Fomori Powers

The following is a relatively comprehensive list of potential powers available to Fomori. Most possess these powers, although the numbers can vary widely. Pentex' creations usually have three to five, in addition to Immunity to the Delirium. Although supernatural beings, 'regular' (or human-based) Fomori cannot do aggravated damage with ordinary nails and teeth; however, unless otherwise noted, any damage done by actual Fomori powers is always aggravated.

Animal Control: Animal Control gives the user the ability to summon and control any animals within range. Each animal summoned may be made to perform one action, dogs might bite, bats might flap around a targets head, rats might follow a target. The only limit to this power is common sense.

Balefire Flux: When exposed to the radioactive excretions of the Wyrm, the sickly green flame known as Balefire, for a short period of time, (roughly fifteen seconds, though the more intense the Balefire, the less time and the easier the changes are), his body will undergo sudden biological changes, sometimes these changes will engender a new power within the Fomor. This new gift from the Wyrm is instant, though the Fomor undergoes a painful burst of change, lasting around nine seconds, during which time the Fomor cannot defend himself or take action.

Berserker: The fomor has five Rage points and can spend them as if he were a Garou; however he is also subject to frenzy.

Body-barbs: The fomor has razored, blade-like bone growths at her joints; the size, shape, number, and placement of the barbs vary from fomor to fomor. If successful in an appropriate combat maneuver (a knee strike if the barbs protrude from her knees, for instance) the fomor can inflict two extra dice of brawling damage.

Body Expansion: The Fomor can grow very large, up to three times normal height. The only problem with this is that internal organs do not expand with the rest of the body, and the Fomor can become light headed. Additionally, uness pains are taken to prevent such things, the Fomors bones may become brittle.

Brain Eating: This potent power literally allows the Fomor to chew up a victims mind, reducing mental attributes and absorbing the resultant experience and knowledge themselves. This does no actual damage to the targets mind and is undetectable by scientific means.

Cause Insanity: The Fomor can twist the minds of others, dragging them away from the solid roads of sanity and into the rotting, fevered jungles of madness. The means used varies from Fomor to Fomor, some open Umbral windows in the targets mind, overlooking Hellholes, allowing unsuspecting victims to view the horrors within. Others revel in performances involving crazy gibbering and insidious conversations to eat away at sanity, while still others graphically transform their bodies into monstrous horrors.

Chameleon Coloration: The Fomor may change color, blending in with their surroundings. It takes a full action to use this power, thoug more complex colorations take longer. A variant of this power, Shadowwalking, allows the Fomor to darken their skin to blend in with surrounding shadows.

Claws, Horns and Fangs: With this natural weaponry, the Fomor may slash, bite, or gore his opponents if he desires. These appendages may be cybernetic implants, custom built weapons, or the real thing.

Corrupted Visions: By utilizing this gift of corruption, the Fomor induces hallucinations in some helpless victim. Voices from God, fleeting glimpses of something just out of sight, scoldings, mockery, and other paranoiac favorites are but a few of the possibilities. Although this power works best when the Fomor looks relatively human, an especially deformed one can use it while hiding, Knowing your victim while using Corrupted Visions helps, a rational person would be suspicious if Jesus suddenly popped up telling them to go on a killing spree, while someone who was already disturbed might think it was a perfectly good idea. Of course, a seemingly rational person could be driven crazy by subtle, well chosen visions, after that, anything goes...

Darksight: The Fomor can see in the dark, and unlike some nightvision powers, requires no light whatsoever, as the power derives from an affinity with darkness.

Deception: The Fomor can hide all evidence, both physical and spiritual, of his Wyrmtainted nature. Even the Gift:Sense Wyrm will not detect the Fomor as being 'of the Wyrm'. The Fomor can also use the power on others, masking the taint of Diablerie in a vampire or even change a normal Garous nature so they seem to be of the Wyrm. Fomori under the influence of this power are also immune to Mummy Hekau spells.

Ectoplasmic Extrusion: The Fomor can create up to four ectoplasmic tendrils or arms which can be used to independently reach out and grab objects. Their reach is five yards. For the purposes of lifting and crushing, these ectoplasmic arms duoble the Fomors strength, and may be used in combat like fists and whips.

Exoskeleton: The fomor has grown a hard, osseous carapace all over his body. The exoskeleton is often quite gnarled, sporting vein-like tubes and odd shapes. The coloration varies, but is usually a dull rust or oily black. The exoskeleton grants the fomor +3 Strength and +3 Stamina.

Extra Limbs: The fomor has a number of extra limbs, usually tentacles or masses of tendrils.

Extra Speed: The Fomor gains the equivalent of Celerity and may move at speeds up to and including the equivalent of Celerity 5.

Eyes of the Wyrm: Those meeting the fomor's gaze must expend Willpower to act or be frozen in place.

Footpads: The Fomor has pads on the soles of his feet enabling him to move silently.

Frog Tongue: The Fomor can elongate their tongue and make it stick to surfaces. It can extend two yards, and may be used to grasp things, or in combat.

Fungal Touch: The fomor can infect opponents with a fungus that slowly drains Physical Attributes and Appearance.

Garou Gifts: Some Fomor powers directly mimic Garou Gifts.

Gaseous Form: The fomor can virtually boil his body into a gaseous state in a mere two to six seconds. He must expend a point of Willpower to become gaseous and another point to become solid again. The gaseous form holds together well even in a strong wind, and usually stinks of sulfur, urine, excrement, or some other horrible stench.

Hand from Beyond: The Fomor must have the Power:Umbral Passage. They can enter the Umbra and reach though it to pull objects and other people through with them. If multiple targets are holding hands, they can all be pulled through.

Hazardous Breath: The Fomor can blast out dangerous substances on command - fire, napalm, bullets, acid, poison gas, etc. The attack need not really be a 'breath' weapon, any long range hazard will work.

Hells Hide: The Fomor with this power gains resistance against fire, radiation and heat damage of all forms, though their skin gains a slightly reddish tinge.

Hide of the Wyrm: The fomor has a leathery, almost iron-hard skin, usually covered in knots, lumps, boils, or other foul features. The hide provides the fomor with three extra soak dice.

Homogeneity: The Fomor can cancel out the powers of other supernaturals around them. When active, any supernatural within five yards cannot use their powers for a short period of time.

Immunity: The Fomor can become immune to potentially dangerous things, ranging from the common cold, right the way up to poison, AIDS, ebola, electricity, fire, temperature extremes, hunger, or anything else that has a potential to harm or kill.

Immunity to the Delirium: Almost as literal a power as you could want.

Infectious Touch: The fomor is able to cause sickness and fever by her touch. The fomor must make flesh-to-flesh contact with the victim and expend one point of Willpower. Though the victim may take pains to resist the affliction (Stamina +3 difficulty 8). Unless cured by mystical means (Mother's Touch is insufficient), this damage heals at the rate of one Health Level per week, during which time the victim feels absolutely miserable.

Invisibility: This power renders the Fomor invisible to all means of detection, as long as he initiates no attacks, his body and aura are invisible to all senses. All mystical means of detection will show someone to be nearby, but not give a location.

Lashing Tail: This is similar to an extra limb, but it cannot be used for precision work. The fomor can attack with it, snapping it like a whip (Strength +2 damage), to a range of six feet.

Malleate: The Fomor can secrete a venom which turns the victims body into a malleable mass, allowing the Fomor to stretch and knead them as they see fit. The pathetic flappings and indecipherable mewlings of a once proud Garou, as he begs for a fast death, is a sad sight indeed. Malleate allows the Fomor to use improvised versions of the fleshcrafting powers of the Vicissitude discipline upon others once the venom has been delivered.

Mega-Attribute: The fomor has three to five additional points in an attribute (usually Strength), even if this takes him over a rating of 5.

Mind Blast: The fomor can send a mental blast of energy into a target's mind, immobilizing him with pain. The fomor must spend a number of Willpower. The victim is wracked with agony and loses as many actions as the fomor spent Willpower points.

Mind Rape: The Fomor can wrest hidden knowledge from the minds of even the most guarded individuals. Anything the target thinks or remembers may be read like an open book.

Molecular Weakening: The Fomor can tear apart the bonds which hold things together, this cna be combined with hand to hand and ranged attacks, and all damage inflicted upon the target thereafter is doubled.

Mouth of the Wyrm: The fomor can distend his jaw to swallow objects or creatures in his grasp, up to the size of a medium-sized dog or a small person. If he devourers a living creature, the victim may well suffocate if it cannot somehow escape, and will be digested as food. All indigestible parts (bones, shoes, glasses, etc.) are eliminated normally.

Nightmare Command: This subtle power affects the sleeping only. The Fomor twists and warps their targets dreams into night terrors. It requires a little familiarity, as its harder to get into a strangers head. Once successful however, this power can drive a person from sleepnessness to total insanity within a week or so. Lovers, children or parents are the most common victims - and perpetrators - of this obscene art.

Nimbleness: The Fomor cannot be easily knocked down, and becomes more agile at leaping and tumbling than the characters in Hong Kong martial art movies.

Noxious Breath: The Fomor can unleash poisonous fumes that will make anyone within twenty yards irresistably crave cigarettes (even non-smokers), and will additionally weaken their lung tissue (as a side effect causing a single, totally unsoakable level of aggravated damage to the lungs). Repeated exposure to this power over a period of sevaral weeks will cause lung cancer.

Numbing: The FOmor can numb his body completely, however, this has its drawbacks, it makes speech difficult, and injuries will not be felt, though it does grant the Fomor an additional three health levels during the powers invocation, though if the Fomor has taken enough to kill him if this power wears off, when it does, the three additional health levels vanish, and the Fomor drops dead.

Phoenix Fire: The Fomor can self-immolate, becoming a walking bonfire. Theflames do no damage to the Fomor but will ignite any flammable item they touch.

Plasmic-form: The fomor can literally melt into a puddle of thick reddish-brown liquid which can move about of its own free will. The liquid has the fomor's usual number of soak dice

Poison Tumors: The Fomor is covered with tumors filleed with a noxious pus. Whenever the Fomor is injured, these tumors rupture, spraying the toxic gunk outward. Anyone in hand to hand or short range combat with the Fomor takes serious aggravated damage from the disgusting substance, though firearms are, obviously, safe.

Procreation: The Fomor may transmit a Bane through blood and semen, any encounter involving bodily fluids can spread the Bane. This will cause a Bane of the same type as the one within the Fomor to try and possess the other individual.

Prolonged Life: The Fomors lifespan is greatly prolonged. This is not true immortality as the Fomor will eventually die of natural causes (though natural death among Fomori is practically unknown). The Fomor however, develops the Taint: Addiction/Monthly. If he fails to feed the addiction, the immortality wears off.

Rat Head: The Fomor can literally squeeze through holes a twentieth of his normal circumference, a human Fomor can squeeze through a hole the size of a quarter.

Regeneration: The Fomor recovers from damage in a similar way to the Garou, healing constantly.

Roar of the Wyrm: The Fomor is able to strike fear in the hearts of all near her by issuing this guttural scream, causing anyone who hears it to run as far and as fast as they can away from the Fomor.

Savage Genitalia: John Bobbits nightmare. The Fomor (regardless of gender) has genitals with some menacing feature. Male veriations include excessive length (14"_), thorns, barbs, sandpaper texture, or extreme hardness. Female versions are infamous for teeth, ripping suction, and internal meat grinders. By combining this power with others, such as Toxic Secretions, Worms, or Inner Volcano, some truly hideous torments can be devised. Incorporating Extra Limbs into this power can duplicate some of the weirder perversions of hardcore Japanese anime, like gun wielding phalli or vaginal tentacles.

Scent of the Wyld (or Weaver): The Fomor is able to mask his Wyrmish scent by wrapping himself strongly in the aura of Weaver or Wyld, this doesn't eliminate the Wyrm taint, only overpowers it.

Sense Gaia: The Fomor can sense manifestations of Gaia in the surrounding area, gaining a rough idea of locations of all life around him within twenty yards.

Sense the Unnatural: The Fomor can detect any supernatural being within twenty yards, such as wraiths, vampires, werewolves, etc. Masking powers will negate this ability.

Shadowplay: The Fomor can manipulate shadows much in the same way as Obtenebration, drawing the shadows around him, forming arms from it, or using it to simply increase an intimidating demeanour.

Shapechange: The Fomor is able to transform his body into the shape of something else, such as an animal or even another person. These new shapes are always a corrupted version of the original, mangy, misshapen, and Wyrm-ridden.

Size: This is a permanent alteration in the Fomors size, which cannot be reversed unless the Fomor has another power such as Shapeshift. The size increase or decrease adds or subtracts health levels, making the Fomor harder to kill or harder to hit,

Skittersight: This weird power allows the Fomor to pluck out his eyes, twist the optic nerves into feet, and send the eyes scurrying off down hallways or round corners to see things normally obscured. The Fomor will have to be careful, if the eyes are squashed or destroyed, the Fomor is permanently blinded (or in the case of Fomori with Regeneration, a month).

Slitherskin: The skin of the Fomor is a weapon and a useful helper. He can detach it and give it simple commands, (no more than five words). The skin detaches at the rectum and peels off over the head. It can walk, grab things, or attack. Any skin-based powers the Fomor has, the skin will possess.

Slobber Snot: The Fomors skin is covered with small warts which excrete a slick and runny slime. This slime renders the Fomors body virtually frictionless, making it almost impossible to grasp him. The slimy gel also helps for squeezing through tight spaces. It dissolves almost instantly in direct sunlight. Most Fomori with this power are highly vulnerable to the Taint:Crusties.

Spirit Ties: The Fomor possesses Gnosis, just like a werewolf.

Stomach Pumper: The Fomor can vomit forth all he has recently eaten, covered in slimy acidic stomach juices. It only inflicts minimal damage but the stench is unbearable, causing a target to lose an action while they retch and gag on the stink.

Tar Baby: The Fomors skin is made of a thick, sticky substance like molasses or tar. Anything that comes into forceful contact with the skin will stick to it like a fly on flypaper - This includes Garou, or others trying to grapple, punch or kick the Fomor. Objects such as clothing which are slowly slid past the skin will not stick, only forcefulness activates the power. This also allows the Fomor to disarm others, as the stickiness gives the Fomor massive leverage.

Toxic Secretions: This power turns the Fomors internal body fluids into toxic waste. Any bodily fluid, blood, semen, spit, or sweat, will stick to opponents, doing massive damage initially, and slowly lose its potency over about twenty seconds. This toxic secretion is enough to dissolve concrete.

Umbral Passage: The Fomor must have the Power: Spirit Ties, and may step in and out of the Umbra like a Garou.

Venomous Bite: The Fomors spit becomes a pustulent blue foam that causes damage that cannot be soaked except via the Gift: Resist Toxin.

Voice of the Wyrm: The Fomors tongue is long and sluglike, and the Fomor may speak in the Wyrms own language. By chanting the Dark Litany with this power, all non-Wyrmish beings in hearing range immediately lose half their power pool. The tongue also causes aggravated damage if used to lick others.

Wall Walking: The Fomors hands and feet are sticky, allowing him to run up sheer surfaces as easily as he can move over flat ground.

Water Breathing: With this power the Fomor may actually choose whether to breath underwater or never need to breathe at all.

Webbing: The Fomor has a special gland about the size of a football over his abdomen. The organ has an orifice usually above the navel. It can be used to create massive maounts of webbing similar to that of a spider. This webbing is almost almost impossible to see.

Wings: Somewhat of a misleading name, this power doesn't necessarily require the Fomor to develop wings, though it does confer the ability of flight.