Brevard Beastiary
A live action role playing game set in Brevard County, Florida
Based on the Mind's Eye Theatre game, The Apocalypse, by White Wolf Game Studios.
Copyright © 1996-1999 Daniel B Utecht. All Rights Reserved.
Wyrm Creatures and Banes
Including Black Spiral Dancers and Fomori
Black Spiral Dancers
New and Revised Gifts
Basic Gifts Resist Toxin
Same as the Fianna giftWyrm Hide
By using this gift, a Garou can add two "tough" traits to their physical stats, and call for one retest of a physical challenge in which they take damage. It costs one gnosis to use and lasts for one scene.Sense Wyld
Same as the Metis gift, except that this detects normal Garou, Wyld spirits, and gangrel that would not have any Wyrm taint.Call of the Wyrm
Same as the Galliard giftSense Wyrm
Same as the Metis gift
Intermediate Gifts Bane Protector
This gift allows a Garou to summon nearby banes and command them to assist. The Dancer must spend a gnosis, and if the bane is unwilling to aid, it may be compelled to do so if defeated in a social challenge. The banes summoned will never allow themselves to be placed in great danger.Mordred's Touch
This Black Spiral gift is used to heal damage during combat. One level of damage is transferred to another person using this gift. A hit must be scored before activating this gift. Such a hit may be with claws or teeth, and damage is taken from the attack as normal. For regular damage, a simple test is needed. If the test is won or tied, the damage level is transferred. If the wounds are aggravated, a gnosis trait must be expended. If the test is won, that damage transferred is taken as aggravated, if tied the damage taken is normal and if the test is lost, no damage is transferred.Howl of the Banshee
Same as the Fianna GiftFoaming Fury
The saliva of a Garou using this gift is poisonous, and any being taking damage from a bite must make a frenzy check. It costs one gnosis to use and lasts for one hour.
Advanced Gift Crawling Poison
This gift corrupts the blood of the Dancer, making it toxic. When another creature is infected by this toxin through a bite or claw, it slows down the healing process to one tenth its normal rate. This lasts until a rite of cleansing is performed and at least one day has passed.Mask the Wyrm
With this gift, Black Spiral Dancers may hide their corruption from the all creation. By spending a gnosis, the Garou can disguise their scent as either Wyld or weaver. Anyone using Sense Wyrm upon winning their first test has to complete a mental test against the user.
Fomori
As told by Darin Terwilliger and Robert VierraThis is a brief adaptation of the Fomori, by Darin and Robert. Both of them deserve many special nightmares for this. For more information and background, please read the book by White Wolf Game Studios, Freak Legion.
Delta class Fomori (common)
Attributes (primary, Secondary, and tertiary) 7-5-3
Max trait in one category 10 (before gifts)
Maximum Taints 5
Taints required 2
Abilities 5
Powers 4
Max power class Basic
Backgrounds 5
Power points 5
Willpower 2Storytellers 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 Fomori (uncommon)
Attributes (primary, secondary, tertiary) 8-6-4
Max traits in one category 11 (before gifts)
Maximum taints 7
taints required 3
Abilities 7
Powers 5
Maximum Power Level: Intermediate
Backgrounds +2
Willpower +1
Power points +2As before, the storyteller can adjust as he sees fit but I don't see the use of more than 15 extra points.
Beta Class Fomori (rare)
Attributes (primary/ secondary/ tertiary) 10-8-6
Max in one category 12 (before gifts)
Max taints 9
Taints required 6
Abilities 10
Powers 7
Max power level: Advance
Backgrounds + 4
Willpower +2
Power points +3These 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 Fomori (super rare)
Attributes (Primary/ secondary/ tertiary) : 12-10-8
Max traits in one category 14
Max taints 10
Taints required 8
Abilities 15
Powers 10
Max power level: Expert
Backgrounds + 8
Willpower +3
Power points +5Hey folks these guys are powerful and should be extremely RARE each one cost Pentex a fortune and has a life span of less than a month.
Ultra class Fomori 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 Fomori Rage that can be used the same as Garou rage. The Fomori starts with 3 rage and can get more with negative traits. The Fomori is susceptible to frenzy with this power.
- Body Barbs- This power gives the Fomori 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 Fomori is especially nimble and can walk on any surface that is solid and keep her balance.
- Noxious breath- The Fomori releases a noxious gas into the air and all with in twenty yard of her must make a simple test or crave a cigarette. Those that 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 Fomori to have gnosis. He starts with 2 and can get more at character creation with negative traits.
- Regeneration- This allows the Fomori to regenerate just like a Garou.
- Poison Tumors- When a Fomori is hit that has this power, the person hitting him takes 1 aggravated wound. If the person is using a melee weapon they get a static physical vs. 7 traits to dodge the spray.
- Numbing - This power allows the Fomori to ignore all wound penalties until they die. This cost 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.
- Basic-Advance: Extra speed- This works the same way as celerity See Fomori creation.
- Eyes of the Wyrm- By looking in to the eyes of it victim, the Fomori can cause a victim to become frozen. By winning a mental challenge the Fomori can make a victim remain frozen in place for 30 minutes or until attacked. This gift cost a power point.
- Hells Hide- This power protects the Fomori completely from fire, heat, and radiation damage.
- Wyrm's Hide- By using this power Fomori can add two "tough" traits to their physical stats, and call for one retest of a physical challenge in which they take damage per scene.
- Frogs Tongue- The Fomori 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 Fomori to have fungus cover a victim upon a successful physical challenge. The Fomori 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 Fomori to use this power must have the gift umbra passage. This gift allows the Fomori to pull people and items into the umbra. This cost a gnosis point to use.
- Rat's Head- A Fomori 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 Fomori 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 Fomori. 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 Fomori must win a simple test or be come stuck fast to the Fomori. This power only effects items used to harm the Fomori. This is on constantly.
Advanced:
- Body Expansion- This power allows the Fomori to grow to 2x its normal size, gaining one extra bruised level, 6 Physical traits and the negative traits of clumsy x2. Also the Fomori take 1 aggravated wound when they return to normal. It cost a willpower point to use this power.
- Brain Eating- By winning a physical challenge the Fomori 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 Fomori 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 Fomori 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 Fomori is able to cause fever and sickness by expending a power point. All damage caused can only be healed naturally. This doesn't effect kindred.
- Molecular Weakening - With this power the Fomori 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 Fomori explodes in flame that do him no harm but can catch items he is carrying on fire. This power cost a willpower and anyone hitting him takes 1 aggravated wound and anyone 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 Fomori 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 Fomori 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 Fomori. All those within 10 paces of the Fomori 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 - Buy winning a mental challenge the Fomori 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 Fomori is addicted to something your choose the points break down as shown.
1 point the Fomori need it once a month
2 points the Fomori needs it once a week
3 points the Fomori needs it once a day
4 points the Fomori need it once an hour.
If they do not get there fix they lose the points they have in the addiction in all traits- Derangements: each derangement is worth 2 taint points. The Fomori can use existing ones or use your imagination.
- Disintegration: This is a nasty taint that is tied to one of the Fomori powers. Each time he uses the power he takes 1 wound. If he goes to incapacitated he dies. This is worth 5 taints
- Doomed: All Fomori have this. They only last so long 1 point=5 years, 2 points=3 years, 3 points=1 year, 4 points=6 months, 5 points =1 month. Alpha and beta class can not take this one because they only last for very short periods of time.
- Inner Volcano: This taint causes the Fomori 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 Fomori powers. When ever the power is used the Fomori 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 Fomori 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 Fomori's body and any damage done to it effects both heads. This is a 3 point taint
- Severe Allergy: The Fomori is allergic to some common substance, like a Garou hates silver. If they are hit with this substance they take aggravated damage. This is a 2 point taint
This page is currently under construction. Please send all suggestions to: Daniel B Utecht.
Future plans include new banes, spirits, fetishes, and new gifts.