Fomori Variations

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Fomori Variations

Back to Deviants

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.