Miscellaneous Sliver Symbiots
(Version 1.01 - Last Modified: 10/19/2003)
- All artwork owned and copyrighted by Wizards of the Coast
Clot Sliver
Illustration Jeff Laubenstein. ©1995-1997 Wizards of the Coast, Inc.
The Clot Sliver has amazing regenerative capabilities and for this simple fact, it is a popular Sliver,
especially when combined with other Slivers, such as the Armor Sliver. Originally these Slivers were found
in incredibly harsh environments and were very hard to capture. These creatures enjoy dangerous actions
that often hurt them, even causing severe injuries.
Racial Statistics
- Average Life Span: 80 years
- 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:
- Regenerate Sliver:
All parts of the Sliver regenerate at a rate of 1D6 M.D.C. per minute, but the host can spend
5 PPE to instantly heal 1D6 M.D.C. to either the Sliver’s main body or to one of its tails.
- Regenerate Host:
The host regenerates at a rate of 1D4 points of damage per minute, but the host can spend 5 PPE
to instantly heal 1D4 points of damage. The Sliver will heal Hit Points, S.D.C., or M.D.C.
depending on the nature of the host.
- Bonuses:
The host gains +5 to save vs. poisons and toxins, +4 to save vs. pain, and +2 to save vs. disease.
Mnemonic Sliver
Illustration Jeff Laubenstein. ©1995-1997 Wizards of the Coast, Inc.
The most intelligent of the Slivers, the Mnemonic Slivers were responsible for nearly all resistance faced
by the minions of the Splugorth. They are capable of creating incredibly complex strategies and plans,
equal to any human. While they can share their intelligence with their brethren, Mnemonic Slivers prefer
living by themselves or in small groups with other Mnemonic Slivers.
Racial Statistics
- Alignment: Any, and through the use of bio-wizardry, the alignment of the Sliver can be set
to whatever the host would like prior to its attachment.
- Attributes:
- I.Q.: +8 and is now considered a fully sentient creature
- M.E.: +4
- M.A.: +4
- Natural Abilities:
- Intelligence:
The Mnemonic Sliver is fully intelligent and capable of independent thought. It communicates
telepathically with its host and will often give advice and suggestions. The host can assign
tasks to the Sliver, such as thinking up battle plans, contingency plans, etc.
- Memory Archive:
The Sliver has a complete a perfect memory and will access the host’s memory and make
everything that was in the host’s memory available at all times. The Sliver even holds memory
from before the host was born but after the brain began to develop. The memories are
categorized and when the host tries to access their memory through the Sliver, it feels as
though they are wondering through a computer interface, and the memories are played back as
videos. Since this interface is completely in the mind of the host, it is totally adaptable
and the video memories can be manipulated, stopped, enhanced, fast forwarded, rewound, or the
host could mute everything except for a certain sound. The only restriction is that the visuals
can only contain what the host had physically experienced through their own senses. Also, a
Mnemonic Sliver has all of these memories erased if it is detached from the host, and when it
is first attached to the host, it contains no memories of its own. This ability is similar to a
biological version of the Total Recall psionic power.
- Memory Protection:
While the memories of the host can be manipulated, such as through the Mind Wipe psionic power,
the memories of the Sliver can never be removed or manipulated through force. So even if the host
had all of their memories wiped, the Sliver would still possess them and could still show the
host. This prevents the host from having repressed memories and from being brainwashed into having
false memories.
- Bonuses:
The host gains +5 to IQ, +3 to ME, +3 to MA, +15% on all skills that rely heavily on knowledge
retention, such as all Lore and Language skills, +5 to save vs. possession and mind control, +2
to save vs. psionic powers that affect the host's memory, and +1 to save vs. horror factor.
- Side Effects: The Sliver becomes a permanent fixture on the host’s back and is impossible to
hide unless wearing clothes that cover the host’s back and the back of the neck.
Victual Sliver
Illustration Terese Nielsen. ©1995-1998 Wizards of the Coast, Inc.
The origin of the Victual Sliver is very interesting. On their home world, the slivers were found
in underground caverns where they maintained huge fungus farms, but when examined, the minions of
the Splugorth discovered that the Victual Sliver did not have and did not need a digestive system.
The Splugorth could find no biological means by which the slivers sustained themselves, and the
only reasonable explanation was magic. Another strange ability of the Victual Slivers was there
constant and tireless work. When observed by the minions of the Splugorth in their natural
environment, these creatures seemed to never tire, never sleep, and never stop working.
Following the invasion, the bio-wizards manipulated these unique slivers and transformed them into
very useful support symbiots, not incredibly useful by themselves, but very good when used with a
large group of other Slivers.
Racial Statistics
- Attributes:
- P.E.: +10 *
- PE is considered supernatural
- 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:
- Sustainment:
The Victual Sliver gives the host great endurance to harsh climates. The host suffers no damage from
normal fire and cold and only half damage from magical or M.D. fire or cold attacks, such as plasma
and the Fire Bolt spell. The host can survive extreme temperatures of as low as -100 degrees Celsius
and as high as 300 degrees Celsius for an unlimited duration. Also, the host does not need to eat or
drink, instead they must consume 5 PPE every day. The PPE can come from any source, including their
own reserves or from others. Finally, the host loses all need for sleep, and while they will still
tire from physical and mental labor, they can meditate and relax to revitalize themselves. Whenever
a host relaxes, or stops exerting their body, they are considered to be sleeping for purposes of
regenerating or regaining PPE and ISP.
- Supernatural Physical Endurance:
The host gains supernatural endurance, which provides them with all of the abilities and
bonuses described under the description of Supernatural Physical
Endurance.
- Enhance Physical Endurance:
The host can increase the physical endurance of either themselves or the Sliver by spending
5 PPE. Each 5 PPE spent in this manner causes the PE of either the host or the Sliver to
increase by +1. This enhancement will last for 1 minute per level of the host.
- Bonuses:
The host gains +2D4+2 to PE.
Winged Sliver
Illustration Anthony S. Waters. ©1995-1997 Wizards of the Coast, Inc.
The Winged Slivers were rarely seen by the minions of the Splugorth until nearly all resistance on the planet
had already stopped. These Slivers preferred to live apart from their brethren and would often run away from
other Slivers that came too close to their lairs. Even when the minions of the Splugorth discovered they even
existed, it took them weeks to track down any of the large lair groups that the Slivers traveled in. As a
symbiot, the Winged Slivers are useful for their flying abilities, but they must rely on other Slivers to do
anything else. Due to the limited usefulness of these Slivers, they are often purchased with other Slivers.
Racial Statistics
- Attributes:
- Spd: Immobile when attached to a host, 1D4x10 in ground movement, and 2D4x10 by flying.
- M.D.C.: The Winged Sliver has four tails, two at the back like all other Slivers and two at the
front of its body, near the head. These extra tails are identical to the normal two tails. The Sliver
has three wing membranes, one that stretches between the back tail and the front tail on each side and
one that stretches between the two back tails. Each wing membrane has 10% of the M.D.C. of the main body,
rounded up.
- M.D.C. Armor Rating: The wing membranes have a base Armor Rating of 4.
- 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:
- Wings:
As the name would suggest, the Winged Sliver can fly at a good speed for as long as the host
wishes to fly. The maximum flying speed for the host is the same as the maximum flying speed
of the Sliver. The host and the Sliver can fly no higher then 10,000' (3048 m).
- Increase Speed:
The host can spend PPE to increase the flying speed of the Sliver. For every 2 PPE spent in this
manner, the flying speed of the Sliver is increased by +5.
- Four Tails:
The Winged has four tails instead of the normal two, but each tail loses one attack per melee.
Otherwise, each of the four tails are identical to a normal Sliver's tails.
- Side Effects: Generally the host comes to enjoy being alone, not so much that they would want
to leave their friends or traveling companions, but when they relax, they have more of a tendency to
do it alone.