Fomori Powers

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Powers

Powers List
Power System Level XP Cost Book Reference Keywords Notes
Animal Control Spend one Willpower and roll Manipulation + Animal Ken (difficulty 6). If successful, the fomor can force one animal per success anywhere within 120 yards to do as he bids. The command must be simple, and it can’t be longer than five words. The effects last for one scene. 1 4 W20: Core Control, Animal, Scene Duration
Armored Hide The fomor has an additional three dice for soaking lethal and bashing damage. The freak can also use those dice to attempt to soak aggravated damage (difficulty 8). 3 12 W20: Core Defense, Soak, Aggravated
Armored Skin The creature can soak and heal lethal damage as if it was bashing damage. 3 12 W20: Core Defense, Soak, Healing
Berserker The fomor has five Rage points and can use them like Garou. However, the fomor is also vulnerable to frenzy. Some fomor powers require Berserker as a prerequisite, most notably in cases where the fomor needs Rage to empower an ability. 3 12 W20: Core Offense, Rage, Frenzy Consider replacing with the ability to purchase rage
Bestial Mutation Shapeshifting takes the same time as it does for Garou (using Dexterity + Primal-Urge, though few fomor learn that skill.) The freak gains two additional dice for Physical Attributes, but the creature’s Appearance in its Bestial Mutation drops to 0. Many of these freaks also have the Power: Claws and Fangs or the Extra Limbs power. 0 0 W20: Core Attribute Increase, Shapeshifting, Physical This power is granted for free to all Fomori characters.
Body-Barbs If the fomor succeeds in an attack using her body-barbs, the attack does an additional two dice of damage. Most barbs are in some way attached to the arms or legs, adding damage dice to a punch or kick attack. (This power can be “bought” up to three times for additional levels; each level adds another two dice of damage.) 2 8 W20: Core Offense, Damage Increase
Body Expansion Spend one Willpower and roll Strength + Athletics (difficulty 6). Hand-to-hand attacks from the expanded fomor inflict Strength + 4 damage. The fomor can also add 10 yards to its running speed per turn. If the freak botches a soak roll, his brittle bones break, causing one Health Level of damage. 3 12 W20: Core Offense, Damage Increase, Speed, Risk
Brain Eating The fomor must touch the target; this requires a Dexterity + Athletics roll. If the roll succeeds, the fomor spends one Willpower on the same turn and rolls Intelligence + Occult (difficulty 6); the target can resist with Willpower (difficulty 6). A successful attack means the fomor can temporarily remove one point from one of the victim’s Mental Attributes. This doesn’t inflict physical damage, although it heals at the same rate as aggravated damage. 3 12 W20: Core Disable, Mental, Aggravated
Cancerous Carapace The fomor can spend one Rage to harden her skin with hard, scaly growths for one scene. This natural armor gives the fomor an additional two dice for soaking damage from physical attacks. This power cannot be combined with Armored Hide; it’s an alternative that’s relatively concealable. 1 4 W20: Core Defense, Soak, Physical
Cause Insanity "The target must be within line of sight; the fomor needs to engage the target, either through conversation or combat. Spend one Willpower point and roll Willpower (difficulty 8). — One or two successes inflicts a minor phobia for one scene, determined by the Storyteller. — With three or four successes, the victim gains an elaborate delusion or minor phobia for one hour or one scene (whichever is longer). — With five successes, the victim has a full-blown freak-out for one day. If the victim is a player character, that victim might go on a walkabout instead for one scene while under the control of the Storyteller. When it’s over, the victim has no memory of that time." 3 12 W20: Core Disable, Mental
Chameleon Coloration Changing color requires a turn to activate. Anyone attempting to spot the fomor must roll Wits + Alertness (difficulty 7). A variation on this power, Shadowwalking, allows the fomor shift her skin to a shade of gray or black so she can walk in shadows; the mechanic is the same. At the Storyteller’s discretion, blending in someplace tricky may require a Wits + Subterfuge roll. (A single hue would need one success; a brick wall three; a complicated pattern is possible with five successes.) 1 4 W20: Core Stealth, Camouflage
Claws and Fangs The fomor can perform the Claw and Bite maneuvers; each attack inflicts Strength +1 aggravated damage. Whatever form these natural weapons take, they cannot be easily concealed, making the prospect of blending in with human society impossible. 3 12 W20: Core Offense, Aggravated, Natural Weapons
Darksight No roll is required, but if the fomor is surprised by an extremely bright light, she’s blinded one turn for every dot she has in Perception. The power even works in the complete and utter absence of all light. 1 4 W20: Core Perception, Night Vision
Deception The fomor must touch her target; roll Dexterity + Athletics. If successful, spend one Willpower on the same turn and roll Wits + Subterfuge (difficulty 7). A fomor masking her own Wyrm taint needs one success; masking someone else’s corruption (such a vampire’s low Humanity or a Black Spiral’s true nature) takes three; falsifying corruption (making a heroic Silver Fang smell “of the Wyrm”) requires five. Any supernatural creature can see through this deception with a contested Perception + Occult roll; add three successes if a Garou’s Gift, vampire’s Discipline, or mage’s magick can be used to perceive or interpret the supernatural. 2 8 W20: Core Deception, Masking, Supernatural
Dentata Orifice When the fomor succeeds with a Grapple maneuver, he can immediately attempt an additional bite attack (as long as thick clothing doesn’t separate his second mouth from the victim). Until the victim escapes from the grapple, the fomor can continue to make a bite attack each turn in addition to its attacks against other victims. 2 8 W20: Core Offense, Grapple, Bite Attack
Echoes of Wrath This can be attempted once per scene. The fomor rolls Presence + Intimidate; the freak’s opponent rolls Willpower (difficulty 6). If the fomor gets more successes than its opponent, that opponent spends one turn for each additional success unable to do anything other than ineffectually acting out on one of the victim’s dysfunctional emotions. If the subject has been indulging in a product produced by the Pentex Corporation within the last scene, the difficulty of subject’s Willpower roll might be one or two points higher. 5 20 W20: Core Disable, Mental, Scene Duration
Ectoplasmic Extrusion Spend one Willpower point and roll Stamina + Occult (difficulty 6) to create tentacles. The fomor adds three to her Strength for any roll involving lifting or Feats of Strength. To attack with tentacles, roll Dexterity + Brawl (difficulty 8); they collectively inflict Strength +2 damage. Any harm inflicted with a grapple can be inflicted with tentacles. 3 12 W20: Core Offense, Grapple, Attribute Increase
Exoskeleton The exoskeleton grants the fomor +3 Strength and +3 Stamina. If this raises an Attribute above 5, the creature’s appearance is so impossible that seeing it incites the madness of the Delirium. 5 20 W20: Core Attribute Increase, Defense, Delirium
Extra Limbs The fomor has an extra three dice for grapple attempts. It might be able to make those attempts at a longer range, depending on the form those limbs take. Tentacles replacing existing appendages may have the same sensory capacity and might perform some of the same functions. 2 8 W20: Core Offense, Grapple, Extra Limbs
Extra Speed The fomor can take one extra action per turn without splitting her dice pool. This also allows her to multiply her normal speed by 1.5. Movement Normal Human Fomor Walking Speed 7 yds/turn 11 Jog 13 yds/turn 20 Run 20 yds/turn 30 3 12 W20: Core Speed, Extra Action A character may not use rage for extra actions if they take this power. May be purchased twice.
Eyes of the Wyrm The fomor’s eyes appear normal until this power is activated. An opponent who looks the freak in the eyes must make a Willpower roll (difficulty 8) or remain immobilized in horror for (five turns minus Wits rating; minimum of one turn). 3 12 W20: Core Disable, Mental, Immobilize
Fiery Discharge This attack requires a Wits + Athletics roll, and normal modifiers from Firearms attacks apply. The attack can be made once every other round; the Berserker power does not allow additional attacks with the discharge. Each success on the attack roll not only increases the chance to hit, but also defines the range of the attack in yards/meters. Damage is aggravated, but it can be mitigated by Gifts like Resist Toxin. 0 0 W20: Core Offense, Aggravated, Range This power lacks sufficient mechanics, may remove
Footpads Lower the difficulty of all the fomor’s Stealth rolls by 2. 1 4 W20: Core Stealth
Frog Tongue The fomor rolls Dexterity + Athletics to attack a target up to two yards away with her long frog tongue. Grappling maneuvers are possible; damage is equal to Strength. Pulling a grabbed target adds a two dice bonus to the fomor’s Strength dice pool. 1 4 W20: Core Offense, Grapple
Fungal Touch The fomor can infect an opponent with a touch (a successful Dexterity + Brawl roll) or when the fomor is touched. The victim resists with a Stamina roll (difficulty 7); if the roll fails, the victim loses one point from each Physical Attribute, as well as the Appearance Trait. The effects last for one day, but can be cured with a healing Gift (such as Resist Toxin or Mother’s Touch) or a healing talen or fetish. As an alternative, the fomor can exude the toxin from her skin; when this happens, all dice pools for melee attacks against the toxic fomor are reduced by two. 2 8 W20: Core Disable, Attribute Decrease, Poison
Fungal Udder This power works like the Bone Gnawer Gift: Cooking; it can be used once per day with no Gnosis cost. Each success creates enough food to sustain one Wyrm-tainted creature for one day. The creature also has an anatomical extremity that can exude or extrude this food substitute. Whether it’s milked into a container or sucked directly from the appendage depends on the nature of the mutation. Another fomor who suckles at a fungal teat gains an extra point of Strength, Dexterity, or Stamina for one scene; suckling a teat takes one round. 1 4 W20: Core Healing, Attribute Increase
Gaseous Form The freak must spend a point of Willpower to become gaseous. The transformation takes one turn, and the fomor cannot remain gaseous for more than a scene. Changing back sooner requires a second point of Willpower. It can move wherever a gas might drift of its own volition. However, the fomor cannot be inhaled. 4 16 W20: Core Defense, Mobility, Intangible
Gifted Fomor The fomor can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts. The Gift’s effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist. Each Gift counts as a separate power. If the Gift requires Rage or Gnosis, the freak can spend Willpower instead (unless it has somehow acquired Rage or Gnosis). 0 0 W20: Core Versatile, Supernatural May replace with generic ability to purchase gifts at "Out of Tribe/Breed" cost
Hazardous Breath Inflict one Health Level of damage with a successful Dexterity + Brawl roll (difficulty 7). This can be used once per scene for each point of Stamina the fomor has. However, the cloud can’t extend farther than the fomor can reach. 2 8 W20: Core Offense, Area of Effect
Hazardous Heave Like Hazardous Breath, but the spewed substance is caustic, inflicting two Health Levels of damage each turn until the substance is washed off or the subject dies. The fluid might resemble napalm, gasoline, or toxic waste. 3 12 W20: Core Offense, Area of Effect, Damage Over Time Requires Hazardous Breath
Hell’s Hide Gain three additional soak dice only usable against damage from heat, fire, or radiation (which is normally non-soakable). 1 4 W20: Core Defense, Soak, Elemental
Homogeneity The fomor spends one Willpower point and rolls Manipulation + Intimidation (difficulty 7). The freak chooses one supernatural creature within five yards. The target can resist with a Willpower roll (difficulty 7). If the fomor wins this contested roll, each success subtracts one die from the next dice pool to activate a supernatural ability, such as a vampire’s Disciplines, a Garou’s Gift, a mage’s Spheres, and so on. 4 16 W20: Core Disable, Supernatural, Dice Penalty
Immunity to the Delirium Delirium doesn’t affect the fomori with this power, just as it doesn’t affect Garou or their Kinfolk 0 0 W20: Core Defense, Immunity Available for Free for all Fomori Characters
Infectious Touch The fomor must succeed with a Dexterity + Melee roll; the victim can attempt to dodge it (but not parry or block) using Dexterity + Athletics. The fomor only needs one success to infect a victim. Regardless of whether the “touch attack” inflicts damage, the fomor expends one point of Willpower the same turn. The victim can then resist the infection by rolling Stamina + 3 (difficulty 8). The victim takes six Health Levels of aggravated damage, reduced by one Health Level per success on the resistance roll. The damage heals at the rate of one Health Level per week. Mystical healing (such as Mother’s Touch or even Resist Toxin) can remove the immediate damage; however, the victim will feel miserable for a week for each level of damage inflicted. During this time, the victim takes a two-die penalty to all physical actions. A victim cannot be affected by more than one Infectious Touch at a time. 5 20 W20: Core Offense, Aggravated, Disease
Invisibility The fomor spends one Willpower roll and rolls Wits + Stealth (difficulty 7). Anyone specifically searching for a hidden fomor can attempt to contest this with a Perception + Alertness roll (difficulty 8). Sense Wyrm doesn’t require a contested roll, but it can’t pinpoint the fomor’s exact location. The power’s effects last until the end of the scene, or until the fomor enters combat. 3 12 W20: Core Stealth, Invisibility
Lashing Tail The tail has a six-foot reach, requires a Dexterity + Melee roll to connect (difficulty 8), and inflicts Strength +2 damage. 1 4 W20: Core Offense, Reach, Physical
Malleate The fomor must inflict damage to the target with a natural piercing attack (fangs, stinger, etc.) and spend one Willpower point. If the fomor has no such natural weaponry, his bite inflicts Strength –1 damage (difficulty 5). Each turn after being bitten, the victim suffers one Health Level of aggravated damage that cannot be soaked. The venom does damage over time, inflicting one point of damage each turn for each success the fomor initially rolled. With each level of damage, the victim becomes increasingly malleable. When the victim is Incapacitated, that victim is a pile of goo with no fine motor skills. Once those Health Levels heal, the victim returns to normal. The Gifts: Resist Toxin, Doppleganger, and Adaption allow Garou to resist this power. 5 20 W20: Core Offense, Aggravated, Damage Over Time, Disable
Maw of the Wyrm The fomor must first succeed with a grapple attempt. Once each turn for the next two turns, the fomor can attempt an additional Dexterity + Melee check; this is resisted by the victim’s Dexterity + Athletics roll; if the victim succeeds on any of these rolls, he escapes. If the victim doesn’t escape within three turns, he’s devoured whole. The fomor can choose to let go of a victim before swallowing him whole; the victim can choose to attack instead of attempting to escape. 3 12 W20: Core Offense, Grapple, Devour
Mega-Attribute This power can be taken up to three times. Each time, the fomor gains an extra three points in a different Physical Attribute; Strength is the most commonly enhanced attribute. If an attribute is raised higher than 5, the fomor is obviously supernatural, inciting the Delirium in any who see her. No attribute can be raised more than once this way or raised above 10. 5 20 W20: Core Attribute Increase, Physical, Delirium May allow non-physical attributes
Mind Blast The fomor spends on Willpower point and rolls Wits + Alertness (difficulty 8); this is resisted by the victim’s Willpower (difficulty 6). For each success, the victim cannot act for one turn because he’s wracked with pain. 3 12 W20: Core Disable, Mental, Pain
Molecular Weakening The fomor must first successfully hit the target with a touch attack; this is usually a Dexterity + Melee roll that the victim can dodge (but not parry or block.) The fomor then spends one Willpower and rolls Perception + Medicine (if the target is organic) or Perception + Repair (if the target is inorganic); the difficulty is 8 either way. If this second roll succeeds, damage is doubled. 4 16 W20: Core Offense, Damage Increase
Nimbleness The fomor adds two dice to all rolls associated with climbing, jumping, and balance. 1 4 W20: Core Attribute Increase, Physical
Noxious Breath The fomor rolls Stamina + Medicine (difficulty 6). Fumes waft within 20 yards of the fomor. Anyone within range must make a Willpower roll (difficulty 8) or get an irresistible urge for an unhealthy (but still consumable or inhalable) substance, such as alcohol or a cigarette (even if the victim doesn’t drink or smoke): the substance can’t be toxic, corrosive, or poisonous. Each target that fails this Willpower roll suffers one Health Level of damage. The damage is aggravated and can’t be soaked. (Some variants of this power have a different smell that induce overwhelming cravings for unhealthy food, such as a hunger for raw meat or burned bacon; the damage is inflicted to the stomach lining instead.) Noxious Breath can only be used three times in a scene. 2 8 W20: Core Offense, Area of Effect, Aggravated
Noxious Miasma The fomor can use this power once per scene; it requires a Presence + Subterfuge roll (difficulty 8). Each victim within range can oppose this roll with Stamina + Primal-Urge (difficulty 8). One roll is made against all victims within range. For each success by which the fomor’s roll exceeds its victim’s roll, the victim is immobilized for one round. (A point of Willpower can negate these effects for a round.) The resulting effects including coughing, wheezing, tearing up at the eyes, and gagging. Victims are immobilized and incapacitated, although they can defend themselves. 3 12 W20: Core Disable, Area of Effect, Scene Duration
Numbing The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn’t feel a thing. 2 8 W20: Core Defense, Scene Duration, Extra Health
Phoenix Form The fomor spends one Willpower point and rolls Stamina + Occult (difficulty 7). The flames are considered a raging chemical fire (three Health Levels of damage; difficulty 9 to soak). The effects last one turn per success. 3 12 W20: Core Offense, Elemental, Fire
Poison Tumors The power is activated when the fomor is hit with an attack (even if the attack doesn’t inflict damage.) Victims within a yard/meter must immediately attempt to soak three dice of lethal damage (or five dice if the fomor is bitten.) If the fomor is attacked with a melee weapon, the attacker can attempt a Dexterity roll (difficulty 6) to avoid the splatter and the need for a soak roll. Anyone attacking from a distance with a firearm is safe, of course, but a fomor hit with bullets will still splatter pus on anyone within reach (or one yard/meter), whether friend or foe. 3 12 W20: Core Defense, Area of Effect, Damage
Rat Head The fomor rolls Dexterity + Athletics (difficulty 6). The effects last for one “slide” through a hole (until the fomor reaches an area wider than its original size). A failed roll means the fomor is stuck; this requires further attempts, but each successive attempt increases the difficulty by one. While squeezing like this, the fomor can move at half her normal running speed. 2 8 W20: Core Mobility, Escape, Size Change
Regeneration The fomor heals one level of bashing or lethal damage each turn. Healing a level of aggravated damage requires a full day and the expenditure of a Willpower point. 5 20 W20: Core Healing, Regeneration, Aggravated
Roar of the Wyrm Spend one Willpower and roll Charisma + Intimidation; each opponent within thirty feet can resist this power with one success on a Willpower roll (or by spending a point of Willpower). Those affected behave as though in a Fox Frenzy: they must run as fast as they can away from the fomor. This fear lasts for two turns per success. 5 20 W20: Core Disable, Fear, Area of Effect
Sense Gaia Spend one Willpower (or Gnosis, if you’ve got it) and roll Perception + Occult. The difficulty is based on the strength on concentration of the “Gaia stench”; sensing an average werewolf is difficulty 6. The range is 20 yards. Each tribe has its own distinct scent, recognizable with three or more successes. 2 8 W20: Core Detection, Supernatural
Sense the Unnatural Roll Perception + Occult (difficulty 6). An additional roll of Intelligence + Enigmas (difficulty 6) may be required to identify the species of supernatural creature. The range is 20 yards. The Ragabash Gift: Scent of Running Water negates this power. 2 8 W20: Core Detection, Supernatural
Shadowplay "The fomor can manipulate shadows about himself, pulling them into a veil of darkness. Most people cannot see through this obfuscation, but the fomor using this power can see through it. Roll Wits + Stealth (difficulty 6). The effects last one turn per success, unless the fomor spends a Willpower point, in which case it lasts for a scene. This affects an area up to about 30 yards in diameter. Seeing through this veil of shadows is someone is actively looking and using Perception + Occult; using a perceptive supernatural ability (such as a Gift using Perception or a vampire’s Auspex) adds one automatic success to this roll. Each success on the activation roll also adds a die to rolls involving Stealth or Intimidation." 3 12 W20: Core Stealth, Area of Effect, Scene Duration
Size Shift Spend one Willpower (or Rage, if you’ve got it). The shapechange lasts for one scene. For each level of this power, the fomor gains one temporary Health Level and one temporary point of Strength or Stamina. Adding one level to a human makes it the size of a lion or pony; adding two makes it the size of a horse; adding three levels makes it the size of a rhino. The fomor maintains the same mobility and all its powers. 2 8 W20: Core Size Change, Attribute Increase, Extra Health May be purchased up to 5 times
Skittersight The fomor can pull out her own eyes with a Willpower roll (difficulty 8), though it hurts like hell. The eyes can roll up to a block away. Anything they see, the fomor will “see” in her mind’s eye. Other than that, the fomor has to use her other senses to perceive her surroundings. The eyes can stay separated for up to an hour, but decay after that. If the eyes aren’t returned, the fomor will regrow them a month later; a fomor with the Regeneration Power regrows them in a day. 1 4 W20: Core Perception, Remote Viewing
Slither Skin "The fomor can shed her skin and animate it. She then can give it simple instructions (no more than five words) before it runs off. The skin can walk, grab things, or attack. Spend one Willpower and roll Dexterity + Athletics (difficulty 6); the effect lasts for one scene. After this wears off, the skin must return to the fomor, or it disintegrates. The skin can “walk” any distance from the fomor. It has one dot in each Physical Attribute and one Health Level. The skin doesn’t have any other inherent powers of the fomor (such as Body-Barbs). If the skin is destroyed, the fomor will regrow it after a month; fomor with the Regeneration Power can regrow it in a day. A fomor can live without her skin, but she’ll have one less Health Level and an Appearance of 0." 1 4 W20: Core Stealth, Disguise, Scene Duration
Slobbersnot Spend one Willpower point; the effects last for one scene. Any opponent’s difficulty to grapple or grab the fomor suffers a one die penalty. The fomor gains an additional soak die against blunt weapons (such as clubs or fists). However, anyone trying to track a fomor with this power reduces the difficulty of the tracking roll by three. Slobbersnot stinks. 2 8 W20: Core Defense, Soak, Scene Duration, Penalty
Spirit Ties This power can be bought multiple times; each time, the fomor gains one point of Gnosis (up to a maximum of 5). The fomor can’t step sideways into the Umbra, but she can activate Bane fetishes. 0 0 W20: Core Supernatural, Gnosis Consider replacing with ability to purchase Gnosis as normal, adding extra for the first dot.
Stomach Pumper This attack has a range of 25 feet. Each blast of regurgitation can cover a single foe; most fomori can’t spew like this more than three times a day. Roll Dexterity + Athletics to hit (difficulty 7); each successful attack does two dice of damage. The victim can spend a point of Willpower to avoid immediately stopping what he’s doing and retching uncontrollably for one round. 2 8 W20: Core Offense, Area of Effect
Tar Skin If someone attacks this fomor with a weapon, the weapon sticks in the fomor’s skin and cannot be retrieved until the end of the scene. Anyone who successfully hits the fomor with an unarmed melee attack gets stuck to the fomor, as if the freak was coated with flypaper. Escaping tar requires a contested roll: the fomor rolls Dexterity + Primal-Urge, while the victim rolls Dexterity + Athletics. Both can continue to use melee attacks or Gifts while they’re stuck together. 4 16 W20: Core Defense, Immobilize, Scene Duration
Toxic Secretions The fomor can buy this power up to five times, gaining an extra level in this power each time. The fomor’s fluids (blood, sweat, spit, and so on) inflict damage on anyone coming into contact with them. There’s enough fluid in the fomor that it actually sprays out of the body: a Garou biting or clawing the fomor will get splattered with it, as will anyone else in close contact. For each level of this power (up to five), the fluids inflict one die of damage, and they stick. The secretion inflicts damage over time: on the first turn, it does full damage; on the second, roll one fewer damage die; and so on, until no damage dice are left. Each turn requires a new soak roll. Secretion can also be involuntary: heat makes the fomor sweat, pain makes him cry, and so forth. Three levels of this power will melt clothing; four levels will melt rope; five levels will melt concrete. 2 8 W20: Core Offense, Damage Over Time, Area of Effect May be purchased up to 5 times
Triatic Sense Any roll to use the Garou Gift: Sense Wyrm to detect the fomor becomes difficulty 9. There are two exceptions, however: A Glass Walker can attempt to see through the Weaver variant normally, and a Red Talon can attempt to see through the Wyld variant normally. A fomor masquerading as a creature of the Wyld or Weaver will also fool someone attempt to confirm this with Sense Wyld or Sense Weaver. Spirits are harder to fool; a Wyld spirit attempting to see through a Wyld mask (or a Weaver spirit seeing through a Weaver mask) rolls against a difficulty of 6. 2 8 W20: Core Deception, Masking, Detection
Twisted Senses The fomor can peer across the Gauntlet. Roll Perception + Occult against the appropriate difficulty for “peeking.” (The difficulty is the local Gauntlet rating when peeking from the physical world or Gauntlet +3 when peeking from the Umbra.) While this power is active, a fomor can also identify Garou in any of their forms. A Garou not in Crinos form appears to have the outline of his Crinos form surrounding him. Either of these abilities requires the expenditure of one Willpower point. The fomor can also identify Wyrm creatures on sight, regardless of deceptions employed. When using this ability, the fomor’s eyes glow unnaturally. When not using this ability, the fomor never blinks. Most fomor who depend on repeated use of this ability tend to spiral into insanity. 3 12 W20: Core Perception, Supernatural, Detection
Umbral Passage The system is the same as for a Garou stepping sideways, but the fomor uses the Willpower Trait instead of Gnosis (unless he has the Spirit Ties power; then he can choose between the two). The fomor must travel alone; he can’t bring others with him, even other fomori. 3 12 W20: Core Mobility, Supernatural, Umbra
Unnatural Strength This power adds four dots to the fomor’s Strength Attribute. If the resulting attribute is more than 5, this ability is obviously supernatural and can never be concealed. If the fomor attempts a roll on the Feats of Strength table, she’ll go on a rampage for one scene after the feat has been achieved. 4 16 W20: Core Attribute Increase, Physical, Rampage Character may spend a willpower to stop the rampage
Venomous Bite If the fomor inflicts at least one Health Level of damage with a bite, this poison inflicts Strength +2 aggravated damage; this cannot be soaked. However, the Gift: Resist Toxin prevents this poison damage. 4 16 W20: Core Offense, Aggravated, Poison
Viscous Form Changing form from solid to liquid requires one Willpower point; however, the fomor can’t remain liquid for more than one scene. Changing back sooner requires a second Willpower point. The liquid fomor has its usual soak dice, but is immune to kinetic attacks (such as claws and bullets). It moves at its usual speed and can move half as fast across vertical surfaces. It cannot attack in its liquid form. 3 12 W20: Core Defense, Intangible, Scene Duration
Voice of the Wyrm Everyone within hearing range (except Wyrm creatures) must attempt a Willpower roll (difficulty 8); on a failed roll, the victim loses half of his current (temporary) Gnosis points. This power can only be used successfully on a given victim once per encounter, although multiple attempts can be made. The tongue can also be used as a melee weapon; a successful attack inflicts two levels of aggravated damage. 4 16 W20: Core Offense, Aggravated, Gnosis
Wall Walking Walking up walls doesn’t normally require a roll, but in combat or crisis situations, a Dexterity + Athletics roll may be required. Difficult surfaces (such as the rain-slicked side of a sleek glass skyscraper) may require a roll. At the Storyteller’s discretion, substances “slicker than snot” (such as wet ice) aren’t affected by this power. 2 8 W20: Core Mobility, Climbing
Water Breathing No roll is necessary, although the fomor may suffer from decompression when rapidly changing depth underwater. 1 4 W20: Core Defense, Aquatic
Webbing The webbing has six soak dice and three Health Levels. The fomor can use it to trap prey. Victims must make a Strength roll resisted by the web’s Strength 8. The webs are almost an inch in diameter, but hard to see from a distance without a Perception + Alertness roll (difficulty 7). The range is as far as the fomor can reach. Some fomor with this power learn a Hobby Talent called Webmaking. Rolls are required for complicated creations, like the seal over a doorway or a ladder down from a ceiling. Even without this skill, the fomor can spew three levels of temporary armor that lasts for two scenes, although the armor takes three turns to weave. 3 12 W20: Core Defense, Trap, Scene Duration
Wings The fomor can fly up to normal human jogging speed (13 yards/turn). With effort, the fomor can push her speed by adding her Dexterity score to her flight velocity for a short burst; this requires a point of Willpower (or Rage, if you’ve got it). Vertical movement is at less than one-quarter speed (3 yards/turn.) 3 12 W20: Core Mobility, Flight
Wrathful Invective This power requires a Presence + Intimidate roll (difficulty 6). For the next scene, the fomor’s opponent takes a two-die penalty if he attempts to attack anyone other than that fomor. Wrathful Invective can only be used against one opponent; using it again in a fight changes its target. The power’s effects end at the end of the scene. 2 8 W20: Core Disable, Mental, Scene Duration
Reassuring Presence The player rolls Manipulation + Leadership, difficulty 7 (9 if the majority of onlookers are supernatural, such as at a caern). Success indicates that the character’s appearance shifts to that of the most appropriate authority figure or peer that onlookers would expect. The shift is a subtle one, and as long as the character doesn’t shapeshift while several people are looking directly at him, onlookers react to the change as if they just noticed the “arrival” of the character in his new form. The character cannot take any specific form (“a policeman” is possible, but “Officer Susan Delmonte” is not), and cannot select the “most appropriate” form (the Storyteller decides what is appropriate). Once selected, the form cannot be changed for the duration of the scene; fomori with this power may revert to their original form at will 3 12 Possessed Deception, Authority, Scene Duration
Succubus' Veil The player spends one Willpower point and rolls Appearance + Subterfuge (difficulty of the target’s Willpower, or 6 if using the “blanket entrancement”). The target must find the character at least moderately sexually attractive; a male Enticer won’t be able to seduce a purely heterosexual male with this power, for instance. If the roll succeeds, the target falls in love with the character and will obey any reasonable commands she gives. If the roll fails, the target simply finds the character extremely attractive (all difficulties to use Sense Wyrm or similar Gifts on the character go up by 1). If the roll botches, the target senses something very wrong with the character, and the character may not attempt to entrance that target again for one day. When using Succubus’ Veil on a single target, the character can choose to make an extended roll, rolling once per scene. If the character’s total successes reach (target’s Willpower x 2), the target is completely subservient to the character and will fulfill any request, even if it involves attacking another pack member or something equally heinous. Succubus’ Veil lasts for one scene unless the character maintains it. 5 20 Possessed Mind Control, Entrancement, Scene Duration
Dispersion When the character wishes to disperse, he must concentrate (taking no other action for the round) and spend a Willpower point. At the end of the round, he will break up into his “component parts,” which may then scatter as desired. At this time, the only way to be fully rid of the character is to find and destroy every individual part — a difficult prospect, indeed. However, unless the character also possesses the Regeneration Power, he will suffer terribly if he attempts to reform without all his “pieces.” As a general rule, you can evenly divide the character’s total body mass by his health levels. Thus, if a character with eight health levels attempts to reform with only 75 percent of himself intact, he will reform having suffered two levels of non-soakable aggravated damage. The character can heal this damage more quickly by consuming more matter, typically that of his component creatures (i.e., if a Hollow Man disperses into a nest of vipers, half of which are subsequently killed, he may seek out and consume vipers once he has reformed in order to heal more efficiently). Note that every individual part has a constant and unerring sense of where the others are at all times, and reforming costs no Willpower, though 4 16 Possessed Defense, Intangible, Damage Over Time
Enchanting Voice As long as the character sings, anyone within the area must make a Willpower roll (resisted by the character’s Charisma + Performance) to take any action other than listen to the song. If the listeners are aware of some form of impending or even present danger, they receive three additional dice on the roll. If they are wounded while listening to the song, the effect of the character’s voice is broken. The possessed character’s voice has no power to influence listeners in other ways (barring other powers of similar nature, such as Spirit Gift: Roll Over). 5 20 Possessed Disable, Mental, Scene Duration