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Project Aeneid binds a special type ofBaneknown as a Mind Feeder into the psychic. The newly created fomor gains power in his psychic abilities and is able to force hallucinations onto others' minds, but must feed upon normal human brains at least once a week or begin to suffer (Taint: Addiction to brain eating). Using her mind powers also comes at a cost, often draining her physical capabilities (Taint: Physical Wasting).
Brain Eaters are the newest project undertaken by the Special Projects Division, and as such, they are completely untested, Psychics are rare to begin with and those who can tolerate the change into a fomor are rarer still. Pentex has no desire to waste all its psychics on a project that may prove to a failure. The first fomori from Project Aeneid are just now becoming ready for field testing.
As would be obvious, formori are nearly universally detectable through the right gifts or means.
The Ferectoi, also sometimes known as Bane Children, are princes among the ranks of fomori, standing among the strongest and most stable of the Wyrm’s mutants. Pentex makes frequent use of Ferectoi, and the upper ranks of its division management are peppered with Bane Children. The normal glass ceiling blocking fomori from rising high in the ranks of the Wyrm’s servants doesn’t apply to Ferectoi.
This is because the Ferectoi are perfect creations of theWyrm’s will. Ferectoi are pre-natal fomori, conceived in a twisted mockery of natural reproduction and born already twisted by the will of the Corrupter. No Ferectoi was ever seduced or enticed into the Wyrm’s service; they were made to be what they are, one and all.
The Ferectoi know it. They’re arrogant, self-assured creatures; mostly raised by powerful servants of the Wyrm such as Pentex executives, Wyrmishmages, or relatively “stable”Black Spiralfamilies, and are well aware of their birthright. They burn with a desire to hasten theApocalypseand bring about a world where they can display their superiority openly.
The use of head bombs has become standardized with Fomori, when possible (Freak Legion). Some breeds can simply remove it (example: https://whitewolf.fandom.com/wiki/Hollow_Men ).
The Hollow Men were first recorded during the age of theRoman Empireon theBritish Isles. TheFiannabelieved that they were the creations of Wyrm-corrupted druids. Aligned with theDefiler Wyrm, they are among his most valuable servants in the quest to conquerGaia. Several of them were also active in wyrmish organizations like theSeventh Generation.
Hollow Men are created when aScavenger Packbanedrives its associated animal to overtake a fresh corpse or a person in the process of dying. The body needs to be completely hollowed out. Once the body is merely skin, the possession is complete. Since they can live for extremely long times, one Hollow Man can be a formidable enemy. In recent times, these fomori are rumored to have begun to associate with each other to actively create more of their kind, something that troubles theGarou.
Appearance
A Hollow Man can only pass for human at a distance or in poor light. Up close, it becomes clear that they have no eyes, teeth, or tongue. Their skin rustles and surges with the motions of the colony within, and occasionally a member of that colony will peek out through an available orifice, or crawl across the surface of the Hollow Man's skin. Despite their mutilations, Hollow Men are still able to perceive the world and to speak, although their voices are the modulated buzzing of hornets, or the chorused hiss of serpents.
Hollow Men can consist of several types of vermin. Observed are hornets, rats, poisonous spiders, snakes, roaches, and constrictors, but several more are implied to exist.
Some new breeds have been made to go to environments humans can't normally go. Some are already being designed for use on other planets in our solar system.
Siren Cosmetics is known for the creation of thefomoriknown asEnticers. Their motto is that they give you "the best of all possible faces."
By giving away special "hypoallergenic" supply of makeup or cologne to winners of a yearly contest. The winners receive a one-year supply of cosmetics that are guaranteed to attract the opposite sex. The truth is, the cosmetics change both the physical and mental perceptions of the "winner," seducing the individual into a false sense of happiness; the human wearing these cosmetics will indeed attract the opposite sex, but only due to the unique glands that start covering the wearer's body within a matter of a few days.
By the end of the metamorphosis, the winners of the yearly contest are completely different from what they used to be be. Physically they are addicted to the cosmetics, no only for the pleasure they continue to bring, but as their very life's blood.
The CEO and founder of the Company isMadame Paris. She has purchasedPangloss Cosmeticsto be a subsidiary of Siren Cosmetics.
Enticer(s) are Fomori made to seduce their victims.
Overview
The Enticers can effectively seduce any creature that lives. Pheromones constantly exerted from the Enticer's skin stimulate the pleasure centers of its prey while it pulls images of perfection from the prey's mind.
Enticers do not like to fight; they will in act avoid physical confrontations if at all possible. Enticers prefer to manipulate their prey into conflict with each other. often by starting a fight over who can be with the Enticer, or by simply leading them into an ambush of fomori. What the Enticers enjoy more than anything else is leadingGarou, and other minions ofGaia, down the road to complete corruption by theWyrm.
The Enticers are a form of fomori that have been created bySiren Cosmetics, a subsidiary of thePentexCorporation. The process is simple enough, and involves giving away a special "hypoallergenic" supply ofEnticemakeup to the winners of a yearly contest.
Image
Without powers, these fomori appear as normal humans save for the row of barbed teeth in their mouths. However, they are rarely perceived except through the veil of their Wyrm powers, which make them appear intensely alluring.
Stats
First Edition
Attributes: Strength 1, Dexterity 2, Stamina 2, Charisma 6, Manipulation 6, Appearance 6, Perception 4, Intelligence 3, Wits 3 Abilities: Alertness 2, Athletics 2, Brawl 2 ( bite; Str +1), Dodge 2, Expression 2, Empathy 4, Subterfuge 5, Drive 1, Etiquette 3, Firearms 1, Performance 5, Survival 1, Computers 1, Enigmas 1, Linguistics 2, Politics 1 Backgrounds: Enticers can have almost any of the Backgrounds available, but all Enticers have at least a 3 in Resources - their allowance from Pentex. Powers:Enhancement: The Enticer can become any living creature's ideal mate by scanning the target's mind. The Enticer must make a Charisma + Empathy roll against a difficulty equal to the opponent's Rage. Success means that it has become that opponent's ideal mate in physical appearance. If the Enticer fails, it simply appear as an attractive individual. If the roll botches, the target will feel uncomfortable in the Enticer's presence, sensing that the Enticer desperately wants to be liked and needed. Succubus Veil: This power requires a Manipulation + Subterfuge Roll against the target's Wits + Primal-Urge. If the Enticer is successful, the target is enthralled, wanting nothing but to be with the Enticer whenever possible. If the roll fails, the target still finds the Enticer attractive, but is not enchanted by the Enticer's beauty. If the roll botches, the target becomes aware that there is something decidedly wrong with the Enticer, something very dangerous about associating with the creature. For every scene in which the Enticer is around its targets, it can attempt another roll: of more than 10 cumulative successes are achieved, the target will be fanatically enchanted by the Enticer, and will desire to serve and protect the Enticer at any cost.Rage3,Gnosis3,Willpower5 Equipment: Enticers are always armed and have sharp, barbed teeth. Enticers will also always have very expensive clothes and cars.
Second Edition
Attributes: Strength 1, Dexterity 2, Stamina 2, Charisma 6 (3), Manipulation 6 (3), Appearance 6 (3), Perception 4, Intelligence 3, Wits 3 Abilities: Alertness 2, Athletics 2, Brawl 2 ( bite; Str +1), Dodge 2, Expression 2, Empathy 4, Subterfuge 5, Drive 1, Etiquette 3, Firearms 1, Performance 5, Survival 1, Computers 1, Enigmas 1, Linguistics 2, Politics 1 Backgrounds: Enticers can have almost any of the Backgrounds available (with Allies and Contacts a natural), but all Enticers have at least a 3 in Resources - their allowance from Pentex. Powers: Claws/Teeth (can use Bite maneuver), plus two unique powers.
Enhancement- By scanning her target's mind, the Enticer can become any living creatures' ideal mate. The Enticer must make a Charisma + Empathy roll against a difficulty equal to the opponent's Rage (or Willpower -3 in the case of non-shapeshifters). Success means that she has become that opponent's ideal mate in physical appearance, even if this involves an apparent gender change. If the Enticer fails, she simply appears as an attractive individual, and her gender can't be concealed to fit the targets desires. If she botches the roll, her target feels decidedly uncomfortable in her presence, sensing that the Enticer desperately wants to be liked and needed.
Succubus Veil- The power requires a Manipulation + Subterfuge roll, difficulty of the target's Wits + Primal-Urge. If the Enticer is successful, his target is enthralled, wanting nothing but to be with the Enticer whenever possible. If the roll failed, the target still finds the Enticer attractive, but is not enchanted by his beauty. For every scene in which the Enticer is around its targets, he can attempt another roll; if the Enticer achieves more than 10 cumulative successes, his target becomes fanatically enchanted, and longs to serve and protect the Enticer at any cost. However, if the Enticer botches even one roll, his target senses that there is something decidedly wrong with the Enticer - something very dangerous about associating with the creature - and cannot be enthralled.
Willpower5 Equipment: Enticers are always armed and are usually decked out with plenty of the trappings of luxury. Few are without exceedingly expensive clothes and cars, usually "presents" from previous victims.
Due to the success of Siren's Cosmetics and its massively increased distribution of makeup through thousands of new contests and via influencers, Enticers are one of the most prolific of breeds. Those working with Syndicate groups have been known to use technoscience created fragrances to boost themselves beyond the normal Enticer template.
A Bloodworm is an especially unholy breed of Fomori: A ThirsterBane possessing a vampire.
Overview
It is incredibly difficult for a Bane to possess a vampire. One of the few opportunities areFrenzies. If a Thirster manages to slip into a vampires being during this period, he offers several benefits at first. The vampire can double hisblood pooland become more resilient, but in time, the vampire automatically fails herHumanityrolls and becomes more and more prone to Frenzy, until she is lost inWassail. The ensuringWightis then a vehicle for the Thirster, who modifies it to suit its purposes. Her fangs disappear as the Bane repurposes her tongue into a far more effective blood-drinking tool in the form of a three-foot-long jointed siphon ending in a deadly sharp needle, which folds up in the throat when not in use. The vampire’s skin turns deep red, and glistens with a thin layer of bloody lubrication. Her limbs wither into corpselike sticks, and after about six months, fall off entirely. The vampire’s torso elongates into a fleshy sack designed to store blood, while her pupils grow to take up almost the entirety of her eyes. Muscular, rasp-like bands line the underside of the torso, allowing the vampire to move with terrifying speed through muscular contraction, and even to ooze up walls and across ceilings.
Fortunately for bothGarouandCainites, Bloodworms are incredibly rare and often live relatively short unlives.
Harold Zettler's Special Products division is continuing to come out with improvements
Banes run the full gamut from weak and relatively harmless to hideously powerful creatures capable of rending reality around them. Weak Banes are frequently used to infect humans and animals, turning them intofomori.
More powerful Banes can completely possess their host, obliterating all traces of their previous personality. These Banes can also materialize in the real world, without needing to possess a host. They will simply manifest horrible twisted versions of their spiritual form in the real world and go about their business.
There are many different types of Banes; some of the more notable varieties include:
Bitter Rages- exist for the sole purpose of driving Garou mad. They feed on Rage, and in turn they fuel that Rage, pushing their prey into frenzies of ever-increasing proportions. In many ways, they are the spiritual equivalent of a rabies attack.
Drattosi- are hideous creatures that live in huge radioactive pits within the Umbra. They act like gigantic mockeries of antlions, preying on whatever Umbral traveler is unfortunate enough to stumble into their mephitic traps.
Dream Makers- these Banes served to create the world, working as servants of both the Weaver and the Wyld. What exists now is but a faint echo of the power these dark spirits once represented, the power to shape an entire universe at the whims of their masters.
Elemental Banes- these Wyrmishelementalsmirror the traditional four elements in corrupted form: toxin (water), smog (air), sludge (earth), and balefire (fire). Balefire banes are the most feared as they can produce horrible mutations in creatures that come in contact with them.
Grey Masses- life grows even in the face of death, a part of an endless cycle that isn’t meant to change, but Gray Masses are different.
TheMaeljin Incarna- the 13 demon lords ofMalfeas, the MaeljinIncarnaeach serve one of the heads of the Hydra. Each is more hideous than the last. Fortunately they are generally found only in Malfeas, so Garou are unlikely to ever encounter them directly... at least until theApocalypsecomes and they ride out at the front of the armies of the Wyrm. The Maeljin Incarna are easily capable of destroying entireseptsof Garou by themselves.
Nexus Crawlers- these powerful creatures warp reality around them like Silly Putty. Reality literallymeltsaround them. They are one of the most powerful Wyrm-spirits Garou are ever likely to encounter... and manyGarounever live to tell of such encounters.
Ooralath- mindless Banes for the most part, the Ooralath are nonetheless adept hunters. They almost always attack with the tactical advantage, outnumbering their prey and striking from cover.
Phantasmi- an unfortunate few of the damned once-humans suffer a greater agony when they die under Garou talons. For them, the Corrupter has a special fate in mind: a destiny of pain and revenge.
Psychomachiae- are powerful banes that feed on carnage and death. They often possess weak-willed humans and send them on killing sprees. They may also subtly whisper into the ear of their targets, encouraging them to engage in ever more brutal acts. Many callousvampiresunwittingly attract psychomachiae, due to their brutal feeding habits.
Scrags- these are warrior banes covered in chitinous armor. They frequently run in packs and will actively hunt creatures ofGaia.
Scryers- are a weak type of Bane whose only apparent purpose is to spy on targets for stronger Banes.
Wyrmholes- these rare Banes are an acute danger, for they can birth Banes into the material world by the dozen, releasing the newly physical spirits of pure malice