Possessed Powers

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Possessed Powers
Power Ability Check Activation Resisted with Kami Fomori Drones Gorgons NOTE
Animal Control
Possessed
Manipulation + Animal Ken 1 Willpower N/A 2 2 - 2 +2 Dice for Kami
Animate Self
Possessed
- 1 Gnosis / Scene N/A 1-5 - - 1-5 Inanimate hosts only
Armored Hide
Possessed
N/A Permanent N/A 2 2 - 2 Mutually exclusive with Invulnerability
Aura of Tranquility
Possessed
Charisma + Empathy Active unless intentionally turned off Willpower 5 - 5 - Ties go to the Possessed
Balefire Flux
Freak Legion
Stamina vs 9 - N/A - 7 - - Houserule: NOT ALLOWED
"Berserker (power)"
Possessed
N/A N/A N/A 3 3 - 3 Grants a base Rage pool of 3, can be raised normally with Freebies/XP
Bestial Mutation
Possessed
N/A Permanent N/A - 5 - 5
Blending
Possessed
N/A - N/A 1 1 1 1
Body Barbs
Freak Legion
N/A Permanent N/A - 2-10 - - Obsolete; replaced by Natural Weaponry
Body Expansion
Possessed
N/A 1 Willpower N/A - 2 - 2/4
Brain Eating
Possessed
Intelligence + Occult vs 6 1 Willpower Willpower vs 6 - 6 - - Houserule: NOT ALLOWED
Bulky
Possessed
N/A Permanent N/A 3 3 - 3
Cause Insanity
Freak Legion
1 die / 2pts vs victim's WP 1 WP - - 2+ - - Obsolete; replaced by Sanity Rending
Chameleon Coloration
Freak Legion
? ? N/A - 2 or 4 - - Obsolete; replaced by Blending
Chaos-Stasis Engine
Possessed
Wits + Appropriate Ability vs own Autonomy+2 - - - - 6 2 or 4 2 point version requires 1WP to intentionally activate, may or may not activate on its own
Claws/Fangs/Horns
Freak Legion
N/A Permanent N/A - 3/5/7 - - Obsolete; replaced by Natural Weaponry
Command the Earth
Possessed
- 1-3 Willpower N/A 3 - - 3
Computer Link
Possessed
Intelligence + Computer vs 6 - N/A - - 1 -
Corrupted Visions
Freak Legion
Manipulation + Subterfuge vs 8 1 WP Willpower vs 6 - 4 - 4 Resist roll only allowed if they know someone is messing with their head
Curse of Gaia
Possessed
Gnosis vs 6 against shifters, automatic against everyone else 3 Gnosis Gnosis vs 6 for shifters, others cannot resist 5 - - - Fails if target is innocent
Cybersenses (possessed)
Possessed
N/A 1 WP N/A - - 2 -
Darksight
Possessed
N/A Automatic N/A 1 1 1 1
Deception
Freak Legion
Wits + Subterfuge vs 7 1 WP N/A - 7 - - Touch required if using it on others
Devour
Possessed
Stamina + Athletics 1 WP - - 4 - 4
Dispersion
Possessed
- 1 WP to disperse, reforming is free N/A 6 4 6 4 No other actions may be taken that turn; House Rule: max 1 health level difference between pieces
Ectoplasmic Extrusion
Possessed
Stamina + Occult 1 WP Resist 3 3 3 3 Note
Electric Field
Possessed
- - Soak 3 3 3 3 1 WP to make damage Aggravated; normally Bashing; House Rule: Dice, not Levels
Elemental Resistance
Possessed
N/A Permanent N/A 1+ 1+ 1+ 1+
"Enchanting Voice (power)"
Possessed
Charisma + Performance vs 6 - Willpower vs 6 3 3 3 3 +3 dice on resist roll if aware of impending danger
Enhanced Attribute
Possessed
N/A Permanent N/A 2/dot 2/dot 2/dot 2/dot House Rule: Unnatural Strength + Exoskeleton + Enhanced Attribute is limited to 8/category and 12/total
"Enhancement (possessed power)"
Freak Legion
Charisma + Empathy vs highest of target's Rage or 6 - N/A - 3 - 3 Obsolete; replaced by Succubus' Veil
Entropic Touch
Possessed
Perception + Medicine/Crafts vs 8 - - - 4 - 4
Exoskeleton
Freak Legion
N/A Permanent N/A 2 2 - 2 House Rule: Unnatural Strength + Exoskeleton + Enhanced Attribute is limited to 8/category and 12/total
Extensible Limb
Possessed
Dexterity + Athletics - N/A - 1/limb - 1/limb Roll is reflexive (ie, not an action)
Extra Limbs
Possessed
N/A Permanent N/A - 2 - 2
"Extra Speed (possessed power)"
Freak Legion
N/A Permanent N/A 3 or 6 3 or 6 3 or 6 3 or 6
Eyes of the Wyrm
Possessed
- Permanent Willpower vs 8 - 3 - - Activates on eye contact
"Flight (power)"
Possessed
N/A Permanent N/A 3 or 5 3 or 5 - 3 or 5 May or may not include actual wings
Foot Pads
Possessed
N/A Permanent N/A 1 1 - 1
Frog Tongue
Freak Legion
Dexterity + Athletics Permanent N/A - 3 - - Obsolete; replaced by Extensible Limb
Fungal Touch
Possessed
- - Stamina vs 7 - 4 or 6 - 4
Garou Gifts
Freak Legion
Varies Varies Varies - Level+1 - - Obsolete; replaced by Spirit Gift
Gaseous Form
Possessed
- 1 WP N/A 5 5 - 5 Reforming also costs 1 WP
Hand from Beyond
Freak Legion
Gnosis vs 6 1 Gnosis Willpower vs 6 4 4 4 4 No rolls needed if targets are willing; multiple targets must hold hands
Hazardous Breath
Possessed
Dexterity + Brawl - Standard Dodge/Soak Varies Varies - Varies
Heart Sense
Possessed
Perception + Empathy vs 7 1 Gnosis - 3 - - -
Hell's Hide
Freak Legion
N/A Permanent N/A - 2 per die - - Obsolete; replaced by Elemental Resistance
Hide of the Wyrm
Freak Legion
N/A Permanent N/A - 1-5 - - Obsolete; replaced by Armored Hide
Homogeneity
Possessed
1 WP Manipulation + Occult vs 7 or victim's Willpower Willpower vs 7 6 6 4 5 Resist roll only allowed if victim knows what the Possessed is trying to do; ties go to the Possessed
Horror
Possessed
- - - 1/2/7 1/2/7 - 1/2/7 1 point version cannot be turned off
Immunity
Freak Legion
- Permanent - Varies Varies Varies Varies
Immunity to the Delirium
Possessed
N/A Permanent N/A 1 1 - - All Drones/Gorgons are already immune
"Infectious Bite (possessed power)"
Possessed
Willpower vs 7 - Stamina vs 7 - 5 - 5 Mutually exclusive with Infectious Touch; ties go to the victim
Infectious Touch
Possessed
Willpower vs 7 - Stamina vs 7 - 5 - 5 Mutually exclusive with Infectious Bite; ties go to the victim
"Invisibility (possessed power)"
Possessed
Wits + Stealth 1 WP Perception + Alertness or Primal-Urge 5 5 5 5 'Resisting' does not actually dispel Invisibility
Invulnerability
Possessed
N/A Permanent N/A 3-7 - 3-7 - Mutually exclusive with Armored Hide
Lashing Tail
Freak Legion
Dexterity + Brawl Permanent N/A - 3 - - Obsolete; replaced by Extra Limb/Natural Weaponry
Liquid Form
Possessed
- 1 WP N/A 5 5 - 5 Reforming also costs 1 WP
"Longevity (power)"
Possessed
N/A Permanent N/A 1-5 1-5 - - Drones effectively have Longevity 5 for free, fomori must have the Addiction taint
Lord of the Land
Possessed
N/A Free, but takes 24h N/A 2-5 - 2-4 -
Magnetokinesis
Possessed
- - N/A - - 6 - Effective Strength equals Willpower, Dexterity equals Wits
Malleate
Possessed
Damage roll of associated attack 1 WP - - 6 - 6 Doesn't work if attack deals no damage post-soak; effectiveness still determined by pre-soak successes
Mask Presence
Possessed
Wits + Stealth 1 WP Willpower vs (5+succs, max 10) 4 4 4 4 Deactivates if user attacks or moves large objects
Matter Weave
Possessed
Manipulation + Crafts, diff varies 1 WP N/A - - 4 4
Mega-Attribute
Freak Legion
N/A Permanent N/A - 3/dot - - Obsolete; replaced by Enhanced Attribute
Memory Caress
Possessed
- Permanent See Delirium chart 1 1 1 1 Has no effect on Delirium-immune people
Mind Blast
Possessed
Wits + Intimidation vs 6 1 WP Willpower vs 7 - 5 5 - Shifters with Rage can spend 1R per turn to take limited action, dice pools halved
Mind Rape
Possessed
Manipulation + Intimidation vs target's Willpower 1 WP Willpower vs 7 - 6 - -
Molecular Weakening
Freak Legion
Perception + Medicine or Repair vs 8 1 WP N/A - 4 - - Obsolete; replaced by Entropic Touch
Mouth of the Wyrm
Freak Legion
Stamina + Athletics 1 WP N/A - 4 - - Obsolete; replaced by Devour
Natural Weaponry
Possessed
N/A Permanent N/A 2 2 - 2 Can be taken multiple times for multiple 'weapons'; +1 to make it retractable (if you don't have Hidden Power merit)
Nightmare Command
Possessed
Manipulation + Empathy vs 7 - - - 3 - - Caster won't get any sleep either
Nimbleness
Freak Legion
N/A Permanent N/A - 2 - -
Noxious Breath
Freak Legion
Stamina + Medicine - Willpower vs 6 - 2 - - Botched resist roll results in 1 unsoakable aggravated damage
Numbing
Freak Legion
Stamina + Medicine 1 WP N/A 3 3 - 3
Peaceful Fighting
Possessed
N/A - N/A 1 - 1 -
Phoenix Fire
Freak Legion
Stamina + Occult vs 7 1 WP N/A - 5 - - Obsolete; replaced by Self-Immolation
Piercing Gaze
Possessed
Perception + Intimidation vs target's Willpower - - 1 - - -
Plant Animation
Possessed
- 1-3 Gnosis or 2-4 WP N/A 3 - - 3
Plant Kinship
Possessed
N/A Permanent N/A 1 - - -
Pliant Bones
Possessed
Dexterity + Athletics - N/A 2 2 - 2
Poison
Possessed
- 1 WP Soak 3 3 - 3 Fully soaked attacks cannot inject poison; House Rule: Dice, not Levels
Poison Tumors
Possessed
N/A Permanent N/A - 3 - -
Procreation
Freak Legion
- 1 WP See 'Possession' spirit Charm - 4 - - Just because you CAN fomorize certain supers doesn't mean they get to actually PLAY one
Prolonged Life
Freak Legion
N/A Permanent N/A - 4 - - Comes with 'free' Addiction Taint (3); buying that off disables this Power
"Rat Head (power)"
Freak Legion
Dexterity + Athletics - N/A - 4 - - Obsolete; replaced by Pliant Bones
Reassuring Presence
Possessed
Manipulation + Leadership vs 7 - - - 3 3 - Fomori can turn it off at will; Drones cannot. Diff 9 if a majority of onlookers are supers.
Regeneration
Possessed
N/A Permanent N/A 5 7 - 5 Drones get BETTER regeneration for free
Roar of the Wyrm
Freak Legion
Charisma + Intimidation 1 WP Willpower - 4 - -
Sanity Rending
Possessed
Charisma + Intimidation 1 WP Willpower - 4 - 4
Savage Genitalia
Freak Legion
N/A Permanent N/A - 2 - - Houserule: NOT unsoakable (unless you can't soak Lethal anyway); armor doesn't apply
Scent of the Weaver
Freak Legion
Charisma + Subterfuge - - - 5 - - Obsolete; replaced by Triatic Scent
Scent of the Wyld
Freak Legion
Charisma + Subterfuge - - - 5 - - Obsolete; replaced by Triatic Scent
Season's Blessings
Possessed
Charisma + Primal-Urge vs 7 - N/A 1-4 - - -
Self-immolation
Possessed
Stamina + Occult vs 7 1 WP N/A 5 5 - -
Sense Gaia
Possessed
Perception + Occult, diff varies - Resist 2 2 - -
"Sense the Unnatural (power)"
Freak Legion
Perception + Occult, then Intelligence + Enigmas - N/A - 2 2 -
Shadowplay
Possessed
Wits + Stealth - - 4 4 - 4 1 WP extends duration to 1 scene
Shapechange
Freak Legion
Stamina + Athletics 1 WP N/A - 3/5/7 - - Obsolete; replaced by Skinshift and/or Transformation
Silent Speech
Possessed
Willpower - Willpower 2 - 2 - No need to roll unless target doesn't want to listen
Size
Possessed
N/A Permanent N/A 4 or 6 4 or 6 - 4 or 6 Very poorly worded; 'two levels' is 4, 'three levels' is 6.
Skinchanger Kinship
Possessed
N/A Permanent N/A 1 1 - - Actually BEING Kinfolk (if you were ICly kinfolk before being possessed) is free if you take this; for fomori, BSD kinship only
Skinshift
Possessed
Wits + Expression, diff varies 1 WP N/A 4 4 - 4 Roll only necessary if copying a specific individual
Skittersight
Freak Legion
Willpower vs 8 - N/A - 2 - - Diff drops to 7 if used frequently
Slither Skin
Freak Legion
Dexterity + Athletics 1 WP N/A - 4 - -
Slobber Snot
Freak Legion
- 1 WP N/A 3 3 - 3
Spirit Awakening
Possessed
Charisma + Performance - - 1 - - -
Spirit Gift
Possessed
Varies Varies Varies Level+1 Level+1 Level+1 Level+1 Can be taken multiple times for multiple Gifts
House rule: First gifts at levels 4 and 5 are limited per '+rules minimum time' (as if you started at 3, regardless of actual lower-level gifts or lack thereof)
Spirit Kinship
Possessed
Manipulation + Expression vs Autonomy+1 1 Gnosis N/A 3 3 3 3 Difficulty 7 for Kami
Spirit Rending
Possessed
Rage vs Gauntlet - Willpower - 6 - -
Spirit Sense
Possessed
Perception vs Gauntlet 1 WP - 2 2 2 2 No roll for identifying shifters, but see +rules sniping
Spirit Static
Possessed
- 1 WP N/A - - 3 -
Spirit Ties
Possessed
N/A Permanent N/A 1 3 4 2 Grants base a Gnosis pool of 1, can be raised normally with Freebies/XP.
Stasis Cocoon
Possessed
Stamina + Survival 1 Permanent WP N/A 5 5 5 -
Stasis Touch
Possessed
Willpower - Gnosis or (Willpower-3) 4 4 4 -
Step Sideways
Possessed
Gnosis vs Gauntlet - N/A 5 5 5 5 Inverse Gauntlet chart for Drones
Stomach Pumper
Freak Legion
Stamina + Brawl vs 7 - Standard Dodge - 3 - 3
Succubus' Veil
Possessed
Appearance + Subterfuge vs 6 (AOE) or target's Willpower (targeted) 1 WP - - 6 - 6 Does not work if target isn't normally attracted to user's gender
Maintaining across scenes is capped at (Willpower) PCs, plus any NPCs bought as backgrounds with XP
HR: Will not effect a PC with the True Love Merit
Taint Suppression
Possessed
(1 die per 2 points) vs (Taint value +2) 1 WP - 2+ 2+ - 2+
Tar Baby
Possessed
N/A Permanent N/A 3 3 - 3 Victim's Strength vs user's Stamina + 3 to escape
Thick-Skinned
Possessed
- Permanent N/A 4 4 4 4 May be taken up to (base Stamina) times
Toxic Secretions
Freak Legion
N/A Permanent N/A - 2 per die - -
Transformation
Possessed
- - N/A 3 or 5 - - - Can be taken multiple times
Triatic Scent
Possessed
Manipulation + Occult vs 8 - - - 2 2 2
Triatic Sense
Possessed
Perception + Occult, diff varies - - 2 2 2 2
Umbral Passage
Freak Legion
Gnosis vs Gauntlet - - - 5 - - Obsolete; replaced by Step Sideways
Universal Tongue
Possessed
N/A Permanent N/A 4 - - -
Unnatural Strength
Possessed
N/A Permanent N/A 6 6 6 6 Mutually exclusive with Enhanced Attribute: Strength; House Rule: Unnatural Strength + Exoskeleton + Enhanced Attribute is limited to 8/category and 12/total
Veil Breach
Possessed
Manipulation + Empathy vs target's Willpower 1 WP - - 5 - 5
Venomous Bite
Freak Legion
- - - - 3 - - Obsolete; replaced by Poison
Voice of Reason
Possessed
- - Willpower or Rage vs (Drone's Manipulation + Expression) - - 3 -
Voice of the Wyrm
Possessed
- - Willpower vs 8 - 4 - -
Wall Walking
Possessed
Dexterity + Athletics Permanent N/A 4 4 4 4 Roll only necessary in combat or for slippery surfaces
"Water-Breathing (possessed power)"
Possessed
- Permanent N/A 2/5 2/5 2/5 2/5 -
Webbing
Possessed
- - N/A 5 5 5 5 For purposes of breaking free, web has Strength 8
Wings
Freak Legion
- Permanent N/A - 3 or 5 - - Obsolete; replaced by Flight


Descriptions

Animal Control

Source: WW3810 Possessed A Players Guide -- Page 107

Description: The character can summon and control animals that are within range when the power is used. The character's control over animals extends only to making animals do things largely within the range of their normal behavior. A dog or wolf might bite, crows might follow a specific person and keep him in sight; but a rat won't act like a carrier pigeon, and a bear won't try to pry open a car trunk.

System: The player spends one Willpower and rolls Manipulation + Animal Ken; Kami gain two additional dice to this roll. If successful, the character can cause one animal per success anywhere within 120 yards to carry out one specific task. The effects lasts for one scene.

Animate Self

Source: WW3810 Possessed A Players Guide -- Page 107

Description: This power allows them to animate their host body. Without this power, a character with a plant or mineral host is immobile.

System: The character spends one Gnosis, and may move as he pleases for the duration of the scene. The number of points spent on this power limits the character's Dexterity; the character can't act with a higher Dexterity than the cost of this power. For obvious reasons, this power should be mandatory for any player's character with an otherwise inanimate host, although Storyteller characters may not need to purchase the power.

Armored Hide

Source: WW3810 Possessed A Players Guide -- Page 108

Description: The fomor's skin is rough and leathery, or hard and scaly, or perhaps it secretes some kind of disgusting ooze that causes attacks to slide off harmlessly.

System: This power grants the fomor three additional soak dice. Additionally, it allows him to soak aggravated damage at difficulty 6.

Aura of Tranquility

Source: WW3810 Possessed A Players Guide -- Page 107

Description: The character radiates an aura of harmony that calms anyone within the area.

System: This power is almost always active, although the character may turn it off at will. While the aura is in effect, nobody in the character's immediate vicinity (about 30 yards or so) may act in a violent fashion. Shapeshifters may not use Rage, vampires may not frenzy, and so on. In order to commit a violent action of any sort in the character's presence, a person must make a Willpower check opposed by the character's Charisma + Empathy. Success allows the would-be marauder to act as violently as he pleases for a turn.

Berserker

Source: WW3810 Possessed A Players Guide -- Page 109

Description: The host is infused with Rage just like a werewolf's, with all the attendant advantages and disadvantages.

System: Buying this power grants the character three points of permanent Rage; Fomori get five points. Additional Rage points may be purchased for one Freebie Point each. The character may use Rage to take extra actions, ignore stuns, or ignore wound penalties (although not, of course, to shapeshift). However, the host is also capable of entering frenzy in the same manner as a Garou. The character doesn't regain Rage by moon phase, although he may regain it in other ways (frustration, between stories, and so on).

Bestial Mutation

Source: WW3810 Possessed A Players Guide -- Page 109

Description:The host body is no longer recognizable as human or animal; it has distended and warped into a rough parody of its former shape, wholly unable to pass as anything other than a supernatural monster.

System: Each of the character's Physical Attributes is raised by 2 (to a maximum of 8); however, the character's Appearance falls to 0.

Blending

Source: WW3810 Possessed A Players Guide -- Page 109

Description: The character is able to shift its coloration for purposes of stealth; although it can't duplicate specific patterns or textures, it can create general patterns sufficient to break up its outline.

System: The character gains four extra dice on any Stealth rolls to keep from being visually detected.

Body Expansion

Source: WW3810 Possessed A Players Guide -- Page 109

Description: The character is capable of increasing her size up to three times her normal height for a short period of time. While expanded, she gains the various advantages of great size: Covering ground in huge strides, picking up opponents more readily, and so on. However, she also suffers minor disadvantages while expanded: Her internal organs don't grow to match, which may make her light-headed from too little blood, and her Strength isn't proportionately increased. Her bones also become brittle due to the attenuation, which can lead to dangerous injuries.

System: The character spends a Willpower Point to reach her expanded size. Hand-to-hand attacks increase their damage to Strength +3, and the character may increase her speed by 10 yards per turn. However, if the character botches a soak roll, her bones break, causing an additional unsoakable health level of lethal damage. Gorgons with plant or mineral forms are immune to the problems of brittle bones, but must pay the increased cost (4 points) for the power.

Bulky

Source: WW3810 Possessed A Players Guide -- Page 110

Description: The character's host body is unusually large and solid, offering an extra measure of durability.

System: The character gains three additional health levels, two at the OK level and one at the -1 level.

Chaos-Stasis Engine

Source: WW3810 Possessed A Players Guide -- Page 110

Description: Chaos Engine is most commonly seen in the Puddlefoot breed of gorgons, for whom it's as familiar as drawing breath. A gorgon with this ability is a walking mouthpiece for chaos, pure and simple. His very presence brings disorder and change to the objects and events at work around him. Bolts unhinge, electrical systems brown out, and nearby containers spring leaks or cracks. The "reverse" of this power, Stasis Engine, produces similar effects in an attempt to bring order to a drone's environment. Axes re-align, objects secure in place, and things that seem out of sync are brought into harmony with their environs. Only gorgons and Drones are permitted (or would desire) to take this power.

System: In gorgons, the point variance for this power is determines by whether or not the Chaos Engine is "uncontrollable." For two points, the power is almost like a Taint in and of itself, as the gorgon has little control over when and/or how the power will "go off." In fact, only by spending a Willpower Point may the gorgon voluntarily alter his environs in the name of chaos. For four points, however, the gorgon's control is a bit sturdier, and he suffers none of the usual deleterious effects of having an "unstable" ability. For Drones there's only one point cost (6), as their Stasis Engine is always under their control.

In the case of voluntary activation, the user need only concentrate for a moment and then roll Wits plus an Ability appropriate to the situation. The difficulty is always the character's Autonomy rating +2, although certain effects may require additional successes at the Storyteller's discretion.

The limitations of this power are as follows: First, only small changes to the user's environment are possible; while largest shifts may occur, they're only temporary in nature, as the objects/events in question will revert to their prior status upon the creature's departing their vicinity. Second, only one alteration to the user's environment is possible at any given time, though a group of related effects can be considered a single alteration for these purposes. The exception to this last involves involuntary chaos, which often produces a number of effects at once, none of which are under the control of the possessor. Whatever greater design these occurrences may follow or serve is ultimately up to the Storyteller.

Command the Earth

Source: WW3810 Possessed A Players Guide -- Page 110

Description: The character is able to compel the very earth to obey it, sculpting new formations, sucking down enemies into morasses of quicksand, and so on.

System: The character spends one or more points of Willpower. One point will create minor effects such as a small sandstorm in a desert or a minor rockfall; two or more points create progressively greater effects, up to powerful localized earthquakes and sudden overwhelming landslides for three points of Willpower. This power functions only on natural earth; a character could compel the earth in a ballpark, but not the concrete of a parking lot.

Computer Link

Source: WW3810 Possessed A Players Guide -- Page 110

Description: The Drone becomes capable of controlling computers by touch alone. The computer must be currently active, and can't do anything that isn't already set up to handle; a beaten-up TRS-80 can't run Excel spreadsheets, and a computer with no Ethernet card or modem can't go online.

System: The Drone can open any file and crack any password with a simple Intelligence + Computer roll; even simpler tasks, such as composing an email or running an anti-virus program, are automatic. any machine controlled by a computer can be operated in this way, although the Drone must be in contact with the piece of hardware that contains the actual computer, if the computer is separate from the machine.

Corrupted Visions

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 32

Description: By utilizing this gift of corruption, a fomor induces hallucinations in some helpless victim. Voices from God, fleeting glimpses of something just out of sight, scoldings, mockery, and other paranoiac favorites are only a few of the possibilities. Although this Power works best when the fomor looks normal enough to pass for human, an especially deformed one can use it while hiding. Knowing your victim helps when using Corupted Visions; a rational person would be suspicious if Jesus suddenly told her to go on a killing spree, while someone who was already disturbed might think it was a perfectly good idea. Of course, a seemingly-rational person could be driven crazy by subtle, well-chosen visions. After that, anything goes.

System: The fomor spends one Willpower point and rolls Manipulation + Subterfuge (difficulty 8). Each success allows him to torment his target for one turn. The potency of the visions also depends on the successes rolled -- one success could conjure whispers or fleeting glimpses, while five successes might allow for a full-blown manifestation of God in the clouds. This can be used as often as the fomor desires; range is line of sight. These visions have no substance whatsoever, and can be seen by one victim at a time. A target who's aware that someone is messing with her can resist the effects with a Willpower roll (difficulty 6). A well-chosen hallucination (a whisper behind the target's back) might raise this difficulty by 1 or 2, while one that's hard to swallow (Mother Theresa with bloody hands) might reduce it the same way.

Curse of Gaia

Source: WW3810 Possessed A Players Guide -- Page 110

Description: Only Kami may purchase this power, and even hen only if they have the power Spirit Ties. The Kami may levy the curse of Gaia Herself against an offender, punishing those who disrupt Her will or the balance of the natural world. Minor curses may manifest as runs of bad luck, bouts of depression or embarrassing physical conditions (such as hair loss or extreme stench); major curses might turn an offender to stone, inflict him with a wasting disease or even compel the earth to swallow him up.

System: During character creation, the player chooses one minor curse effect and one major curse effect that the Kami with this power is capable of inflicting (subject to Storyteller approval). To levy the power, the Kami must spend 3 Gnosis points. If the target is a shapeshifter, they may resist the effect in a contested Gnosis roll; otherwise the curse's effects are automatic. If the Curse of Gaia is leveled against an innocent, the Kami loses all her Gnosis and cannot use any of her powers until she has completed a major task of atonement (such as a visionquest in the Umbra)

Cybersenses (possessed)

Source: WW3810 Possessed A Players Guide -- Page 110

Description: This power allow the user to replace his own senses with that of a machine -- radar, infrared scanning, or the like.

System: The Drone spends one Willpower Point per sense affected. Thereafter, he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s). The effects last for a scene.

Darksight

Source: WW3810 Possessed A Players Guide -- Page 110

Description: The character is capable of seeing in the dark just as well as he might in daylight.

System: Once purchased, this power's effects are automatic.

Deception

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 32

Description: The fomor can hide the spiritual evidence of his Wyrm taint form others. The Sense Wyrm Gift will not detect the fomor as Wyrm-tainted. The fomor can also use this Power on others, to cover their stain. For instance, the fomor can hide the evidence of a vampire's diablerie or even change a normal Garou's aura so that she appears to be Wyrm-tainted when in fact she is not. Fomori under the influence of this Power are also immune to mummies' Hekau (True Name) spells.

System: The fomor spends one Willpower point and rolls Wits + Subterfuge (difficulty 7). The effect lasts for one scene. When using this Power on others, the fomor must first touch the target.

Devour

Source: WW3810 Possessed A Players Guide -- Page 110

Description: The character is able to distend its mouth and swallow objects as large as a medium-sized dog or a small person. Anyone so devoured is digested as food, with only truly indigestible materials being eliminated (such as bones, shoes, or glasses).

System: The player spends one Willpower Point and rolls Stamina + Athletics; the target must be within its grasp, of course. Success allows the character to swallow its victim whole. If the target is still alive, he's treated as suffocating. A target with natural weaponry or a knife may try to cut himself free. All such attacks are at difficulty 7; the possessed may soak as normal, but if it loses half its health levels, the victim has cut a hole in its stomach large enough to escape.

Dispersion

Source: WW3810 Possessed A Players Guide -- Page 111

Description: This power, one of the most overt changes a spirit can make, allows its host to break up his body into a number of smaller wholes, each one fully alive and possessed of its "owner's" sentience. The make-up of these individual parts is up to the player and the Storyteller to decide; most resemble small animals such as rodents or snakes, though some particularly unusual gorgons have been known to suddenly disperse into a number of different entities at once. This Power is most commonly found among the Hollow Men breed of fomori.

System: This Power costs four points for Gorgons and fomori, while Drones and Kami must spend six points in order to acquire the unusual ability. When the character wishes to disperse, he must concentrate (taking no other action for the round) and spend a Willpower Point. At the end of the round, he'll beak up into his "component parts," which may then scatter as desired. At this time, the only way to be fully rid of the character is to find and destroy every individual part -- a difficult prospect, indeed. However, unless the character also possesses the Regeneration Power, he'll suffer terribly if he attempts to reform without all his "piecesl" As a general rule, you can evenly divide the character's total body mass by his health levels. Thus, if a character with eight health levels attempts to reform with only 75 percept of himself intact, he'll reform having suffered two levels of non-soakable aggravated damage. The character can heal this damage more quickly by consuming the more matter, typically that of his component creatures (i.e., if a Hollow Man disperses into a nest of vipers, half of which are subsequently killed, he may seek out and consume vipers once he has reformed in order to heal more efficiently). Note that every individual part has a constant and unerring sense of where the others are at all times and reforming costs no Willpower, though it does take a full round of uninterrupted concentration.

Ectoplasmic Extrusion

Source: WW3810 Possessed A Players Guide -- Page 111

Description: The character is able to generate up to four semi-solid tentacles or arms that can stretch out up to five yards, manipulating objects, or even striking blows. The limbs may be true ectoplasm, quasi-solid shadow, preternaturally thick mist, or whatever seems suitable for the character type in question.

System: The character spends one Willpower Point and rolls Stamina + Occult to generate the tentacles. The character may add 3 to her Strength for purposes of lifting heavy objects only. The tentacles don't grant extra attacks; to attack with multiple pseudopodia requires the splitting of dice pools (or expenditure of Rage) as usual. A blow from an extrusion inflicts Strength + 1 bashing damage, and the maneuver is handled with Dexterity + Brawl, difficulty 8.

Electrical Field

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The character may generate a powerful electrical field that shocks anyone in contact with his body. The current can be AC or DC in nature, with appropriate effects (blowing the target away from the character, or locking their muscles in place).

System: The electrical charge can be generated at will and inflicts bashing damage equal to the character's Stamina + 3. The damage can be made aggravated with the expenditure of a Willpower Point.

Elemental Resistance

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The host's resistance to a certain type of energy form is augmented to supernatural degrees. The chosen source can be mundane, such as fire or lightning, or may even come from more mystical sources such as balefire. Regardless of the source, it can't be changed once it has been decided upon without further expenditure (i.e., buying the Power again).

System: For every point spent on this power, the character gains an extra die for the purposes of resisting injury from the specified energy source, providing him in a sense with a "soak before the soak." If, for some reason, the attack form is one that ordinarily allows no soak or resisted roll, this power provides a number of dice equal to its rating for protection. This power is especially useful to fomori, many of whom were normal mortals being possessed, and thus can't soak any form of attack that inflicts aggravated damage.

Enchanting Voice (power)

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The character may enthrall listeners with its song (or in the case of Drones, with its wonderfully soothing speech).

System: As long as the character sings, anyone within the area must make a Willpower roll (resisted by the characters Charisma + Performance) to take any action other than listen to the song. If the listeners are aware of some form of impending or even present danger, they receive three additional dice on the roll. If they're wounded while listening to the song, the effect of the character's voice is broken. The possessed character's voice has no power to influence listeners in other ways (barring other powers of similar nature, such as the Spirit Gift of Roll Over).

Enhanced Attribute

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The host's natural capabilities are magnified to superhuman levels. This power isn't restricted to Physical Attributes -- a Wyld-possessed being might boast Enhanced Wits, while a fomor might well develop unearthly Appearance, the better to lure victims.

System: For every two points spent on this power, the character's chosen Attribute is raised by one dot. The player can choose to raise an Attribute rating over 5, but no higher than eight. This power can be purchased more than once, to affect multiple Attributes.

Entropic Touch

Source: WW3810 Possessed A Players Guide -- Page 112

Description: With a touch, the character can temporarily weaken the physical structure of an object, or even of a living being.

System: The character must touch the target; the player then spends one Willpower Point and rolls Perception + Medicine if the target is organic, or Perception + Crafts if the target is inorganic (difficulty 8 for either roll). Success weakens the target's tensile strength for one turn; in that time, all rolls to damage the target (whether through attacks or feats of strength) gain five extra dice.

Exoskeleton

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 32

Description: The fomor has grown a hard, osseous carapace all over his body. The exoskeleton is often quite gnarled sporting veinlike tubes and odd shapes. The coloration varies, but it's usually a dull rust or oily black.

System: The exoskeleton grants the fomor +3 Strength and +3 Stamina.

Extensible Limb

Source: WW3810 Possessed A Players Guide -- Page 112

Description: One or more of the character's limbs -- arms, legs, tails, even tongues -- can stretch out to manipulate objects or strike an opponent at range. This power commonly manifests in fomori as a powerful froglike tongue, giving its owner strangely slurred speech (and sometimes a taste for insects).

System: The character may extend her limb with a reflexive Dexterity + Athletics roll, out to one yard plus one yard per success. She may use her full Strength with the limb or limbs in question.

Extra Limbs

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The character permanently sprouts a number of limbs, be they extra arms, tentacles, or even extended, prehensile tongues or intestines. The limbs may be attached in weird places, or even concealed in fleshy pockets until needed.

System: The character gains three additional dice in grapple attempts, in addition to the minor benefits of extra limbs (such as the ability to hold a flashlight while reloading a shotgun and digging for one's car keys simultaneously). The character gains no multiple actions, and must split dice pools (or spend Rage) as usual to perform different actions with different limbs in the same turn.

Extra Speed (possessed power)

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 32

Description: The fomor can outmaneuver a normal human.

System: For every 3 points (up to a maximum of 6), the fomor may take one extra action per turn without splitting her dice pool. When moving, this allows the character to multiply a normal human's speed by x 1.5 for each three points spent.

Movement Norm. Human 3pts 6pts
Walk 7 yds/turn 11 14
Jog 13 yds/turn 20 26
Run 20 yds/turn 30 40

Eyes Of The Wyrm

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The fomor's eyes are somehow unusual. They may be compound eyes like an insect's, or possess strangely shifting pupils and irises, or even swim with ripples of iridescent, unclean color. Those who meet the fomor's gaze see a more dreadful pattern hidden within -- glimpses of the maddening damnation of the Wyrm.

System: Anyone who looks into the character's eyes must make a Willpower roll (difficulty 8) or be frozen in horror for (five turns minus Wits rating, minimum one turn). The fomor may not move, attack, or otherwise take an action to break eye contact with no such restriction; the victim remains frozen as long as the fomor keeps still and maintains the power.

Flight (power)

Source: WW3810 Possessed A Players Guide -- Page 112

Description: The character is able to fly, either through wings (of any description) or some other form of propulsion. She may hover, glide, soar, or dice, as the player chooses.

System: For three points, the character may fly at up to normal human jogging speed (14 yards/turn); for five, she may cover 20 yards/turn. Characters with wings can push themselves farther by adding their Dexterity to their movement rate for short bursts.

Foot Pads

Source: WW3810 Possessed A Players Guide -- Page 113

Description: The character's feet are padded like an animal's, granting him an extra measure of stealth.

System: The character subtracts 2 from the difficulty of any Stealth roll made to move quietly.

Fungal Touch

Source: WW3810 Possessed A Players Guide -- Page 113

Description: The character has been partly subsumed by a strange fungoid substance, which it can pass on with a virulent touch.

System: The character must touch the target; the target must succeed at a Stamina roll (difficulty 7) or begin losing one point from all Physical Attributes, as well as Appearance, per day as the fungus begins to coat him and eat away at his flesh. The infection may be cured only by supernatural means (the Gift of Resist Toxin, healing fetishes, and the like). Only fomori may purchase the six-point version of this power; at this strength, the fungus emanates clouds of revolting-smelling spores, which subtract two dice from the dice pools of anyone attacking the fomor in hand-to-hand combat.

Gaseous Form

Source: WW3810 Possessed A Players Guide -- Page 113

Description: The character can dissolve her body into a gaseous state, be it mist, smoke, or a foul miasma.

System: The player must spend a point of Willpower to become gaseous and another to become solid again. While in gaseous form, the character can glide through the air at her normal walking speed, and can't be harmed by physical attacks such as fists, claws, or bullets. Energy attacks such as fire or radiation affect her as usual, as do most psychic or mind-based powers (save those requiring eye contact). She may not attack while gaseous, although the Storyteller may rule that certain offensive powers still work in gaseous form (such as Mind blast). The gaseous form holds together in most winds, although powerful winds such as those summoned by the Wendigo Gift of Cutting Wind inflict damage on the character.

Hand From Beyond

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 33

Prerequisite: Step Sideways

Description: The fomor can enter the Umbra (using Step Sideways) and then reach back into the material world to pull others into the spirit world with him. He can pull more than one person as long as all the targets are holding hands.

System: The fomor must first enter the Umbra. He then spends one Gnosis point and pulls in one or more willing targets (the targets must hold hands); he may bring in one person for every permanent Gnosis point he possesses. If the target is unwilling, the fomor must make a resisted Gnosis roll against the target's Willpower (both at difficulty 6).

Hazardous Breath

Source: WW3810 Possessed A Players Guide -- Page 113

Description: The character can vent some sort of dangerous substance on command -- fire, poison breath, acidic spittle, or the like. The attack need not actually be a breath weapon; any sort of long-range attack will do.

System: The player rolls Dexterity + Brawl to hit the target; the damage is one health level of lethal damage for every 2 points invested in the power. For an additional point, the damage is aggravated. For an extra three points, the damage is caustic, inflicting damage each turn until the hazardous substance is washed off or neutralized or until the target dies. The character can use this attack a number of times equal to his Stamina each scene. Range is the Storyteller's discretion, depending on the attack type. If the hazard could potentially hurt more than one target at a time, assume that each success above the first on the attack roll allows an additional victim to be hurt if he's within range of the attack (roughly two yards or less form the initial target).

Heart Sense

Source: WW3810 Possessed A Players Guide -- Page 113

Description: Only Kami may purchase this power. The Kami can see into the very heart of an individual, determining her general spiritual allegiance (Wyrm, Wyld, Weaver, Gaia or Other), her innocence or guilt, her true form (if she is wearing another shape), even her most secret dreams and desires or her connections to the past.

System: The Character must possess the Spirit Ties power to purchase Heart Sense. The player spends 1 Gnosis and rolls Perception + Empathy (difficulty 7). Each success grants the Kami one bit of information from the list above.

Homogeneity

Source: WW3810 Possessed A Players Guide -- Page 113

Description: The character can counteract all supernatural powers within five yards of her, or focus on one opponent and prevent him from using such powers for considerably longer. Homogeneity doesn't work on "innate" powers; therefore, while it'll counteract a Garou's Gifts, it won't stop them from shapeshifting.

System: This power costs 6 points for fomori and Kami, 5 for gorgons, and 4 for drones. The players spends one Willpower Point and rolls Manipulation + Occult (difficulty 7 for an area effect, or the Willpower of a single target). Success cancels, but doesn't remedy, any non-legitimate supernatural powers used within five yards; for instance, a werewolf protected by Blur of the Milky Eye would suddenly be revealed, but he could activate the Gift again on his next action. If used on a specific target, that target's powers are nullified for a number of turns equal to the number of successes rolled. This power will cancel Gifts (but not regeneration, Rage expenditure, or shapeshifting), vampiric Disciplines (but not vitae-empowered increases to Attributes), and mage Spheres. If a target knows what the possessed character is trying to do, she may resist with a Willpower roll (difficulty 7, and must exceed the possessed character's successes).

Horror

Source: WW3810 Possessed A Players Guide -- Page 113

Description: The character's presence is so disturbing that it evokes the same supernatural panic in mortals as witnessing a Garou in Crinos form. More powerful characters can even inflict terror and disbelief on the supernatural. This power almost always manifests in characters with truly bestial, animalistic, or outright monstrous forms.

System: For 1 point, the character causes the full effects of the Delirium in all mortal onlookers. For an additional point, she may opt to turn this power on or off at will. The seven-point version of this Power allows the character to inflict the Delirium even on other Awakened beings (at this level, the character may also choose to use the power at will, rather than it being a constant effect). Note that fomori don't have to be physically disfigured or otherwise visibly monstrous to have this power, as the terror spread by its use in innately spiritual.

Immunity

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 33

Description: The fomor can ignore the effects of some kinds of potentially dangerous things. Each kind of resistance must be bought separately; thus, becoming immune to everything is expensive. Example: Maxon is immune to fire and cannot catch the common cold. This costs 7 points (6 for fire immunity, and 1 for the common cold). However, if he had bought immunite to diseases (3 points), he would not have to buy specific immunity to the common cold.


Cost Immunity
1 One minor nuisance (poison ivy, common cold or flu, minor temperature changes)
3 One major threat (diseases, temperature extremes, hunger).
6 One terminal effect (Balefire, poisons, toxins, electricity, fire).

Immunity To The Delirium

Source: WW3810 Possessed A Players Guide -- Page 113

Description: Kami/Fomori may purchase this power to gain immunity to the Delirium.

System: The character isn't subject to any of the Delirium's effects. Note that although a fomor or Kami might be immune to the supernatural fear buried in its human host's racial memory, not all will react to the sight of a nine-foot, super-strong monster with icy calm.

Infectious Bite (possessed power)

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character is able to spread a vicious infection by bite or touch (player's choice, but the character may only use one method). If the host manages to infect a target, the target becomes feverish and sickly, and will be mildly contagious until the infection heals.

System: The host must bite or touch the target. The player then rolls Willpower (difficulty 7) in an opposed roll against the target's Stamina +3 (also difficulty 7). If the host scores more successes than the target, the target takes health levels of damage equal to the difference between the two rolls. This damage is considered aggravated and heals at the rate of one level per week (barring supernatural healing methods). Until the damage heals, the victim is mildly contagious (anyone coming into direct contact with the afflicted individual must roll Stamina, difficulty 4, or receive 2 levels of damage exactly as if she had been infected by the fomor directly.


Infectious Touch

Source: WW3810 Possessed A Players Guide -- Page 114

See Infectious Bite (possessed power)

Invisibility (possessed_power)

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character disappears from sight. She leaves no footprints, but still makes noise and still gives off scent, and will still register to Gifts such as Sense Wyrm (if applicable). Making an attack or any other obvious action will cancel the power's effects; otherwise, the power lasts until cancelled.

System: The player spends one Willpower Point and rolls Wits + Stealth (difficulty 6). Anyone specifically searching for the character rolls Perception + Alertness (or Primal-Urge, if in the form where detecting by scent is possible) in an opposed check against the character's original Wits + Stealth roll. If the searcher rolls more successes than the invisible character, she can target the character as normal (although she still can't actually see him, and therefore might not be able to identify him). The power lasts for a scene or until cancelled.

Invulnerability

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character's body is supernaturally strengthened with no obvious outward effect.

System: The character gains one to five additional soak dice and may soak lethal and aggravated damage at no penalty; the cost is equal to the number of soak dice gained + 2.

Liquid Form

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character can liquefy its body, dissolving into a thick liquid (mud, blood, or the like) that can move about as it likes. The liquid-form character can flow through small openings without difficulty, although it has difficulty moving uphill.

System: The player must spend a point of Willpower to become liquid and another to become solid again. While in liquid form, the character can flow along level of downhill surfaces at its normal walking speed, and can't be harmed by physical attacks such as fists, claws, or bullets. Energy attacks such as fire or radiation damage it as usual, as do most Psychic or mind-based powers (save those requiring eye contact). The character may not attack while liquid, although the Storyteller may rule that certain offensive powers still work in liquid form (such as Mind Blast).

Longevity (power)

Source: WW3810 Possessed A Players Guide -- Page 114

Description:

System:

Lord of the Land

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character is incredibly attuned to her territory, remaining constantly aware of anything that happens within the boundaries she's claimed as her own. this power is common only to immobile Kami (plants, mountains, rivers, animate lands) and Drones with a specific monitor purpose.

System: The character can automatically sense anywhere within her territory. This isn't the same thing as a danger sense; the character may have to make Perception + Alertness rolls to note threats or stealthy intruders. The character can attune herself to a territory roughly the size of a large building for 2 points, a city block for 3 points, and a square mile or so for 4 points. Only Kami may purchase the 5-point version, which can extend their territory as far as the Storyteller is willing to allow (the length of a small river, for instance). However, if the character leaves her territory for any reason, this power is disrupted, and can't be reactivated until she spends 24 hours meditating (or lost in the One Song) within her territory to reattune herself.

Magnetokinesis

Source: WW3810 Possessed A Players Guide -- Page 114

Prerequisite: Drone

Description: The Drone may generate and control localized magnetic fields, allowing him to move or manipulate ferrous objects or damage electronic equipment.

System: The Drone can move ferrous objects as if using Strength equal to the Drone's Willpower and Dexterity equal to the Drone's Wits, at a range of twenty meters. He may also generate electromagnetic pulses, wrecking computers or electronic devices not shielded against such.

Malleate

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character is capable of injecting a strange venom that makes the victim's body malleable, making bones and muscle groups as yielding as clay. This power may affect even unloving flesh and plant tissue.

System: The character damages the target with an attack that could inject the poison (a bite, sting, or the like) and spend one Willpower Point. The bite of a fomor without Natural Weaponry inflicts Strength -1 lethal damage. The victim suffers one health level of unsoakable aggravated damage each turn for one turn per success on the attack's damage roll. The more levels of damage inflicted, the more malleable the victim becomes (wound penalties from this poison represent loss of cohesion, not pain, and can't be ignored by frenzy or Resist Pain. If reduced below incapacitated by this venom, the victim can still crawl but loses all fine motor control. The victim loses one soak die from his pool for each level of Malleate damage currently active. Malleate damage can be healed like any other form of aggravated damage, and the Gifts of Resist Toxin, Thousand Forms, and Adaptation allow Garou to resist the venom's effects.

Mask Presence

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The character is able to obscure his presence from any observers. Although his image still appears on cameras, anyone in his immediate vicinity is hard-pressed to notice him at all.

System: The character spends a Willpower Point and rolls Wits + Stealth. Anyone in the area must make a Willpower check (difficulty 5 + the number of the character's successes, maximum 10) to notice the character. This power lasts for the duration of the scene, or until the character takes some blatantly overt action such as attacking or moving large objects.

Matter Weave

Source: WW3810 Possessed A Players Guide -- Page 114

Description: The character is capable of reshaping matter into new forms and functions. Drones commonly use this power to repair damage to structures or patch up imperfections; gorgons use it almost at their whim, remolding objects into bizarre new configurations to weaken the Weaver's hold on an area.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc.). The created object isn't necessarily permanent; it'll last a length of time according to the chart below. Expending a Willpower Point allows a created weapon to inflict aggravated damage (this effect isn't permanent unless a permanent Willpower Point is spent).

Memory Caress

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The character's spirit half interferes with the minds of ordinary people in order to keep the character's activities secret. Onlookers react to the character in whatever way they normally would, but their memories of the character fade once the character has left. This power certainly has its drawbacks -- it's hard to hold down a day job if your boss forgets you exist whenever you leave the room -- but for many possessed, anonymity is the ultimate defense.

System: The character inspires a form of Delirium in human onlookers, but only for the purposes of determining whether or not they remember the character. Those immune to the Delirium for whatever reason are also immune to this power.

Mind Blast

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The character can immobilize a target with a bolt of psychic energy. The victim collapses to the ground, writhing in pain, at the mercy of his assailant.

System: Spend one Willpower Point and roll Wits + Intimidation (difficulty 6). The target must roll Willpower (difficulty 7) to resist. For every success by which the attacker's roll exceeds the target's, the target spends one turn immobilized by wracking pain. Shapeshifters with Rage may spend one Rage Point per turn to take limited action -- crawling, speaking, etc. -- but any full actions have their dice pools halved.

Mind Rape

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The fomor may invade a target's mind and forcibly wrench information from it. While this does no actual damage, the victim tends to feel naked and violated for several days afterwards (and often has a splitting headache to boot).

System: Spend one Willpower Point and roll Manipulation + Intimidation (difficulty of the target's Willpower). The targets may resist with a Willpower roll (difficulty 7). If the fomor manages more successes, she gains information bhased on the number of successes in excess of her target's. With one success, the fomor is privy only to surface thoughts and emotions. With three successes, the fomor may view thoughts the target thinks of as "secret." With five or more successes, the fomor discovers things about the victim that even the victim didn't know.

Natural Weaponry

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The character manifests natural weaponry in the form of claws, fangs, horns, or just sharp bony protrusions. These weapons aren't normally retractable; if the character purchases the Hidden Power Merit or spends one additional point on the weaponry, she can retract it.

System: Each form of weaponry costs 2 points per die of damage inflicted. For example, for a fomor character to have fangs (+1 damage die) and bonus protrusions on each elbow (+1 damage die per elbow), it would cost 6 Power Points. The damage inflicted is aggravated.

Nightmare Command

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The fomor may cause a target to suffer from horrifying nightmares, depriving the victim of restful sleep. The fomor may choose to influence the content of the dreams, or simply let the victim's subconscious do the dirty work. This power requires complete concentration for as long as the fomor wishes the dream to continue -- if the fomor is distracted, the power is disrupted and can't be used on that target for 24 hours.

System: Roll Manipulation + Empathy (difficulty 7). If successful, the target is plunged into a series of nightmares and regains no Willpower for sleeping that night. If this power is used over the course of several nights, keep track of the successes as though making an extended check. When the successes exceed the target's permanent Willpower score, the target loses a dot of Willpower. This loss can be "healed" by one week of peaceful rest, or by certain Gifts (Dreamspeak, Head Games, Fabric of the Mind, etc.). Note, however, that while a fomor is using this power, he isn't sleeping either. The effect won't be as pronounced on the fomor as on the victim, but over time, the fomor will begin to feel the effects of sleep deprivation (difficulties should increase, attention span lags, etc.).

Nimbleness

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 36

Description: The fomor is especially nimble and can easily keep her balance while performing feats which would cause another person to tumble.

System: The fomor adds two dice to all rolls associated with jumping, climbing, and balance.

Noxious Breath

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 36

Description: The fomor can release poisonous fumes into the air which make those within twenty yards crave cigarettes. The fumes look and smell like cigarette smoke. In addition, the gas weakens the lung tissue of those who breathe it. Repeated exposure to the noxious breath over several weeks or months leads to the development of lung cancer in victims.

System: The fomor rolls Stamina + Medicine (difficulty 6). If successful, the fumes will cover 20 yards around the fomor. Anyone within that range must make a Willpower roll (difficulty 6) or get an irresistible urge for a cigarette (this affects even non-smokers). Those who botch their Willpower rolls suffer one Health Level of damage to their lungs. This damage cannot be soaked and is considered aggravated.

Numbing

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 36

Description: The fomor's body can become completely numb. She feels no pain. However, she is numb to all sensation. She cannot talk properly (her tongue feels permanently anesthetized) and she may cut herself and feel nothing, which may result in infected or gangrenous wounds the fomor is unaware of. Many fomor with this Power end up missing toes, fingers, and other small body parts they have damaged, then neglected.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effect lasts for one scene. The fomor suffers no wound penalties from Health Level losses and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies.

Peaceful Fighting

Source: WW3810 Possessed A Players Guide -- Page 115

Description: The character is able to fight with her full strength without permanently damaging her opponents. Drones use this power out of a desire to avoid any major disruptions.

System: This power can be activated or deactivated at will. The character fights normally, but any health levels of damage she inflicts will last only for the remainder of the scene. Her target heals completely when the scene is over. If the character deals a number of health levels of damage in one blow equal to her opponent's Stamina, her target falls unconscious and awakens at the end of the scene (or if actively awoken by an ally).

Piercing Gaze

Source: WW3810 Possessed A Players Guide -- Page 116

Description:

System:

Plant Animation

Source: WW3810 Possessed A Players Guide -- Page 116

Description: The character is able to animate plants, causing trees, vines, shrubs, and the like to move in ways normally denied them. A tree can strike or even constrict opponents with its branches, vines can entangle, and even grasses can catch at a foe's feet.

System: The cost of activating this power varies; animating a set of bushes costs 1 Gnosis, a small tree is 2 Gnosis, and a large tree (or stand of small trees, or a large swath of scrubs or other vegetation) costs 3 Gnosis. Characters without Gnosis may substitute Willpower, but the cost rises by an extra point. Plants possess one to three points of Dexterity and one to 10 points of Strength depending on their size and flexibility; a patch of grass would have only Strength 1, while a large tree would have Strength 8-10.

Plant Kinship

Source: WW3810 Possessed A Players Guide -- Page 116

Description:

System:

Pliant Bones

Source: WW3810 Possessed A Players Guide -- Page 116

Description: The character's bones can become soft and malleable, allowing her to squeeze through small openings like a rat. The character can also wriggle free of bonds and restraints, given time.

System: Roll Dexterity + Athletics (difficulty 6). Success allows the character to squeeze through openings as small as 1/20th the circumference of her body (meaning a human being could fit through a quarter-sized hole) or to squeeze out of handcuffs, ropes, and the like. Failure means the power fails to operate for a variable amount of time (Storyteller's discretion). A botch means the character is stuck and must make additional rolls to dislodge herself (at +2 difficulty).

Poison

Source: WW3810 Possessed A Players Guide -- Page 117

Description: The character is capable of injecting poison into a foe, whether through venom glands or poisonous body fluids such as saliva.

System: The character must inflict at least one health level of damage on a successful attack of the appropriate nature and spend a Willpower Point. The venom inflicts an additional number of health levels of aggravated damage equal to the attacker's Stamina + 2; this venom is soaked separately, if the target is capable of soaking aggravated damage. The Gift of Resist Toxin negates this damage. The poison can't affect the undead or non-animal targets.

Poison Tumors

Source: WW3810 Possessed A Players Guide -- Page 117

Description: The fomor's body is covered with odd tumors filled with caustic pus, usually of some repugnant color and smell.

System: Whenever the fomor is stuck with a sharp weapon such as claws or blades, the pus from the tumors splatters the attacker, burning him. The attacker must immediately soak three dice of aggravated damage (if capable of soaking aggravated damage, of course); if the attacker actually bites the fomor, the damage increases to five dice. if the attack came from a melee weapon, the attacker may make a reflexive Dexterity roll to avoid the flying pus and suffer no damage. Ranged weapons splatter the attacker only if standing within six feet, in which case he's entitled to the same reflexive Dexterity roll. At the Storyteller's discretion, anyone in close combat with the fomor (particularly grappling him) may run the risk of being splattered with the pus.

Procreation

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 36

Description: The fomor can transmi a Bane through blood and semen -- any encounter involving bodily fluids can sprea dthe Bane. The bane will then attempt to possess the recipient of the fluids. The fomor may only pass on a Bane similar to that which possessed him (a Son of Typhon may only pass on one of Typhon's Brood; a fomori famil member may only pass on the family Bane).

System: The fomor must spend a point of Willpower at the moment bodily fluids are passed to a recipient. The Bane will then begin the process of possession (as per the Possession Charm).

Prolonged Life

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 37

Description: The fomor's natural life span is greatly prolonged. This is not true immortality, since the fomor will die of natural causes eventually (natural death amongst fomori is practically unknown). This Power has a price: The fomor has the Addiction Traint (monthly cycle).

System: No roll is required; the fomor has extended life as long as he regularly assuages his given addiction at least once a month.

Reassuring Presence

Source: WW3810 Possessed A Players Guide -- Page 117

Description: The character may change his appearance to match whatever person the greatest number of onlookers at any given time would respect and listen to. At the scene of a traffic accident, the character would take the form of a traffic cop; in the halls of a corporation, the character seems to be a simple employee. Although this power may seem weak, a clever fomor or Drone can use it to go almost anywhere and obtain limited cooperation from almost anyone.

System: The player rolls Manipulation + Leadership, difficulty 7 (9 if the majority of onlookers are supernatural, such as at a caern). Success indicates that the character's appearance shifts to that of the most appropriate authority figure or peer that onlookers would expect. The shift is a subtle one, and as long as the character doesn't shapeshift while several people are looking directly at him, onlookers react to the change as if they just noticed the "arrival" of the character in his new form. The character can't take any specific form ("a policeman" is possible, but "Officer Susan Delmonte" isn't), and can't select the "most appropriate" form (the Storyteller decides what's appropriate). Once selected, the form can't be changed for the duration of the scene; fomori with this power may revert to their original form at will.

Regeneration

Source: WW3810 Possessed A Players Guide -- Page 117

Description: Any possessed character may take this power, except Drones, who naturally possess a similar ability. The character regenerates damage almost immediately, in the same manner as a werewolf. However, unless the character is also gifted with Rage, she can only heal while at rest.

System: Regeneration costs 5 points for Kami and gorgons and 7 for fomori. The character heals a level of one bashing or lethal damage per turn of rest. If the character also possesses the Berserker power, she can roll Stamina (difficulty 8) to regenerate in combat, just as Garou do.

Roar Of The Wyrm

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 37

Description: The fomor is able to strike terror into the hearts of all near her by issuing this guttural scream. The fomor rolls Charisma + Intimidation versus her opponents' Willpower; those affected must run as fast and far as they can to get away from the fomor, for two turns per success.

Sanity Rending

Source: WW3810 Possessed A Players Guide -- Page 117

Description: The character is capable of bending the minds of those that meet its gaze -- bending them to the breaking point.

System: The character spends a Willpower Point and rolls Charisma + Intimidation, resisted by the target's Willpower. Success inflicts a mental disorder of some sort on the target (see the Derangement Taint for a few ideas). The disorder lasts for one day per success if the victim is a Garou or another supernatural; if the victim is human, the disorder is permanent unless cured. If the character also possesses the Horror power, he may use Sanity Rending as a reflexive action on anyone affected by the Delirium he broadcasts. There's no Willpower cost to use Sanity Rending in this fashion; however, the character can use Sanity Rending only once on any given target.

Savage Genitalia

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 37

Description: John Bobbit's nightmare; the fomor (regardless of gender) has genitals with some menacing feature. male variations include excessive length (14" +) or hardness, thorns, sandpaper texture, or curved suction and internal meat grinders. This is obviously no good in combat, but devastating in bed.

Using this Power requires sexual contact; after that, the target is at the fomor's mercy. A determined fomor can even kill his victim with prolonged intercource. By combining Savage Genitalia with Toxic Secretions, Worms or Inner Volcano, some truly hideous torments may be devised; incorporating Extra Limbs into this Power can duplicate some of the weirder perversions of hard-core Japanese animé, like vaginal tentacles or gun-wielding phalli.

System: No roll is required; sexually engaged victims receive one non-soakable Health Level of damage per turn. The "special features" are not usually evident until it's too late, and getting away without permanent damage is difficult -- the fomor must often be knocked unconscious, and even then that may not be enough. While Garou may regenerate this damage, normal people will have some problems adjusting. Even a werewolf is liable to carry emotional scars from such injuries after the physical damage fades.

Season's Blessings

Source: WW3810 Possessed A Players Guide -- Page 117

Description:

System:

Self-Immolation

Source: WW3810 Possessed A Players Guide -- Page 117

Prerequisite: Fomori tied to fire elementals

Description: The character can immolate herself, becoming a walking bonfire. The flames don't harm the character, but damage everything the character touches, with all the attendant risks (exploding ammunition, burning buildings, and the like).

System: The player spends one Willpower and rolls Stamina + Occult, difficulty 7. The flames inflict three health levels of fire damage on anything they contact (difficulty 9 to soak, presuming the victim is able to soak fire damage). The effect lasts for one turn per success.

Sense Gaia

Source: WW3810 Possessed A Players Guide -- Page 117

Description: The character can sense manifestations of Gaia in the nearby area -- Gaian shapeshifters, spirits, and the like.

System: This power requires active concentration and a Perception + Occult roll. The difficulty depends on the strength and concentration of the "scent"; a werewolf would be difficulty 6, while a powerful Kami would be difficulty 4.

Sense The Unnatural (power)

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 37

Description: Similar to the Garou Gift of the same name, this Power allows the fomor to smell any supernatural being present, such as vampires, werewolves, mages, wraiths, and other spirits. (The Scent of Running Water Ragabash Gift negates this Power).

System: The fomor rolls Perception + Occult (difficulty 6). An additional roll fi Intelligence + Enigmas (difficulty 6) may be required to determine what kind of supernatural creature has been scented. The range is 20 yards.

Shadowplay

Source: WW3810 Possessed A Players Guide -- Page 118

Description: The character can manipulate local shadows, drawing them together into an area of darkness. The character can always see in his own shadows.

System: The player rolls Wits + Stealth; the effects lasts for one turn per success, although the expenditure of a Willpower Point will extend the duration for the entire scene. The total radius of effect can't exceed 15 yards. Use of this power may grant significant bonuses to Intimidation and Stealth rolls, at the Storyteller's discretion.

Silent Speech

Source: WW3810 Possessed A Players Guide -- Page 118

Description: The character is able to communicate without speech, speaking to individuals mind-to-mind. This power bypasses all language barriers, although the character can't communicate in this fashion with creatures without language unless using another power to do so (such as the Spirit Gift of Beast Speech).

System: This power's effects are automatic, although the character must win a contested Willpower roll to speak to anyone who doesn't want to listen. This power doesn't allow the character to read another person's thoughts; the communication's two-way only if the other person is actively trying to make her thoughts heard. Each person involved in a Silent Speech conversation hears the character speak in the language most familiar to the language

Size

Source: WW3810 Possessed A Players Guide -- Page 118

Description: While the Bulky power represents a particularly massive specimen of the host body type, this represents dramatic and permanent shifts in character size.

System: Each size level adds or subtracts one health level to the amount of damage the character can withstand, as well as adding or subtracting one point each of Strength and Stamina. Characters with two levels of size add or subtract one from their opponent's difficulties to spot or hit them (larger targets are easier, of course); characters with three levels add or subtract two. The Storyteller may require characters with unusually large or small host bodies (such as a gorgon rhino or Kami hawk) to purchase this power.


Cost Effect
4 Noticeably larger (horse, tiger) or smaller (poodle, house cat, barracuda) than human.
6 Considerably larger (rhino, great white shark, small tree) or smaller (mouse, pigeon) than human.

Skinchanger Kinship

Source: WW3810 Possessed A Players Guide -- Page 118

Description:

System:

Skinshift

Source: WW3810 Possessed A Players Guide -- Page 118

Description: The possessed character may alter the appearance of his flesh, quickly and fluidly taking on the features and body shape of an entirely different creature within moments.

System: The character may change its appearance at any time merely by concentrating for a turn and spending a point of Willpower. When trying to duplicate the features of a specific individual, the player must roll Wits + Expression (with variable difficulty, depending upon the degree of shift and other factors as determined by the Storyteller) to succeed. However, the change is always slightly imperfect; a Kami with a lion host might retain his lion's tail in human form, while a plant-host might retain bark-like skin or hair like willow branches. Each change lasts until the next Skinshift.

Skittersight

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 38

Description: This weird Power allows the fomor to pull out her eyes, twist the optic nerves into feet, and send the eyes scurrying down hallways and around corners in order to see things normally obscured. She'll have to be careful -- if the eyes get squashed, she'll be forever blinded. Fomori with Regeneration will grow new eyes in one month, however.

System: Pulling out your own eyes requires a Willpower roll (difficulty 8; 7 for frequent users). This does no damage, but hurts like hell. After that, the eyes may run up to a block away under their own Power, and anything they see will "appear" within the fomor's brain as if her eyes were still attached; this may be coupled with Darksight for extrasensory Powers.

Slither Skin

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 38

Description: The skin of the fomor is a weapon and a useful helper. The fomor can shed her skin, giving it certain simply instructions (no more than five words). The skin detaches at the rectum and peels off over the fomor's head. It can walk, grab things, or attack. If the fomor specifies that additional Powers (such as Body Barbs) are lodged in her skin, she has to pay for them. The fomor can live without her skin, but has one less Health Level. Her ghastly appearance will horrify all who see her, as she is a living anatomy lesson. The skin, meanwhile, stalks along like a hollow person without bones or eyes, chasing horrified victims into the arms of its skinless master. The Wyrm's use of such fomori in Ireland gave rise to tales of Nuckulavee the Skinless, while the attacks on the Nodes in Haiti are remembered by the Wyrm-worshipping Cochons Sans Poil, a sect of Bata'a barabbi mages.

System: The fomor spends one Willpower point and rolls Dexterity + Athletics (difficulty 6). The effect lasts for one scene, at which time the skin must return to the fomor or disintegrate. The skin's Physical Attributes are all one dot each and it has one Health Level. The skin can wlak any distance away from the fomor. If the skin is destroyed, the fomor will grow another one after one month.

Slobber Snot

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 38

Description: The fomor's skin is covered with small warts which excrete an extremely slick and runny slime. This slime renders the fomor's body virtually frictionless, making it almost impossible for opponents to grasp the fomor. The slimy gel also helps the fomor to squeeze through tight spaces. Slobber Snot dissolves almost instantly in direct sunlight. Most fomori who take this Power are highly vulnerable to the Crusties Taint.

System: The fomor spends one Willpower Point. The effects last for one scene. Durin this time, opponent's difficulties to grapple or grab the fomor suffer a penalty of three. In addition, the fomor adds one to her soak dice against blunt weapons (clubs, fists, etc.). Opponents trying to track a fomor with Slobber Snot subtract three from their difficulties, due to the distinctive smell.

Spirit Awakening

Source: WW3810 Possessed A Players Guide -- Page 118

Description: The Kami is able to awaken the spirits of animals, plants, or inanimate objects by singing or playing music for them.

System: To activate the power, a fomor must roll Charisma + Performance and play a rhythm on some form of instrument. When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in the Umbra. For example, if the power is performed on a VW bus, any in the Umbra would see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone on the Umbra. When performed on plants, awakened Plant-spirit will lend its powers as though it were a Garou's talen (one use). Different plants grant different abilities when this power is used. For example, foxglove protects against faerie magic (adding two to the difficulty of any faerie spell). The Kami must play a musical instrument or sing a song (talent doesn't matter). Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit doesn't allow any control over it; that requires either a Rite of Binding or a Gift. The number of turns it takes to awaken a spirit is equal to 10 minus the Kami's successes.

Spirit Gift

Source: WW3810 Possessed A Players Guide -- Page 118

Description: With Storyteller permission, the character can learn any appropriate Gift and develop it as his own power. The Gift must have something to do directly with the character's purpose; for instance, a Drone couldn't take Create Element under any circumstances, but Sense Prey might be appropriate for a gorgon with a predator host.

System: The cost is equal to the level of the Gift + 1. The system works as described for the individual Gift purchased. This power doesn't negate the need for Rage or Gnosis if a Gift calls for either. For instance, a gorgon can't use Breath of the Wyld (which requires a Gnosis roll) unless the gorgon has also purchased the Spirit Ties power (giving a possessed character a Gnosis score).

Common Gift choices for Fomori include: Curse of Hatred, Foaming Fury, Odious Aroma, Toxic Claws, and Visceral Agony.

Common Gift choices for Drones include: Control Simple Machine, Diagnostics, and Persuasion.

Common Gift choices for gorgons include: Adaptation, Beast Mind, Breath of the Wyld, and Camouflage.

Common Gift choices for Kami include: Beast Life, Beast Speech, King of the Beasts, and Mother's Touch.

Spirit Kinship

Source: WW3810 Possessed A Players Guide -- Page 119

Description: The character has powerful ties to the spirits of his kind, and may even call on them in times of danger. Fomori are tied to Banes, Drones call on Weaver-spirits, gorgons may invoke Wyldlings, and Kami usually summon elementals.

System: The player spends a Gnosis Point and rolls Manipulation + Expression, difficulty of the character's Autonomy + 1. Each success summons one Gaffling of the appropriate type, which will arrive on the following turn. The spirits will attempt to assist the possessed character as they see fit, which might work at cross-purposes with the character's actual desires -- Banes may strike to torture and kill rather than capture, for instance.

Spirit Rending

Source: WW3810 Possessed A Players Guide -- Page 119

Description: The fomor must have the powers of Berserker and Spirit Sense. Fomori with this power can use their Rage to strike out against spirits across the Gauntlet and feed on their energies. of course, a fomor who misjudges her quarry might be in for a fatal surprise.

System: The fomor must first "peek" across the Gauntlet with Spirit Sense to find prey. Once a spirit is sighted, the fomor rolls Rage against the Gauntlet rating, resisted at the same difficulty by the attacked spirit's Willpower. Any successes rolled by the fomor in excess of the spirit's roll subtract Essence from the spirit on a one-for-one basis. Every two points of Essence bled from a spirit restore one point of temporary Willpower or Gnosis (if the fomor has Spirit Ties) to the fomor, up to her usual limit (although the fomor may continue attacking the spirit even after her pool is full). A fomor may use Spirit Rending as many times in a given scene as he has dots of Rage. Only true spirits may be attacked with this power; shapechangers and other half-spirit creatures wandering the Umbra are immune.

Spirit Sense

Source: WW3810 Possessed A Players Guide -- Page 119

Description: The character is able to see across the Gauntlet, watching the occurrences in the local Penumbra. Fomori with this power often have their eyes strangely altered, and many slowly go mad from all they see.

System: The player spends one Willpower and rolls Perception against the local Gauntlet rating to see into the Penumbra. The character can also spend one Willpower to be able to identify werewolves and other shapeshifters for the duration of a scene; any such creature appears with its Crinos form overlaid like an afterimage. Fomori who possess this power can also automatically sense Wyrm-servants.

Spirit Static

Source: WW3810 Possessed A Players Guide -- Page 119

Description: The Drone may temporarily increase the Gauntlet in his immediate vicinity, limiting the powers of the Weaver's enemies.

System: The player expends one point of Willpower to raise the Gauntlet by one; the effects last for a scene. The raised Gauntlet doesn't necessarily affect Weaver-granted powers (such as the Drone variation on the Step Sideways power).

Spirit Ties

Source: WW3810 Possessed A Players Guide -- Page 119

Description: The character has an innate connection to the spirit world and may use fetishes and talens.

System: Cost for this power is 1 for Kami, 2 for gorgons, 3 for fomori, and 4 for Drones. The character begins with one dot of Gnosis and may purchase more for two Freebie Points each. This power does not confer the ability to enter the Umbra, however (see the Step Sideways power).

Stasis Cocoon

Source: WW3810 Possessed A Players Guide -- Page 119

Description: The character cocoons herself in a hardened shell while her metabolism slows to a state of suspended animation. Cocooned characters don't age and can remain alive without food, water, or even air almost indefinitely.

System: Creating a cocoon requires at least ten minutes of undisturbed concentration, one point of permanent Willpower, and a successful Stamina + Survival roll (difficulty 6). Each success gives the finished chrysalis one soak die against bashing or lethal damage and one health level (if the character has the power of Armored Hide, these dice are also added to the cocoon's soak pool). Unless the character specifies a time limit for his cocoon, it only releases him from suspended animation if it's breached (i.e., all health levels lost). If a cocoon has a predetermined lifespan, it hatches open and awakens its creator once this duration has expired. Each month spent in a Stasis Cocoon automatically restores one point of temporary Willpower and heals a level of damage (normal or aggravated).

Stasis Touch

Source: WW3810 Possessed A Players Guide -- Page 119

Description: With a single touch, the character can rob his opponents of the ability to shift their form. This power is most common among Drones, as the manifestation of their ultimate ties to order and conformity. However, at the Storyteller's discretion, formori or Kami might possess this power as well (although obviously with a less Weaverish bent). Gorgons may never purchase this power.

System: The character must first touch his target; the player then makes a Willpower roll opposed by his target's Gnosis (in the case of shapechanging creatures without Gnosis, such as vampires, substitute Willpower - 3). Each success over and above the target's successes removes the target's shapechanging powers for two turns.

Step Sideways

Source: WW3810 Possessed A Players Guide -- Page 119

Prerequisite: Spirit Ties

Description: The character gains the ability to step into the Umbra, much as Garou do. Possessed characters with this power may not lead others into the Umbra, however.

System: The ability to step sideways is permanent. Roll Gnosis (difficulty of the local Gauntlet) to step into the Umbra. Drones are the exception; they can step sideways more easily in areas where the Gauntlet is strongest (as the Weaver-spirit inhabiting them parts the webs of the Gauntlet). For Drones, a science lab is difficulty 2, whereas a Drone trying to step sideways at a caern would have a hard time of it (difficulty 7 or higher).

Stomach Pumper

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 39

Description: The fomor can vomit forth all that he's eaten recently covered in a gout of clinging stomach acids, up to a range of 25 feet. Each regurgitative blast (and few fomori have enough for more than three such blasts) can cover a single foe.

System: The attack does two dice of damage if it hits (Dexterity + Athletics to hit, difficulty 7), but any victim struck must expend a point of Willpower to keep from stopping whatever they're doing and start gagging.

Succubus' Veil

Source: WW3810 Possessed A Players Guide -- Page 120

Description: Fomori and gorgons may take this power; it's the signature power of the Enticers, and very appropriate to Nereids. The character can appear as a target's ideal mate, and with a gesture, beckon him to her side. Successful use of this power indicates that the target is so completely enthralled by the character that he'll do anything reasonable to please her. (No matter how completely an Enticer entrances a Garou, however, make two Garou jealous enough to start fighting over her, but this requires manipulation, not further application of this power.) Alternatively, the character may activate this power to entrance anyone who lays eyes on her, although this "blanket entrancement" is much less potent.

System: The player spends one Willpower Point and rolls Appearance + Subterfuge (difficulty of the target's Willpower, or 6 if using the "blanket entrancement"). The target must find the character at least moderately sexually attractive; a male Enticer won't be able to seduce a purely heterosexual male with this power, for instance. If the roll succeeds the target falls in love with the character and will obey any reasonable commands she gives. If the roll fails, the target simply finds the character extremely attractive (all difficulties to use Sense Wyrm or similar Gifts on the character go up by 1). If the roll botches, the target senses something very wrong with the character, and the character may not attempt to entrance that target again for one day. When using Succubus' Veil on a single target, the character can choose to make an extended roll, rolling once per scene. If the character's total successes reach (target's Willpower x 2), the target is completely subservient to the character and will fulfill any request, even if it involves attacking another pack member or something equally heinous. Succubus' Veil lasts for one scene unless the character maintains it.

Taint Suppression

Source: WW3810 Possessed A Players Guide -- Page 120

Description: The fomor can briefly negate the effects of any of his Taints. Suppressed physical deformities heal back to unmarred flesh in seconds; derangements vanish in a burst of perfect clarity, etc. Use of this power is extremely addictive, especially for once-beautiful fomori.

System: The player must spend one Willpower Point and roll one die for every two points spent for this power; the difficulty is the point cost of the targeted Taint + 2 (minimum difficulty of 4). Success completely suppresses the Taint for the remainder of the scene. A botch on this roll can make the targeted Taint immune to further suppression attempts or cause the fomor to develop a completely new Taint (Storyteller discretion). A fomor may suppress multiple Taints simultaneously, but the Taint costs are added together to determine the difficulty of using this power.

Tar Baby

Source: WW3810 Possessed A Players Guide -- Page 120

Description: The character's skin or "flesh" is made of a thick, sticky substance like molasses or tar. Anything that comes into forceful contact with the skin sticks to it like a fly on flypaper; slow, deliberate contact such as donning clothes doesn't' activate the adhesive qualities.

System: This power is always active. Anyone striking the character in brawling combat gets stuck to the character, as if successfully grappled. The opponent may not use whatever limb is stuck to the character unless he makes a resisted Strength roll versus the character's Stamina + 3 to escape. If the character is hit by a melee weapon, he may make a reflexive resisted Strength roll to wrest the now-stuck weapon from the attacker's hands.

Thick-Skinned

Source: WW3810 Possessed A Players Guide -- Page 120

Description: The character has an additional outer layer or layers of covering that provides supernatural protection against injury. The style of protection varies with the individual possessed; Drones simply experience an imperceptible hardening of the skin, while gorgons often manifest this power in a number of different ways, ranging from highly dense flesh to a layer of scales.

System: Upon acquisition of this power, the character gains an additional bruised health level which may be added to the player's character sheet (simply draw in another box next to the one already listed). The listed cost for this power assumes that this extra protection is not outwardly manifest; (i.e., the character may still pass for normal in public). With Storyteller permission, this cost may be reduced by two if the player opts to make his thick skin (or shell, or hide, or what have you) outwardly apparent. This power may be taken a number of times equal to the character's unmodified Stamina rating.

Toxic Secretions

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 39

Description: This Power turns the fomor's bodily fluids into toxic waste.

System: The fomor's blood, spit, sweat, ejaculate, and other fluids inflict damage on anyone coming into contact with them; a Garou biting or clawing the fomor would shower herself with the secretions, as would intimate partners, tormentors, or anyone else in close contact. The damage is one die per two Power points spent. This toxic damage may be soaked, but it "clings"; on the first turn, it does full damage. After that, it loses one die of potency per turn, but inflicts damage until it "wears off" (there are no more dice). Each turn requires a new soak roll from the victim.

Toxic Secretions are often voluntary until something provokes an involuntary reaction -- heat will make the fomor sweat, pain may make him cry, and obvious calls of nature will make him eliminate. At the higher levels of toxicity, the fomor begins to damage his environment; six points will dissolve clothing in one turn, nine will dissolve rope, 12 wood, and 15 porcelain or even concrete. Fomor with Toxic Secretions often suffer from the Disintegration Taint, reflecting the damage the Power inflicts upon its "user."

Transformation

Source: WW3810 Possessed A Players Guide -- Page 120

Description:

System:

Triatic Scent

Source: WW3810 Possessed A Players Guide -- Page 120

Description:

System:

Triatic Sense

Source: WW3810 Possessed A Players Guide -- Page 121

Description: The character has an ability to sense the relative strength of any of the Triat in her immediate vicinity.

System: This power can be applied to any or all Triatic energies at the user's discretion. The player rolls Perception + Occult; the difficulty depends upon the strength and concentration of the Triatic influence in the area. At the Storyteller's discretion, additional successes could mean more concrete information imparted through use of this power.


Universal Tongue

Source: WW3810 Possessed A Players Guide -- Page 121

Description:

System:

Unnatural Strength

Source: WW3810 Possessed A Players Guide -- Page 121

Description: The fomor's muscles are unnaturally developed, and they bulge in odd, disturbing ways. They may even writhe in some bizarre manner. In some disgusting cases, the fomor may seem to have no skin at all.

System: This power adds four dots to the fomor's Strength Attribute.

Veil Breach

Source: WW3810 Possessed A Players Guide -- Page 121

Description: Characters with this power can reach into a human's mind and tear out the slivers of consciousness susceptible to the Delirium. Such invasive "psychic surgery" predisposes its victims to madness, but makes otherwise normal humans capable of interacting with (or even fighting) Garou without succumbing to immediate panic. Use of this power requires direct eye contact with the subject.

System: The player spends one Willpower Point and rolls Manipulation + Empathy (difficulty of the target's Willpower. Each success immunizes the target from the deleterious effects of the Delirium for one turn. If the player rolls five or more successes, the immunity lasts for a full day, although many individuals who receive such "blessings" go mad.

Voice of Reason

Source: WW3810 Possessed A Players Guide -- Page 121

Description: The character's voice becomes a strange, seductive monotone, lulling listeners into a state of hypnotic calm.

System: Those listening to the Drone must make Willpower or Rage rolls (whichever they prefer), difficulty of the Drone's Manipulation + Expression, or be lulled into a state of quiet acquiescence. The hypnotic state is instantly broken if the target is harmed, but the subject is otherwise quite susceptible to suggestion. This power can be used to calm a target out of frenzy; the Drone must win a Manipulation + Expression roll contested by the target's Willpower to end a frenzy.

Voice Of The Wyrm

Source: WW3810 Possessed A Players Guide -- Page 121

Description: The fomor's tongue has been altered into a strange form: Possibly thick and slug-like, possibly long and forked, possibly even transmutated into a mass of tendrils. The fomor may speak as normal, and may also speak in the Wyrm's own language.

System: When the fomor chants a section of the Dark Litany, all those in hearing range must make successful Willpower rolls, difficulty 8, or lose half their Gnosis (figured from the permanent rating). Wyrm-servants are immune to this effect, and the power can affect any given victim only once per scene, whether successful or not. The fomori also gains an obscene lick attack, inflicting two dice of unsoakable aggravated damage.

Wall Walking

Source: WW3810 Possessed A Players Guide -- Page 121

Description: The character can run up sheer surfaces like a spider, as easily as if he were on level ground.

System: No roll is normally required. The Storyteller may require a Dexterity + Athletics roll in more strenuous circumstances: Combat, icy, or slippery surfaces, and so on. Near-frictionless surfaces such as wet ice can't be climbed at all.

Water Breathing (possessed power)

Source: WW3066 Freak Legion A Players Guide to Fomori -- Page 40

System: With this simple Power, the fomor may either breathe underwater or (for five points) need not breathe at all. This Power also confers a certain degree of resistance to underwater pressures and decompression problems, although considerable depths or radical changes (going from 500 feet to 30 in less than a minute) will cause some damage.

Webbing

Source: WW3810 Possessed A Players Guide -- Page 121

Description: Any character may purchase this power, which allows for the creation of webs to bind fallen foes, seal off openings, or even lower oneself from a great height. The power may take many forms according to the character. Fomori might spin gouts of foul-smelling adhesive from unclean glands, while Kami and gorgons might produce more "natural" silken webbing, and Drones weave plastic-like, artificial-seeming strands to bind their foes.

System: The webbing is extremely sticky and strong, with six soak dice (and may soak all forms of damage) and three health levels. Those caught by the webbing's adhesive coating must succeed at a resisted Strength roll against the web's Strength of 8 to escape. The webbing is translucent enough to be difficult to see in shadowy or dark areas (Perception + Alertness roll to spot at a distance, difficulty 7).