For those of you who remember the old Star Frontiers game, you'll recognize the Hadozee, Rastipedes, and Syllix as the Yazirians, Vrusk, and the villainous Sathar. The Dralasites did not make it into player character form in Spelljammer however. Plasmoids as they are presented in the Monstrous Compendium entries are far too unbalanced for player characters. Presented here is another race of plasmoids that are more suitable as player characters.
DeGrunk are an plasmoid race that normally assumes a tripod from with two (or three) long arms that end in a three fingered hand. Two visual ganglia reside on a rounded neck- less head which can be elongated for more advantageous viewing. They only bother to produce a mouth-like orifice when the need for speech arises. As with all plasmoids, they can alter their shape such as elongating a limb, flattening into a wide "pancake", or rolling up into a ball. It takes five full rounds of concentration to change their set from, unless they go unconscious or fall asleep in which case they slowly (one turn) sag into a low mound. Lesser change such as the forming of a mouth or stretching their head or arms take only a round. No appendage smaller than an inch can be formed, thus their fingers tend to look rather stubby. Their skin is a tough, flexible gray membrane that has a "wet leather" look to it.
The ability to move internal fibers and plasma around allows DeGrunk to carry three times their normal weight allowed by strength if they can envelope the mass being carried. They generally wear a belt or harness to carry tools, only doubling the amount of weight allowed for their strength scores. Two arms can be used in combat (two weapons or a weapon and shield). Additional arms can hold objects such as lanterns, but incur a -4 cumulative (-4 on the first attack, -8 on the second, -12 on the third) on attack rolls if used in combat due to overloading the nervous system. In their tripod from, they have a movement rate of 9, however they cannot jump any distance. Due to the toughness of their hide and their agility, DeGrunk plasmoids have a base armor class of 5. This can be modified by shields or magical protection such as rings of protection, but armor interferes with both their breathing, and shape shifting ability. Plasmoid rogues may use a shield.
DeGrunk plasmoids speak by means of a voice-box that works like a bellows since they have no real lungs. Their sentences are punctuated by a short, but noticeable intake of air. They appear to slowly "deflate" as they speak. Many humanoids find their squeaky voices to be quite comical. DeGrunk that have spent time around humanoids have learned to collet their waste matter and excrete it periodically. This causes less social friction and makes them much less easily tracked since they do not leave a "slime trail". The ganglia can be withdrawn to make the DeGrunk effectively blind or deaf. The sensory range cannot be increased beyond the stated limits by exposing more ganglia, however. DeGrunk sight is on par with a humans (no infravision), but both their hearing and sense of smell are about half as effective. Their touch however is twice that of a humans. They sometimes try to pull a coin toss scam on unsuspecting humanoids since the facing of a coin can easily be determined by touch. Plasmoids can retain air pockets (hold their breath) that will sustain them for a number of TURNS equal to their constitution score divided by three. Thus, a plasmoid with a constitution of 18 could hold its breath for one hour. This, combined with the ability to change into a stream-lined form makes them very adaptable underwater (maximum swimming movement rate of 15).
DeGrunk plasmoids are immune to disease and poisons. Acids that do not do more than 10 points of damage in a round to not affect them. Piercing weapons do only half damage, slashing weapons do -1 damage per attack, and blunt weapons do full damage. Fire/heat based attacks do double normal damage. Cold based attacks to only half damage, but slow the DeGrunk movement rate and attack initiative by 1 for every 10 points of damage inflicted. This slowness returns to normal at a rate of one point (in both movement and initiative) per turn in a non-freezing environment. DeGrunk require one gallon of liquid a day or dries out for 1d8 points of damage per day (double liquid needed and/or damage taken in particularly dry or hot environments). DeGrunk, like all plasmoids, can go for one week per point of constitution without eating. When they do eat however, their lack of taste makes selection of food an easy task. Just about any organic material will do. If attempting to consume a specific material or object, it takes one hour to eat/absorb one pound of organic matter.
In all other ways, DeGrunk conform the General Plasmoid description (required reading) , including their child-like fascinations and loyalty. DeGrunk player characters are a rare few who have such a strong curiosity about other worlds and races that they abandon their homelands to wonder the spheres. Their strange sense of humor and love for "puns" can make life interesting. There's an old Giff saying: "a DeGrunk could pester a kender!".
DeGrunk Plasmoids may be fighters, thieves, priests, bards or fighter/thieves. Plasmoid bards cannot cast spells or use wizard scrolls and they gain no special ability to replace this. Plasmoid priests will never use fire/heat producing spells of any sort and no plasmoid will ever use magical items that do so either. DeGrunk have a genetically ingrained fear of fire and must make a saving throw vs wisdom any time they attempt to stay in the presence of an open flame larger than a torch. When adventuring, it is difficult for the plasmoid to understand and comprehend the alien experiences it is exposed to, thus it must earn twice the number of experience points to advance in levels.
Table 1: Racial Ability Requirements STR 3/18; DEX 9/19; CON 5/18; INT 6/19 WIS 3/16; CHA 3/18 Table 2: Racial Ability Adjustments +1 Strength, -2 Wisdom, +1 Dexterity Table 3: Racial Class and Level Limits Cleric 7, Fighter 12, Thief 11, Bard* 11, Psioinicist 5 * Plasmoid Bards cannot learn or cast Mage Spells, nor use wizard scrolls. Table 4: Average Heigth and Weigth Height in Inches: Base 35 (standard tripod form), Modifier 2d10. Weight in Pounds: Base 240, Modifier 3d10 Table 5: Age Starting Age; Base Age 4, Variable 1d20. Max. Age Range (Base+Variable) 160+2d20 Table 6: Aging Effects Middle Age 120 years, Old Age 140 years, Venerable 160 years Table 7: Thieving Skill Racial Adjustments PP +5% , OL +10%, F/RT -10%, MS -5%, HS +5%, DN -15%, CW +10%, RL --