Aptor Enhancer Symbiote
Created by Kirk Smith (put his name in the subject when sending email).
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Description: The aptor enhancer is similar in appearance to a squid or octopi, equally
at ease in the trees as it is in water. It is red with black speckles and has five tentacles.
A natural hunter, it feeds not off the flesh of the victim but the P.P.E.tm
released at death (much like a Psi-Stalkertm does). When
the aptor enhancer bonds to a host it shares its M.D.C.tm
with the host and continues to drain P.P.E.tm from creatures
the host kills (whether in combat or survival).
Host Type: Humanoids and intelligent beings of all kinds, except creatures of magic
and the supernatural [I'd guess brodkil and gargoyles are still fair game]. It attaches itself
to the small of the back, and then sends tentacles along (and into) the skin to the top of the
head, hands, and feet like an organic exoskeleton.
Hit points: An M.D.tm creature with 4d6x10+50 M.D.C.tm,
once linked the the creature and the host share the M.D.C.tm
Average life span: Ten years, but becomes equal to the host's life span once linked.
Alignment: Effectively anarchist, low/animal I.Q., driven by an animal instinct to survive.
Reproduction: This is possible once every five years, but a suitable mate must be
near. During mating the aptor enhancer briefly detaches itself from the host and may or may not
choose to return to its original host. If this is the case the host organism loses all the
bonuses gained but retains all the side effects.
Cost: Sold for 18 to 20 million in Atlantis.
Natural Abilities: Hyper reactions: Adds +2 initiative, +1 to strike and dodge,
triples natural speed of the host, adds two attacks per melee, and can leap an additional 10 ft.
The endurance of the host increases greatly - the host fatigues at half the normal rate,
does not suffer penalties from injuries, and is impervious to poison, drugs, and gases.
The host gains an Aura of Fear with a horror factor of 10 and a bonus of +5 to save vs
horror factor. The body changes also, with strength becoming supernatural, fingernails
hardening to become razor sharp (1d6 M.D.tm in addition to
punch damage), gaining the ability to hold breath for P.E.x2 in minutes, and the Climbing
and Swimming skills increasing to 90% [I'd add +30% or a base skill of 50% +5% per level
for both].
Side Effects: Reduce the I.Q. by 2 and P.B. by 4, -5% on all skills not in
these categories: W.P., Military, Physical, and Espionage, plus subtract -10% on skills which
require delicate hand manipulation (such as any type of mechanics or repair skills, Computer
Operation, Pick Pockets, Demolitions, etc.). Lastly, the character loses six skill selections
starting with secondary skills not related to combat, then related skills not directly related
to combat.