Bloom Powers
See Tree Huggers, Dumpster Divers, and Shroomheads for Bloom descriptions, and Bloom Mechanics for Blooms and how to join one.
Tree Huggers
Root Wardens Bloom Power: Reclaim the Hearth
The Green Man’s spores permeate reclaimed areas and spread like some kind of fungus. Where the Green Man’s spores wash over the area, technology fails, bricks break, and the land returns to nature.
Type: Active (Any)
Effects: Spread spores around an area approximately the size of a city block until the end of the scene. Inside this area, living plants reduce any incoming damage by 3. Any attempts to use technology more complicated than a gun fail. Structures and objects in the area become brittle and prone to being reclaimed by nature. Damage against nonliving objects in the area is doubled.
Cultured: You reclaim a space in a 20ft space around you for nature. All man made structures and objects break as previously unnoticed damage from overgrowth and animals is suddenly discovered. This does not impact objects held by creatures. Affected buildings don’t immediately collapse, but become unstable and unsafe over the course of a few hours. There is a danger to this power, however. If the Blight is allowed to occupy the space, it becomes a site of urban decay dedicated to the Blight.
The Mesh Bloom Power: Database Breach
They Who Listen Beneath The Roots has their spores everywhere, or the Mesh claim. They do not plant spores so much as they listen to the spores inside every person.
Type: Active (Any)
Effect: Select a target. If this power isn’t resisted, you announce any tag, category, and/or scope that apply to Anchors. If the target has an Anchor that matches what you announced, you get a psychic impression that describes the character’s relationship to that Anchor. You get the Anchor’s name, tag, category, scope, and a general impression of what the relationship is like. The target’s player should inform you out of character of the information you gain. If the target does not have any Anchors matching what you announced, then you learn that. The target gets an uncanny sense that you have gained this information.
Cultured: Additionally, learn what Narrative Benefits the character has. The target loses up to one of your choice. Circumstances conspire to ruin the impact of the benefit. Credit cards are declined, people don’t return phone calls, paperwork is lost, money disappears
Dumpster Divers
Corpse Flowers Bloom Power: The Graveyard
A Corpse Flower’s symbiotic fungus is rerouted through the Mouldering Queen’s realm, dubbed “the Graveyard” by her followers. The Graveyard is an endless field of natural decay and over a labyrinth of tunnels and chambers. Corpse Flowers can shroud the corpse of a living thing in fungus almost instantaneously, then draw the entire thing into the Graveyard.
Type: Active (Any)
Effect: A corpse disappears, along with its clothing, small items placed in or on it (such as coins over their eyes), and anything contained in their pockets. Corpses in the graveyard, ironically, do not decay, and must be deposited somewhere for a natural burial. Anything done to the corpse, such as embalming, that would prevent its decay is removed when the Corpse leaves the Graveyard. Activating this Germ again while you are storing something in the Graveyard returns it next you. Mortals don’t process the corpse’s removal or sudden appearance as supernatural, but they can still have opinions on you taking a corpse or depositing one on their couch. Using this power doesn’t interrupt Escaping Combat.
Cultured: The cultured version of this Germ may be used on a large pile of corpses that have been put in the same pile, or on an object up to the size of a small car. Alternatively, the cultured version of this Germ may be used upon successfully fleeing from combat (meaning it doesn’t take an action) to take the heads of any number of nearby willing or incapacitated Sporebound with you. This kills the Sporebound, but allows you to return their head to the Stripe.
Class Composters Bloom Power: Cap Reversal
The spores of the Famished Saint exist in a state of perpetual hunger. They can only thrive among the lowest classes of society, but desperately crave nutrients they can only gain from spaces and people who are part of the upper class of society. This constant tension can be snapped back like a rubber band between two people, swapping their psychic resonance and thereby their very place in society.
Type: Active (Any)
Effect: This Germ targets two people, one of which can be yourself. If neither target resists the Germ, then both targets become involuntarily disguised as each other. They do not actually change appearance or location, but all mortals will treat one target as though they were the other one. Sporebound, Controlled, and Consumed may spend a card or take 2 Damage to see through the illusion when they interact with either target. This effect lasts until the end of the scene.
Cultured: The effect lasts for twenty-four hours, and may not be undone prematurely. Each target may exhaust one of the other’s Anchors for a Narrative benefit, assuming that that they know about the Anchor and that Anchor is not Exhausted or In Crisis. Also I am trying to tie the powers back to the specific hilum. Feels appropriate Bruh the Dreamer is an existential problem
Shroomheads
Dreamcaps Bloom Power: Pilgrimage of Psilocybin
The Dreamer calls, and their people answer. Unlike other Bloom, none of the Dreamcaps actually have the Dreamer’s Spores. Instead, frequent trips to the Undergrowth to the places the Dreamer has called them to have mutated their symbiote.
Type: Active (Any)
Effect: Whenever you and up to four companions enter the Undergrowth by any means, you may use this Germ. Damage from being in the Undergrowth for you and your companions is reduced by half, after all other modifiers. Round the final number up. Further, damage from Sporebeasts that you and your companions would take are reduced by 1 for the trip. These benefits last until they refresh, or until they leave the Undergrowth.
Cultured: You wrap the dream around yourself or another willing ally in line of sight. This Germ can only be used while in the Undergrowth. You or a willing ally become immune to damage and supernatural effects from external sources until the end of the target’s next turn. However, until the end of the target’s next turn, the target can not affect another character in any way, except to give them Defense.
Trip Sitters Bloom Power: Sporeception
The Trip Sitters have tapped in to the same process the Mycos used to initially awaken the Sporebound. They prime their spores with enlightenment, which then take root in others. Unfortunately, as Trip Sitters are universally less careful than the Mycos, what happens next may surprise you...
Type: Active (Any)
Effects: Target a mortal you are touching and use this Germ. The target goes on a spiritual journey in which they become aware of the war between the Mycos and the Blight, the Blight's broad impact on the world, and their place in that conflict. The target goes on a spiritual journey in which they become aware of the war between the Mycos and the Blight, the Blight's broad impact on the world, and their place in that conflict. This process takes seconds from the perspective of outside observers, but people who have had this used on them have reported trips lasting hours or even days. The initial wave of feelings and enlightenment can be leveraged for a favor from that character on par with a narrative benefit, although Controlled won't act against their own anchors. This favor does not imply continued positive interaction.
Cultured: You may now target Controlled with this Germ, and the effects are permanent. Controlled will not grant you a favor that acts against their Anchor. Controlled gain agency over their own enslavement, and can hypothetically turn away from the Blight and repent. Most just become more intelligent threats.