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Men in Black 2: Priests of Ming

While their sardonic cardinal gets all the best lines, the whole Priesthood of Ming shares a sense of humour perhaps best appreciated from a safe place very far away. Priests of Ming are the hands and eyes of the Emperor’s divine will. They’re also utterly alien creatures, which have learned to conceal their true natures by mimicking the shapes of men – or of a hundred other objects. Outside the public gaze they set down their golden masks and rubber eyes and relax into puddles of black glup. When they return from their missions they merge with the Ur-pool and share their individual experiences in a communion only dreamed of by other creatures, to emerge again on demand with strength, memories and skills drawn from the collective pool.

At least that’s the idea. Recently a growing number of “budlets” have been postponing their reintegration, perhaps under the influence of the mighty Klytus, perhaps corrupted by the collective’s long but uneasy partnership with The Ming.

As monsters the Priests are commanders of Ming’s soldiers (reskinned orcs), palace guards (reskinned kobolds) and secret police (assassins, levels 1-4). They are also highly mobile and dextrous mimics, their hit dice (but no other stats) dependent on their size. Man-sized Priests usually have 4HD (ie 4d4). Natural AC is 8, but Priests often go armoured – partly because it makes maintaining form easier. They may have spells, psionics or divine magics, but they uniformly have poor grip: they cannot use bows apart from crossbows. Melee weapons must be adapted to their bodies, with wide, non-slip handles. On the other hand they can attack without artificial weapons, stabbing with spikes for 1d6, constricting with ropey tentacles for 1d3 per round (break with a str vs str contest), or smothering/choking by intruding into the airways of their victims (dex vs dex contest to avoid, 1d4 damage and save vs CON of lose consciousness each round, -1 per round of intrusion. Damage increases by 1 die size each round of continuous occupation). Other attacks are left to the ingenuity of the DM.

As PCs, Priests develop their powers slowly. In order to level up a Priest must rejoin the Collective, which rewards their successes (xp) with skills. Priests fight and save as thieves, but level up on the Magic User table.  They have access to the unarmed attacks detailed above. They get D4 hit dice and may use any weapons and armour, provided it is adapted for their use (fitted with non-slip grips, padding under chain or ring mail). They conduct electricity cheerfully and are immune to electrical attacks. On the downside they can also be deformed against their will by electromagnetic fields.
Although most Priests leave the Collective with 3-4 cubic feet of glup body, they may elect to be anywhere from half to double that volume without any change in game mechanics.

Beginning at 1st level, Priests can transform at will between their “native” blob of glup form and one other form per level, which is selected while the Priest is leveling up in the Collective. The Priest’s glup form is highly deformable but cannot squeeze through gaps narrower than 6 inches (size of a CD), -1”/level (so at 1st level that’s 5″).* If human-sized it occupied 3-4 cubic feet. The glup form can move 1’/round/level on a flat surface, but it may roll, slide or flow faster down inclined surfaces. In glup form a Priest takes half damage from falling. Other forms can move at the speed you’d expect for the thing being mimicked, although winged forms cannot fly.
Maintaining form is exhausting: Priests must rest for 13 hours a day – 1 hour/level or lose 1HP for each hour of rest missed.
At 3rd level Priests can act as one other character class of 2 levels lower, casting spells, picking locks etc (may change class on leveling up). This class is chosen while the Priest is in the Collective and may be changed each time the Priest rejoins the Collective (ie at each level up). Priests can also get skills off whatever weird-ass table you found on someone’s blog, such as Zak Smith’s Alternative Classes.
At 5th level Priests may divide themselves into 2 or more parts, which may act independently. When they do so they divide their attributes and stats among the parts as they wish, but each part must have at least 1 in everything.
At 7th level a Priest may improvise novel forms that are not on their transformation list. Doing so requires a save vs magic – if the save is failed the novel form fails and cannot be attempted again until the next level. On a natural 20 the priest forgets one of their usual forms until the next level-up. 7th level Priests can also demand up to 8x the usual volume of glup for their bodies (ie 32 cubic feet**). If they have over 16 cubic feet of glup, hit points are doubled.
A 9th level Priest attracts 1d12 Priest followers or wannabes. It may Collectivize with other Priests to create a giant-sized creature with the sum of all Hit Dice and damage capabilities, reflected either as multiple attacks or a single attack with the total damage potential of all the Priests in the Collective.

In order to have authority over Ming’s forces, a Priest must have a golden Mask of Office. Ming’s forces are surprisingly ill-informed and have no idea of what lurks behind those masks, so merely doing your mimic trick may scare them but won’t command loyalty.

* we may conclude from Klytus’ complete liquefaction in the City of the Hawkmen that he was at least 5th level. He of course escaped death at the hands of Voltan and the Imperial Navy by dribbling into the bilges of the city and then hailing fellow priests aboard War-rocket Ajax from a dangling aerial, Luke Skywalker style.
** what would you do with so much glup? Maintaining multiple person-sized forms is one obvious and popular option, being impressively huge is another (a Priest could pose as a Hutt or an unusually corpulent Thark). There are rumours of some Priests posing as entire buildings, with hollow interior spaces and working doors.

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