Bestiary / Goo-Babies

Goo-Babies
Being: Gooian (Tiny)
Faction: Unaffiliated
HP: 3 (+1d4 x END)
GP: 1
School:
Pressure: 6
AP: 1
RP: 1
Movement: 5 ft.
Equipment:
None
STR AGI END INT SPD CHA
Current
Max
1
3
1
3
1
5
1
3
1
3
1
3
Description
Cute and friendly, the Goo baby is hardly ever hostile. Enjoys hugs, pets, and playing games. Goo-Babies can evolve into several different slime forms.
Can be tamed and made into a pet.
Tactics
Always in groups of 30+.
When threatened, groups up and uses Combine Being in sequence to form the Googantuan.
Abilities
Body Manipulation
Combine Being
Weapon Proficiencies
Unarmed Lvl. 1
Skill Proficiencies
Physical
Athletics: 1
Acrobatics: -2 (Weak)
Resilience: 1
Scaling: 1
Stealth: -2 (Weak)
Technical
Crafting: -2 (Weak)
Engineering: -5 (Hopeless)
Sabotage: -2 (Weak)
Piloting: -2 (Weak)
Technology: -2 (Weak)
Social
Deception: -2 (Weak)
Leadership: -2 (Weak)
Persuasion: 1
Insight: 1
Intimidation: -5 (Hopeless)
Mental
Deduction: 1
Lore: -2 (Weak)
Perception: -2 (Weak)
Medicine: -2 (Weak)
Security: 1
Signature Ability
None
Unique Traits
Goo Pile: Goo-Babies can use the Combine Being ability at no AP cost when combining with another Goo-Baby.
Being Traits
Amorphous Body: You know the Body manipulation ability. Whenever you use the ability, you can choose from the following additional effects, spending AP as normal:
You can squeeze through any gap at least 1 inch wide.
You can immediately escape the grappled or restrained states.
Whenever you take Bludgeoning or Slashing damage, you can use 1 RP to grant yourself resistance to triggering damage.
Water Absorb: You can store or expel water. For every 5 gallons of water you store, you increase in size by 1 category, to a maximum of small.
Sticky Fingers: You gain a +5 bonus to Scaling rolls and can move across ceilings.
Vibration Weakness: Whenever you take Sonic damage, the sound vibrations destabilize your form. You must succeed on a DR 8 Contested Resilience roll or explode into a puddle. You become immune to all damage while in this puddle form and cannot move or take actions. You must use half of your AP on a turn to pull yourself together.
Always Wet: You are always under the Wet state.

