Moulds (or fungi) grow in damp, warm and usually dark conditions, such as underground complexes, mines, tunnels and long-deserted buildings. Not all moulds are dangerous: most are fairly innocuous and just grow on walls or rotting vegetation, harming no-one and do ing a useful job of decomposing dead organic matter. Some moulds, however, can have unpleasant effects upon anyone unlucky enough to stumble upon them.
Moulds hold particular interest to apothecaries and herbalists, as it is possible to create many interesting concoctions from moulds.
Moulds are impervious to all forms of attack except fire, and given that they tend to grow in the dampest of areas, it is not always easy to bum through them. A person with a torch and a flammable substance like oil can set a 2 square yard patch of dry mould Ablaze with a successful Average (+20) Weapon Skill Test, or a Hard (-20) Test if the mould is damp. The person may attempt to set the mould Ablaze each round, adding new Ablaze Conditions to the same 2 square yard patch.
Moulds do not have a standard profile. However, for the purposes of being destroyed by Ablaze, each 2 square yards (1 battle map square) of mould has 2d10 Wounds and an effective Athletics score of 25 for dry mould and 75 for damp mould. This Athletics score is only for the purposes of testing for the Ablaze condition. It is very hard to keep damp mould Ablaze.
This is a black, scab-like fungus that grows on living matter of all kinds, even other sorts of fungus. It is very difficult to spot in its mature stage, especially in poor light conditions and it is very sensitive to heat. If a warm-blooded creature passes within 1 yard of it, or a naked flame is brought within 5 yards of the fungus, it produces a dense cloud of purple-blue fluorescent spores. The cloud lasts for 1d10 rounds during which time the spores settle on all surfaces within a 5 yard radius. If they come into contact with exposed flesh they may become embedded in it (see fluorosis below). Embedded spores continue to glow brightly for 1d10 days - the period required for maturation. Spores which adhere to non-living material, metal, stone, etc, fade and die within 1d10 days without maturing.
Embedded spores are impossible to remove, and illuminate an area within one yard of an affected character at all times, enabling easy identification at up to ten yards. Even at greater distances (up to 1 mile in suitably clear conditions) the character is discernible as a vague, bobbing light. After 1d10 days the spores tum black and, as the mature fungus develops, the infected character suffers from [Fluorosis]. At this point, the spores will have grown to maturity and each day the victim’s body heat causes the release of a new cloud of spores, making them very difficult to treat safely.
Purple Mould is sensitive to magic: effectively it has Magical Sense Intuition 70). The mould only releases its spores if it senses (70%) anything or anyone magical (including wizards) within five yards. The spore cloud covers a five yard radius for 1d10 rounds (or 1 minute out of combat) and makes all magic significantly harder to cast: when casting spells within or into the spore cloud, all Casting Numbers for spells are quadrupled. Blessings and miracles are not affected.
Red Mould coats damp walls and decaying matter in a thick carpet of red fur. Spores are released upon contact with a passing warm-blooded creature, filling the air with a dense cloud of red spores that covers a five yard radius for 1d10 rounds. Anyone in the cloud must make an Initiative Test or be Blinded for 2d10 hours. Vinegar splashed into the eyes (not pleasant) and an Average (+20) Heal Test will cure the Blinded Condition.
In addition, the spores have a strange and unpredictable effect on Human and Halfling nervous systems, inflicting them with a temporary Psychology trait, Animosity (Other People), making them paranoid, distrustful and resentful towards other people. The trait lasts 2d10 days unless treated (WFRP p. 190).
Yellow Mould coats walls and decaying matter in the same way as Red Mould, and releases its spores on contact, filling the air with a deadly yellow dust. The dust cloud fills a 10-yard-diameter sphere and lasts for 1d10 rounds. Any creature in the cloud must make a Challenging (+0) Endurance Test gain an Unconscious Condition that cannot be removed for the duration of the spore cloud.
Any breathing creature within the spore automatically gains a Poisoned Condition unless they make a Difficult (-10) Endurance Test to hold their breath immediately. The Poisoned Condition cannot be removed as long as the creature remains within the cloud.
A creature can hold its breath for Toughness Bonus x 10 seconds, or Toughness Bonus rounds, if you assume 1 round is about 10 seconds.
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