The first step is to add some color. Our text is supposed to look somewhat bloody, so we'll have the replicator pick point colors from a bloody-colored gradient. But rather than manually creating the gradient, you're going to download a gradient preset and add it to your Library.
Any presets that you create end up in one of those Motion/Library folders, and now we've just manually added a preset that came from elsewhere (this website). This is one way that you can share presets with other users.
Now that we've got our preset installed, it should appear in the gradient presets popup in the Inspector.

Our replicator will now select the point colors from this blood-themed gradient, giving us a variety of red tones.
To finish off our styling, we will employ a couple of filters: Extrude for depth, and Indent for highlighting. The Extrude filter will grab the edge pixel values of our text-blobs and give them some depth while fading them to near-black. The Indent filter will add some specular highlights to the blobs, making them look wet and a bit more convincing.
There is one little stumbling block for us to avoid, though: we might want to animate the replicator, and doing so would probably change its size. Since the Extrude filter's direction and depth is relative to the size of the object, the effect would change as the replicator is animated. What's our solution? We turn on Fixed Resolution for the parent layer and apply the filters to the layer, instead of to the replicator. If any part of this paragraph is even slightly confusing, please read the Nuts & Bolts: Fixed Resolution article for a full explanation.
And there we have our bloody, blobby text:
And this technique is infinitely tweakable. By changing the size or shape of the replicator source, the number of points, the color gradient or other settings, we can achieve a variety of looks. The relationship between the 'PAIN' text object and the replicator is dynamic: changing the font settings will update the text look of the blobs.
We could also animate the replicator. Applying a Random Motion simulation behavior would cause the individual blobs to start drifting around. And if you were to combine that with the Repel behavior techniques from the Behaviors: Faking Collision tutorial, you might get something like this:
Consider the possibilities! You could use attractors to slowly draw away the blobs in little clumps. You could swirl them up into a vortex. You could even render them drifting away and then reverse it, resulting in a clip that has the blobs slowly drawing together, forming words. The only caveat is to be patient with performance: running long simulations on hundreds of objects (800, in this case) is very CPU-intensive. Motion may have to occasionally pause and think.
I hope this has inspired you to experiment with the replicator's Image pattern type. Good luck, and have fun!