Myconid

Myconids are a race of intelligent fungi that live in the remote reaches of the underworld.

Species Name: Myconid, Fungus People, Mould People

In the last days of Atlantis, an enormous amount of magic was expended during its final invasion. Vast devastation was wrought on the known world, with forests blazing up, and islands sinking into the sea. Eventually Gaea became aware of the savage conflict. Shocked by the destruction, she gave sentience to a grove of trees (the original Throne of Trees). For thousands of years they acted as guardians of the earth and all the different forms of life which inhabit it. But the Parliament only existed in the Grove of Serenity, in between space and time. There were human agents who could act on their behalf in our world, and of course the elementals, but the Infernal forces seemed to be gaining ground. Eventually the decision was made to seed Earth with a new race; a sentient plant life. The Myconid are an offshoot of that seeding.

Type: Humanoid Fungi

Physical Traits: Myconids resemble walking toadstools in human form. Their flesh is bloated and spongy and varies in colour from purple to grey. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and a thumb on either side.  Their bodies are made up of effectively identical cells; the lack of distinct bones or muscles means that no matter the degree of damage, a wound to any part of the body heals exactly as easily and quickly as any other part. Myconid tend to wear long, loose, draping, dark clothes.

Height: See table below

Weight: See table below

Abilities: Myconids also have the ability to spew forth clouds of special spores. The number and kind of spores increase as they grow. As each Myconid advances to another size level, it gains the ability to spray another type of spores, and the number of times per day that each spore type can be emitted also increases. A Myconid can emit each of its spore types a number of times per day equal to its CON. These spore types include the following:
•Distress: This spore type is used to alert other Myconids to danger or a need for aid. The cloud expands at a rate of 40 feet per round, expanding to its maximum of 120 feet in three rounds.
•Pacifier: This type of spore cloud may be spewed at a single creature. If the creature fails its saving throw vs. poison, it becomes totally passive, unable to do anything. The affected creature only observes; it is unable to perform any action even if attacked. The range of this effect is 40 feet. The duration of this effect is a number of rounds equal to the Hit Dice of the Myconid.
•Hallucinator: This type of spore is usually used in the melding ritual, but a Myconid can project them at an attacker. The spore cloud may be shot at one creature, and if that creature fails its saving throw vs. poison, it suffers violent hallucinations for a number of turns equal to the WIS of the Myconid. Hallucinating creatures react as follows (roll 1d20):
D20 Roll Reaction
1-10 Cower and whimper
11-15 Stare into nothingness
16-18 Flee shrieking in a random direction
19-20 Try to kill the closest creature
The range of this effect is 40 feet.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Asexual reproduction creates a genetic duplicate of the original, while sexual reproduction creates genetic variance as normal.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, HPs: CON +D20

Orbit/Climate: See Earth

Feeding Habits: They digest cellulose instead of just the simple nutrients of plants. They eat dead things, living far away from the sun. They need little water and no light - nothing but dead matter and air. In this way, Myconids are closer to true animals than any other life form on the planet. Myconids tend to be one of three things - predators, scavengers, and parasites. They grow fungi, which later decay, and the Myconids feed from these soil nutrients.

Lifespan: 200 years

Technology: 2

Culture: Xenophobic but passive. They are cautious creatures that deplore violence; Myconids have no desire to conquer anybody and would prefer to be left alone. A Myconid has a deathly fear of sunlight and will not willingly travel to the surface world. The exact effects of sunlight on a Myconid are unknown, but they must be highly detrimental for the fungus men to fear sunlight as they do. Myconid society is based on “circles”, extremely tight social groups that are linked by group work and melding sessions. Myconid circles usually consist of 20 members: four of each size. Each community consists of D10 circles. Each circle’s day is rigidly structured: eight hours of rest, followed by eight hours of farming the fungus crops, followed by eight hours of melding. For the Myconids, melding is entertainment, worship, and social interaction combined. The fungus men gather in a tight circle and the elder Myconid release rapport and hallucinatory spores. The entire group then merges into a collective telepathic hallucination for eight hours. Myconids consider this melding to be the reason for their existence. Only distress spores will bring a circle out of its meld before the eight hours have elapsed. The Myconid king is always the largest member of the colony. It is also the only Myconid that is not the member of a circle. The other Myconids regard separation from the circles with horror and pity the lonely king. The leadership role is thought of as an unpleasant duty, almost a condemnation. However, when the old king dies, the strongest Myconid always assumes the role of the new king. The king must remain outside of circles to retain objectivity and to pay close attention to the duties of leadership. The king animates guardians for the colony so the Myconids need not commit violence. It coordinates the work schedule and pays attention to affairs outside the colony that could affect the fungus men. The king also practices fungal alchemy, brewing special potions that may be useful in times of trouble.

In general, Myconids are a peaceful race, desiring only to work and meld in peace. There are no recorded instances of disharmony, or any sort of violence or disagreement between Myconids. If forced into combat, they avoid killing if at all possible; violence adversely affects their melding. Accord has never been reached between Myconid and humanoid. Each views the other as a disgusting threat; humanoids see Myconids as ugly monsters. Myconids view humanoids as a violent, insane species out to conquer anything in their path, destroy anything they can’t conquer, then go back down the path to make sure there isn’t anything they forgot to destroy or conquer. Myconids find it difficult to believe that humanoids are not going to immediately use violence against them, and so they are very reluctant to deal with them. Given population pressures in the underworld in which the Myconids live, further conflicts seem inevitable. If the Myconids are approached in peace, it is possible that they will communicate, though they will be suspicious.

Myconids live in underground regions, which are large cavernous underground areas that range in size form a large cavern complex to an entire secret continent beneath the ground. Myconids try to find isolated spots away from civilized areas. These communities will usually be near water, for they like dampness. Work details sometimes patrol the area, looking for signs of battles and unburied dead, which they bring to the king to animate; these are the only Myconids that will be found outside of their lair. A Myconid community is arranged around mounds of moss-covered stones, on which the circle members sit when they meld, and on which they sleep. There will also be a large garden area; the Myconids feed on water and small fungi, and the king uses the garden ingredients to make his potions. Dead Myconid kings are buried with honour beneath the mounds, while dead Myconids are buried near the gardens.

They spread their colonies through vast networks of underground tunnels, trading the rich compost they produce as a waste product to farm communities on the surface. When a Myconid colony grows too large, it either goes into a cannibalistic civil war or starts strip-logging the surface to get new compost-ready materials. Despite their various drawbacks, their position of relative safety in the world has led to them being the pre-eminent culture of scholars. Myconid have the most sheltered and protected of societies, getting exposure to the outside world only if they get exiled or join a merchant caravan to the surface. This protection, however, facilitates and incredibly stable society, allowing for an enlightened and scholarly society to come to be. Myconid have a heavily socialist society, distributing what's necessary to everyone. Those best suited for it work in the acquisition of organic materials for sustenance, while the entire rest of the culture form a massive collective of arcane and mundane scholars.
Relations: Myconid tend to be seen as one of two things by the world above: either parasites to be shunned for their ghoul-like consumption of dead matter or valuable trade partners who will trade valuable compose for waste matter (in the end, one's trash is the other's food). As such, the Myconid form trade alliances with those willing to deal and ignore and avoid those who are not. Myconid also trade their arcane knowledge to earth elementals in exchange for protection of their trade caravans.

Government: Monarchy

Population: 1,164,410

 

Creating an Myconid character

Step 1: Age
Determine your character's age. Roll D20 x10 years. If older than 100 you need to determine which years you have been present in. Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but CON is 4D6, while CHA and MR is 2D6. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level.
Step 3: Skills

Skills may be chosen as normal but some may not be possible due to the Myconid's physical nature.

Step 4: Abilities

All Myconids gain all the following free;

Fungus Body - Myconid have no vital organs so they are hard to kill. Wounds will only slow them down temporarily with their body healing almost immediately. Only total disintegration will kill them. Frucht can heal 1 HP per CON per minute. They are also immune to all poisons, and stunning.

Spores - Myconids also have the ability to spew forth clouds of special spores. The number and kind of spores increase as they grow. As each Myconid advances to another size level, it gains the ability to spray another type of spores, and the number of times per day that each spore type can be emitted also increases. A Myconid can emit each of its spore types a number of times per day equal to its CON. These spore types include the following:
•Distress: This spore type is used to alert other Myconids to danger or a need for aid. The cloud expands at a rate of 40 feet per round, expanding to its maximum of 120 feet in three rounds.
•Pacifier: This type of spore cloud may be spewed at a single creature. If the creature fails its saving throw vs. poison, it becomes totally passive, unable to do anything. The affected creature only observes; it is unable to perform any action even if attacked. The range of this effect is 40 feet. The duration of this effect is a number of rounds equal to the Hit Dice of the Myconid.
•Hallucinator: This type of spore is usually used in the melding ritual, but a Myconid can project them at an attacker. The spore cloud may be shot at one creature, and if that creature fails its saving throw vs. poison, it suffers violent hallucinations for a number of turns equal to the WIS of the Myconid. Hallucinating creatures react as follows (roll 1d20):
D20 Roll Reaction
1-10 Cower and whimper
11-15 Stare into nothingness
16-18 Flee shrieking in a random direction
19-20 Try to kill the closest creature
The range of this effect is 40 feet.

Additionally Myconids start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Control Insects 5 The Myconid can summon 100 insects per 2 WIS of choice, +100 per level. He can summon any insect within a 100 metres per WIS radius, +100 metres per level. If desired he can make them cover him creating a form of armour with 10 HPs per WIS, +30 HPs per level. Once the insects enter a radius of 10 metres per WIS (+10 metres per WIS per level) they come fully under his control and will obey any telepathic commands from the character.
Fungal Empathy 5 Myconid can establish telepathic communication with any plant within line of sight if he does nothing else in the round. No minimum INT required. This has the following benefits:
He can alter the plant, giving it intelligence. It will answer any of his questions. Further he can then recruit this plant as an ally. Once he does so he permanently psionically links with the plant turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. He can have one ally per 5 WIS.
Natural Chameleon 5 Using this ability the Myconid can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Natural Defiance 5 The character can root himself to the ground and withstand great amounts of kinetic force and remain in a perfect upright position. As long as the character knows he's about to be hit by sudden force like a truck, he automatically becomes almost impossible to move. 5 tons per WIS +1 per level. The subject must be ready for the attack to prepare for the blow. Likewise he is extremely difficult to lift.
Natural Heal 5 An Myconid can heal at phenomenal rates whenever in a wooded area or forest. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Sense 5 The character always knows exactly where he is on the planet, even when underground. He can also sense what weather is approaching one hour per WIS ahead of time.
Natural Sight 5 The character can see heat images and traces the same way as thermo optic equipment can see invisible lifeforms by their heat. Further he can also see Electrical fields (and their intensity), Gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays. All equal to normal sight range. 
Spellcast 10 Faerie and Elemental Earth magic only but he is bestowed with all the spells within those spheres.

Myconids can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Unless trained by another then Geomancer or Shaman are the only available classes. Any other classes would require consultation with the GM.

 

Age True Years Height Weight Body Mutations
Sapling 1-5 1 ft +D10 inches 1 kg 1
Shrub 6-10 3 ft +D10 inches 3 kgs 2
Cactus 11-100 5 ft +D10 inches 6 kgs 4
Elder 101-200 7 ft +D10 inches 9 kgs 6
Venerable 201+ 9 ft +D10 inches 12 kgs 8

 

Plant Mutations
For a truly random character in this new world roll on the following tables. As always each section is optional. The player may choose to roll on all, some or none of the tables.
Step 1: Colour Mutations
Roll on this table several times; once for skin colour, again for eye colour and once more for fruit colour.
01-20 Completely normal green
21-25 Red
26-30 Orange
31-35 Yellow
36-40 Blue
41-45 Indigo
46-50 Violet
51-55 Gold
56-60 Silver
61-65 Bronze
66-70 Brown
71-75 White
76-80 Black
81-85 Grey
86-90 Transparent
91-95 Combination of several of the above in striped form. Roll D4 more times.
96-00 Combination of several of the above in patch form. Roll D4 more times.
Step 2: Eye Mutations
What type of eyes does the character have?
01-10 Very small; -2 to hit eyes if targeted by enemies.
11-20 Small; -1 to hit eyes if targeted by enemies.
21-40 Completely normal.
41-50 Large; +10% greater sight range.
51-60 Very Large; +20% greater sight range.
61-70 Oval shape; 180 degree vision.
71-80 Glowing; +1 to intimidate.
81-90 Insect; 360 degree vision.
91-00 Third Eye; see the invisible.
Step 3: Size Mutations
How big is the character?
01-08 1ft +D10 inches
09-16 2ft +D10 inches
17-24 3ft +D10 inches
25-30 4ft +D10 inches
31-44 5ft +D10 inches
45-64 6ft +D20 inches
65-84 8ft +D20 inches
85-92 10ft +D20 inches
93-00 12ft +D20 inches
Step 4: Body Mutations
Does the character have any additional mutations?
01-06 None.
07-12 Acid for blood; the plant's chlorophyll is highly acidic doing 5D6 damage to anything it touches.  
13-18 Alpha Sense; the character senses Alpha Wave emissions from animal and human brains at a range of 1 metre per WIS. He can locate the emission source exactly as if he were seeing the character. 
19-24 Aromatic; the plant's strong fragrance reminds those who smell it of their favourite food, causing them to follow the scent to its source. Each victim gets at a time of the GM's choosing, a Psi save to break this illusion. On windy days, range is 90 metres downwind and 30 metres upwind. The effect is broken once characters are within 3 metres of the plant or the plant attacks. 
25-30 Antennae; depending on the character's powers these could be used as senses, discharge, telepathy, etc.
31-36 Bacterial Symbiosis; plants with this mutation form a symbiotic relationship with powerful micro-organisms living beneath their outer skin. When the Plant is damaged or eaten, these are released and those coming in contact with them must save vs Disease. Those failing their roll contract a major illness. 
37-42 Barbed Leaves; the character's leaves can do severe damage to those coming in contact with them. The barbed hooks do D4 damage each. Unless careful removing them will cause another D4 damage.
43-48 Chemical Sense; the character senses the chemical makeup of the surrounding area up to a 1 metre per WIS range. The greater the variation from the background norm, the more clearly he sees something. 
49-54 Control; the character can control one plant within 1 metre per WIS making it do his bidding within its capabilities (it could not, for example, walk). 
55-60 Divisional Body; the plant's tendrils, vines, limbs, trunk, stalk or whatever (as deemed appropriate by the GM) have become segmented so that they can separate from its body and move about independently at a range of 30 metres. The character is assumed to have some rudimentary sense ability allowing it to make directed use of these elements. 
61-65 Explosive Seeds; the plant's seeds are explosive doing D6 each per level with a blast radius of 3 metres. Fruit and seeds may be stored for later use. 
66-70 Healing Fruit; the plant develops a special type of fruit that has any one of eight possible effects. Either roll once to determine what type of fruit the character always has or roll each time grow a new fruit. Roll D6 to determine what the fruit does; 
1 Heals all physical damage.
2 Cures any disease.
3 Cures any mental condition.
4 Induces trance-like sleep for D4 hours.
5 Cures radiation poisoning.
6 Antidote for all poisons, toxins and venoms.
71-76 Poisonous; the plant secretes a contact poison which does 3D6 skin damage to any who touch it unless they save vs Poison. 
77-82 Razor Leaves; the character's leaves can do severe damage to those coming in contact with them. The razors do D6 damage each and will cut most substances. 
83-88 Spore Cloud; the character has motion-sensitive skin. Anything moving nearby causes it to shoot spores in the general direction of the movement. The spores then release a gas causing victims to save vs Toxin or be knocked out. 
89-94 Thorn Expulsion; the character has barbed thorns it can fire up to PS x1 metre. He will have 4D20 Thorns and will take a week to grow new ones if any are used or damaged. The thorns do D4 each and choose whether they also contain a sedative. 
95-00 Transparent Body; can see right through his body. Note he is not totally invisible as his outline can be made out.

 

 

Races