Slivers: Exalted Edition
The Basic Sliver
A quick note: I'm drawing a good bit of inspiration from a conversion of Slivers done for D&D 3.5 that I saw once on ENWorld, the link to which I have sadly lost. I felt, however, that due credit ought to be given. Now, on to the Exalted edition...
Here's the basic template: a proto-sliver. This is what a newly hatched sliver is, think the tokens produced by the Sliver Queen. These evolve (in a cocoon) into more advanced types of Slivers. The time involved in this process varies depending on the exact type of Sliver the proto-sliver is attempting to become.
One final note is that Slivers round down like mortals, a certain type of Sliver will cause them to round up like Exalts.
Attributes
Strength: 3
Dexterity: 4
Stamina: 3
Even the basic Sliver is still well-equipped physically. They are slightly more dexterous than they are strong or resilient.
Charisma: 1
Manipulation: 1
Appearance: 1
Slivers look alien and a proto-sliver is barely sapient. Accordingly, they're absolutely horrible socially, don't expect them to win any debates.
Perception: 2
Intelligence: 1
Wits: 2
As noted above, a proto-sliver barely sapient. It is, however, of average perceptiveness and reaction-time.
Abilities
Athletics: 4
Awareness: 3
Dodge: 3
Integrity: 2
Martial Arts: 3
Presence: 1
Resistance: 3
Stealth: 2
Survival: 3
The basic Sliver's innate skill set leaves it capable of fulfilling most basic functions a hive might require of it in the case of an emergency where a more specialized Sliver cannot be applied to the task.
Other important bits
Willpower: 7/5
The high end as far as animals go, this is thanks to an innate mental bolstering and reinforcement by the hive-mind. Should the Sliver somehow be separated from the hivemind, its willpower will drop accordingly to 5 (While many types of Sliver do not possess virtues due to lack of sufficient sapience, high tier ones do and will have a willpower equal to their two highest virtues or 7, whichever is greater).
Essence: 1 (Slivers are not, by default, capable of channeling essence)
Health Levels:
-0x1/-1x2/-2x2/-4x1/I
Slivers are resilient, but not incredibly so.
Attacks:
Scythe Arm: (Speed 6, Accuracy 8, Damage 8L/2, Parry DV 3, Rate 2, Tags N, O)
The Sliver's scythe-like arms/hands carry many of the same properties, but are slightly less damaging, lack the reach of the typical scythe, and are easier to parry with.
DVs:
Dodge: 3
MDV: 3 (This value is only for if the Sliver is somehow separated from the hivemind, otherwise the MDV of all Slivers in the hivemind are equal to the highest MDV amongst the slivers comprising the hivemind)
Soak: 3B/1L/0A
Just the natural soak from stamina.
The Worker caste Slivers
The Muscle Sliver
Our good friend, the Muscle Sliver. Some may remember it with fondness, some may curse its name. The Muscle Sliver both serves as the infantry when Slivers fight and as the Heavy lifters in the more usual activities of maintaining and supporting the hive.
Make the following changes to a proto-sliver to produce a Muscle Sliver:
- Add 4 to Strength and Stamina.
- Add one -0, -1, and -4 health level.
- Athletics 5 (Heavy Lifting +3).
- Muscle Sliver Aura: All Slivers within 300 yards receive +1 Strength and +1 stamina. (This aura stacks with itself when multiple Muscle Slivers are present, it may stack this way a total of 4 times, thus capping at +4 strength and stamina)
The Acidic Sliver
The tunnel diggers. Unlike the card, these lucky fellows do not have to sacrifice themselves to etch away stone and produce the tunnels that typically comprise a Sliver Hive. They can, however, still detonate in a suicidal acidic burst should they choose to do so.
Make the following changes to a proto-sliver to produce an Acidic Sliver:
- All attacks with its natural weapons (the scythe-arms) deal 2 dice of lethal damage that is resolved separately from and in addition to their standard attack damage. Soak from armor does not apply to this damage. This acid is quite potent and will dissolve most materials (including stone, which is its most common use) within secods of being exposed to it, though the magic materials are unharmed by it.
- The Sliver may detonate in a explosion of acid, dealing 10 dice of lethal damage that cannot be soaked by armor.
- Acidic Sliver Aura: All Slivers within 300 yards gain the acid detonation ability, which functions exactly as it does for the Acidic Sliver. Furthermore, they also gain a pool of 1 die of lethal damage which is resolved separately from and in addition to their standard attack damage or add an additional 1 die if such a pool is already present. Soak from armor does not apply to this damage. (The acid damage to attacks portion of this aura stacks with itself when multiple Acidic Slivers are present, it may stack this way a total of 4 times, thus capping at 4 dice/4 dice added to an existing pool)