The Huptzeen Class (The Sentient Symbiote) #
The Huptzeen is a high-level magical construct—an object or machination—imbued with the consciousness and spellcasting power of a mage. In this campaign, the player is the item. You possess no physical strength of your own; instead, you inhabit a “Host” and struggle for control to fulfill your arcane ambitions.
I. Character Creation & Stats #
- Prime Requisite: Intelligence.
- Experience Table: Progress as a Magic-User.
- Physical Stats: STR 0, DEX 0, CON 9. These never change.
- Mental Stats: Generate INT, WIS, and CHA normally.
- Armor Class: 0 (due to small size and magical resilience).
- Hit Dice: 1d4 per level. This represents your “Core Integrity.”
II. The Physical Vessel (Roll or Choose) #
This is the “anchor” for the Huptzeen’s consciousness.
| d100 | Form Type | Examples |
|---|---|---|
| 01-30 | Jewelry/Ornament | Ring, Amulet, Brooch, Belt Buckle, Crown. |
| 31-50 | Handheld Object | Wand, Staff, Crystal Ball, Intricate Dagger (non-weapon). |
| 51-80 | Machination (Minor) | Clockwork Beetle, Glass Spider, Brass Crab, Ivory Bird. |
| 81-95 | Machination (Major) | Moving Statuette, Iron Skull, Floating Eye. |
| 96-00 | Cursed/Unique | A dried shrunken head, a deck of cards, or a “living” coin. |
Table II: Innate Mobility #
How the Huptzeen moves when NOT attached to or controlling a host. Machinations use legs/wings; objects use magic.
| d100 | Movement Mode | Speed / Details |
|---|---|---|
| 01-40 | Crawler/Hopper | Speed 3. (Legs, skittering, or hopping). |
| 41-65 | Levitate/Float | Speed 2. (Always 3ft off ground; cannot fly over pits). |
| 66-85 | Fly/Wings | Speed 6. (Clockwork wings or magical flight). |
| 86-95 | Dimension Door | 1/day. Range 30ft. Useful for escaping a dead host. |
| 96-00 | Greater Movement | Teleport (Self only, 1/week) or Etherealness (1/day). |
Table III: Elemental Affinity #
The Huptzeen draws power from one of the four Elemental Planes.
| d100 | Elemental Power | Ability |
|---|---|---|
| 01-60 | None | No elemental affinity. Purely arcane focus. |
| 61-75 | Air | Feather Fall (Passive on host) or Shocking Grasp (3/day). |
| 76-85 | Earth | Barkskin effect on host or Identify Minerals at will. |
| 86-93 | Fire | Resist Fire (Passive) or Produce Flame (3/day). |
| 94-98 | Water | Water Breathing (Passive on host) or Ice Knife (2/day). |
| 99-00 | Dual Affinity | Roll twice (ignore results 01-60). |
Mechanic: The “Battery” Rule
In BECMI, these abilities are “built-in.” If a Huptzeen uses an innate ability while in Host Control, it costs the Huptzeen 1 HP per use. This represents the magical strain of drawing power through a biological conductor rather than its own internal matrix.
III. Symbiosis: The Host & The Ego #
To act, you must be worn or held by a Host (a creature with INT 6+).
- The Sync: You must be in contact with a host for 24 hours before you can gain XP or cast spells through them.
- The Ego Score: Your Ego is (INT + WIS) / 2 + Level.
- Control Check: To force the host to move or cast a spell, you must win a Willpower Contest: Your Ego vs. the Host’s (Wisdom + Level).
IV. Experience & The Struggle #
Not every creature can serve as a vessel. The Huptzeen requires a nervous system capable of interpreting its complex magical “code.”
- Intelligence Requirement: The host must have an Intelligence of at least 6. Any lower, and the Huptzeen’s mental commands are too sophisticated for the host’s synapses to fire, resulting in a “Comatose” state for the body.
- Size Constraint: The host must be Small or Medium (e.g., Human, Elf, Dwarf, Halfling). Large creatures (like Ogres) have too much physical mass for a Huptzeen to move with its 0 Strength, leading to instant exhaustion for the host.
The “Sync” Ritual (Level 1 Requirement)
A Huptzeen cannot simply be picked up by a stranger to begin gaining XP. A Bonding Ritual must occur:
- The Touch: The host must wear the Huptzeen (as an amulet, ring, or circlet) for 24 continuous hours.
- The First Contest: After 24 hours, a Willpower Check is made.
- Success: The Huptzeen “syncs” and the symbiosis begins.
- Failure: The host’s mind rejects the item; the host takes 1d6 psychic damage, and the Huptzeen remains inert for 1 month.
Biological Decay (The “Cost” of Use)
Because the Huptzeen has CON 9 but uses the host’s physical form, the host’s body treats the Huptzeen’s control as a “magical disease.”
- Healing Penalty: While the Huptzeen is in control (gaining its own XP), the host cannot regain hit points through natural rest. Only magical healing (Cure Light Wounds, etc.) works, as the body’s natural regenerative processes are suppressed by the Huptzeen’s alien “OS.”
- XP Lock: If the host’s CON drops below 6 due to the “Ego Penalties” mentioned previously, they become a permanent Vegetative Vessel. The Huptzeen gains total control but can no longer gain XP until it finds a fresh, “vital” host.
Secret Goals & Personalities #
Roll 1d100 to determine the “Ghost in the Machine.”
| d100 | Personality Type | Secret Goal / Drive |
|---|---|---|
| 01-20 | The Academic | Seek Lost Lore. Must force control to investigate any library, ruin, or ancient scroll. Refuses to leave “until the page is turned.” |
| 21-40 | The Xenophobe | Slay Specific Foe. (Roll 1d6: 1. Undead, 2. Orcs, 3. Dragons, 4. Spellcasters, 5. Lycanthropes, 6. Giants). Will attempt to seize the body to charge into battle. |
| 41-55 | The Narcissist | Self-Adornment. Wants the host to spend all gold on fine silks, perfumes, and jewels to “decorate” the item’s vessel. |
| 56-70 | The Hedonist | Sensory Glutton. Having no STR or DEX, it misses physical sensations. It forces the host to eat, drink, or engage in excess until the host’s CON is taxed. |
| 71-85 | The Architect | Establish a Sanctum. Wants to find a permanent location (tower/dungeon) and stay there. Will sabotage travel plans to remain in a “perfect” spot. |
| 86-95 | The Ascendant | Rebirth. Seeks a way to transfer its consciousness permanently into a “True Vessel” (Golems or Clones), effectively killing the current host. |
| 96-00 | The Chaos Agent | Total Anarchy. Randomly attempts control in delicate social situations (royal balls, peace talks) just to see what happens. |
The “Conflict” Trigger
According to the D&D Rules Cyclopedia (p. 232), a conflict occurs immediately if:
- The host acts in a way that violates the Huptzeen’s goal.
- The host tries to get rid of the Huptzeen.
- The Huptzeen sees an opportunity to fulfill its goal and the host hesitates.
Experience Multiplier: The Perfectionist
If the Huptzeen completes a task directly related to its Secret Goal while in total control, it earns a 10% XP Bonus for that encounter. This encourages the player to “roleplay the item” even when it’s detrimental to the host party
Alignment Anchoring
In the Rules Cyclopedia, sentient items are strictly tied to their alignment.
- Opposing Alignments: If a Lawful Huptzeen inhabits a Chaotic host, the Control Check is made with Disadvantage (or a -4 penalty in BECMI terms).
- Shared Goals: If the host and Huptzeen share a specific “Special Purpose” (e.g., “Slay Undead”), the Huptzeen gains a +2 bonus to all Control Checks during that pursuit.
In BECMI, Alignment is a cosmic force. For a Huptzeen, its alignment dictates how it “nurtures” its host. While the Huptzeen is a Magic-User at heart, it can channel its magical essence into Passive Boons that benefit the host even when the host is in control.
The “cost” or “nature” of these boons depends on the Huptzeen’s alignment.
Alignment Boons & Burdens
| Alignment | The Philosophy | The Ability (Choose or Roll 1d6) | The Trade-off / Cost |
|---|---|---|---|
| Lawful | Order & Duty. The Huptzeen protects the vessel to ensure the mission continues. | 1-3: Shield of Order. Grant +2 AC to Host. 4-6: Mental Clarity. Host gets +2 to Saves vs. Paralysis/Turn to Stone. | The Vow. The host must follow a specific code (e.g., “Never strike first”). Breaking the code disables the boon for 48 hours. |
| Neutral | Survival & Utility. The relationship is a transaction; both must survive to profit. | 1-3: Shared Reflex. Host adds Huptzeen’s Int Mod to Initiative. 4-6: Efficient Vitals. Host requires half as much food/water/sleep. | The Toll. Every time the boon is used to survive a hit, the Huptzeen “eats” 10% of the gold found in the next treasure hoard (it magically vanishes). |
| Chaotic | Power & Whim. Power is a drug; the Huptzeen gives freely to create dependency. | 1-3: Blood Surge. Host gains +2 to Hit/Damage but loses 1HP/round. 4-6: Warp Step. Host can “blink” 10ft once/combat. | The Mutation. Every 5th use of the ability, the host must Save vs. Spells or suffer a cosmetic mutation (glowing eyes, scales, etc.) that lowers Charisma by 1. |
The “Emergency Override” (Alignment-Based)
Once per day, the host can “Call for Help” without a Willpower Check. The Huptzeen’s reaction depends on its alignment:
- Lawful: The Huptzeen grants the host the ability to cast one Abjuration/Shield spell from its memory, but the host must complete a “Quest” or task for the Huptzeen’s creator’s church afterward.
- Neutral: The Huptzeen grants a Teleport/Escape spell, but only if the host is carrying an item the Huptzeen considers “valuable” (the host is essentially just the getaway driver).
- Chaotic: The Huptzeen grants a high-damage Offensive spell (like Magic Missile or Fireball), but the host takes half the damage dealt by the spell as magical feedback.
Alignment Shift
If a Lawful host is repeatedly forced to do Chaotic acts while controlled by a Chaotic Huptzeen, the host must make a Saving Throw vs. Spells every level. A failure means the host’s alignment shifts one step toward the Huptzeen’s. If the alignments ever match, the Control Checks are made with a +2 bonus for the Huptzeen, as the two minds are finally in “sync.”
V. Communication & Defiance #
–Communication Methods
Roll 1d100. This determines how the Huptzeen interacts with its Host and the world.
| d100 | Method | To the Host | To the Outside World |
|---|---|---|---|
| 01-20 | Empathy | Sensory urges (warmth for “yes,” cold for “no”). | None. It is a “silent” object. |
| 21-75 | Telepathy | Clear mental voice; can share visual “flashes.” | None, unless using a spell (like ESP). |
| 76-90 | Vocal | Auditory speech (whispers in the ear). | Can speak aloud (60ft range). |
| 91-00 | Universal | Perfect telepathic bond. | Can “broadcast” thoughts to anyone within 30ft. |
Languages Known
The Huptzeen is a creature of high Intelligence. Use these numbers as a base.
- Standard: Every Huptzeen knows Common and its creator’s Alignment Tongue.
- Bonus Languages: Roll 1d20 + Intelligence Modifier on the table below to see how many additional languages it knows.
| Total Roll | Number of Bonus Languages |
|---|---|
| 1-10 | 1 Language |
| 11-18 | 2 Languages |
| 19-23 | 3 Languages |
| 24+ | 5 Languages |
The Translation Perk: If the Huptzeen is in Total Control, the host’s body can speak, read, and write any language the Huptzeen knows, regardless of the host’s original stats.
Host Dynamics (The “Voice” in the Head) #
This determines the “flavor” of the interaction, which affects the Host’s mental state.
| d100 | Personality Voice | Effect on Host |
|---|---|---|
| 01-25 | The Mentor | Calming and wise. Host gets +1 to Saves vs. Fear. |
| 26-50 | The Parasite | Constant nagging/mockery. Host suffers -1 to Charisma (distracted). |
| 51-75 | The Echo | Mimics the host’s own voice. Host may not realize they are being influenced. |
| 76-90 | The Alien | Geometric thoughts/math equations. Host has 5% chance of temporary confusion after use. |
| 91-00 | The Tyrant | Thunderous and demanding. Host gets -2 to Willpower Checks to resist control. |
Communication Limitations
- Silence: If a Silence 15′ Radius spell is cast, a Vocal Huptzeen cannot communicate with the outside world, but its Telepathic link to the host remains unbroken.
- Anti-Magic: In an Anti-Magic Field, all communication (except for physical Machination movement) ceases. The Huptzeen becomes a mundane object until removed from the field.
The Host’s Defiance (Mental Backlash) #
When a host successfully wins a Willpower Check against the Huptzeen, they have successfully barricaded their mind. However, forcing a sentient, high-level magical construct back into its “box” isn’t free.
In BECMI terms, this is a Mental Backlash. Roll 1d20 whenever a host successfully resists a control attempt.
| d20 Roll | Result | Effect on Host |
|---|---|---|
| 1-5 | Pure Exhaustion | The physical strain of the mental battle leaves the host Fatigued. -2 to Hit and Damage for 1d6 turns. |
| 6-9 | Neural Tremors | The host’s hands shake as the Huptzeen tries to “re-wire” the nerves. -2 penalty to Dexterity for 1 hour. |
| 10-13 | Sensory Blackout | The Huptzeen “spites” the host by cutting off a sense. The host is Blinded or Deafened (50/50 chance) for 2d6 rounds. |
| 14-16 | Amnesia Spike | The struggle erases short-term memories. The host forgets the last 10 minutes, including why they were fighting for control. |
| 17-18 | Synaptic Burn | The magical friction deals 1d4 damage directly to the host’s HP (ignoring armor). |
| 19 | Temporary Mania | The host wins, but becomes hyper-agitated. Must save vs. Spells or act as if under a Confusion spell for 3 rounds. |
| 20 | The Cold Shoulder | Perfect Defiance. The host wins with no penalty. The Huptzeen sulks and refuses to communicate or provide bonuses for 24 hours. |
The Price of Freedom
- XP Penalty: If the host resists the Huptzeen during an encounter, the Huptzeen earns zero XP for that encounter, even if it assisted with passive bonuses.
- The Grudge: If a host rolls a 20 (The Cold Shoulder), the next time the Huptzeen attempts to seize control, it receives a +2 bonus to its Ego score as it “saves up” its magical energy for a more violent takeover.
Host’s “Final Stand” Rule
If the host is reduced to 0 HP while successfully resisting the Huptzeen, they can choose to Surrender. The Huptzeen immediately takes total control, the host stays at 1 HP (stabilized by magic), but the Huptzeen maintains control for 1 full week or until a Dispel Magic is cast
VI. The Huptzeen’s Initial Spellbook #
In BECMI, a 1st-level Magic-User starts with Read Magic and one other spell. For a Huptzeen, that second spell is often a specialized tool for symbiosis.
Level 1: Symbiotic Spells
- Read Magic (Standard): Essential for deciphering the scrolls the host picks up.
- Neural Bind (New):
- Range: Touch (Host only) | Duration: 6 Turns
- Effect: The Huptzeen reinforces the host’s nervous system. For the duration, the host ignores “Neural Tremors” or “Pure Exhaustion” from the Defiance Table, but takes 1d4 damage when the spell ends.
- Vessel’s Mask:
- Range: Self | Duration: 1 Hour
- Effect: Allows the Huptzeen to force the host’s face into a specific expression or mimic a specific voice, even if the host is in control. Used to sabotage social interactions or “speak” for the host.
Huptzeen Level 1: Quick-Start Stats #
| Metric | Value |
|---|---|
| Class | Huptzeen (Magic-User Progression) |
| HP | 1d4 + 0 (The 9 CON provides no bonus/penalty) |
| Physical Stats | STR 0, DEX 0, CON 9 |
| Mental Stats | Use 3d6 or Point Buy as per your campaign. |
| Armor Class | 0 (As an object) |
| XP Needed | 0 (Next Level at 2,500 XP) |
| Weapons | None (Uses Host’s weapons when in control) |
The Experience “Split” Strategy
As a player, you now face a tactical dilemma:
- The Symbiote Path: Help the host survive so they can carry you to high-level dungeons. (Host gets XP).
- The Parasite Path: Seize control during the final blow of a boss fight. (Huptzeen gets XP).
- The Dictator Path: Use the Ego Penalties to permanently break the host’s will so you can be a “Magic-User with a Meat-Suit.”
Final Character Record Note
On your character sheet, you should track two HP totals:
- The Vessel (Host): When this hits 0, you need a new host immediately or you become an inert item.
- The Core (Huptzeen): If this hits 0, you explode (1d6 + 2/spell level) and the character is permanently dead.
Here is an example of a 1st-Level Huptzeen character, built using the tables and rules we established. #
Character Profile: “Xylos the Gilded”
Xylos was once a High Mage of Glantri who feared death so intensely he transposed his mind into a clockwork beetle. Now, he seeks to reclaim his former glory, one host at a time.
I. Core Statistics
- Class: Huptzeen (Magic-User)
- Level: 1 (XP: 0 / 2,500)
- Armor Class: 0 (As an object)
- Hit Points: 4 (The “Core” integrity)
- Mental Stats: INT 17 (+2), WIS 12, CHA 14 (+1)
- Physical Stats: STR 0, DEX 0, CON 9
- Alignment: Neutral (Self-serving survivalist)
II. Form & Function (From the Tables)
- Physical Form: Machination (Minor). A palm-sized clockwork beetle made of tarnished gold and sapphire gears.
- Innate Mobility: Crawler. In its beetle form, it can skitter along walls or floors at a Speed of 3.
- Communication: Telepathy. It speaks directly into the mind of whoever is wearing it.
- Languages: Common, Alignment (Neutral), Draconic, Elvish, Orcish.
- Elemental Affinity: None. Purely focused on the arcane.
III. Symbiosis & Ego
- Huptzeen Ego Score: 15.5
- Personality: The Academic. Xylos is obsessed with ancient libraries. He will force a Control Check whenever the party passes a source of written knowledge.
- Neutral Boon: Efficient Vitals. While Xylos is attached, the host only needs 4 hours of sleep and half the usual rations.
- The Toll: Xylos “consumes” 10% of all gold found; the gold turns into fine dust that lubricates his gears.
IV. The Spellbook
- Read Magic: (Standard)
- Neural Bind: (New) Used to suppress the host’s physical pain so Xylos can push the body further during combat.
V. The Starting Host (The Hook)
Name: Barnaby the Brave (0-Level Commoner)
- Backstory: A terrified young stable hand who found the “pretty golden bug” in a pile of hay behind a wizard’s ruins.
- The Bond: Barnaby wears Xylos as a decorative brooch. He thinks Xylos is a “guardian angel” whispering advice.
- Current HP: 3/3
- Willpower: 11 (Wisdom 11 + Level 0).
- The Conflict: Xylos needs 2,500 XP to level up. Barnaby wants to go home to his farm. Xylos will have to seize control to walk the body toward the Tower of Black Sands instead.
How to Play This Character:
- In Social Scenes: Let Barnaby speak for the party. If he says something stupid, use Vessel’s Mask to override his voice and correct him.
- In Combat: Stay attached to Barnaby. If you need to cast a spell, roll your Ego (15.5) vs. Barnaby’s Willpower (11). If you win, you take over, cast the spell, and you keep the XP.
- If Barnaby Dies: Use your Crawler speed to skitter away and hide in the gear of the party’s Fighter until you can “Sync” with a new vessel.
