
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