Proto-Slime
Created by Brett Hegr
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Proto-slime is hard to classify, but is somewhere between
an animal and a fungus. It can't really be called mindless - stupid is much
more accurate. It lives only to feed and will feed until it is either killed,
reproduces, or dies from natural causes or absorbing something poisonous to
it. The latter is quite rare - it has a strong resistance to toxins and
most chemicals. It's origin is unknown but the stuff is ancient and very
widespread. It has been active in the Palladiumtm realm, Rifts® Earth,
the Three Galaxiestm, and most anywhere there are rifts. The creatures do
not use the rifts to travel, mind you. They just wander into them.
The physiology of proto-slime is quite simple. It's epidermis (the outer
layer of 'skin') protects it from drying out and invasion by disease and
parasites. The inside of the proto-slime is jelly-like in texture and
solidity, and a more transparent black. This jelly acts as the digestive,
skeletal, and circulatory system. Waste is excreted as a liquid through the
epidermis. Somewhere inside the proto-slime's body is the spherical nerve
core, one of the traits that denotes it as an animal. It responds to stimuli
in only a few ways, which are feed, escape, reproduce, eject, and fight if
it has the ability. The core has 1d4x10 M.D.C.tm and no vunerabilities or
immunities - it's fair game for any attack if exposed. Nerve tendrils extend
from the nerve core into the surrounding tissue, and relay information from
the environment to the nerve core. They are the fastest-acting part of the
slime's body. When fighting these tendrils are sheathed in slime and act as
appendages for striking. The stuff is not supernatural in nature, though in
Rifts-like environments it becomes a mega-damage creature with supernatural
strength.
Proto-slime can range in consistency from milk to molasses but always
retains an inky-black color. It's outer layer of matter is opaque black,
somwhat wet and rubbery, and smooth to the touch. As it nears the end of
it's life span, a proto-slime will turn a chalky gray color that fades to
progressively lighter shades of gray until it dies. Upon death it collapses
into a pile of stinking gray matter, yet nerve core and tendrils remain
active for a few hours before succumbing to the elements and the lack of
stimuli. It reproduces asexually, creating two offspring each with half
the M.D.C.tm of the parent organism. It reproduces when food is abundant.
Abberations in proto-slime are uncommon but not unheard of. Normally these
abberations are differences in color or attribute levels, though there have
been stories of planet-engulfing slimes, space-slimes, and proto-slime that
attained a humanoid form. Maybe they're true, maybe not. It was unlikely
that the Gene- Splicerstm created this life form, but they would
definitely have fun tampering with it's genetic structure.
Natural R.C.C. Powers:
- Degrade Matter: Most forms of vegetation can be broken down under
an hour - as a slime crawls over grasses and other small plants they are
usually uprooted and absorbed, leaving only bare ground. More complex
biological matter requires one hour per 100 pounds of weight to digest.
Supernatural life forms can be absorbed, but take double the time. The
slime must absorb one- tenth it's weight a week to stay healthy but will
feed every chance it can. Starvation reduces it's bonuses by half and
M.D.C.tm by 20% per week until it reaches less than 100 M.D.C.tm, at which
point it becomes dormant until food is again avaliable. It can engulf
anything the size of a horse within two minutes, humans in one minute,
and smaller animals within two melees. It prefers animals to plants.
- Destroy Hard Substances: The proto-slime can break apart most
metals, stones, and alloys within a half-hour of work. It seems to posess
some sort of natural acidity that damages these structures, doing 1d6 M.D.
or 6d6 S.D.C.tm damage per minute. Plastics and magic metals cannot be
dissolved - the slime sometimes absorbs them and 'forgets' about them so
they remain inside until retrieved somehow. Players in environmental armor
can survive inside a slime without suffering damage if they are pulled out
before they run out of oxygen. If inside a slime for a fair amount of time
the player must save vs. insanity or suffer some mental abberations.
Usually, a survivor will have a fear of darkness (like being in the slime)
or slime-like creatures. From inside the slime it wouldn't be difficult
to destroy the nerve core, though the character is limited to two attacks
inside the slime.
- Other Minor Abilities: Proto-slime cannot ooze under doors or
through cracks, so instead it uses it's mass to break down the doors and
expand cracks if it can. It can squeeze itself through anything over six
inches in width - the neural core is pretty elastic. The most intelligent
slimes might be able to figure out how to open doors and windows silently,
maybe even use a laser pistol or some other weapon (treat as wild - no
proficiency). Since it doesn't have a brain in the normal sense of the
word psionic abilities that attack the mind are ineffective, though ones
that affect the nervous system will work. Neural Strike and
Bio-manipulation are two examples. Magic illusions are useless (no eyes),
as is magic mind control. Repel animals will work, as will spells that
control supernatural beings. Against those kinds of spells it is -3 to
save. It prefers darkness to light, so Thunderclap will scare it easily
and Globe of Daylight can keep it at bay. Unless it is very hungry. This
creature is not supernatural in nature, but is the evolutionary equivalent
to one.
Alignment: Considered a mindless predator with anarchist alignment.
Attributes:I.Q.: 1d4+3, M.E.: 3d6, M.A.: 3, P.S.: 3d6+8,
P.P.:2d6+2, P.E.: 4d6+10, P.B.: 1d6, Spd.: 2d6+10
M.D.C.tm: Average 1d4x100+50, but can be more
or less depending on size.
Hit Points & S.D.C.tm:For non-Rifts environments, this creature has
Hit Points equal to double it's P.E. and 1d4x100 S.D.C.tm
Horror Factor:14 for horse-sized slimes, 10 for anything smaller,
and up to 18 for anything larger.
Permanent P.P.E.tm Base: 4d6
I.S.P.tm: None.
Natural Abilities: Sense life forms - 100ft, track by senses at
70%, climb 98%, and prowl at 60% (+15% more if in darkness).
(In)vulnerabilities: Normal fires do mega-damage to this creature
and mega-damage fire and plasma weapons do double damage, because it
dehydrates the beast. Physical attacks only do one-fifth damage and the
slime's flesh is nearly invulnerable to being severed so it suffers no
damage from cutting weapons and half damage from explosions. Energy weapons
do normal damage, except electricity does half damage. Cold is very
effective - it does double damage against the stuff and cold environments
kill it within a matter of hours if it cannot find anything to feed on.
Immersing it in water is not usually possible but also an effective means
of destroying it. It takes on so much water that it bursts - polluting the
surrounding water with inky-black scrap matter.
Magic Knowledge: None.
Psionic Powers: None.
Cybernetics/Bionics: None - totally incombatible.
Average Level of Experience(NPC): Not applicable.
Combat/Attacks Per Melee:5 for most, 6 for those with a P.P. of
10 or better and +1 more if it is over 1000 years old. It normally relies
on a powerful slime-swat that does 4d6 damage plus any P.S. bonus. It
can also launch itself on top of a target, it's feeding strike. This does
1d4x10 damage per 1000 lbs. of weight plus it knocks the victim down and
reduces him/her/it to one attack with no bonuses. This attack uses four
melee attacks. A combined P.S. that would be able to lift the mass of
the slime can pull the character out from underneath, but that can be a
risky manuever.
Bonuses: +2 to strike, +1 on initiative, +2 vs toxins in addition to
any atttribute bonuses.
R.C.C. Skills: None.
Secondary Skills: None.
Size & Weight: Variable and presumably no limit.
Average Life Span: 4d6x100 years.
Natural Habitat: Can't live in cold or underwater environments.
It does well in temperate climates, forests, plains, and mountains, and
thrives in tropical jungles. It does inhabit cave systems, but only if there
is life to be absorbed.
Allies: None.
Enemies: Anything it hasn't eaten yet.
Standard Equipment: None.
Money: None.