Friday, March 27, 2015

fun guys



Some myconid facts:

>Fungoid, obv. Non-humanoid biology means things like poisons, antidotes, flesh-magic don’t affect them normally. In fact they cannot heal in the normal way (see below). Poison has a 50/50 chance of working normally/inversely (granting temporary boon to hp or con or whatever)


>They are detritivores - eat rotting/dead stuff. Like vultures but for the stuff vultures have left. Changes the need for sustenance, since basically any spoiled organic matter is fair game. In fact it is rumored that certain colonies possess some sort of undead-dissolving ability. Sounds disgusting.


>Organized into colonies, probably. So individuals are relatively weak but have specialized roles within the group. Not many free spirit adventurers here. This means that, without any outside influence, the only single myconids you will encounter are bred scouts and trained travelers, so they are likely to behave accordingly.
This is often not the case, however, since entire colonies are so often enslaved by other races, leaving arbitrary units to wander the underdark and fend for themselves.


>Mycs reproduce asexually. So the colony is basically a hive of specialized clones. I guess could be handy in case a deceased myco PC is replaced with an identical character? Play up the clone-with-other-memories aspect and it might be acceptable. Otherwise gtfo, lame.


Myconids can’t be healed with magic/potions. They simply reproduce when close to being worn down, and a clone of themselves (complete with memories) is grown. So like the teleportation method where you get scanned and destroyed and recreated somewhere else but for eating. Consuming in this way requires a creature(s) with at least as many HD as you, and it takes HD may hours. The new you has full hp.


Some myconid generation tools:

For a name roll 3d8 to get syllables:
1- os
2- an
3- la
4- phor
5- ai
6- co
7- si
8- ul (like “yule”)


Add “myc” to the beginning or middle. If doubles, discard one. If triples, it is known only by its memorable scent, like *dowager’s mothballs* or *week-old mown grass*


For appearance, ability and motives, roll 4d8:

Strain
Species
Spores
Wants
1
Crimson
Gills
Giant growth
A fresh corpse
2
Pungent
Bolete
Pacify/sleep
Large rusted object (armor, statue, etc)
3
Sweet
Cap
Mutation
Others of own species (lost)
4
Musty
Russula
Toxin
A grave (to start colony)
5
Dull
Sponge
Fruiting bodies (heal 1d6hp)
A child host (pychomycosis megaspores)
6
Rotten
Amanita
Psilocybin
Overly helpful. Willing servant/meal
7
Wispy
Crown
Phosphorescent
A decomposing tree
8
Blooming
Polypore
Reanimator
Forgotten name of a long-dead person


Spores can be used 1/day per HD.

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