Fungal Growth
Fungal Growth [Major] by Iczer
“Ewww what crawled up your arse and died”
The character’s insides are no longer strictly normal; instead, his internal biological functions are maintained by specified fungal growths. These fungi keep the character healthy and happy and normally have no obvious, outward signs but do provide him with the following abilities.
1)Altered digestion: The character may consume anything that is vaguely organic, able to break down meat and vegetables as easily and readily as rotting cabbage, human waste and three week old carcass. His nutritional versatility means that he can scavenge for food in much more varied circumstances, and his intestinal fortitude grants him +8 to save vs. disease and poison. As a side effect, he can gorge himself to allow him to go without meals for up to 14 days.
2)Damage resistance: The character’s organs are much more resistant to damage and injury. Weapons that rely on puncturing and piercing inflict only half damage. In addition, criticals inflicted by pure kinetic force can be ignored (Damage is normal rather than doubled). The character heals at 3 times normal rate as well.
3)Explosive growth: If needed, the character can simply express him by allowing the fungus to grow out from his body, covering landscape and people as it does so. By placing his hands (or by vomiting it up in a more grotesque character concept. Or by...eww never mind) on a surface he may inflict it with his fungus. Fungus growth initially covers a touched area 1 foot across, but every action spent maintaining it allows it to double its width. Even after maintaining it, the fungus continues to double in size for 1d4 rounds after maintenance has stopped. Fungus produced in this manner resembles 1-4 inches of slimy carpet like materiel (color as chosen) spotted liberally with sporadic mushroom like growths up to 30 inches high. Walking on this substance is difficulty, much like walking on ice. Furthermore, anyone touching the fungus while it is growing will find themselves covered in it, a matter both disturbing and uncomfortable (1d4 SDC damage to people and living objects every round it grows, and the feeling inflicts –2 to initiative and –10% to skills) Spd is reduced by1 for every melee round of growth a target is exposed to. Characters who are reduced to 0 spd are immobilized by the mixture. Exploding fungus lasts for about 1-3 days, dependant on weather conditions. Any fungus that finds itself in a place where it may continue to survive will definitely do so. A character can only expel this fungus for as many rounds as half his PE score. If the character attempts to cause a new growth over the old, then it is simply a new strain. The old growth does not start re-expanding.
4)Fungal coat: The character may also allow fungal growths to cover his body, literally bursting from his skin and pores. This growth takes 2 actions to perform and is incredibly painful (inflicts 2d4 HP damage). This fungal coat acts as AR 13 and adds 30 SDC. Fungal coats may only be produced at a rate of 1 per hour.
Fungal growth [Major] by Iczer
'Does that hurt? You should be grateful I'm allowing you to create life'
The character can infect another living being by touching him and expending 2 actions. The target must make a saving throw in response (14+ PE bonuses apply). If he succeeds, then fungal spores take root in his skin, causing irritation and discomfort (-1 to combat manoevres -5% to skill use for 1D4 hours).
If the target fails, then the spores take root and flourish. The fungus forms growths on the target, each growth weighing 2D8 lbs each roughly the size of a basketball. This painful for the target, who takes 1D4 HP and 4D6 SDC damage from the experience, and must endure the discomfort until the growth is removed.
The growth itself has a number of penalties in and of itself. Firstly its weight count's as carried equipment for powers that care about how much can be used. (Intangibility has a 20lb limit. A 9 pound growth reduces that to 11 lbs) secondly it's unsightly, reducing the target's PB by 6. It's awkward placement also reduces the target's spd by 5 and reduces his combat bonuses by 1.
The fungus has 20 SDC, plus 5 per level of experience, and has all of the target's immunities and resistances. first aid at -15% or holistic medicince at -10% can remove it surgically in 30 minutes without harming the target. paramedic can be used to remove it in 20 minutes and actual M.D. in 10. Failure results in nicked bloodvessels and tearing of connective tissue.
If not removed, the fungal lobe heals 2 SDC per day, and halves the healing rate of the host. If undamaged, the lobe inflicts 2 HP per day on the host as it grows by 5 SDC. If left long enough, the host will be but a shell, consumed by his growth.
The character can cause the fungal growth to surge in strength as an action. the target must be within 60 feet for this to work and can be done only once per melee round (but it affects all available targets) The targets make a saving throw (16+ PE bonuses apply). Failure means the target loses 1D4 HP and 1D6 SDC.
Other bonuses: +6D6 SDC. Immune to the effects of plant based irritants and toxins