Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically.  Greenfolk that are decended from fungus & lichens are called mycos.  They are tough and hardy with a penchant for surviving where other creatures can't.  Mycos have a generally alien mindset, even in regards to other greenfolk.

Myco Ability Adjustments: +1 WIS, +2 CON 

Special Abilities:

- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
- Myco base land speed is 20 feet.
- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
- Plant:  Greenfolk are plants.  Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +2 to all Fortitude saves.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation.  Choose the positive mutations, and then roll for the negative one.
- Genetic Instability: Mutants of all sorts suffer from genetic instability.  All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens.  This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
