The fomori known as Flesh Packs represent one of Pentexs most impressive technical achievements in the field of spiritual corruption. It is an infectious
fomor, capable of spreading its mutant state to others.
Once possessed, a Flesh Pack fomor suffers rapid, severe decline of his mental
faculties, at the same time the possessing Bane pumps him full of aggression and
a growing hunger for raw meat any kind will do. Most Flesh Pack alphas begin by raiding the nearest grocery store, but quickly proceed to devouring
neighborhood pets and then neighbors. A growing Flesh Pack is easily capable
of depopulating a small town or village.
Flesh Packs orient around the leadership of an alpha, the original fomor that
infected the rest of the pack. This Patient Zero is usually a bit smarter and stronger than his fellows are, and is, thankfully, the only one capable of
spreading the infection. Unfortunately, the beta fomori sense this; and they will sacrifice themselves to protect the packs alpha.
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 1, Manipulation 1,
Appearance 1, Perception 3, Intelligence 1, Wits 3
Abilities: Alertness 3, Athletics 2, Brawl 3, Intimidation 3, Melee 2, Stealth 3
Powers: Claws and Fangs (alpha only), Extra Speed, Immunity to the Delirium,
Equipment: Whatever the Flesh Pack has come across that works as a weapon.
Image: Flesh Pack betas look outwardly human, but seem anything but normal. Theyre disheveled, filthy, and utterly manic with the need to eat. Any meat will do. A flesh pack will descend on a supermarket and tear apart its meat
section as readily as theyll consume the shoppers. Theyre never sated, and their regenerative powers will allow them to feast on in agony almost
indefinitely, even as their stomachs rupture and re-seal around lumps of raw
The alpha fomor of a Flesh Pack is bigger than the rest, and develops jagged
fangs and bony claws about a week after succumbing to full possession.
Genesis: Flesh Packs spawn from Banes known as Winding Hungers, a kind of
cannibal-spirit of gluttony and murder. Winding Hungers are only capable of
possessing those who have eaten human flesh, making their fomori blessedly
Beta fomori are infected when someone survives a bite from the alpha fomor. The fomors murderous aggression acts as a vector for the Winding Hunger to possess additional hosts while remaining rooted in the alpha fomor. Two factors limit the size of Flesh Packs: only the alpha can create more fomori,
and the absolute power of the Winding Hunger, which can only muster enough
power to spread itself across fifteen to twenty-five fomori in total.
Roleplaying Notes: Hard to think, dont need to think, need to eat; youve never needed anything so
bad. Wait, did something move over there? Meat! Does it look familiar? The
screams dont matter, just the blood on your tongue and the flesh ripping between your teeth.
Damnit, youre still hungry.
The ultimate origins of the Hollow Men are a mystery. They are among the
oldest of all the fomori breeds. They first appear in Fianna ballads dating back to
Roman-era Britain, and that theyre extremely long-lived. Hollow Men serve the Wyrm effectively and with intense drive, having led many great assaults against
Gaia down through the centuries. Theyre also among the most disturbing of fomori.
A Hollow Man (or Woman) is an individual who has been possessed by a
Scavenger Pack Bane, they are a hollowed-out skin animated by a colony of
vermin, little more than a channel for the black urges of the Wyrm.
Attributes: Strength 3, Dexterity 3, Stamina 2, Charisma 2, Manipulation 3,
Appearance 1, Perception 3, Intelligence 4, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 3, Expression 2, Firearms 2,
Intimidation 4, Occult 3, Primal-Urge 4, Stealth 2, Subterfuge 3, Survival 3
Powers: Colony Powers (see sidebar), Dispersion, Immunity to the Delirium,
Prolonged Life, Regeneration.
Regeneration requires calling more animals from the surrounding area to
replenish and mend wounds; if no such creatures are available, the power
Equipment: Heavy trench coat and wide-brimmed hat, revolver.
Image: 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 Mans 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.
Genesis: Hollow Men are thankfully rare. Scavenger Pack Banes can only
possess a relatively fresh, mostly hollowed out body. The ideal body is one still
in the process of dying. The Bane drives packs of its patron vermin, such as rats,
snakes, roaches, or wasps, into the gutted husk and complete the task of
hollowing it out. Within a matter of minutes or hours, the new fomor.
Roleplaying Notes: Youre empty. You have your old memories, but not your old life. You hate everything, especially the colony that nips at your skin and
skitters across your bones. Nevertheless, you need them. Without them, youd be so empty. So alone. Without the rats in your eyes, you couldnt see. Without the rats in your head, you couldnt think. Theyre everything to you now. You need them. You hate them. You need them.
EXAMPLE COLONY POWERS
Hollow Men are among the upper echelon of fomor power, but the exact nature
of that power differs depending on the type of Scavenger Bane possessing them.
Some examples are below:
Spider Colony: Venomous bite, Wall Walking, Webbing
Rat Colony: Footpads, Infectious Touch, Rat Head
Constrictor Colony: Maw of the Wyrm, Mega-Strength, Rat Head
These tragic horrors are the result of a number of Pentex projects started during
the late 1980s to crush the wills of homosexual men and women through
curative therapy programs. The ultimate result of the program is a Normalite: a faceless, sexless fomor capable of instinctively detecting the presence of
supernatural entities, and filled with an equally instinctive desire to destroy
them. Pentex First Teams use packs of these baying, featureless monstrosities to
hunt Garou and Kinfolk.
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 1, Manipulation 1,
Appearance 1, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Brawl 3, Intimidation 4, Primal-Urge 2, Stealth 2
Powers: Homogeneity, Immunity to the Delirium, Sense the Unnatural,
Equipment: Generally none, not even clothes.
Image: A Normalites bone structure distorts, allowing it to run on all fours. Its body is hairless, sexless, and without distinguishing characteristics such as scars
or tattoos. The Normalites pigmentation shifts over time until the fomor is an unearthly paper-white. The Normalites facial features disappear save for a gaping mouth; somehow, this fails to impair their keen senses.
Roleplaying Notes: At first, the program seemed like it worked. You realized
that your desires were disgusting and wrong, but over time, they faded away.
Granted, no heterosexual impulses rose up to replace them, but that was okay, it
was enough just to be free, for a while. Then your other
desires began to fade as well, even as you became acutely sensitive to the freaks
around you. Your rage toward anything abnormal grew, even as everything else dimmed out, you managed to become normal, so why couldnt everyone else?
Worst of all were the freaks and you knew them to be freaks who seemed completely normal on the outside. By the time your genitals atrophied away, and
your smooth flesh reabsorbed your eyes and nose, all you could think of was to
hunt down the other, hate the other, kill the other. Thats when the nice men from Project Iliad came, and showed you how you could help shut down all
deviation, once and for all.
Shadowfiends are assassins for Pentex. They strike targets chosen by the
company with no emotion or remorse. Difficult to find and extremely loyal,
almost all Shadowfiends work within the limits of cities and towns,
exterminating whichever threats to the corporation and to the Wyrm as a whole.
Shadowfiends are physically dark enough that they must use their abilities to
lighten their coloration to blend with the shadows in which they hunt. The
fomori rely entirely on stealth and silence to complete their Pentex-given
missions before slipping away as quietly as they came. Commonly, the only sign
of a Shadowfiends work is the lack of a struggle and the look of complete surprise left on the victims face.
Attributes: Strength 3, Dexterity 6, Stamina 3, Charisma 2, Manipulation 2,
Appearance 1, Perception 4, Intelligence 2, Wits 4
Abilities: Alertness 3, Athletics 4, Brawl 1, Firearms 2, Investigation 3, Melee
4, Stealth 5, Subterfuge 3
Backgrounds: Allies 2, Contacts 4, Re