By Daniel Utecht, Darin Terwilliger and Robert Vierra
Attributes: | 7/5/3 |
Max traits*: | 10 |
Maximum Taints: | 5 |
Taints required: | 2 |
Abilities: | 5 |
Powers: | 4 |
Max power class: | Basic |
Backgrounds: | 5 |
Power points: | 5 |
Willpower: | 2 |
*In one category and before gifts.
Storytellers should use a power level equivalent as needed no more than 10 leader points to boost its powers. Remember it is up to you as the storyteller to keep the game balanced.
*In one category and before gifts
As before, the storyteller can adjust as he sees fit but I don't see the use of more than 15 extra points.
*In one category and before gifts
These are rare and hard for Pentex to make. I have never used more than 2 at any one time and I've never boosted them with anymore than 20 extra points but then again you are the Judge.
*In one category and before gifts
Hey folks, these guys are powerful and should be extremely rare. each one cost Pentex a fortune.
Ultra class Fomor are only rumors if there are some out there ask The MST because they will have to go through him. These bad boys are Methuselah class and I don't think they should exist.
Body Barbs: This power gives the Fomor barbs that do aggravated damage. They must be stated where they are, and only work when they are called during Physical Combat. They also add 3 Physical traits (sharp,x3)
Nimbleness: The Fomor is especially nimble and can walk on any surface that is solid and keep her balance.
Noxious breath: The fomor releases a noxious gas into the air and all with in twenty yards of her must make a simple test or crave a cigarette. Those who fail must get a cigarette with in 1 minute or take 1 aggravated wound. This only effects things that breath, so kindred are not effected but animals are. This cost a power point to use.
Sense Gaia: This works the same as sense wyrm but is used to find garou.
Spirit Ties: This power allows the fomor to have gnosis. He starts with 2 and can get more at character creation with negative traits.
Regeneration: This allows the fomor to regenerate just like a garou.
Poison Tumors: When a fomor that has this power is hit, the person hitting him takes 1 aggravated wound. If the person is using a melee weapon he gets a static physical vs. 7 traits to dodge the spray.
Numbing: This power allows the fomor to ignore all wound penalties until it dies. This costs a power point to activate.
Claws/Fangs/Horns: These are self explanatory. They do aggravated damage.
Exo Skeleton: This power adds the physical traits of resilient and tough. It also adds 1 health level.
Basic-Advance: Extra speed: This works the same way as celerity See Fomor creation.
Eyes of the Wyrm: By looking in to the eyes of it victim, the Fomor can cause a victim to become frozen. By winning a mental challenge the Fomor can make a victim remain frozen in place for 30 minutes or until attacked. This gift cost a power point.
Hell's Hide: This power protects the Fomor completely from fire, heat, and radiation damage.
Wyrm's Hide: By using this power fomori can add two "tough" traits to its physical stats, and call for one retest of a physical challenge in which it takes damage per scene.
Frog's Tongue: The Fomor has a 2 yard long tongue that has the physical traits of Lithe x2 and does Normal damage.
Hands From Beyond: The Fomor to use this power must have the gift umbra passage. This gift allows the fomor to pull people and items into the umbra. This cost a gnosis point to use.
Rat's Head: A fomor with this power is able to squeeze through holes as small as a quarter. This cost a power point to use.
Shadow Play: With this gift the fomor is able to manipulate the shadows around him so that he can hide in them with no chance of being seen. Heightened senses get a chance to see the fomor. This power cost a power point to use.
Slobber Snot: This power works identical to the Metis gift of Shed. It cost a power point to use.
Tar Baby: Any item or person attacking the fomor must win a simple test or be come stuck fast to the fomor. This power only effects items used to harm the fomor. This is on constantly.
Brain Eating: By winning a physical challenge the Fomor can instead spend up to 3 power points and permanently "eat" 1 mental trait per power point spent. This power cost a power point to use.
Hazardous Breath: The Fomor can use a breath weapon buy expending a power point. This breath weapon can be any type (chosen at creation) and does aggravated damage. This is a mental vs their physical Challenge The range is 30 paces.
Gaseous Form: With this form the Fomor becomes gaseous and cannot be harmed by kinetic attacks but fire, lightning, and radiation does harm to them. This cost a willpower to use.
Infectious Touch: The Fomor is able to cause fever and sickness by expending a power point. All damage caused can only be healed naturally. This doesn't affect kindred.
Molecular Weakening: With this power the Fomor is able to cause an extra wound level in any attack. (melee or ranged). This power cost a power point to use.
Phoenix Fire: The fomor explodes in flames that do him no harm but can catch items he is carrying on fire. This power costs a willpower and anyone hitting him takes 1 aggravated wound and those he hits takes 2 extra aggravated wounds and can catch their items on fire. This power last for 1 minute.
Procreation: With this power the fomor is able to put a bane in any of his body fluids that will try to possess an individual. This cost a willpower to use. Fomori can only carry one extra bane at a time.
Umbra Passage: This power allows a fomor to enter the umbra and leave it just as if he was a garou.
Mega-attribute: This is a power chosen at creation. It resemble the disciplines of Potence, and fortitude.
Mind blast: By winning a mental challenge the Fomor can immobilize a victim for 1 minute and do 2 aggravated damage that is not visible (your brain just got fried). This cost a power point to use.
1 | The fomor needs it once a month |
2 | The fomor needs it once a week |
3 | The fomor needs it once a day |
4 | The fomor need it once an hour. |
If they do not get there fix they lose the points they have in the addiction in all traits.
Derangements: Each derangement is worth 2 taint points. The fomor can use existing ones or use your imagination.
Disintegration: This is a nasty taint that is tied to one of the fomors powers. Each time he uses the power he takes 1 wound. If he goes to incapacitated he dies. This is worth 5 taints.
Doomed: They only last so long.
1 | 5 years |
2 | 3 years |
3 | 1 year |
4 | 6 months |
5 | 1 month. Inner Volcano: This taint causes the fomor to take a wound level every 3 round of hard exertion (combat, lifting, etc..) This is a 3 point taint. Mental De-Evolution: This taint is connected to one or more of the fomors powers. Whenever the power is used the fomor does a simple test. On a win nothing happens, tie it losses a mental trait temporarily (for the session), and on a loss it loses a mental trait permanently. This is worth 4 points in taints. Physical Wasting: This is identical to mental de-evolution except that it effects the fomors physically. Second Head: This annoying taint is just that. It's always doing what you don't want it to do . The head can be located anywhere one the fomor's body and any damage done to it effects both heads. This is a 3 point taint. Severe Allergy: The fomor is allergic to some common substance, like a garou hates silver. If it is hit with this substance it takes aggravated damage. This is a 2 point taint. |