Symbionts

One of the strangest, and in many cases horrifying, branches of bioware delves into symbiosis between organisms. Symbionts are rather common in the natural world. Symbiosis requires long-term biological interaction between different biologic organisms. Symbiosis between organisms can be defined as mutualistic, commensalistic, or parasitic. In a mutualistic relationship both organisms benefit from their biological interaction. Commensalistic biological interaction allows one of the organisms to live off another without causing harm to it. This is not the case with parasites which benefit from their biological interaction at the other organism’s expense. Although many of the symbionts presented later in this emporium began as parasites, they have been genetically engineered to provide a benefit to their host.

Symbionts are also classified by physical attachment. When an organism lives on another organism like mistletoe on a tree, it is called ectosymbiosis. These symbionts are often harder to hide. The other classification of symbiont includes organisms which live inside another organism, otherwise known as endosymbiosis and is also much easier to hide.

Symbionts come in a variety of shapes and sizes. There are extreme cases where both symbionts are derived from a single race, whereas the male of the species is tiny and after being selected for breeding lives inside of the female for the rest of its life, depending on her for everything. In many cases though, symbionts are from completely different species of varying levels of biological complexity. A herbivore’s mutualistic biological interaction with gut flora helps it digest plant matter, while the gut flora benefits from never having a shortage of food or water.

Symbionts follow most the augmentation rules found in The Starfinder Roleplaying Game. Symbionts latch onto a specific biological system and provide consistent bonuses as long as the symbiont resides in the host creature. Symbionts are part of their host creature and cannot be targeted, disarmed, or sundered. A symbiont will die if the host creature dies, but will also be revived if the host creature is revived.

Crafting a symbiont and inducing it to a host requires the services of a professional genetic engineer or someone with ranks in Life Science, Medicine, and Engineering equal to the level of the bioware, and a genetic engineering lab. It takes a genetic engineer 1 hour per item level to create a clone of a symbiont. Once the symbiont is cloned, it must be introduced to its host immediately or stored in a hermetically sealed stasis container. If a genetic engineer does not have an existing sample to clone crafting a new symbiont will take 1 month per item level to create. The cost of implanting the symbiont is included in the price.

Removing a symbiont requires a Medicine skill check (DC = 11 + item level of the symbiont), and a medical lab. Surgery last 1 hour per item level of the symbiont. If the symbiont was responsible for any type of ability drain on the character, their abilities scores will recover naturally with rest. If the person performing the Medicine skill check fails their skill check, the ability damage is permanent. Due to their genetic alterations, none of the symbionts presented here can survive on their own or without a host. Removing a symbiont effectively kills it.

Symbiont Ego Scores

Most symbionts have an EGO score and although many would not be considered sentient, they do occasionally attempt to influence their host. A symbiont with an EGO score will attempt to influence their host if there is an attempt to remove the symbiont, or the host isn’t taking advantage of the powers provided by the symbiont. If the host attempts to remove a symbiont they must make a Will save (DC = 10 + symbiont’s EGO score), or choose not to go through with the medical procedure to remove the symbiont. If the host fails the save they can’t muster up the courage to attempt removing the symbiont again until they gain another level. In the case of intelligent symbionts they may try to influence the host’s actions if the host attempts actions directly opposed to the symbiont’s alignment.


Table: Symbionts

Name Level Ego Price Type Source
Level 2
Energized ringworm 2 3 950 Arm SH:GA:BE
Gauntlet crab 2 3 400 Hand SH:GA:BE
Ocular larva 2 0 385 Eyes SH:GA:BE
Panacea protozoa 2 0 750 Heart SH:GA:BE
Progenitor leech 2 9 495 Torso SH:GA:BE
Wildwise 2 0 500 Throat SH:GA:BE
Level 3
Needle spine larva 3 1 1,950 Arm SH:GA:BE
Personal upgrades, base 3 0 1,400 N/A SH:GA:BE
Trilobite armor, heavy 3 1 1,550 Armor SH:GA:BE
Trilobite armor, light 3 1 1,250 Armor SH:GA:BE
Level 4
Limited telepathy ear slug 4 0 2,150 Ear SH:GA:BE
Mystic ringworm 4 4 2,200 Arm SH:GA:BE
Shadow leech, base 4 6 2,250 Spine SH:GA:BE
Level 5
Cosmic force slug 5 8 2,875 Spine SH:GA:BE
Lung lichen 5 0 2,795 Lungs SH:GA:BE
Level 6
Energized ringworm, evolution I 6 4 4,625 Arm SH:GA:BE
Level 7
Gauntlet crab, evolution I 7 4 6,450 Hand SH:GA:BE
Morning glory 7 13 6,420 Brain SH:GA:BE
Personal upgrades, evolution I 7 0 6,500 N/A SH:GA:BE
Psychic terror 7 0 6,665 Throat SH:GA:BE
Trilobite armor, heavy, evolution I 7 1 6,500 Armor SH:GA:BE
Trilobite armor, light, evolution I 7 1 6,500 Armor SH:GA:BE
Vacuum fungi 7 0 8,800 Torso SH:GA:BE
Level 8
Mystic ringworm, evolution I 8 6 12,500 Arm SH:GA:BE
Needle spine larva, evolution I 8 2 10,500 Arm SH:GA:BE
Shadow leech, evolution I 8 8 8,500 Spine SH:GA:BE
Level 9
Limited telepathy ear slug 9 0 13,450 Ear SH:GA:BE
Love dart 9 9 13,500 Throat SH:GA:BE
Level 10
Shirren brain worm 10 13 19,500 Spine SH:GA:BE
Level 12
Energized ringworm, evolution II 12 5 40,000 Arm SH:GA:BE
Level 13
Needle spine larva, evolution II 13 3 52,350 Arm SH:GA:BE
Level 14
Limited telepathy ear slug 14 0 74,500 Ear SH:GA:BE
Personal upgrades, evolution II 14 0 75,000 N/A SH:GA:BE
Trilobite armor, heavy evolution II 14 1 75,000 Armor SH:GA:BE
Trilobite armor, light evolution II 14 1 75,000 Armor SH:GA:BE
Level 15
Cyngi heart worm 15 1 99,000 Heart SH:GA:BE
Gauntlet crab, evolution II 15 5 100,000 Hand SH:GA:BE
Pollux puppeteer 15 11 110,150 Spine SH:GA:BE
Level 16
Mystic ringworm, evolution II 16 8 185,000 Arm SH:GA:BE
Shadow leech, evolution II 16 10 175,000 Spine SH:GA:BE

List of Symbionts

Cosmic Force Slug

Development Level Ego Price
Base 5 8 2,875

The cosmic force slug enhances a solarian’s connection with their solar powers. The slug embeds in a solarian’s spine between the shoulder blades and is only noticeable by a slight bump when the solarian isn’t wearing armor or clothing. The cosmic force slug either grants the solarian +1 damage per die with their solar weapon or increases the saving throw DC of their stellar revolutions by 1. The solarian must choose which power to enhance when they purchase the symbiont. The symbiont causes 1 point of Charisma drain as long as it resides in the host.

Cygni Heart Worm

Development Level Ego Price
Base 15 1 99,000

This complex symbiont adds several augmentations to the host creature's heart and cardiovascular system. If the host creature drops to 0 hit points, the symbiont immediately releases a potent mix of endorphins and adrenaline instantly healing 1 hit point of damage and restoring the host’s Stamina Points. This symbiont permanently drains 5 hit points from the host.

Once you’ve used the Cyngi heart worm’s ability, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Energized Ringworm

Development Level Ego Price
Base 2 3 950
Evolution I 6 4 4,625
Evolution II 12 5 40,000

The energized ringworm stores electrical current produced by the host’s own nervous system. It attaches itself beneath the skin on the underside of one of its host’s arms near the wrist. A spiral pattern beneath the skin, 2-3 inches in diameter makes it easy to identify the worm’s location. In addition, it glows slightly when fully charged.

While attached to the host an energized ringworm cost the host 1 point of permanent Intelligence drain. However, it does store three charges of electrical energy which can be used to power the 0 level spell energy ray (electricity only) three times per day. For additional information on the energy ray spell, see “Spell Descriptions”, in Chapter 10 of the Starfinder Core Rulebook.

Once you’ve used the stored electrical energy in the energized ringworm, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. Recharging the energized ringworm restores all three charges. The energy ray produced by the energetic ringworm is considered a supernatural effect.

Evolution I increase the energetic ringworm’s storage capacity to six charges and up to two rays can be fired during a single attack action. Evolution II increases the mystic ringworm’s storage capacity to twelve charges and up to three rays can be fired during a single attack action.

Gauntlet Crab

Development Level Ego Price
Base 2 3 495
Evolution I 7 4 6,450
Evolution II 15 5 100,000

One of the strangest symbionts ever discovered is the gauntlet crab. The crab appears similar to a horseshoe crab. When it attaches to the wrist, two specialized claws with a proboscis pincher pierce the underside of the wrist to secure itself to the host and draw blood for nourishment. The crab has an empathic bond with its host.

The gauntlet crab has two poisonous tail spikes which it wraps down in between the host’s fingers when the host is not threatened. However, if the gauntlet crab detects adrenalin in the host’s blood the tail spikes become erect. The gauntlet crab grants its host two natural attack modes. It can be used as a slam (B) attack or it can be used as a claw (slashing) attack. Either attack does 1d6 points of damage, and the claw attack can also be used to deliver gauntlet crab poison as a swift action on a successful hit.

Type poison (injury); Save Fort DC 11 + ½ host’s level; Frequency 1/round for 6 rounds; Track Intelligence; Cure 1 save

Gauntlet crabs can be further enhanced by the evolution retrovirus. Evolution I, increase the gauntlet crabs natural attack damage to 3d6 and improves the base poison DC to 13. Evolution II, increases the gauntlet crabs natural attack damage to 5d6 and improves the base poison DC to 15.

Once you’ve used the gauntlet crab poison, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Limited Telepathy Ear Slug

Development Level Ego Price
Base 4 0 2,150
Evolution I 9 0 13,450
Evolution II 14 0 74,500

This is one of the rare symbiont’s that doesn’t have a negative side effect. This symbiont is a small slug about the size of a maggot is allowed to crawl into one of the host’s ears where it burrows into the middle ear. When it attaches to the host’s cochlea the host gains limited telepathy. The host can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Love Dart

Development Level Ego Price
Base 9 9 13,500

This symbiont is commonly referred to as a love dart. However, love dart technically refers to the venomous harpoon like attack it provides the host. The “love dart” is a genetically engineered cone snail which embeds itself in the underside of the host’s tongue.

The host suffers 1 point of permanent Constitution drain, but gains the love dart natural attack. The harpoon like love dart has a reach of 5 ft. and does 1d3 points of piercing damage. On a successful hit, the harpoon injects cone snail poison. The love dart stores enough venom for three injections. The host can continue to use the love dart to attack after the poison is depleted. The host is not required to inject poison on a successful hit.

Type poison (injury); Save Fort DC 10 + ½ host’s level + host’s CON modifier; Frequency 1/round for 6 rounds; Track Dexterity; Cure 2 consecutive saves.

Once you’ve used the love dart poison, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge all the poison immediately.

Lung Lichen

Development Level Ego Price
Base 5 0 2,795

Lung lichen is one of the rare symbionts with limited side effects. The lung lichen attaches to your lungs, letting you survive longer without having to breathe. Lung lichen recovers oxygen from what would normally be exhaled as CO2 and recycles it. The host can remain active in an airless environment up to 10 minutes per point of Constitution and can refresh their air supply by spending 1 Resolve Point. If the host exhausts its air supply normal, suffocation rules apply.

Lung lichen also filters the host’s air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins.

Lung lichen does not provide any protection from exposure to vacuum or decompression, but is often used in combination with vacuum fungi.

Morning Glory

Development Level Ego Price
Base 7 13 6,420

The morning glory evolved from a parasitic plant resembling the modern morning glory. It forms a physical and psionic bond with a willing host that is medium sized or larger. The morning glory attaches to its host head where its nanotube like roots make direct connections with the host’s circulatory and nervous systems. The host suffers a -2 penalty to its Strength, Constitution, and Charisma scores. In exchange, the host gains the use of the morning glory’s feats and psi-like abilities, using the higher of the morning glory’s manifester level or its own. The morning glory is carried by the host and has no ability to move or act on its own, but can communicate telepathically with the host.

Morning glories are a psionic, symbiotic plant that feeds on life force and psionic energy. They are quite friendly and personable; they approach potential hosts openly, happily explaining what they want (to feed on the host), and what they offer in exchange (their psionic prowess). They hope to attract a large and physically intimidating host. These hosts represent food, protection, and breeding for the morning glory, which drops seeds at the host’s location about once a week.

Though the presence of the morning glory is physically and mentally uncomfortable, many creatures will accept a morning glory on a temporary basis to get a particular task done, but then decide to keep the symbiont on a long-term basis when it proves to be useful and friendly. Morning glories usually defer to their hosts and are quite happy to not be agents in their own lives, so long as they’re fed and content.

The morning glory is neutral good and has the following ability scores; Intelligence 10, Wisdom 14, and Charisma 14.

The symbiont will remain relatively happy so long as its powers are used.

The host of a morning glory gains the following psionic-like abilities;

Expansion (Su) This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), a –1 size penalty on attack rolls and AC due to your increased size. If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power does not change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst through any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size. All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.

Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself. This power has a duration of 50 minutes. Using this power is a standard action.

Once you’ve used expansion, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge the expansion ability immediately.

Defensive Precognition (Su) The host’s awareness extends a fraction of a second into the future, allowing it to better evade an opponent’s blows. The host gain a +1 insight bonus to AC and on all saving throws. If caught flatfooted or helpless, this bonus to AC and saving throws does not apply. This power is constantly in effect as long as the host has Resolve points remaining.

Dimension Slide (Su) As a swift action, the host can create a dimensional crack that it can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing them to move up to 50 feet to any location it can see. The host can only use this ability once per round. The host does not provoke attacks of opportunity when moving in this way, but any other movement it attempts as part of their move action provokes as normal.

Once you’ve used a dimension slide, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge the dimension slide immediately.

Psionic Dodge (Su) The host must have Resolve points remaining to use this ability. The host receives a +1 dodge bonus to it’s Armor Class. This bonus stacks with the bonus from the Dodge feat.

Speed of Thought (Su) When not wearing heavy armor the host gains an insight bonus to its speed of 10 feet. This power is constantly in effect as long as the host has Resolve points remaining.

Mystic Ringworm

Development Level Ego Price
Base 4 4 2,200
Evolution I 8 6 12,500
Evolution II 16 8 185,000

The mystic ringworm has one of the most unusual properties of all symbionts. It allows its host to store extra spell energy. It attaches itself beneath the skin on the underside of one of its host’s arms near the wrist. A spiral pattern beneath the skin, 2-3 inches in diameter makes it easy to identify the worm’s location. In addition, it glows slightly when storing spell energy.

While attached to the host, a mystic ringworm cost the host 1 point of permanent Constitution drain. However, it does allow the host to store one extra 1st level spell, which may be reused under the following conditions. Once you’ve used the spell stored in the mystic ringworm, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I increases the mystic ringworm’s storage capacity to one 2nd level spell or two 1st level spells.

Evolution II increases the mystic ringworm’s storage capacity to one 3rd level spell, or one 2nd level spell and 1st level spell, or three 1st level spells.

Needle Spine Larva

Development Level Ego Price
Base 3 1 1,950
Evolution I 8 2 10,500
Evolution II 13 3 52,350

The needle spine larva is the offspring of the needle spine moth and has been genetically engineered to never mature into adult form. The larva burrows deep into the host’s arm between the forearm bones. The only sign left behind by the symbiont is a quarter inch hole on the underside of the arm about three inches up from the wrist.

While attached to the host a needle spine larva causes 1 point of permanent Wisdom drain. The larva stores three “needles” in its abdomen which can be fired out from the host’s wrists as natural ranged attacks. The needles have a 30-ft. range increment and cause 1d4 piercing damage. In addition to the piercing damage, the needle dissolves doing an additional 1d6 points of acid damage on the following round during the host’s turn. A needle can be removed with a successful Medicine (first aid) skill check.

Once you’ve used the needles, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge them immediately. Recharging the energized ringworm restores all three needles.

Evolution I, the needle spine larva’s needle damage increases to 2d4 piercing and do 2d6 points of acid damage the following round. The needle spine larva’s needle damage increases to 3d4 piercing and do 4d6 points of acid damage the following round.

Ocular Larva

Development Level Ego Price
Base 2 0 385

Although the idea of willingly allowing a colony of small worms to inhabit your eye is repulsive to many, it’s a quick solution for those who would otherwise be blind in a lightless environment.

Ocular larva cause a noticeable worsening of the character’s normal vision. All penalties for ranged weapons are doubled and they suffer a -1 penalty on visual Perception checks. However, the ocular larva do grant their host low light and Darkvision out to 60 ft.

Panacea Protozoa

Development Level Ego Price
Base 2 0 750

These single celled organisms were genetically engineered to work with a host’s natural immune system and enhance their ability to fight off Afflictions.

These symbiont colonies grant the host a +1 racial bonus to save against any type of affliction listed in the Starfinder Core Rulebook.

Personal Upgrades

Development Level Price Ego Ability
Base 3 1,400 0 +2
Evolution I 7 6,500 0 +4
Evolution II 14 75,000 0 +6

Synergizing symbiotes are tiny, biovat-grown, tadpole-like creatures that form a symbiotic relationship with other creatures. They attach to their host’s body and instinctively begin maximizing efficiency in its biological systems.

Synergizing symbiotes grant additional ability points. These symbionts count as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.

For additional information on Personal Upgrades, see the "Augmentations" section in Chapter 7 of the Starfinder Core Rulebook.

Progenitor Leech

Development Level Ego Price
Base 2 9 495

The progenitor leech attaches near the stomach. Although it is large enough to count as a torso augment, it can remain attached under your armor. This leech is still slightly parasitic. If a person were to become pregnant while attached to a progenitor leech, it would release its larva into the host’s blood stream which replaces the baby with a swarm of progenitor leeches. The leech has an empathic bond with its host who get urges to commit unspeakable acts, although these aren’t often strong enough to warrant a saving throw.

While the progenitor leech is attached, you take 1 point of temporary Constitution damage as long as it is attached. If the progenitor leech is removed, your ability damage can be healed naturally. You gain the following benefits while the Pollux blood leech is attached; it provides the host a +2 circumstance bonus to Fortitude saves and once per day it allows you to regain your Stamina points without spending a Resolve Point.

Psychic Terror

Development Level Ego Price
Base 7 0 6,665

The larval form of the corpse beetle has been genetically engineered in psionic bioweapon. This symbiont allows the host to emit a subconscious psychic howl. The attack claws at the terror centers of the brain, throwing off their enemies and making it easier to overcome their defenses.

Three time per day, creatures damaged by the host’s unarmed strike or natural attack must succeed at a Will save (DC = 10 + ½ host’s level + CHA modifier), or suffer a surge of subconscious terror, which inflicts the shaken condition on the subject for 2d6 rounds. This is a supernatural, mind-affecting, fear effect. This symbiont drains the host of 1 Charisma point until it is removed.

Once you’ve depleted your uses of psychic terror you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.

Recharging psychic terror restores all three charges. The terror unleashed by the larva is considered a supernatural effect.

Pollux Puppeteer

Development Level Ego Price
Base 15 11 110,150

This small purple slug is surgically inserted in the host’s gut. The symbiont extends tendrils throughout the host’s body allowing it to further extent its tendrils through the host’s skin.

The Pollux puppeteer permanently drains 5 points of stamina from the host. The host gains the following abilities from the symbiont:

Empathic Connection (Su) The host reaches out with the symbiont’s mind, finding the emotional strings that most apply to its target. With delicate influences, the host twists those emotional strings, making the target view the host as a friend (treat the target’s attitude as friendly). Otherwise the effect of this ability mimic the charm person spell, (CL 1, DC = 10 + ½ host’s level).

Enthrall (Ex) Hosts possessing this symbiont often seek to charm victims first and then “ask” their victim to come to them. If the host is in physical contact with a person it has charmed by empathic connection (the symbiont establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if dominated, per domination spell. Once the host makes contact with the victim there is no saving throw against this domination, even if the victim is forced to take actions that would normally be against their will. The victim still cannot be forced to take their own life.

Mental Barrier (SU) The symbiont produces a barrier of mental energy granting the host a +2 to their EAC and KAC. In addition, the host only takes half damage from mind thrust attacks (reduced to one-quarter on a successful Will save).

Shadow Leech

Development Level Ego Price
Base 4 6 2,250
Evolution I 8 8 8,500
Evolution II 16 10 175,000

The shadow leech is a one foot long black leech which attaches to its host’s spine preferable between the shoulder blades. Its small enough to be hidden under armor or common clothing. The leech is able to communicate with its host through limited telepathy and may at times try to prevent the host from doing something stupid that might bring them both harm.

The shadow leech drains 1 point of Wisdom from the host, which is permanent as long as the leech is attached to the host. However, this symbiont provides some unique abilities to the host. As a swift action a shadow leech can be commanded to release a cloud of fine particles, cloaking the host. The host gains a +4 circumstance bonus to Stealth skill checks based on sight. This cloak last for 2d6 rounds and moves with the host. Each time the cloak is activated the host gains a single 1st-level mind thrust spell attack (DC = 10 + ½ character level + WIS bonus).

The shadow leech has neutral tendencies and the following ability scores; Intelligence 12, Wisdom 12, and Charisma 12. The symbiont will remain relatively happy so long as its powers are used.

Evolution I grants a +8 circumstance bonus to Stealth skill checks and the single attack improves to a 2nd-level mind thrust spell. Evolution II grants a +12 circumstance bonus to Stealth skill checks and the single attack improves to a 3rd-level mind thrust spell.

Once you’ve used the symbiont's cloaking ability, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Shirren Brain Worm

Development Level Ego Price
Base 10 13 19,500

For eons, the swarm used brain worms to infect neighboring species. Each brain worm be used to study their host species strengths and weaknesses from within and cause disorder within their host species ranks. With superior knowledge and numbers the swarm would then assimilate or annihilate entire species. The shirred brain worm has been genetically engineered to lose its parasitic tendencies and serve the host in defense against the swarm.

The shirren brain worm burrows into the host thru the mouth and grafts to the hosts upper spine. It causes 2 points of Constitution drain to its host. However, the host gains the following psionic powers;

Dimension Slide As a swift action, the host can create a dimensional crack that it can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing them to move up to 50 feet to any location it can see. The host can only use this ability once per round. The host does not provoke attacks of opportunity when moving in this way, but any other movement it attempts as part of their move action provokes as normal.

Once you’ve used a dimension slide, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge the dimension slide immediately.

Ego Whip The host can use the symbiont’s psychic power to overwhelm the target’s ego, leaving the target feeling hopeless and unsure of itself. Choose Intelligence, Wisdom, or Charisma, the target takes a –2 penalty to that ability score for 2d6 rounds, and also gains the staggered condition for the first round it’s affected. A successful Will save (DC = 13 + ½ host’s level + host’s INT modifier) negates the staggered effect and reduces the duration of the penalty to 1 round. This is a supernatural mind effecting ability that can be used as long as the host retains at least one Resolve Point.

Id Insinuation By invading the mind of a creature with the symbiont’s psychic presence, the symbiont can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save (DC = 12 + ½ host’s level + host’s INT modifier) negates this effect. The host can direct the symbiont to attack up to five targets. This is a supernatural mind effecting attack.

Once you’ve used an id insinuation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge the dimension slide immediately.

Trilobite Armor

Development Level Ego Price
Light 3 1 1,250
Heavy 3 1 1,550
Light, Evolution I 7 1 6,500
Heavy, Evolution I 7 1 6,500
Light, Evolution II 14 1 75,000
Heavy, Evolution II 14 1 75,000

The trilobite armor is a wonder of symbiont engineering. Space trilobites are natural symbionts with many of the colossal beasts which wander the depths of space, them with the same benefits as trilobite armor. Adapting the space trilobite to accommodate a medium humanoid host was one of the pinnacles of symbiont engineering.

Trilobite armor is available in two varieties of symbiont; a light armor symbiont or a heavy armor symbiont. Unlike many symbionts, trilobite armor does not occupy a biological system but instead occupies a character’s armor slot and grants an armor bonus to EAC and KAC. Wearing trilobite armor causes 1 point of permanent Strength drain while the symbiont is attached. However, you gain a +2 enhancement bonus to your Constitution score, gain light fortification (25% chance to avoid a critical hit), and the symbiont can automatically stabilize its host once per day without expending a Resolve Point.

The evolution retrovirus can be used to increase the trilobite armors EAC and KAC. In addition, trilobite armor gains an upgrade slot with each evolution. See Table: Trilobite Armor for additional details.

Table: Trilobite Armor

Name Level Price EAC Bonus KAC Bonus Max Dex Bonus Armor Check Penalty Speed Adj. Upgrade Slots Bulk
Light 3 1,250 3 4 5 - - 1 L
Light, evolution I 7 6,500 7 8 5 - - 2 L
Light, evolution II 14 75,000 17 19 4 - - 3 L
Heavy 3 1,550 5 8 2 -2 -5 2 2
Heavy, evolution I 7 6,500 10 13 2 -3 -5 3 2
Heavy, evolution II 14 75,000 23 27 1 -4 -5 4 2

Vacuum Fungi

Development Level Ego Price
Base 7 0 8,800

This symbiont protects the host from exposure to the vacuum of space. Vacuum fungi was once a parasitic fungus which would slowly spread through an organisms body until its host was eventually paralyzed from rigidity. However, the genetically modified variety simply reinforces the host’s body against the forces of decompression. The host is immune to the bludgeoning damage caused by exposure to a vacuum and does not suffer the effects of decompression. The fungi reinforces the host’s biological systems but only requires the torso slot for implantation.

Because the symbiont protects the host’s body by creating a fibrous lattice thoughout, the host suffers 1 point of permanent Dexterity damage. This damage repairs naturally if the symbiont is ever removed from the host. This symbiont is often used in combination with lung lichen.

Wildwise

Development Level Ego Price
Base 2 0 8,000

The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”

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