Posted this up on FB yesterday but forgot to share it here, oops. Enjoy!
Green Slime, ugh. I learned to hate it in several games of Dungeon! played with my sisters, and then to fear it once I moved up to Dungeons & Dragons. The thought of it eating though any armor and turning flesh into green slime made me shudder and was the reason I always made sure my characters had torches on hand.
Recently I’ve thought of how green slime would work in GeneSys. Not as an adversary, for sure, as the earliest D&D editions treated it, but more in line with current classification as a hazard for the unwary. With that in mind I’d like to share with the community what I’ve come up with:
GREEN SLIME (HAZARD)
Green slimes are a form of hazardous plant life that live in underground colonies. They are often found clinging to the ceilings and roofs of dungeons and caves, waiting for the unwary to pass beneath them. The slime will then drop upon its unlucky victim and begin to consume it, eating through any armor and/or clothing and finally the flesh beneath. If the slime is not removed quickly, the victim will find their flesh turned into green slime as the slime consumes them utterly, and they will ultimately become part of the greater colony.
Hazard: Green slime is able to consume all organic material (flesh, wood, etc) as well as metals, but has no effect on stone. Any item or piece of equipment not made of stone will suffer Major damage and be rendered unusable if it comes in contact with green slime. Green slime will eat through metal armor in 2 rounds, leather armor and robes in 1 round. Enchanted armor will take an additional round to be consumed. When consuming flesh, green slime will cause damage equal to one half of its victim’s would threshold (rounded down) the first round, and utterly consume the victim on the second round if untreated. A Daunting (4P) Resilience check will grant one additional round to get rid of the slime but the victim will suffer wounds equal to half of their remaining wounds (rounded down).
As green slime is slightly luminescent, GM’s may opt to allow players to make a Hard (3P) Perception or Vigilance check to notice the soft green glow the slime radiates.
Characters that walk under a green slime colony must succeed on an Athletics check, difficulty dependent on the size of the colony. Easy (1P) for a small colony, Average (2P) for a normal size, Hard (3P) for a large slime, and Daunting (4P) for the truly monstrous slimes that exist far beneath the ground.
Characters attempting an action (except for the Resilience check above) while being attacked by green slime will add 2 Setback dice to their dice pools.
Green slime can be destroyed by fire, frost, bright light (such as daylight), or curative magic. Torches are the easiest method of burning the slime away, though Attack spells with the Burn or Ice additional effects are effective, as are Heal spells with Heal Critical additional effect. Attack spells used to cleanse the slime from a victim will destroy the slime, and inflict wounds equal to half the damage the spell would cause (rounded down). Torches applied to green slime on a victim will cause damage equal to one half of remaining wounds (rounded down).