Shroomheads
Psilocybinia Germs focus on insight and feelings. Its powers promoted empathy and expression. It is most associated with artists and inspirational people, as well as the Charisma Attribute (♥). Psilocybina views its Germs as a way to get caught up in the moment of someone else’s expression, and as a way to draw people into your own.
Shroomhead Signature Germs
Trip through the Fairy Rings
Type: Active (Signature)
Effects: You use some mundane means to enter an altered state of consciousness for yourself and up to four other willing participants. This process takes a few minutes, but you may enter the Undergrowth, treating your group as being Resonant with Psilocybinia. You may enter at up to Depth 3, rather than Depth 1. Everyone who enters this way takes 1 less damage from the Undergrowth’s Depth until you next Refresh or they leave the Undergrowth. If you use this power in the Undergrowth while at a Depth of 3 or less, you may return to the mortal plane in the location matching where you are. If you can not take a few minutes to meditate, you may cross over almost instantly by using Escape action. When you successfully escape, you and up to four allies may spend one card and take 2 damage to also cross over as part of their escape. Your allies don’t need to have taken the Escape action to follow you. Mortals who see you will explain away your entrance or exit from a location as they lose track of you.
Shrooomhead Royal Germs
Shroomsight
Type: Royal (A)
Effect: You have a brief flash of insight into the current situation, allowing you to retroactively adapt what you do. When you play the Ace out of Combat you may, after seeing the difficulty of the challenge, discard the Ace and play another non-Face Card, which may not be spent to use a Germ. You are considered to have played that card instead. During Combat, on your turn, you may discard the Ace you just played and replace it with another non-Face card from your hand. Proceed through the round as though you had always played that card, except you may not use an Active Power on your turn.
Cultured: You may now use this Power with Face Cards, and to activate Active Germs.
Mycos Mind Trick
Type: Royal (J)
Effect: Select a target at range. Play your Jack as an 8. If not resisted, the target’s senses become hazy. They experience the world as though through a dreamlike haze and won’t notice anything significant about their surroundings. A parade could pass them by unnoticed. You could sneak in, steal their favorite baseball in front of them, cuss them out, and then leave without them responding. However, if they are touched by another person or if they or an ally are put in imminent danger, this power ends. The target will still go through their regular routine: guards will still patrol, baristas will still serve coffee, but they won’t notice or remember details about anything going on.
Cultured: You may use this power without taking an action, in response to you or an ally being discovered.
Trip the Spore Fantastic
Type: Royal (Q)
Effect: Select a target at range and play the Queen as an 8. As part of using this Germ, ask someone a question. Unless they resist this power, they will answer the question honestly. If the target takes any damage, this power ends.
Cultured: Instead of asking someone a question, you may issue a command. They will follow the command to the letter. Rather than actually controlling their actions, the target hallucinates a series of events where that action makes sense to them. They will believe the hallucinated version of events to be true until those memories are challenged by an outside actor. Anyone watching the target will notice they appear to be in a drug induced haze and are not of their right mind.
Oracular Fugue
Type: Royal (K)
Effect: Play your King and enter a brief hallucinogenic fugue state, where you gain insight into the immediate future. Ask the Storyteller about a character or group of people and gain a symbolic vision of the most emotionally charged event that will occur to them in the next 24 hours. This Germ favors visions of danger. Oracular Fugue may not be used on Sporebound or the minions of the Blight. It does not account for the actions of Sporebound or the minions of the Blight. It only accounts for the actions of mortals, not natural disasters or events that happen as a result of anything else that lacks emotions.
Cultured: Instead of targeting a person, you may describe a course of action that you or an ally intent to immediately perform to a Storyteller. The Storyteller will give you a prophetic vision of what happens if that course of action is followed through. This includes immediate consequences, and may include some of the challenges you are likely to face. This power still can not predict the actions of Sporebound or the minions of the Blight. However, it can sense whether you are at risk of being harmed by the Blight if the target proceeds with that action, even if it can’t describe how.
Shroomhead Active Germs
Chill Shroom
Type: Active (♥)
Effect: In combat, if the target is not immune to being Flinched, they are Flinched. This power works through Defense. Out of combat, and in the first round of combat against a Mortal, the target will become relaxed and unable to initiate violence without taking 2 Damage or discarding a card. This will not stop them from defending themselves, or participating in violence that is already ongoing.
Cultured: If the target is immune to being Flinched, select one of your allies or yourself. Additionally, select one of the target’s allies or the target. Any action they take this round must target at least one of the people you selected, as you make them hyperfocused on those people.
Colors of Feeling
Type: Active (♥)
Effect: You induce a limited synesthesia in yourself. You process emotion as bands of color emanating from a person you are talking to. If they don’t successfully Resist, you may learn their overall emotional state, as well how they feel about the topic you are currently talking to. If that person is supernatural, you learn that as well. If they are associated with one of the Mycos or the Blue Blight, you also learn who they are associated with, even if that would otherwise be disguised.
Cultured: Instead of learning the target's current emotional state, you may learn one of the following:
- Are they being supernaturally coerced or controlled?
- What do they plan to do after this conversation?
- What are you currently thinking?
- A description and location of the current topic of conversation, to the best of the target's knowledge.
Happy Happy Joy Joy
Type: Active (♥)
Effect: Choose a target you are talking with and declare an emotion. If the person does not resist, they are overwhelmed with feeling that emotion. Taking an action contrary to that emotion (such as a very calm person yelling at someone, or an angry person having a nice quiet tea time) requires they discard a card or take 2 damage. In dangerous situations, survival instinct trumps emotions.
Cultured: In addition to the above effect, the person whose emotions you are manipulating can be more easily coerced. Your control over their emotions is considered to be Leverage for any social test where it makes sense, such as making an afraid person flee, or making a sad person stay out of conflict.
Lingering Vibes
Type: Active (♥)
Effect: You may touch an object and commune with the Mycos, focusing on it. By reading how microscopic fungus grows and reacts to the emotions surrounding an object or place, you get a vision of the most significant emotionally charged event to happen involving that place or object. Unfortunately, everyone involved is represented by hazy silhouettes and don’t have enough detail to identify people. This does not work on objects coated in the Blue Blight, nor objects that have been chemically sterilized (the fungal spores on the item during the event need to be able to still exist).
Cultured: As an alternative to the above, you may use this Germ to find emotionally charged objects. You or someone you are touching must have a strong emotional connection to an object. If that object is within 1 mile, not in a sterile location, and not in a Blight infested area, you learn the exact distance and direction to that object as the crow flies. Sadly, as it turns out most people do not have a strong emotional connection to their car keys.
Pied Puffball
Type: Active (♥)
Effect: Put on some kind of performance. Anyone who can see or hear your performance is affected unless they resist. They must discard a card or take 2 damage to notice and react to anything except you. Once this cost is paid, they are immune to this power for the rest of the scene. Self preservation overrides this effect, allowing them to defend themselves or get themselves out of danger without penalty.
Cultured: If you move while performing, anyone who hears you and is still affected by the power will follow you at a walking pace. They will not knowingly follow you into danger.
The Grey Puff
Type: Active (♥)
Effect: Exhale spores onto a target in line of sight. A brief burst of hallucinogens makes them disoriented. For the rest of this round, the value of the target’s cards are reduced to the value of your card, if it is lower.
Cultured: In addition, the target may not gain Defense at all this Round.