Eyes of Mars
The Eyes of Mars are related to
the Eyes of Thoth. However, instead of offering amazing sensory
capacities and minor attack skills, the Eyes of Mars offer just
enough sensory skills to attack efficiently and then hit the
enemy with amazing power.
Host type:
Most beings.
Host Environment:
Bores hole through middle part of forehead or ear canal and
connects to the brain. It either then creates a third eye or
hooks itself up to the optic pathways. The creature offers
sensory capacities in exchange for minor levels of many types of
nourishment; P.P.E., I.S.P., blood, food, water, even sleep.
Reproduction:
Not applicable.
Hit Points:
More M.D.C. than the Eyes of Thoth; 45+2D6. Offers head area of
the body 15 of that.
Average Life Span:
300 years.
Alignment:
Effectively scrupulous.
Powers: The Eyes of
Mars offer several powerful offensive capacities.
- The Eyes of Mars have the following
offensive sensory capacities: Light generation, Advanced
Thermal, and biological vision.
- The Eyes of Mars have a much more
powerful optic blast than the Eyes of Thoth; 2D6 M.D. per
3 levels. In addition, the character can modulate it.
- The Eyes of Mars can, 5 times a day
per level of experience, spontaneously combust things.
They do not have to flammable (people are included and
are actually intended for the use of the power).
- The Eyes of Mars automatically make
critical zones highlighted in various light tints of red.
Effectively, characters do x3 damage from a critical hit
and get criticals on 17-20!
- The Eyes of Mars give an I.S.P. of
1D6x10+M.E. (unless the person already has psionics, in
which case add 30). The following powers can be used:
Advanced Telemechanics, Bio-Manipulation, Empathic
Transmission, Telekinetic Acceleration Attack,
Telekinesis: Super, Mind Bolt,. The psionics are used at
2nd level and build up to 8th level. If the recipient a
psionic, the character receives all the abilities at the
higher level and work them up as part of his repertoire.
- The Eyes of Mars offers a 100 M.D.
protective forcefield around the upper chest and head. It
puts it up at sensations of danger and can put it up 5
times per day.
- The Eyes of Mars offer a P.P.E. of
1D6x10+P.E.x2 P.P.E. and the following natural spells:
Fear, Extinguish Fire, Turn Dead, Fuel Flame, Blind,
Energy Disruption, Agony, Hallucination, Wisps of
Confusion, Mute, Speed of the Snail, Shatter, Light
Target, Mental Blast, Barrage, Mental Shock, Sub-Particle
Acceleration, Dessicate the Supernatural, Soultwist
(although unlikely to be able to cast it), Collapse
(ditto), Swap Places, Call Lightning, Animate Plants,
Quicksand and Rust. Spells are limited to line-of-sight
and all attacks from the eyes/head or on top of the enemy
(like Call Lightning). Up to 4 (+1 per 5 levels) spells
can be cast without P.P.E. cost, except for Soultwist.
The spells are cast at 2nd level and build up to about
8th level, then stop off there. If the recipient is a
spellcaster, the person receives all the spells and works
them up just like any other spells.
Bonuses: +2 to strike.
Side Effects: Either
the eyes grow or a third eye appears, causing deformity. The eyes
will become red (either third eye or not).
Means of Elimination:
Complex surgery or convincing.
Note: The Eyes of Thoth
care little about other organisms.
Note: If both the Eyes
of Thoth and the Eyes of Mars are used, then one must be a
"third eye". One can fuse the two symbiotes for an
additional 10 million.
Market Cost: 20-23
million; more practical powers and it's Splynn, so offensive
products will likely be greater in cost.