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:

  1. 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.
  2. 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.
  3. 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.