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secret:met_fomori_rules

Minds Eye Theatre Fomori

By Daniel Utecht, Darin Terwilliger and Robert Vierra

Fomori Types

Delta Class Fomor (Common)

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.

Charley Class Fomor (Uncommon)

Attributes: 8/6/4
Max traits*: 11
Maximum taints: 7
taints required: 3
Abilities: 7
Powers: 5
Max power class: Intermediate
Backgrounds: +2
Power points: +2
Willpower: +1

*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.

Beta Class Fomor (Rare)

Attributes: 10/8/6
Max traits*: 12
Max taints: 9
Taints required: 6
Abilities: 10
Powers: 7
Max power class: Advanced
Backgrounds: + 4
Power points: +3
Willpower: +2

*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.

Alpha Class Fomor (Super Rare)

Attributes: 12/10/8
Max traits*: 14
Max taints: 10
Taints required: 8
Abilities: 15
Powers: 10
Max power class: Expert
Backgrounds: +8
Power points: +5
Willpower: +3

*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.

Fomori Powers

Basic

Berserker: This power gives the Fomor Rage that can be used the same as garou rage. The Fomor starts with 3 rage and can get more with negative traits. The Fomor is susceptible to frenzy with this power.

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.

Extra speed: This works the same way as celerity.

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.

Intermediate

Fungus Touch: This gift allows the Fomor to have fungus cover a victim upon a successful physical challenge. The Fomor does its normal damage and puts fungus on the victim. This fungus can only be healed by supernatural means and for every round (5 Seconds) it permanently lowers the victims physical traits by 1. This does not effect kindred.

Garou Gifts: Basic gifts become intermediate etc…

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.

Advanced

Body Expansion: This power allows the Fomor to grow to 2x its normal size, gaining one extra bruised level, 6 Physical traits and the negative traits of clumsy x2. Also the Fomor takes 1 aggravated wound when it returns to normal. It costs a willpower point to use this power.

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.

Expert

Homogeneity: This potent gift will cancel out all Supernatural powers with in 10 paces of the Fomor. All those within 10 paces of the Fomor must win a static mental test to keep their powers. They can spend a willpower to win the test. This cancels vampiric powers and Garou gifts, but not mage related powers.

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.

Taints

Addiction: For each point in this the Fomor is addicted to something. Choose the points break down as shown.

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 their 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.

secret/met_fomori_rules.txt · Last modified: 2019/02/12 19:24 by 127.0.0.1