Fomori Variations
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Fomori Variations
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Passive: All Deviants fallen to the Wyrm can perceive and speak with banes.
Acclimation 5: At Acclimation 5, the Fomori can consume a Node and take its place. It can grant gifts to Wyrm Changers.
Poisonous(Max level 5)
Type: Fomori
Keywords: Passive
Retest: N/A
Charges: Charges equal to 2x Level.
Slots: 1 Slot
Effect: The Fomori can spend an action to inflict a poison, or coat a weapon with poison. It deals 1 additional damage in the moment but causes the target to have to make a survival check every hour to avoid taking additional 1 lethal. The Poison can also be slipped into food, or drink as it has only a minor taste. Poison is unsoakable but can be treated with a diff 4 medicine check, 1 hour, and access to a hospital.
Balefire breath(Max level 5)
Type: Fomori
Keywords: Active
Retest: Physicals vs Physicals(no retest might applies)
Charges: Charges equal to level
Slots: 2 Slot
Effect: The Fomori Vomits up a spray of toxic liquid or Balefire. It deals rating in agg to the main target and everyone within 3 steps of them. Uses the mass challenge rules.
Cause Insanity(Max level 5)
Type: Fomori
Keywords: Active
Retest: Level vs target's Courage
Charges: Charges equal to level
Slots: 1 Slot
Effect: The Fomori whispers dark secrets and despair into a target's ear. The target must make a courage test equal to level or be afflicted with a Derangement. For supernaturals this lasts for a day. For humans the derangement is permanent.