Height: N/A
Weight: 100 lb. to 300 lb.
Environment: Any
Tags: indefinite lifespan, intelligent monster, long lived, no child-parent bond, no concept of family, minimal native culture, outsider, shapeshifter, slime mold
Base Features (0 FP)
Reconstruct (8 FP): Gosaa have no fixed vital organs or anatomy. Repairing damage is rarely harder than reshaping themselves to be unharmed. As twelve actions, they can remove all Damage Conditions only affecting their physical body.
For 4 additional FP, all Damage Conditions only affecting their physical body are removed after 24 seconds, even if no actions are taken.
Fluid Anatomy (1 FP): Gosaa are composed of a viscous mucus that can be hardened at will to support any anatomy they desire. As an action, they can change into any shape.
They take on the chosen form, but are still obviously formed from a semi-homogeneous slime. They do not gain any Features or other mechanical changes from changing form.
Neurovore (1 FP): A Gosaa can digest the central nervous system of a creature whose mind is hosted within its nervous system and has not undergone meaningful decomposition. If they do, they gain access to the knowledge, psychology and world view of the creature.
They may make Knowledge Checks (1d12 + Smart Ass) to remember information known by the creature. Any Check made to impersonate the creature, such as writing in its distinctive style or appearing native to its culture, has the result increased by 1d4.
Fission (0 FP): Gosaa continue to grow as long as they live, but this accumulated mass is not retained. Every decade, they split off a third of their body mass, returning to the size they were upon reaching maturity. The shed mass forms into an adolescent Gosaa.
Gosaa adolescents have an animalistic level of intelligence and are capable of surviving without care from another creature. As it matures, its intellect will increase until it is fully sapient at adulthood, which takes half a century to reach.
Gosaa never lose the neuroplasticity that other sapients require to learn cultural knowledge at a young age. They can learn from and adapt to any culture they are exposed to, even if deprived of social contact into adulthood.
Timeless (0 FP): Gosaa do not age no matter how much time passes.
Monstrous (-1 FP): Gosaa have little culture of their own and many other sapients view them with caution or even hostility. When they make a Check to socialize with a creature, usually meaning Checks to convince or comfort, they reduce the result by 1d4. If the Check is intimidation based, they add 1d4 to the result.
Boneless (-9 FP): The flesh of a Gosaa is only loosely connected to itself, making them easy to damage. They reduce the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 3.
Optional Features
Airborne (4 FP): The Gosaa has mastered the skill of forming wings and the anatomy required to fly freely. They can move in three dimensions, flying 10 feet faster than their ground speed.
Fetch (2 FP): The amorphous flesh of a Gosaa breaks down rapidly upon death, leaving little for a restless spirit to cling to in the living world. Only immense spiritual strength can allow a slain Gosaa to return in undeath, and the result is proportionately potent. A Gosaa that returns as a fetch gains all base Features of the Undead clan, except the Spiritual Regeneration Feature.
In addition, when changing form with Fluid Anatomy, they can change their spiritual manifestation into any form and appearance. They can even perfectly imitate specific individuals or entirely hide their species. They still do not gain any Features or other mechanical changes. This alters Fluid Anatomy and negates Monstrous.
For 20 additional FP, they are immune to the Death Damage Condition. This is treated as an Immortality Feature.
For 3 additional FP, they increase the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This additional cost can be paid repeatedly, increasing the results by 1 each time.
For 3 additional FP, they increase the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This additional cost can be paid repeatedly, increasing the results by 1 each time.
Note: The cost of this Feature does not include the Undead clan being a -1 FP clan when the Spiritual Regeneration Feature is removed. A Gosaa that becomes a fetch only needs to spend 1 FP in total (2 FP for the base effects of this Feature and -1 FP for the Undead clan).
Amphibious (1 FP): Some Gosaa develop the ability to absorb sufficient oxygen from water to survive indefinitely and learn to move with greater ease below the surface. They can breathe both air and water, and swim at their normal ground Speed.
Border Guide (1 FP): The Gosaa is familiar with the twists and flows of the Borders, allowing them to more easily navigate from one Domain to another. Any Check they make to navigate in a Border or find a chosen Domain has its result increased by 1d4.
If using the Loot And Bling rules, they can gain Money Points (MP) by guiding other sapients from Domain to Domain. Each journey is worth 1 MP per FP they have in this Feature.
For 2 additional FP, the result is increased by 2d4, rather than 1d4. This additional cost can be paid repeatedly, adding another 1d4. The cost increases by 1 each time.
Sprinter (1 FP): The Gosaa has mastered the skill of honing their anatomy for speed. Their Speed is increased by 10 ft.