General Powers
Some Germs are not associated with any of the three Mycos. These Germs often focus on enhancement and dominance, making the Sporebound better at their natural talents and enhancing a Sporebound’s innate abilities. These powers are associated with the ambitious and affluent, as well as the Strength Attribute (♦).
General Royal Powers
Shatter the Mold
Type: Royal (A)
Effects: After you resist any form of Supernatural Concealment, Supernatural Disguise, or any other supernatural power that works through illusions or hallucinations, you may immediately play your Ace. This does not take an action. The power you resisted ends, allowing everyone to see through it.
Cultured: In addition, the person you resisted can not activate a Germ that hides or disguises them for the rest of the scene.
Friends Forever
Type: Royal (J)
Effects: While interacting directly with one of your Anchors who are In Crisis, spend a Jack to convince them to help you instead of deal with their issues. This removes them from being In Crisis for the rest of the game. This effect does not work if they are in imminent peril or physically prevented from supplying support to you. Otherwise, your Anchor will reprioritize helping you even above their own wellbeing, granting you access to them again. By the end of the game, you need to spend a Narrative Benefit to appease your Anchor. Otherwise, it is treated as ending the game In Crisis, and is In Crisis again at the start of the next game.
Cultured: You may spend a Jack to gain a Narrative Benefit from an Anchor that is Exhausted or In Crisis.
System Shock
Type: Royal (Q)
Effects: When you attack the target, you knock them off balance and set them up for an even greater blow. Until the end of the next round, the target takes double damage from your allies. Damage is doubled after any reductions. Multiple applications of this power do not stack.
Cultured: Before you apply the double damage effect, deal 5 Damage to the target.
Mycosian Reflexes
Type: Royal (K)
Effects: When you would take damage, you may play your King to immediately gain 8 Defense in response to that damage. If this is done in combat this does not take your action, but this Defense does not prevent you from being Flinched. At the ST’s discretion, you may use this Germ to avoid a situation that would lead to you being damaged, so long as a single non-offensive action could avoid it. If you spring a trap, you could avoid it. If you would get spotted by an enemy, you could dip quickly back into cover.
Cultured: You may now use this Germ when someone else within arm’s length would be damaged. Granting someone Defense in Combat does not prevent them from being Flinched.
General Active Powers
Eldritch Grace
Type: Active (♦)
Effects: For the rest of the scene, you may move vertically as easily as you do horizontally, so long as you have things you could swing from or bounce off of. You must end your movements in a location where you could logically stand or hold on, but you travel between them with supernatural grace.
Cultured: In addition, so long as your fingertips can logically grip the tiniest of holdings, you can stay hanging from the ceiling and or hang off of walls without impeding any other actions. Sheer brick walls are as easy to move up for you as walking down the street is for other people.
Glabrous Talker
Type: Active (♦)
Effects: Target someone you are currently talking with. They consider you their friend and generally trustworthy for the rest of the scene. During this time, they can't attack you, be rude to you, or directly impede your efforts unless they discard a card or take 2 damage. Once they have done so, they don't need to spend cards or HP to take any further contrary actions for the scene. Your friends are not protected by this effect, even if that hurts you emotionally.
Cultured: This Germ now affects anyone else present in the scene, instead of just one target.
General Passive Germs
Mycosian Adaptation
Type: Passive
Effects: You are immune to taking damage from falling great heights. You can also survive underwater, even at normally impossible depths where pressure would kill a normal human. Your skin filters water, using it as a substitute for air.
Cultured: Naturally occurring hazardous environments no longer affect you. Anything that is used as an attack, or that has a supernatural origin, affects you normally. That said, you can brave a blazing inferno or take a swim in a volcano and be relatively unscathed. No Sporebound has been brave enough to try floating in space, but that would probably be fine too. While traveling in the Undergrowth, consider your Depth to be 2 less for purposes of suffering damage.
Mycosian Power
Type: Passive
Effects: The Mycos empower your attacks. Not only do you hit harder, but any source of damage is imbued with additional kinetic energy channeled from deep within the undergrowth. Your attacks deal +1 Damage to one target, up to once per attack.
Cultured: Your attacks deal an additional +1 Damage (+2 total). Attacks that affect multiple targets deal this bonus damage to each target once.
Mycosian Reflexes
Type: Passive
Effects: The Mycos have tuned your muscles and nervous system. Sometimes, your body moves out of the way of danger before you can even process it. You gain 1 Defense on Initiative 1 of every round. This means that the Defense does not apply to attacks made on Initiative 1 (usually by Ace cards). Out of combat, once per scene, you reduce damage you take by 1.
Cultured: The amount of Defense you gain every round, and the amount of damage you can stop once per scene, increase to 3.
Mycosian Reinforcement
Type: Passive
Effects: Fungal material reinforces your bone structure and skin. This grants you +5 to your maximum HP and current HP. If you lose access to this power, it reduces your maximum and current HP.
Cultured: You gain an additional 5 maximum and current HP, for a total of +10.
Mycosian Regeneration
Type: Passive
Effects: Fungal material rapidly grows to compensate for wounds. Skin closes, bonds are held together by hyphae. When you are damaged, you may discard an additional card to reduce the damage you take by 2. Normally, this means you can discard up to 2 Cards, stopping 2 Damage per card discarded. This damage reduction does not prevent you from Flinching.
Cultured: Regenerating has become second nature to you. Any time you take damage, reduce that damage by 1. This reduction does not stop you from Flinching, and does not apply to damage taken from your Depth in the Undergrowth.
Resource Germs
Mycelial Empathy
Type: Resource
Effect: Your connection to the Mycos has made you more in tune with the emotional state of people around you, allowing you to better fine tune your behavior. Add a 4♥ to your hand. You may increase or decrease this card with experience as though it were a regular card. Even if this power isn't active, such as because the Anchor it is attached to is Removed, you may keep and play the card it provides normally. You may not learn a new Germ that adds a card to your hand unless you have an Anchor to put it, and all of your Germs that add cards to your hand are attached to an Anchor.
Cultured: When you take an action based on your Spirit out of combat, you may play multiple non-Facecard ♥ together as a single card, combining their value. If you are playing at a disadvantage, this combined total is one of the two cards you play.
Mycelial Intuition
Type: Resource
Effect: Your connection to the Mycos has given you a connection to a collective subconscious. Your ideas mingle with the ideas in the subconscious, granting flashes of insight. Add a 4♣ to your hand. You may increase or decrease this card with experience as though it were a regular card. Even if this power isn't active, such as because the Anchor it is attached to is Removed, you may keep and play the card it provides normally. You may not learn a new Germ that adds a card to your hand unless you have an Anchor to put it, and all of your Germs that add cards to your hand are attached to an Anchor.
Cultured: When you take an action based on your Mind out of combat, you may play multiple non-Facecard ♣ together as a single card, combining their value. If you are playing at a disadvantage, this combined total is one of the two cards you play.
Mycelial Senses
Type: Resource
Effect: Your connection to the Mycos has vastly improved your senses and coordination. Add a 4♠ to your hand. You may increase or decrease this card with experience as though it were a regular card. Even if this power isn't active, such as because the Anchor it is attached to is Removed, you may keep and play the card it provides normally. You may not learn a new Germ that adds a card to your hand unless you have an Anchor to put it, and all of your Germs that add cards to your hand are attached to an Anchor.
Cultured: When you take an action based on your Finesse out of combat, you may play multiple non-Facecard ♠ together as a single card, combining their value. If you are playing at a disadvantage, this combined total is one of the two cards you play.
Mycelial Strength
Type: Resource
Effect: Your bond to the mycelium has given you superhuman strength. Add a 4♦ to your hand. You may increase or decrease this card with experience as though it were a regular card. Even if this power isn't active, such as because the Anchor it is attached to is Removed, you may keep and play the card it provides normally. However, each Anchor may only have one Germ that adds a card to your hand attached. You may not learn a new Germ that adds a card to your hand unless you have an Anchor to put it, and all of your Germs that add cards to your hand are attached to an Anchor.
Cultured: When you take an action based on your Body out of combat, you may play multiple non-Facecard ♦ together as a single card, combining their value. If you are playing at a disadvantage, this combined total is one of the two cards you play.