Dymocanto

Basic Species Description

The dymocanto, sometimes called Shadehaven alongside the shinjaka, are medium fungal humanoids primarily, with a few different races making up the species, though there are two whose structure varies far more widely depending on what other species they are able to interact with. Utilizing wood and straw architecture primarily, elder dymocanto eventually settle permanently, their body spreads out across their chosen final home infesting the structure and converting it into a nursery of sorts for their final progeny. Aside from this last spawning, their offspring are not formed from intercourse, but rather a layering off spores onto a structure, soil, tree, corpse or entrapped being to infest, with the merger possessing a fraction of their ancestor's memories and knowledge but not muscle memory or skills. After the merger's pod swells up enough, the center will start to form the new dymocanto itself, which will spill or burst out of the pod and immediately start to develop itself as a new being. While dymocanto are technically genderless and may produce mergers with multiple partners each offering up a fraction of their memories and knowledge to it, which shape it toward its perception of what gendered appearance if any that it wishes to have. This includes those which grow around corpses, and even around entrapped victims their ancestors infested, though the host's own gender and memories has a strong influence on the development of that race's progeny. All dymocanto have a strong resistance to slime, rot, poison, toxin, and ectoplasm, and can reform themselves slowly if dismembered or otherwise damaged… But the more pieces they are in the longer it takes, and adequate fire or frost is sufficient to kill unprepared dymocanto.

While varying dymocanto races tend to keep to themselves, culturally each colony sends out champions to vie for expansion of their colony, resource trading rate alterations and other negotiations, as well as attempting to find new areas to form new colonies. As such, eager dymocanto who hope to one day create their own colony will wander far and wide while they are still mobile, as it is not solely age but complacency and being static too long which causes their elders to form their nurseries. It is considered a thing of honor when an elder does so after having already taken control of a large region, but shameful to allow oneself to allow stagnation when it has not yet been earned.

The overall biology of the dymocanto is spongy flesh with spiracles on the chin, chest, hand and back for releasing pheromones and other gasses, including their spores. Most have layered sides, their throat emanating their voice even if their mouth is shut, and tendril hair which looks like the Lion's Mane Mushroom primarily. They also have veins all over their cheeks, back, inner arms and legs, protruding and often throbbing visibly. Most have short, clawed finger stubs which can curl back as their hands open wide, allowing them to shoot out and pull back their long tendrils for hooking and pulling back prey as well as trying to infest even those that escape. Most have solid black eyes with line markings around them with a color that changes with their mood. Dymocanto tend to largely build with wood and straw architecture.

History of the Species

While the great wash did kill off most of the fungal life that choked out attempts at terraforming, some species of fungi did survive. As the great wash coursed across the planet, many other forms of life were killed as well, tainted by too rapid an influx of wild magic being channeled by the dragons. Some of these creatures died close enough to leylines where these remaining fungi could be found, already exposed to wild magic enough to have a resistance to the great wash. As the fungi spread to these creatures it revitalized its spread, and as it continued to consume flora and fauna near leylines, it slowly evolved into the dymocanto.

Base Species Genetics

The genetics for a dymocanto are as follows:

(D5) Swift Focused Reach: They have +1 Range, may spend unused FP for +1d10/2 accuracy per point of FP spent, and have +1d10/2 Daily FP Advantage.

(D5) Swift Enduring Might: They have +1 Range, may spend unused EP for +1d10/2 might per point of EP spent, and have +1d10/2 Daily FP Advantage.

(D4) Resistance: They have +1d10/2 Daily Rot Absorption, +1d10/2 Daily Slime Absorption, +1d10/2 Daily Toxin Absorption, and +1d10/2 Daily Presence Absorption.

(R3) Healing Advantage: +1d10 Daily HP Recovery Advantage, +2 HP.

(R3) Drone Limbs: Those with this trait gain the 'Drone Limbs' ability. When injured they can turn severed limbs into simplistic drones regrowing the limbs a week later typically.

Drone Limbs Rank I:
(Self, Aura, None)
(Willful, Severance, None)
(Natural, 78% Stability, EP Blowback)
(Flesh[Vim], Vitality[Vim])
(4 FP, 4 Attempts, Courage Check)
This ability allows the user to turn severed limbs into drones which have the scaled prowess of the individual.
Regeneration: Gain the Regeneration Status Effect.
Create a drone with the removed limb size and scaled body's attributes.
Prerequisites: Dymocanto species Drone Limbs trait. (12 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

Ethnicities

The corpama dymocanto race is similarly feared like the gozunn dymocanto race, though for a slightly different reason. Unlike the gozunn which infect live hosts to convert and consume them, the corpama dymocanto race infects corpses, utilizing the dead flesh and skeleton as part of their new structure. Though they have a similar layering along the major bone structures, the corpama layering glows in the dark, unlike the gozunn layering. Often, the corpse or skeleton will be covered in a dripping translucent slime with small mushrooms and the layering and even if enough of the corpse remains that most of the body is intact and the slime is minimal, the small mushrooms will still crop up. In addition the layering is fuzzy on the forearms and shins. The head of the corpama looks like the original corpse or its skeleton, aside from oozing slime and multiple large tentacles squirming around. It is primarily based on the Clathrus archeri, Schizophyllum commune, Tiny Golden Mushrooms, and Bitter Oyster fungi. Overall their body is mostly white, light and dark grey, and they tend to have solid black eyes.

(E-4) Desperate State: This individual is able to spend any unused SP for a 1d10/2 bonus to Desperation Die rolls per SP spent. [Corpama Dymocanto]
(E-4) Soul Advantage: +1 SP, and +1d10 Daily SP Regain Advantage. [Corpama Dymocanto]
(E-4) Rotting Corpse Manipulation: +1 Rot Domain Adaption, and the 'Natural Sphere of Corpse Manipulation' ability. [Corpama Dymocanto]

Natural Sphere of Corpse Manipulation Rank I:
(Self, Sphere, Limiting)
(Willful, Severance, Situational)
(Natural, 107% Stability, EP Blowback)
(Mortis [Redirection], Flesh [Redirection])
(6 FP, 1 Attempt, Wisdom Check)
This ability allows the user to spread their spores onto corpses they observe in an area, redirecting them as they see fit, up to their offensive range, dealing rank + dicepool + WIS Flesh and Mortis damage if attacking with unequipped fleshy corpses, and able to attack once per corpse per turn against those in its immediate adjacency.
Limiting: If it is a skeleton without flesh, deal only rank + dicepool + WIS Mortis damage if unequipped.
Prerequisites: Corpama dymocanto species and ethnicity genetics.

The alimar dymocanto race is relatively peaceful, spreading its spores to willing hosts and creating orchards for their nurseries to develop with relative seclusion from outsiders. In addition, their pheromones typically produce a giddy feeling usually causing belly-aching laughter, as well as loss of sense of scale, retrograde amnesia, delirium, drowsiness, and some even enter a trance-state. Their caps are spotted with a primary color and either white or black spots, and the majority of their body is the color of their spots, save for bioluminescent spots and markings the same color as their cap's primary color, which also glows. They are primarily based around the Mycena chlorophos, Entoloma hochstetteri, and Amanita muscaria fungi.

(E-4) Rotting Meditation: +1d10 Daily Rot Domain Advantage, and +2 on Meditation Checks. [Alimar Dymocanto]
(E-4) Normal Prophetic Visions: This individual may spend unused FP for +1d10/2 Reflex per FP. [Alimar Dymocanto]
(E-4) Soft Mind-Rot Touch Aptitude: +1 MA, and the 'Soft Mind-Rot Touch' ability. [Alimar Dymocanto]

Soft Mind-Rot Touch Rank I:
(Touch, Aura, Limiting)
(Willful, Severance, None)
(Natural, 103% Stability, EP Blowback)
(Rot [Legacy], Rot [Gestalt], Script [Legacy])
(6 FP, 4 Attempts, WIL Check)
This ability allows the user to touch something and infect it with rot for as long as they hold their focus and it remains in range, dealing Rank + Dice Pool + WIL Check damage per turn, as well as applying the Confusion and Retrograde Amnesia Status Effects.
Limitation: The individual must be in control of themselves.
Limitation: The individual cannot damage or apply the status effects to themselves if they touch themselves unless specifically electing to do so while in control of themselves.
Limitation: The individual cannot damage or apply the status effects to allies, companions or mercenaries unless specifically electing to do so while in control of themselves.
Prerequisites: Alimar dymocanto species and ethnic genetics, and either a rank high enough or enough FP to utilize it (18 points from cost, 1 point per FP for up to 20, 4 points necessary for Retrograde Amnesia, and 10 points necessary for Confusion)

The manitargus dymocanto race certainly seems very off-putting to most species, but despite its appearance being a deterrent to predators, it is one of the more peaceful dymocanto races, being content to spread slowly, though defending its own territories. Its body is primarily yellow, blue and white, with multiple spiracles releasing not only spores and fear pheromones, but also some regularly leaking out its red sticky blood-like sap. Its cap is blue with white circles in the front and small fuzz around each circle, with the back looking like an overdeveloped brain. Its shoulders and chest are primarily concave but with no gap between its structure and the lower layer. Its design is based on the Indigo Milkcap, Bleeding Tooth, False Morel, Leratiomyces, Black Morel, and Blue Mink fungi.

(E-5) Extended Reach: This individual has +1 Range and may spend unused FP for +1d10/2 Finesse per FP. [Manitargus Dymocanto]
(E-3) Charming Rot: This individual has the 'Charming Rot' ability. [Manitargus Dymocanto]

Charming Rot Rank I:
(Target, Aura, Beam)
(Swift, None)
(Natural, 105% Stability, SP Blowback)
(Rot [Legacy], Script [Legacy])
(6 FP, 3 Attempts, Intelligence Check)
This ability allows the user to chose a target and bestow the Charmed and Bane Status Effects, and have a beam continue after them to hit any behind them as well.
Prerequisites: Manitargus dymocanto species and ethnicity genetics. (18 points from cost, 1 point per FP for up to 20, 6 points necessary for Bane, 13 points necessary for Charmed)

(E-4) Enduring Rot and Shadow: +1 EP, +1d10/2 Daily Rot Domain Advantage, and +1d10/2 Daily Umbral Domain Advantage. [Manitargus Dymocanto]

The gozunn dymocanto race is one of the most frightening to other species, spreading its spores to any other species it can infest, steadily consuming them from the inside as the new dymocanto grows within the victim, taking on one or two genetic traits from the former host even after it has been consumed and converted completely. At every major joint they have wrinkled concave latticework which oozes out sap that helps spread their infection wherever it falls. In addition, the hips, shoulders, upper arms, spine and other major bone structures have layered outcroppings which protrude through the host's skin and are still visible even after fully consuming them. Their abdomen and back is made of very fine latticework, partially covered by scalloped layers. Its cap is a cup, typically covered by a hat if disguising itself somewhat, though the scent of its cap is sweet and attracts insects which it feeds upon, in addition to everything else it may eat. The pheromones it produces cause a temporary paralysis in most species, the better to convert them. It is primarily based on the Turkey Tail, Crepidotus, Favolaschia calocera, Cup fungus, Wrinkled Peach, Cordyceps and Ophiocordyceps sinensis fungi. Overall its body is black with red and browns mixed in, and milky white eyes.

(E-4) Shadowstep: +1d10 Daily Umbral Domain Advantage, and +1d10 Daily Stealth Check Advantage. [Gozunn Dymocanto]
(E-4) Spore Bloom Rot: +1d10/2 Daily Rot Domain Advantage, and the 'Spore Bloom Merger' ability. [Gozunn Dymocanto]

Spore Bloom Merger Rank I:
(Touch, Aura, None)
(Swift, None, Delay)
(Natural, 103% Stability, EP Blowback)
(Flesh[Gestalt], Rot [Stratagem])
(6 Cost, 3 Attempt, WIL Check)
This ability allows the user to touch another, lessening their willpower and trying to merge with them. If the merger is agreed upon prior to touching the host subject, the individuals automatically move to Merged state. If the secondary individual does not consent to entrance and passes their Willpower check, the spores still apply the Yielding Status Effect and the merge status effect application is delayed. If the secondary individual fails their Willpower check, the two individuals automatically move to the Merged state.
Delay: The merged status effect application attempt is delayed until the secondary individual's willpower is less than half that of the ability user's normal WIL. The individuals merge, creating a new entity with a new personality based primarily on the stronger mind, but with instincts and knowledge from both. The new entity has the two highest statistics and attributes, and lower of the rest. In order for the individual applying this ability to be in control, the secondary individual must be at half the normal WIL of the primary individual or less.
Conditional: The individual must have the FP necessary to apply the merged status effect on the turn which it is possible, or the ability ends.
Conditional: The individual applies the Afflicted and Yielding status effects when touching the secondary individual the first time after activating the ability only, further touches will not apply them again.
Conditional: This ability may be used for its full attempts in a single day, but may only be initially paid for and used once per week as the individual regains enough spores for the merger to happen.
Prerequisites: Gozunn dymocanto species and ethnic genetics, and either a rank high enough or enough FP to utilize it (18 points from cost, 1 point per FP for up to 20, 3 points necessary for Yielding, 10 for Afflicted, and 20 points necessary for Merge)

(E-4) Stealthy Rotting Manipulation: +1 on Stealth Checks, and the 'Rotting Manipulation' ability. [Gozunn Dymocanto]

Rotting Manipulation Rank I:
(Target, Aura, None)
(Willful, Severance)
(Natural, 105% Stability, SP Blowback)
(Rot [Legacy], Script [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to chose a target whom they attempt to alter the memories of to make them desire the user, bestowing the controlled status effect on them while focus is held, and altering memory every turn it remains held to further accentuate the alteration of memory and implanted desire even if focus were to be dropped rather than severed.
Prerequisites: Gozunn dymocanto species and ethnicity genetics. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

The kinogo dymocanto race may be a bit round and seemingly harmless, but it is one of the more feared race for its natural defenses. Its overall body tends to be purple, blue, grey and black hues, and most of its body darkens even more when it is swelling up to release its toxic spores, especially its veins. Not only do its toxic spores help spread its infestation, but the toxin causes rot, drowsiness, hacking, coughing, exhaustion, and confusion, making its prey have more difficulty resisting. Its cap and torso are very rounded with small spiracles all over for releasing its spores and pheromones, with long tendril hair running around the brim of the cap and down its spine and shoulders. Overall their design was based on the Puffball Mushrooms, Amethyst Deceiver, Aseroe rubra, and Scutellinia scutellata fungi.

(E-4) Desperation: This individual is able to spend unused EP for 1d10/2 bonus to Desperation Die rolls per EP spent. [Kinogo Dymocanto]
(E-4) Madcap: +1d10 Daily Rot Domain Advantage, +1d10/2 Daily Umbral Domain Advantage, and +1d10/2 Toxin Domain Absorption. [Kinogo Dymocanto]
(E-4) Draining Confusing Rot Touch Health: +1 HP, and the 'Draining Confusing Rot Touch ' ability. [Kinogo Dymocanto]

Draining Confusing Rot Touch Rank I:
(Touch, Aura, Limiting)
(Willful, Severance, None)
(Natural, 103% Stability, EP Blowback)
(Rot [Legacy], Rot [Gestalt], Script [Legacy])
(6 FP, 4 Attempts, WIL Check)
This ability allows the user to touch something and infect it with rot for as long as they hold their focus and it remains in range, dealing Rank + Dice Pool + WIL Check damage per turn, as well as applying the Confusion and Drained Status Effects.
Limitation: The individual must be in control of themselves.
Limitation: The individual cannot damage or apply the status effects to themselves if they touch themselves unless specifically electing to do so while in control of themselves.
Limitation: The individual cannot damage or apply the status effects to allies, companions or mercenaries unless specifically electing to do so while in control of themselves.
Prerequisites: Kinogo dymocanto species and ethnic genetics, and either a rank high enough or enough FP to utilize it (18 points from cost, 1 point per FP for up to 20, 4 points necessary for Drained, and 10 points necessary for Confusion)

The kulvan dymocanto race is similarly feared like the corpama and gozunn dymocanto race, though for a slightly different reason. The kulvan dymocanto race infects trees and other plants, utilizing the plant matter as part of their new structure. Often, the plants will be covered in a dripping translucent slime with small mushrooms and the layering and even if enough of the corpse remains that most of the body is intact and the slime is minimal, the small mushrooms will still crop up. In addition the layering is fuzzy on the forearms and shins. The head of the corpama looks like the original corpse or its skeleton, aside from oozing slime and multiple large tentacles squirming around. It is primarily based on the Mycena chlorophos, Clathrus archeri, Schizophyllum commune, and Chorioactis fungi. Overall their body is mostly brown, dark brown, light and dark grey, and they tend to have solid green eyes.

(E-4) Rotting Earthshaper: +1d10 Daily Rot Domain Advantage, +1d20/2 Daily Umbral Domain Advantage, and the 'Earthshaper' ability. [Kulvan Dymocanto]

Earthshaper Rank I:
(Self, Zone, None)
(Standard, Halved, Situational)
(Wild Magic, 42% Stability, EP Blowback)
(Harvest [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw plants in a zone toward themselves and move it freely within it.
Situation: The user draws plants to attack non-allied entities, dealing Rank + Dice Pool + Observation Check Damage.
Situation: The user draws plants toward them without harming entities, collecting Rank + Dice Pool + Observation Check Kg of local plant matter or less if there is less than that available in the area.
Situation: The user pushes dirt out of the area without harming entities, emptying the area of effect in order to create a stable excavation site or trench.
Prerequisites: Shinrom shinjaka species and ethnicity genetics.

(E-4) Forest Camo: +1d10 Daily Harvest Domain Advantage, and +1d10 Daily Camouflage Check Advantage. [Kulvan Dymocanto]
(E-4) Rotting Plant Manipulation: +1 Rot Domain Adaption, and the 'Natural Sphere of Plant Manipulation' ability. [Kulvan Dymocanto]

Natural Sphere of Plant Manipulation Rank I:
(Self, Sphere, None)
(Willful, Severance, Situational)
(Natural, 107% Stability, EP Blowback)
(Harvest [Redirection], Harvest [Redirection])
(6 FP, 1 Attempt, Wisdom Check)
This ability allows the user to spread their spores onto plant matter they observe in an area, redirecting them as they see fit, up to their offensive range, dealing (rank + dicepool + WIS Harvest) * 2 damage if attacking with unequipped plant bodies.
Prerequisites: Kulvan dymocanto species and ethnicity genetics.

The fosrun dymocanto race may be a small, but they are far from harmless, having a lot of focus and powerful madcap blows. Its overall body tends to be green, white, grey and black hues, and most of its body glows when it is swelling up to unleash its madcap strikes. Its cap and torso are very rounded with small spiracles all over for releasing its spores and pheromones, with long tendril hair running around the brim of the cap and down its spine and shoulders. Overall their design was based on the Puffball Mushrooms, Clathrus archeri, Marasmius haematocephalus, and Rhodotus palmatus fungi.

(E-4) Wild Focus: +1 FP, and +1 Wild Magic Source Adaption. [Fosrun Dymocanto]
(E-4) Shaded Focused Rot: +1d10 Daily Rot Domain Advantage, +1d10/2 Daily Umbral Check Advantage and +1d10/2 Daily FP Recovery Advantage. [Fosrun Dymocanto]
(E-4) Enduring Madcap Strikes: +1 EP, and the 'Wild Madcap Strikes' ability. [Fosrun Dymocanto]

Wild Madcap Strikes Rank I:
(Touch, Aura, Limiting)
(Willful, Severance, None)
(Wild Magic, 18% Stability, EP Blowback)
(Madcap [Legacy])
(4 FP, 4 Attempts, Wisdom Check)
This ability allows the user to touch something and electrify it for as long as they hold their focus and it remains in range, dealing Rank + Dice Pool WIS Check damage per turn.
Limitation: The individual must be in control of themselves.
Limitation: The individual cannot damage themselves if they touch themselves unless specifically electing to do so while in control of themselves.
Limitation: The individual cannot damage allies, companions or mercenaries unless specifically electing to do so while in control of themselves.
Limitation: The individual channels the madcap power into something which absorbs madcap power, and regulates it so as not to damage it if their check is high enough.
Prerequisites: Fosrun dymocanto species and ethnicity genetics.

The mignon dymocanto race is quite often underestimated due to how frail that many of its members appear. Bearing a prehensile lattice veil attached to their cap, they can lift it to reveal their full face when curling it up, lay it down and have the latticework conceal a bit of it, or use it to grasp prey that gets too close. Below the cap, as with all dymocanto, their tendril hair grows long, though it does not curl upward when the veil does. Their major joints are all quite visible with conclave impressions from which small cap growths form and poke upward, moving between their layer of lattice above the jointing. Primarily their design was based on the Veiled Lady Mushroom, Latticed Stinkhorn, Morchella esculenta, and Coprinus comatus fungi. They typically use pheromones for the sake of luring prey and other species into being calm, trusting and aching for the dymocanto individual, though despite their stealthy approach to expansion they are very quick and precise in and out of combat, and tend to be much more willing to exterminate a pre-existing species in a region entirely as they spread. They generally have a pale pink flesh tone with brown and black in their conclave impressions and cap growths, and white caps with black edging. Their eyes are usually solid violet.

(E-4) Speedy Stealth: +1 MP, +1d10/2 Daily Stealth Check Advantage, and +1 on Stealth Checks. [Mignon Dymocanto]
(E-4) Speedy Willful Accuracy: +1 MP, +1d10/2 Daily Willpower Check Advantage and +1d10/2 Daily Disguise Accuracy Advantage. [Mignon Dymocanto]
(E-4) Charming Lecherous Spore: +1 on Charming, and the 'Lecherous Spores' ability. [Mignon Dymocanto]

Lecherous Spores Rank I:
(Target, Aura, None)
(Willful, Severance)
(Natural, 106% Stability, SP Blowback)
(Lechery [Legacy], Script [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to chose a target whom they spread their aphrodisiac spores over which then attempt to alter the memories of to make them desire the user, bestowing the controlled status effect on them while focus is held, and altering memory every turn it remains held to further accentuate the alteration of memory and implanted desire even if focus were to be dropped rather than severed.
Prerequisites: Mignon dymocanto species and ethnicity genetics. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

The amanalka dymocanto race is quite beneficial to have in a community, though due to the dangers other ethnicities have, it is understandable why some may still fear it. Bearing a very large spotted cap with tendril hair, their major joints are all quite visible with conclave impressions from which small cap growths form and poke upward. Primarily their design was based on the Amanita muscaria, Lepiota, and Aseroe rubra fungi. They typically tend to be caring healers in communities, though some who are more paranoid of being exploited may cover up their true form and either masquerade as another species or live a hermit lifestyle. They generally have a pale brown flesh tone with white spotting in their conclave impressions and cap growths, and crimson caps with black edging and white spotting. Their eyes are usually solid black.

(E-5) Growth Factor: Those with this gene are able to grow 1 size larger when angered, and may spend any unused EP to gain 1d10/2 Reflex per spent EP. [Amanalka Dymocanto]
(E-3) Hearty Rot: +1d10/2 Daily Rot Domain Advantage, and +1 HP. [Amanalka Dymocanto]
(E-4) Calm Healer: +1 on Calm, and the 'Amanalka's Boon' ability. [Amanalka Dymocanto]

Amanalka's Boon Rank I:
(Target, Aura, None)
(Willful, Severance)
(Natural, 105% Stability, SP Blowback)
(Rot [Legacy], Script [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to chose a target whom they attempt to heal with their spores, which make sense of scale warp and twist, bestowing the Dazed and Revitalized Status Effects on them while focus is held.
Prerequisites: Amanalka dymocanto species and ethnicity genetics. (18 points from cost, 1 point per FP for up to 20, 9 points necessary for Dazed, and 9 points necessary for Revitalized.)

Sexes

Dymocanto are technically all sexes simultaneously, though they may accentuate one or another externally.

(m1) Those with this sex gene have +1d10 Rot Domain Daily Advantage, and +2 on Accuracy Checks. [Dymocanto]

(m2) Those with this sex gene have +1d10 Umbral Domain Daily Advantage, and +2 on Stealth Checks. [Dymocanto]

(f1) Those with this sex gene have +1d10 Rot Domain Daily Advantage, and +2 on Accuracy Checks. [Dymocanto]

(f2) Those with this sex gene have +1d10 Umbral Domain Daily Advantage, and +2 on Stealth Checks. [Dymocanto]

(n1) Those with this sex gene have +1d10 Rot Domain Daily Advantage, and +2 on Accuracy Checks. [Dymocanto]

(n2) Those with this sex gene have +1d10 Umbral Domain Daily Advantage, and +2 on Stealth Checks. [Dymocanto]

Dymocanto have their own language, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and the nearest shinjaka languages. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While dymocanto are considered of labor, mercantile, or military class, some have not fared as well and dropped to lower classes, or fared extremely well and risen higher, though both possibilities are rare.

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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