Might: 2*
Nature: 7* (Playing, Flowing, Burning)
* but see below
Conflicts
Capture: 14 Weapons: Fluidity: +2s to Defend.
Kill: 10. Weapons: Magma Pseudopod: +1D to Attack, +1s if an attack is successful vs. metal armor. Born of Fire and Rock: +1s to Defend.
Drive off: 7
Flee: 4
instinct: Copy the form of what you face.
Special Manouver: Fission. The magmoeba divides in two. Split the total Nature of the creature between the two new, ever more humanoid, forms, and increase each new blob’s Might by 1. Remember to divide the disposition hit points between magmoebae. Treat Fission as a normal Manouver otherwise. It need not be successful for fission to happen.
Special Knock-out: Fusion. When a magmoeba’s hit points are reduced to zero, if there is another creature standing, the defeated magmoeba is forced to merge with another, becoming cruder in form. There is no additional change in hit points, but the merged creature reduces it’s Might by 1 (to a minimum of 2), and gains the defeated magmoeba’s Nature back.
When a Young Lord of Fire made sport with a Young Lord of the Earth, such was the fury of their coupling that a great volcano destroyed human civilization almost completely. Their seed, commingled, became the odd creatures known as “magmen” to most, but more properly magmoebas, for they are genderless blobs of silicoid protoplasm much of the time.
When first encountered, the creature is a large blob of magma-like appearance, perhaps resting in a pool, or feasting on radioactive rock. When a party engages it in some form of conflict, however, it wants to play, and will first use it’s Fission special Manoeuvre to split into two blobs of more humanoid appearance. It will keep doing so until it has aped the whole party.
Capturing a magmoeba provides an alchemist or smith with an abundant source of heat that is near limitless (the creatures consume fissiles that last a very long time). Killing one reveals their bizarre intellects are housed in a crystalline matrix of small diamonds. Occasionally a much larger stone is found. The gems may (or may not) be cursed to cause sickness, as they could be highly radioactive.
Unfortunately for adventurers these playful, unaligned blobs burn as hot as the molten rock they’re made from, so play time can be a lethal experience.