secret:met_fomori_rules
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secret:met_fomori_rules [2013/06/10 14:20] – [Beta Class Fomor (Rare)] rew | secret:met_fomori_rules [2019/02/12 19:24] (current) – external edit 127.0.0.1 | ||
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- | | Attributes: | 12/10/8 | + | | Attributes: | 12/ |
- | | Max traits*: | + | | Max traits*: |
- | | Max taints: | 10 | | + | | Max taints: | 10 | |
- | | Taints required: | 8 | | + | | Taints required: | 8 | |
- | | Abilities: | 15 | | + | | Abilities: | 15 | |
- | | Powers: | 10 | | + | | Powers: | 10 | |
- | | Max power class: | Expert | | + | | Max power class: | Expert | |
- | | Backgrounds: | + | | Backgrounds: |
- | | Power points: | +5 | | + | | Power points: | +5 | |
- | | Willpower: | +3 | | + | | Willpower: | +3 | |
*In one category and before gifts | *In one category and before gifts | ||
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- | 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. | + | **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 | + | **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) |
- | 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 | + | **Nimbleness**: The Fomor is especially nimble |
- | Sense Gaia: This works the same as sense wyrm but is used to find garou. | + | **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 |
- | Spirit Ties: This power allows | + | **Sense Gaia**: This works the same as sense wyrm but is used to find garou. |
- | Regeneration: This allows the fomor to regenerate just like a 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. |
- | 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. | + | **Regeneration**: This allows the fomor to regenerate just like a garou. |
- | Numbing: This power allows | + | **Poison Tumors**: When a fomor that has this power is hit, the person hitting him takes 1 aggravated |
- | Claws/ | + | **Numbing**: This power allows the fomor to ignore all wound penalties until it dies. This costs a power point to activate. |
- | Exo Skeleton: This power adds the physical traits of resilient and tough. It also adds 1 health level. | + | **Claws/ |
- | Basic-Advance: | + | **Exo Skeleton**: This power adds the physical traits of resilient and tough. It also adds 1 health level. |
- | 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. | + | **Extra speed**: This works the same way as celerity. |
- | Hell's Hide: This power protects | + | **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. |
- | Wyrm's Hide: By using this power fomori can add two " | + | **Hell's Hide**: This power protects the Fomor completely from fire, heat, and radiation |
- | Frog's Tongue: The Fomor has a 2 yard long tongue that has the physical traits of Lithe x2 and does Normal damage. | + | **Wyrm' |
+ | |||
+ | **Frog's Tongue**: The Fomor has a 2 yard long tongue that has the physical traits of Lithe x2 and does Normal damage. | ||
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- | 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... | + | **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. |
- | 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. | + | **Garou Gifts**: Basic gifts become intermediate etc... |
- | Shadow Play: With this gift the fomor is able to manipulate | + | **Hands From Beyond**: The Fomor to use this power must have the gift umbra passage. This gift allows |
- | Slobber Snot: This power works identical | + | **Rat' |
- | 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. | + | **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. | ||
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- | 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. | + | **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 " | + | |
- | 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. | + | **Brain Eating**: By winning a physical challenge the Fomor can instead spend up to 3 power points and permanently " |
- | Gaseous Form: With this form the Fomor becomes gaseous and cannot | + | **Hazardous Breath**: The Fomor can use a breath weapon buy expending a power point. This breath weapon can be any type (chosen at creation) |
- | Infectious Touch: The Fomor is able to cause fever and sickness | + | **Gaseous Form**: With this form the Fomor becomes gaseous |
- | 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. | + | **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' |
- | 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. | + | **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. |
- | Procreation: With this power the fomor is able to put a bane in any of his body fluids | + | **Phoenix Fire**: The fomor explodes |
- | Umbra Passage: This power allows a fomor to enter the umbra and leave it just as if he was a garou. | + | **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. |
- | Mega-attribute: | + | **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. | ||
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- | Homogeneity: | + | **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. | + | |
+ | **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. | ||
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- | Addiction: For each point in this the Fomor is addicted to something. Choose the points break down as shown. | + | **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 | + | | 1 | The fomor needs it once a month| |
- | 2 The fomor needs it once a week | + | | 2 | The fomor needs it once a week| |
- | 3 The fomor needs it once a day | + | | 3 | The fomor needs it once a day| |
- | 4 The fomor need it once an hour. | + | | 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. | ||
- | If they do not get there fix they lose the points | + | **Derangements**: |
- | Derangements: Each derangement | + | **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. |
- | 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. |
- | Doomed: They only last so long. | + | | 1 | 5 years| |
+ | | 2 | 3 years| | ||
+ | | 3 | 1 year| | ||
+ | | 4 | 6 months| | ||
+ | | 5 | 1 month| | ||
- | 1 5 years | + | **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. |
- | 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. |
- | Mental De-Evolution: | + | |
- | Physical Wasting: This is identical to mental de-evolution except that it effects the fomors physically. | + | **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' | + | **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' |
- | 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. | + | **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. |
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