
Attributes STR +1 END +1 LOG +1 WIL +2
Skill Choices [scientific]
Plant. As plants, Fornians gain natural SOAK 5, but are vulnerable (1d6) to fire/heat damage. They do not suffer penalties for difficult terrain.
Spores. Fornians can spend a LUC die to emit a cloud of hallucinogenic spores with a 10’ radius entered on themselves. The spores last for one minute. Any creature which starts its turn in the cloud is subject to an END vital attack, or become Confused. If they have LUC dice to spend, Fornians automatically and involuntarily emit these spores if they become Afraid.
Scent Messages. Without expending a LUC die, any two Fornians can communicate using spores; this is detectable as a faint musty scent to those who make a Difficult [16] INT check. These communication spores have a range of 30’, and can even be left in an area of so as a form of message, losing up to one hour.
Immune To Poison. The fungal Fornians are completely immune to poison.
Ambulation. Fornians are not designed to move fast; they suffer a -1 SPEED penalty.
Darksight. Fornians can see clearly in the dark.
Underground Dwellers. Fornians suffer -1d6 to perception in bright light.
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