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Bestiary / Mog Slime

Mog Slime

Being: Gooian (Small)

Faction: Unaffiliated

HP: 15 (+1d4 x END)

GP: 5

School:

Pressure: 18

AP: 5

RP: 2

Movement: 15 ft.

Equipment:

None

Flaws: Insecure, Vain

STR     AGI     END     INT     SPD     CHA

Current

Max

3

5

2

5

3

5

2

5

3

5

5

5

Description


Obsessively vain and eerily chiseled, the Mog Slime maintains a rigid, lantern-jawed "physique" within its membrane. It refuses to speak to maintain its facial structure and spends its time posing in front of reflective surfaces.


Tactics

Can be in groups with other slimes, often competing with them in petty ways.

Chooses a specific character, stands 10 feet away, and "mogs" it, only attacking if that character breaks its gaze or has a lower STR score.

If the chosen character uses a physical ability, the Mog Slime immediately uses Neural Mirror to copy the ability in an attempt to outperform them.

Abilities


  • Body Manipulation

  • Alter Perception

  • Neural Mirror

  • Aura

Weapon Proficiencies


Unarmed Lvl. 1

Skill Proficiencies


Physical

Athletics: 1

Acrobatics: -2 (Weak)

Resilience: 1

Scaling: 1

Stealth: -2 (Weak)


Technical

Crafting: -5 (Hopeless)

Engineering: -5 (Hopeless)

Sabotage: -2 (Weak)

Piloting: -2 (Weak)

Technology: -5 (Hopeless)


Social

Deception: 1

Leadership: 1

Persuasion: 1

Insight: 2

Intimidation: 3 (Potential)


Mental

Deduction: -2 (Weak)

Lore: -2 (Weak)

Perception:  -2 (Weak)

Medicine:  -2 (Weak)

Security:  -2 (Weak)

Signature Ability


None

Unique Traits


Must MOG: Mog Slimes have a +2 bonus when using the same action a character had used during the last round.

Demoralization: If a character uses the same action as the Mog Slime and does better, the Mog Slime has a -2 penalty to its next action.


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 medium.


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.

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