Combat Sliver Symbiots
(Version 1.03 - Last Modified: 02/16/2006)
- All artwork is owned and copyrighted by Wizards of the Coast.
Acidic Sliver
Illustration Jeff Miracola. ©1995-1998 Wizards of the Coast, Inc.
This Sliver race was particularly difficult for the minions of the Splugorth to capture and examine. Their bodies
are filled with highly corrosive acid, which they can eject from the ends of the tails. This acid is devastating
against inorganic materials, but is just as deadly on organic matter. In the wild, a common tactic would be for
these Slivers to be waiting in trees, or hiding in places where their enemies would travel. They would then
ambush their enemies by dropping acid on them, if they were in the presence of one of the more aggressive Sliver
races, the Acidic Slivers would follow up their acid attacks by dropping on their enemies and attacking hand to
hand.
Racial Statistics
- Natural Abilities:
- Acid Spray:
The Acidic Sliver’s main power is its ability to shoot a stream of acid from the end of
each tail. The Sliver uses special glands located in its main body to produce the acid,
so even if the tails are destroyed, no additional acid will be spilt. The acid can be
sprayed up to 60’ (18.3 m) away and does 4D6 points of damage to organic material and
1D4x10 points of damage to inorganic material. The acid will continue to burn after it
lands, causing 50% of its original damage twice per melee, or every 7.5 seconds, for the
following 1D4 melees. The acid will inflict S.D.C. against S.D.C. creatures and materials
and M.D. against M.D.C. creatures and materials. The Sliver has a bonus of +3 to strike
with its Acid Spray in addition to any PP attribute bonus. The Sliver can fire acid only
once per melee per tail. To spray acid, the Sliver uses its own attacks per melee, not
the host’s, but it will only spray when the host wills it.
- Acid Detonation:
When in desperate trouble, the Acidic Sliver can detonate itself and spread its corrosive
acid over a wide area. When it detonates, the Sliver will spread over a 100’ (30.5 m) area
and cause 1D6x10 points of damage to organic material and 2D4x10+20 points of damage to
inorganic material. The acid will continue to burn after it lands, causing 25% of its
original damage twice per melee, or every 7.5 seconds, for the following 1D4 melees. The
acid will inflict S.D.C. against S.D.C. creatures and materials and M.D. against M.D.C.
creatures and materials.
- Twin Tails:
Each tail ends in a hard acid ejection aperture, this causes a tail strike to inflict +3
points of damage with each attack.
- Bonuses:
Some of the Acidic Sliver's natural abilities are shared with the host. The host gains +2
to strike with ranged weapons, is completely immune to all forms of acid and corrosive
substances, and automatically has the prowl skill at 70% or a bonus of +20% to the skill if
already known.
- Side Effects: If the Sliver detonates itself, the host suffers double the damage listed above,
is horribly scarred, permanently reducing PB by -5, and if they survive, they must roll vs. insanity
or develop a phobia for all types of Slivers, especially Acidic Slivers.
- Means of Elimination: In addition to the normal means of elimination listed in the general
characteristics section, if an Acidic Sliver is detonated, it is killed. If the Acidic Sliver is
killed in the course of normal combat, just before it dies, it will purposely detach itself from the
host to ensure than no acid will accidentally fall on the host.
Armor Sliver
Illustration Scott Kirschner. ©1995-1997 Wizards of the Coast, Inc.
Due to its nature, the Armor Sliver is one of the most popular of all the Slivers and many sellers ask for
up to twice the normal rate for them. Unsurprisingly, many customers will pay more for these prized Slivers.
During the campaign to subjugate the Slivers, the Armor Slivers quickly became a pain for the minions of the
Splugorth. These creatures were quite difficult to kill and they made all of the Slivers around them just as
hard to destroy. Training missions for new troops arriving on the planet always included a detailed
description of these Slivers and orders to kill them first, before any other Sliver.
Racial Statistics
- Attributes:
- M.D.C.: Armor Slivers possess 3D6x10 M.D.C. in their main body. Each tail has 25% of the M.D.C.
of the main body, rounded up.
- M.D.C. Armor Rating: +2 for the main body and +1 for all other body parts, except for the tails.
- Average Life Span: 60 years
- P.P.E.: The Sliver provides the host with an additional +20 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Share Armor:
Similar to other symbiotic organisms in the Splugorth’s inventory, the Armor Slivers share their
M.D.C with their host. Unless the host was already an M.D.C. creature, the host's M.D.C. Armor
Rating becomes 6.
- Enhance Armor:
Armor Slivers can increase their M.D.C. and their M.D.C. Armor Rating. The host can spend 2 PPE to
increase the Sliver’s M.D.C. by 1 point and 20 PPE to increase the Armor Rating of the main body,
each tail, and the host by 1 point. All damage inflicted against the host or the Armor Sliver is
subtracted from the additional M.D.C. first. Only the M.D.C. of the main body can be increased, no
other body part of the Sliver is affected. This enhancement will last for 1 minute per level of the
host.
- Twin Tails:
The two tails of the Armor Sliver are quite weak and inflict -5 points of damage per attack,
with a minimum of 1 point of damage.
- Bonuses:
The host gains +5 to PE and +3 to save vs. horror factor.
- Side Effects: Since the Armor Sliver and the host share M.D.C., killing one of them results in
the death of the other. Often, an Armor Sliver will detach itself from its host if it believes that
the host will die because of the Armor Sliver. As a result of being bonded to the Armor Sliver, the
host loses some sensitivity in their skin and suffers a penalty of -5% to all skills that require fine
dexterity. Also, unless on the brink of death, the Armor Sliver is reluctant to leave its host and the
chance of it ignoring the host’s request for it to leave is double the usual rate.
Barbed Sliver
Illustration Scott Kirschner. ©1995-1997 Wizards of the Coast, Inc.
Like all other Slivers, Barbed Slivers have abilities that make them unique. In this case, these Slivers
are covered with sharp and vicious barbs. These barbs are incredibly dangerous and incredibly sharp,
capable of even ripping through M.D.C. materials. After Armor Slivers, these are the most popular
Slivers and many buy the two Slivers as a packaged deal. While the Spined Sliver strikes a balance between
the defensive abilities of the Armor Sliver with the combat abilities of the Barbed Sliver, the Barbed
Slivers are dedicated to combat.
Racial Statistics
- P.P.E.: The Sliver provides the host with an additional +30 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Barbs:
The Barbed Sliver and the host become covered with semi-retractable barbs that are very sharp
and can rip through M.D.C. materials. When extended, the barbs will inflict +1D6 M.D. per attack.
The damage inflicted by the barbs replaces any S.D.C. damage inflicted by the host’s attacks and
is in addition to any mega-damage inflicted by the host’s attacks. The barbs have a Weapon Rating
of 7, which can be increased normally by having a high strength. See
Mega-Damage Properties for more details on
M.D.C. Weapon Ratings.
- Enhance Barbs:
The host can increase the damage caused by either the barbs on their own body or the barbs on the
two tails by spending 10 PPE. Each 10 PPE spent in this manner causes the barbs on either the main
body of the host or on both the tails to inflict an additional +2 M.D. This enhancement will last
for 1 minute per level of the host.
- Twin Tails:
The barbs cover each of the Sliver’s tails, causing them to inflict an additional +2D4 M.D.
with each attack. Any damage inflicted by the barbs replaces any S.D.C. damage inflicted by
the tails and is in addition to any mega-damage inflicted by the tails. The tails have a Weapon
Rating of 7, which can be increased normally by having a high strength. See
Mega-Damage Properties for more details on
M.D.C. Weapon Ratings.
- Bonuses:
The host gains +4 to strike and +4 to save vs. horror factor.
- Side Effects: Even when the barbs are retracted, the host is covered by many tiny spikes that
appear to be like sewing needles 0.1” (3 mm) long. These spikes catch on clothes, other people, and
can make scratching noises when they are scraped against things.
Blade Sliver
Illustration David Martin. ©1995-2003 Wizards of the Coast, Inc.
Constantly working on their creations, the minions of the Splugorth are always tinkering on the Slivers hoping
to create newer and more powerful creations. Not completely satisfied with the abilities of the existing combat
Slivers, the minions developed the Blade Sliver that possessed powerful blades along its twin arms. These blades
are incredibly powerful, but the Sliver possesses no other natural abilities, except those provided by other
Slivers.
Racial Statistics
- M.D.C.: Each tail has 30% of the M.D.C. of the main body, rounded up.
- Natural Abilities:
- Blades:
The twin tails of the Blade Sliver have an extremely sharp, but flexible blade running almost
the entire length of the arm. When used to attack, the twin tails inflict an additional +2D6
M.D. with each attack. Any damage inflicted by the blades replaces any S.D.C. damage inflicted
by the tails and is in addition to any mega-damage inflicted by the tails. The tails have a
Weapon Rating of 9, which can be increased normally by having a high strength. Unlike most
Sliver abilities, the damage bonus inflicted by the blades in increased for each Blade Sliver.
For example, if three Blade Slivers were within range to have their abilities resonate, then
each Blade Sliver would inflict +6D6 with each tail attack instead of the normal +2D6.
- Twin Tails:
The tails receive a bonus of +2 to strike and parry.
- Bonuses:
The host gains +2 to strike.
- Side Effects: The twin tails cannot be used to pick up anything, if they try, they will damage it
as they would if they attempted to attack the object.
Horned Sliver
Illustration L. A. Williams. ©1995-1997 Wizards of the Coast, Inc.
Another of the more aggressive Slivers, the Horned Slivers would often throw themselves at attacking units
in an effort to destroy them. In the end, their aggressive nature would allow a large number of these creatures
to be captured by the minions of the Splugorth and would allow the minions to unravel the mystery surrounding
the Slivers. Similar to the Acidic and Talon Slivers, the Horned Sliver has a special attack capability that is
very useful not only by itself, but especially when combined with the abilities of other Slivers.
Racial Statistics
- Natural Abilities:
- Horn Helmet:
The head of the Horned Sliver is capable of expanding and wrapping itself around the head of
the host. By doing this, the host gains some protection to their head, a powerful and extremely
sharp horn, and a filter system that can protect them from airborne toxins. While covered, the
helmet has an M.D.C. value equal to 20% of Sliver’s main body. While the helmet is being worn,
the host is protected from most airborne toxins and gains a bonus of +10 to save vs. any airborne
toxin, even magical ones. The Helmet has a base Armor Rating of 6.
- Horn Attack:
When the Horn Helmet is extended around the host’s head, the host can use the powerful horn to
skewer and stab other targets. Muscles from the Sliver are placed around the host’s neck when the
helmet is worn and they ensure that the host can attack with the necessary strength. The horn will
cause 3D6 M.D. for a normal jab and 6D6 M.D. for a power jab, which counts as two attacks. A horn
attack causes an additional point of damage for every three points of their Spd attribute that the
host is currently running at. For example, a host with an Spd of 20, running at full speed, would
add an additional +6 M.D. to a normal horn jab or to a power jab. The horn has a maximum reach of
2' (0.6 m), can be placed at any angle in an arc of 180 degrees from a rest position pointing
straight up, and has a Weapon Rating of 8, which can be increased normally by having a high strength.
- Bonuses:
The host gains +4 to strike with a Horn Attack, +15 to their Spd attribute, and +20 S.D.C. or
M.D.C., depending on the nature of the host.
- Side Effects: In order to wear the Horn Helmet, the host cannot be wearing any type of headgear,
such as other helmets or hats.
Hunter Sliver
Illustration Kev Walker. ©1995-2003 Wizards of the Coast, Inc.
The Hunter Sliver began as an experiment among the bio-wizards working on the Sliver symbiots. The goal of the
experiment was to create a highly aggressive, but calculating hunter. While the first several generations of
Hunter Slivers proved too unstable, eventually a reliable and useful version was created and the Hunter Sliver
was put on the market for sale. Although not as popular as some of the other models, there are those that
prefer the instincts and abilities provided by the Hunter Sliver.
Racial Statistics
- Attributes:
- I.Q.: +3 and has an incredibly high level of animal intelligence, just below fully sentient.
- P.S.: +3
- P.P.: +3
- P.E.: +3
- M.D.C.: The Sliver gains +50 M.D.C. to their main body, which is not shared with the host.
Each tail has 25% of the M.D.C. of the main body, rounded up.
- Natural Abilities:
- Hunter Instincts:
The main ability of the Hunter Sliver is the instincts that it possesses and provides the host.
These instincts allow the host to hunt and survive in the wild with a skill unmatched by most
people and creatures. The host automatically gains the followings skills: Hunting, Land
Navigation, Prowl, Track Animals, and Wilderness Survival all at 98%. In addition, the host gains
a bonus of +10% to the following skills if the host knows them: Climbing, Detect Ambush, Detect
Concealment, Trap Construction, Trap / Mine Detection, and all Wilderness skills not listed above.
Finally, the host gains a bonus of +5 / +25% to the Perception attribute / skill.
- Twin Tails:
Each tail of the Hunter Sliver is slightly harder then normal, this causes a tail strike to
inflict +3 points of damage with each attack.
- Bonuses:
The host gains +1 to ME, +2 to PS, +1 to PP, +1 to PE, and +1D4 to Spd.
- Side Effects: The host becomes more aggressive, but not reckless, and comes to enjoy hunting,
although some hosts may not actually killing what they hunt, they still enjoy hunting it.
Magma Sliver
Illustration Wayne England. ©1995-2003 Wizards of the Coast, Inc.
The first element-related Sliver was a creation of the minions of the Splugorth and was created in both normal
versions and symbiot versions. Combining a normal Sliver with a small fire elemental, the resulting creation
underwent further biowizard augmentation to ensure that it could breed normally and did not require continually
magical energy to prevent its own death. In the end, the Magma Sliver was created. It is a powerful, fire-oriented
creature that provides the host with a range of combat powers. Although relatively new compared to the other
Slivers, the Magma Sliver is becoming increasingly popular.
Racial Statistics
- P.P.E.: The Sliver provides the host with an additional +35 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Magma Attack:
The Magma Sliver’s main power is its ability to shoot a stream of magma from the end of each
tail. The magma is created and stored using magically enhanced organs located in the Sliver's
main body, but even if the Sliver is killed, the magma will instantly harden and cannot
accidentally leak onto the host. The magma can be sprayed up to 60' (18.3 m) away and inflicts
1D4x10 M.D. with its base attack. At the moment a Magma Attack is used, the host can spend PPE
to enhance the attack. At a cost of 5 PPE, the host can triple the range of the attack and for
a cost of 5 PPE, the host can cause the attack to inflict double its normal damage. Each of
these enhancements can only be applied to a single attack once. The Sliver has a bonus of +3 to
strike with its Magma Attack in addition to any PP attribute bonus. To use this attack, the
Sliver uses its tails' attacks per melee, not the host’s, and each tail can only use this
ability once per melee.
- Twin Tails:
Each tail ends in a hard aperture used to eject a stream of fire, this causes a tail strike to
inflict +3 points of damage with each attack.
- Bonuses:
Some of the Magma Sliver's natural abilities are shared with the host. The host gains +1 to
strike with ranged weapons and is completely immune to all types of fire including normal fires,
M.D. fires, plasma weapon, and even magical fires.
- Side Effects: The host becomes very vulnerable to cold temperatures and attacks. All cold or ice
based attacks inflict triple damage and the host suffers from hypothermia at 32 degrees Fahrenheit (0
degrees Centigrade).
Mistform Sliver
Illustration Ben Thompson. ©1993-2006 Wizards of the Coast, Inc.
The Mistform Sliver was a very rare and very secretive Sliver on their home world. Hard to find and
almost impossible to catch, the original Splugorth slavers almost gave up on acquiring samples of
them before their planet was destroyed, when they stumbled upon a large nest of Mistform Slivers
nearly dead from lack of food. Using food as a bribe, the Splugorth slavers got what they wanted.
Although not as popular as most other Slivers, the Mistform Sliver has made a name for itself in
espionage operations and for special forces units.
Racial Statistics
- Attributes:
- P.P.E.: The Sliver provides the host with an additional +30 PPE that regenerates at the
same rate as the host’s natural PPE.
- Natural Abilities:
- Mist Form:
The host automatically learns and can cast Metamorphosis: Mist as a 10th level wizard
up to four times per day without spending any PPE.
- Intangibility:
The wraith-like nature of the sliver allows the host to temporarily change part of
their body intangible the instant before an attack hit the host. By spending 5 PPE
instead of attempting to dodge, parry, or perform any other defensive action, the
host as a 80% of taking no damage from the attack, as it passes harmlessly through
the host's body.
- Bonuses:
The host gains +2 to initiative, +2 to PP, and +2D6 to Spd.
- Side Effects: As a result of the Mistform Sliver, the host loses some sensitivity in their
skin and some loss of the sense of touch. The host suffers a penalty of -5% to all skills that
require fine sense of touch.
Muscle Sliver
Illustration Richard Kane-Ferguson. ©1995-1997 Wizards of the Coast, Inc.
Muscle Slivers are also very popular among customers because of their ability to enhance the strength of
the host. These Slivers, along with the Barbed, Spined, and Talon Slivers, were the main enemies of the
minions of the Splugorth in their effort to conquer the Sliver’s home world. Before the arrival of the
Splugorth, these Slivers lived in fairly large packs and built large and complex dwellings. It is
theorized that they constructed dwellings mainly as an exercise of strength and endurance instead of any
environmental needs.
Racial Statistics
- Attributes:
- P.S.: +10 *
- P.E.: +3
- PS is considered supernatural
- M.D.C.: Muscle Slivers possess 1D4x10+30 M.D.C. in their main body, which is not shared with
the host. Each tail has 25% of the M.D.C. of the main body, rounded up.
- P.P.E.: The Sliver provides the host with an additional +30 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Supernatural Strength:
The host gains supernatural strength, which allows them to inflict mega-damage attacks and
lift very heavy weights. Unless the host is an M.D.C. creature or has supernatural PE, each
attack that inflicts mega-damage will inflict the same amount of S.D.C. damage to the host.
For example, a host with a supernatural PS of 20 inflicts 1D6 M.D. on a full strength punch,
if the host was a normal human and rolled a 3 for damage, then the host will also take 3
points of damage.
- Enhance Strength:
The host can increase the strength of either themselves or the Sliver by spending 5 PPE. Each
5 PPE spent in this manner causes the strength of either the host or the Sliver to increase by
+1. This enhancement will last for 1 minute per level of the host.
- Twin Tails:
The Sliver's supernatural strength causes it to inflict substantially more damage with each
tail attack. See the Supernatural Physical Strength damage chart on page 25 of the Rifts Game
Master Guide for the base damage inflicted by the Sliver's tails.
- Bonuses:
The host gains +1D6+4 to PS and +2 to PE.
- Side Effects: As a result of the Muscle Sliver, the host loses some sensitivity in their skin
and suffers a penalty of -15% to all skills that require fine dexterity.
Plated Sliver
Illustration Greg Staples. ©1995-2003 Wizards of the Coast, Inc.
A much more recent development by the minions of the Splugorth, the Plated Sliver is similar to the
Armor Sliver, but instead of allowing the host to increase the amount of M.D.C.
protection the Sliver provides, the Plated Sliver provides a set amount of protection, which is shared
with the host. Fortunately, the protection provided by the Plated Sliver is higher then the protection
provided by the Armor Sliver.
Racial Statistics
- Attributes:
- M.D.C.: Plated Slivers possess +100 M.D.C. to their main body. Each tail has 25% of the M.D.C.
of the main body, rounded up.
- Natural Abilities:
- Share Armor:
Similar to other symbiotic organisms in the Splugorth’s inventory, the Plated Slivers share
their M.D.C with their host. Unless the host was already an M.D.C. creature, the host's M.D.C.
Armor Rating becomes 8.
- Increased Armor:
Plated Slivers gain an additional +50 M.D.C. to their main body, +2 to the main body's Armor
Rating, and +1 to all other body parts' Armor Rating, which is also shared with the host.
Unlike most of the natural abilities possessed by Slivers, this ability is cumulative with
other Plated Slivers. For example, if two Plated Slivers were near each other, then both
would gain an additional +50 M.D.C., +2 AR for the main body, and +1 AR to all other body
parts, on top of bonuses provided by this ability.
- Bonuses:
The host gains +3 to PE and +1 to save vs. horror factor.
- Side Effects: As a result of the Plated Sliver, the host loses some sensitivity in their skin
and suffers a penalty of -10% to all skills that require fine dexterity.
Quick Sliver
Illustration John Avon. ©1995-2003 Wizards of the Coast, Inc.
Often purchased in combination with other Slivers, the Quick Slivers possess incredible speed, which gives
them a great advantage in combat. Some of this speed is transfered to the host as well. Unfortunately, the
Sliver's only ability is its increased speed, which is often not sufficient for many potential customers.
The only real market for these Slivers are among customers that buy several Slivers and what the boost of
speed that the Quick Sliver provides, but still want benefits from other types of Slivers.
Racial Statistics
- Attributes:
- P.P.E.: The Sliver provides the host with an additional +20 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Enhance Speed:
Quick Slivers can increase their host's PP and Spd attributes. The host can spend 2 PPE to increase
their Spd attribute by 1 point and 5 PPE to increase either their PP attribute or the Sliver's PP
attribute by 1 point. This enhancement will last for 1 minute per level of the host.
- Twin Tails:
The Sliver's two tails are faster and can attack more accurately then the tails of most
Slivers. Each tail gains +2 attacks per melee, +4 to initiative, and +2 to strike and parry,
auto-dodge, and +6 to dodge.
- Bonuses:
The host gains +2 attacks per melee, +3 to initiative, auto-dodge, +3 to dodge, +4 to PP, and
+4D6 to Spd.
- Side Effects: The host will constantly fidget as if full of energy. Most host's will develop a
nervous twitch, such as snapping their knuckles or drumming their fingers on a surface in order to
keep themselves occupied. While this causes no penalties, it can agitate those around the host.
Spined Sliver
Illustration Ron Spencer. ©1995-1998 Wizards of the Coast, Inc.
The single most popular Sliver available for sale is the Spined Sliver. The symbiot combines many of the fine
abilities of the Armor Sliver and the Barbed Sliver in a single creature. When attached, the host becomes an
M.D.C. creature and inflicts mega-damage with each physical attack. Even though the Armor Sliver is able to
use PPE to increase the protection it provides and the Barbed Sliver is able to use PPE to increase the damage
it inflicts, the Spined Sliver is very popular for its basic and encompassing abilities. This Sliver is also
popular when used in a group composed of the non-combat orientated Slivers, such as the Hibernation, Mindwhip,
and Winged Slivers.
Racial Statistics
- M.D.C.: Spined Slivers possess 3D4x10 M.D.C. in their main body, which is shared with the host.
Each tail has 25% of the M.D.C. of the main body, rounded up.
- M.D.C. Armor Rating: Unless the host was already an M.D.C. creature, the host's M.D.C. Armor
Rating becomes 6.
- Natural Abilities:
- Spines:
The Spined Sliver and the host become covered with semi-retractable spines that are very sharp
and can rip through M.D.C. materials. When extended, the spines will inflict +1D4 M.D. per attack.
The damage inflicted by the spines replaces any S.D.C. damage inflicted by the host’s attacks and
is in addition to any mega-damage inflicted by the host’s attacks. The spines have a Weapon Rating
of 7, which can be increased normally by having a high strength. See
Mega-Damage Properties for more details on
M.D.C. Weapon Ratings.
- Twin Tails:
The spines cover each of the Sliver’s tails, causing them to inflict an additional +1D6 M.D.
with each attack. Any damage inflicted by the spines replaces any S.D.C. damage inflicted by
the tails and is in addition to any mega-damage inflicted by the tails. The tails have a Weapon
Rating of 7, which can be increased normally by having a high strength. See
Mega-Damage Properties for more details on
M.D.C. Weapon Ratings.
- Bonuses:
The host gains +2 to PE, +2 to strike, and +2 to save vs. horror factor.
- Side Effects: Even when the spines are retracted, the host is covered by many tiny spikes that
appear to be like sewing needles 0.1” (3 mm) long. These spikes catch on clothes, other people, and
can make scratching noises when they are scraped against things. Since the Sliver and the host share
M.D.C., killing one of them results in the death of the other. Unlike the Armor Sliver, the Spined Sliver
will not detach itself from the host if there is a danger of them both dieing.
Talon Sliver
Illustration Mike Raabe. ©1995-1997 Wizards of the Coast, Inc.
Another of the aggressive Slivers, the Talon Sliver has incredibly powerful tails, which both increase its
combat abilities and its land speed. The Talon Sliver was once thought to be the greatest enemy of the
minions of the Splugorth during their invasion of the Slivers’ home world, but that title eventually went
to the Armor Sliver.
Racial Statistics
- Attributes:
- P.S.: +3
- P.P.: +4
- P.E.: +2
- Spd: Immobile when attached to a host or 5D6+10 otherwise.
- M.D.C.: The talon arm has 20% of the M.D.C. of the main body, rounded up.
- M.D.C. Armor Rating: The talon arm has a base Armor Rating of 5.
- P.P.E.: The Sliver provides the host with an additional +20 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Talon Arm:
The Talon Sliver possesses an extra arm that ends in a wicked looking talon. The arm has two
attacks per melee, has +4 to strike, parry, and dodge, and inflicts 2D4 M.D. per attack. The
talon arm has a base range of 4’ (1.2 m) and has a Weapon Rating of 7, which can be increased
normally by having a high strength. Please note that the talon arm does count as a tail for
other Sliver abilities that affect the tails.
- Elongate Limbs:
The host is able to increase the length of the Sliver's tails and talon arm by spending PPE. At
the cost of 2 PPE, a single limb can be extended by up to 1’ (0.3 m). There is no limit to how
long the limbs can be extended and the Sliver’s strength is enhanced so that it can move the
limbs no matter how long they are. This enhancement will last for 1 minute per level of the host.
- Twin Tails:
The Talon Sliver has among the most powerful tails of all the Slivers and they end in incredibly
sharp talons. Each tail inflicts an extra +2D6 M.D. with each attack. Any damage inflicted by the
talons replaces any S.D.C. damage inflicted by the tails and is in addition to any mega-damage
inflicted by the tails. The tails have a Weapon Rating of 8, which can be increased normally by
having a high strength. See Mega-Damage Properties for more
details on M.D.C. Weapon Ratings.
- Bonuses:
The host gains +2 to PS, +2 to PP, and +2D4 to Spd.
- Side Effects: When in danger, the talon arm will often raise itself threateningly, but this will
cause it to tear through S.D.C. clothes. It will not rip attempt to rip through M.D.C. armor even
though it could try. Also, the host becomes more aggressive when engaged in combat.
Toxin Sliver
Illustration Lars Grant-West. ©1995-2003 Wizards of the Coast, Inc.
As the war against the Slivers progressed, the minions of the Splugorth came into contact with newer and rarer
Slivers, but one of the Sliver races that they came to fear above almost all the others was the Toxin Sliver.
With its powerful stingers, the Toxin Sliver could inject a poison that could quickly incapacitate even a high
lord. When combined with the power of other Slivers, the Toxin Sliver was a force to be reckoned with. Once the
war was over, the Splugorth went from exterminating these deadly creatures to cultivating them and transforming
them into powerful Sliver Symbiots.
Racial Statistics
- P.P.E.: The Sliver provides the host with an additional +15 PPE that regenerates at the same
rate as the host’s natural PPE.
- Natural Abilities:
- Toxin:
The Toxin Sliver’s main power is its ability to inject toxins into a target with a successful
hit with its stinger. The Sliver has four different types of toxins that it can inject into a
target, but each toxin requires the infected target to roll vs. lethal poison with a penalty
of -2. The first poison is a deadly poison that inflicts 1D6x10 points of damage on a failed
roll and 4D6 points of damage on a successful roll. One melee after being infected by the
poison, the host will suffer half of the damage they took after being first infected with the
poison; there is no savings throw against this second round of damage. The second poison causes
the target to lose consciousness for 1D4 melees on a failed roll and suffer no penalties on a
successful roll. The third poison causes the target to became slow moving and lethargic on a
failed roll. This causes the target to lose half of their attacks per melee, suffer a penalty
of -4 to parry and dodge, and lose half of their PP and Spd attributes. On a successful roll,
the target loses one attack per melee, suffers a penalty of -1 to dodge, and their Spd attribute
is reduced by -1D4. Whether successful or not, the effects of the lethargic poison lasts for 1D6
melees. The forth and final poison causes the target to become weak and tired. This causes the
target to suffer a penalty of -6 to strike, their PS attribute is reduced to 6 if it was higher,
and they lose half of the PE attribute, after each melee of combat the target receives a penalty
of -1 to strike, parry, and dodge. On a successful roll, the target loses suffers a penalty of -2
to strike and their PS attribute is reduced by -1D4. Whether successful or not, the effects of
the weakness poison lasts for 2D4 melees. A target can only be affected by one dose of each poison
type at a time, except for the lethal poison, which can affect a target multiple times
simultaneously. The Toxin Sliver can only have a maximum of ten doses of each toxin, but they
regenerate at a rate of 1 dose of each toxin per minute.
- Enhance Toxin:
At a cost of 3 PPE, the Sliver can transform a single dose of toxin into an even more powerful
supernatural toxin. The toxin is considered to be magical in nature, so it will affect those
that are immune to normal poisons, but not magical poisons, and the penalty of save vs. the
poison is increased to -6 instead of -2. In addition, the duration of all toxins except the
lethal poison are doubled.
- Twin Tails:
Each tail ends in a wickedly sharp stinger that is used to inject the poison in its target.
The stinger inflicts 1D4 M.D. per attack and has a Weapon Rating of 10, which can be
increased normally by having a high strength. Please note that the damage inflicted by the
stinger is not increased by abilities that cause the tail to inflict additional damage, the
stinger and the tail are two separate objects, and the Sliver can attack with either its
tail or with its stinger.
- Bonuses:
The host is immune to all poisons and toxins, normal, supernatural, and magical. Also, the
host is immune to poison gases, but they still require air to breathe. For example, a Human
would be unaffected by a poison gas attack, but if there was no oxygen to breathe, they
would still suffocate.
- Side Effects: Due to the constant odor of toxins brewing in the Sliver's body, the host gives
off a constant pungent odor. While not an incredibly disgusting odor, it does give away their
location, causing a penalty of -10% to Prowl if the targets can smell the Sliver and decreases the
host's PB by -1.