Plasmoids are a race of amoeboid creatures from the Spelljammer campaign setting.[1]
Overview[]
Plasmoids are amorphous beings who can alter their shape at will. Scholars theorize that they may have developed from amoeba and are in some way related to the various kinds of oozes, slimes, and jellies.
Description[]
Plasmoids are extremely mutable and are able to manipulate every part of their body at will. They can alter the fibers of their bodies to form interior pouches for carrying items, extrude limbs to use as legs, arms, tails, heads etc., and create air pockets that can be squeezed to produce sound. When a plasmoid sleeps or loses consciousness, it loses bodily rigidity and slowly oozes into a puddle conforming to the area within which it is contained. In certain situations this can be very dangerous for a plasmoid, thus they select their sleeping chambers with great care. Plasmoids are able to change their color with dyes.
A plasmoid's nerve tissue is concentrated into masses known as ganglia. These can be sensitized to detect light, heat, texture, sound, pain, and vibrations. They can be partially exposed in order to adjust the sensitivity of their various perceptions. Thus, they could hear a butterfly up to 300 feet (91 meters) away, or totally cover these nerves to become effectively deaf. However, if they are listening to a butterfly and someone makes a noise as loud as normal speech, it is very likely that this will damage their ganglia, as they do not have the built-in protective responses which normal ears have. Thus they typically keep their senses at a normal (human) level and only alter them in extreme situations.
Plasmoids do not have internal organs as normal creatures do. Their bodies are composed of fibers, generic cells, plasma-like ooze, excretion sacs, and nerves. They can manipulate their fibers to function as muscle tissue. Generic cells can form membranous linings, coverings, and cavities. These cavities can be used to carry items, or filled with acid for digestion and attack, food or drink, or liquid for rigidity, and air for bodily functions such as breathing and speech. A plasmoid speaks by forcing air out of a tubular cavity that constricts to produce sound. Plasma is used for the transportation of bodily fluids, energy to fibers, etc. Finally, their tiny excretion sacs convert digested food into chemicals – acid, energy compounds, etc. The only constant organ of a plasmoid is its brain, which is simply a giant mass of nervous tissue like a huge ganglia.
Plasmoids breathe by absorbing oxygen through exposed plasma, meaning that part of their internal body must be exposed to air. They eat by enveloping food like an amoeba, and thus have no need for real mouths. Yet, it is not uncommon for them to form a mouth-like cavity simply to appease other races and to protect their plasma. Since they can store air within their bodies, they can "hold their breath" for up to an hour. Furthermore, their immunity to poison and other toxins enables them to endure poor air quality better than other living creatures.
Most plasmoids have the ability to form some type of bodily coating or skin. This coating and its use varies from one species to the next. Plasmoids excrete by oozing bodily waste products from their pores. They tend to do this constantly, which produces a slime trail wherever they go. Since they don't detect odor, they have a hard time understanding other races' revulsion to this act.
All plasmoids reproduce by joining with another of their species, exchanging genetic material, and then at any later time (from instantly to years in the future), they simply divide in half. One of the plasmoids is the original; the other is a near duplicate except it starts with only basic skills and knowledge (whatever the parent could spare).
Plasmoids can alter their mass and weight as well as their form. This is done by absorbing a lot of food and drink and growing just as a water balloon does. They can manufacture more fibers, nerves, and cells to accommodate their larger size. Of course this takes time, just as it takes time for a human to gain weight. Shrinking is nearly instantaneous though; the plasmoid simply divides, leaving a blob of unwanted material behind. A large plasmoid can last for several months without eating, but it must absorb liquids at least once a day or it will dry out.
Because plasmoids can alter the arrangement of their fibres, they can also adjust their strength. If they put all of their fibers into one large muscle, they can lift massive weights. Plasmoids are all very heavy because of their liquid content.
Combat[]
All known plasmoids are immune to disease and poisons of all types. Acid does not harm them unless massive quantities (a barrel or more) are used. Cold-based attacks only slow them down unless the temperature is extreme. Heat on the other hand can cause great damage, as it dries them out. Unless a plasmoid is covered in a protective layer, exposure to dry or arid environments (such as a desert) causes them great harm.
Piercing weapons tend to cause little to no damage to a plasmoid, because of their plasma composition. Slashing weapons are a little more effective, while bludgeoning attacks cause full damage. Plasmoids are capable of forming and attacking with multiple limbs, and can use wield multiple weapons if they so wish. Plasmoids usually wield bludgeoning weapons, since these are most effective against enemy plasmoids, and usually shun piercing weapons. They also prefer not to wear armor as it hampers their ability to transform; however, many plasmoids use multiple shields.
Society[]
Most plasmoids form clan-based societies. Though there is a hierarchy among clan members, it is rarely enforced or adhered to. Plasmoids have very strong ties to others of their species, and it is rare for plasmoids of opposing camps to directly fight one another. Most sages speculate that this is because all plasmoids of a particular species come from a single ancestral plasmoid and as such are all pseudo-clones of one another.
Personality[]
Plasmoids love treasure and power, and are particularly attracted to the endless opportunities of wildspace. Amongst themselves, plasmoids enjoy philosophical debates, storytelling, and are often employed in the political arena because of their near-tireless ability to speak about nothing at great length.
Plasmoids are easily entertained and nearly as easily fascinated. They have a child-like curiosity that frequently lands them in undesirable situations. A particular bad habit is their tendency to absorb objects at random, occasionally things of importance to other beings.
Plasmoid loyalty is a thing of legend, thus the saying, “If you want a friend to stick with you into the void, choose a plasmoid.” This, however, does not mean that they are beyond deceit.
Ecology[]
Plasmoids have a near scavenger-like appetite. Since they cannot taste or smell and are immune to disease, poison, and most acids, they eat virtually anything. Non-digestible matter is simply expelled at a later time. Their digestive fluids are strong enough to eat through anything except metal, stone, and glass. In fact, the first plasmoid attempt to travel in wildspace failed simply because they used a wooden vessel, which they absentmindedly snacked on when bored. Plasmoids have been banished from the organic elven ships. The only natural predator to prey on plasmoids is the greatly feared burbur. Of course, plasmoids generally dislike most fire-breathing creatures as well.
Types of Plasmoids[]
Appendix[]
External Links[]
- Plasmoid article at the Advanced Dungeons & Dragons 2nd Edition Wiki, a wiki for official Dungeons & Dragons content from 2nd edition AD&D.
References[]
- ↑ Blake Mobley, MC7 Monstrous Compendium Spelljammer Appendix, 1990, (TSR Inc.), Plasmoid, General entry