Enticers
Fomor · Werewolf
Enticers are subtle by fomori standards. Outwardly, they don’t appear to be the usual slavering mutants Garou stay alert for, they look perfect. Of course, what an Enticer really looks like and what the people around her see is rarely the same thing.
An Enticer is a social predator, carefully groomed and deployed by Pentex to lure the company’s enemies into traps, turn Gaian loyalists into besotted traitors, or act as the leading wedge of a divide-and-conquer operation. The Enticer doesn’t have much of a choice. Pentex binds him in chains of addiction and dependence. Those few “wild” Enticers created outside of the company’s control normally burn themselves out in a downward spiral of parties, flings, and abusive relationships.
Enticers emit supernaturally potent, psychoactive pheromones that cause those around them to perceive the Enticer as their ideal sexual partner, the literal man, or woman of their dreams. Moreover, these pheromones are addictive; those who’ve been around the Enticer for even a short while soon can’t conceive of living without him. Essentially, an Enticer can seduce almost anything. Attributes: Strength 1, Dexterity 2, Stamina 2, Charisma 6,
Manipulation 6, Appearance 6, Perception 3, Intelligence 3, Wits 3 Abilities: Alertness 2, Athletics 2, Brawl 1, Drive 1,
Empathy 3, Etiquette 3, Expression 2, Firearms 2, Performance 3, Subterfuge 3 Backgrounds: Allies 4, Contacts 4, Resources 3 Powers: Addictive Presence*, Claws and Fangs, Siren’s Veil*.
* Addictive Presence: Addictive Presence requires the Enticer to spend a scene interacting with a target, and then to spend a point of Willpower and roll Manipulation + Subterfuge against the target’s Wits + Primal Urge (difficulty 6 in both cases). If the Enticer wins, then the subject is addicted to his presence, and will go to extremes in order to be with the Enticer again; once per week, the target may make another roll to attempt to break this addiction.
* Siren’s Veil: Siren’s Veil adds two to the fomor’s Social Attribute ratings, and allows him to roll Appearance + Empathy against a difficulty of a target’s Willpower to appear as their ideal mate, even radically changing
the Enticer’s age, or making him appear as a different gender. If this roll fails, the Enticer simply appears to be a generic, attractive individual.
Equipment: Luxury clothes, jewelry, and car; a small concealed knife or pistol; cell phone with Pentex handler on speed-dial.
Image: On the rare occasion when someone glimpses an Enticer’s true face, he or she looks like an attractive man or woman, that is until he or she opens his or her mouth, displaying a double-row of barbed fangs.
Genesis: Few Enticers come from “the wild,” but most come from Magadon’s subsidiary Siren Pharmaceuticals. In addition to makeup and cosmetics, Siren targets men with body sprays, moisturizers, shaving creams, hair dyes, and other products advertised as increasing their sex appeal. Ordinary Siren products are simply Wyrm-tainted cosmetic products designed to attract Banes of insecurity and vanity, but a few times a year, Siren sponsors various beauty con-tests and fashion shows, giving the winner a year’s supply of exclusive, limited-edition products. These are loaded with Wyrm-taint, Banes, and addictive additives; a few months later a Pentex representative swings by to rescue the winner from their life-destroying transformation into a fomor, which should be well underway at this point. The company plies the fomor with more addictive cosmetics, as well as doing its best to supply them with other, harder addictive narcotics, and takes over their finances by putting them on the company payroll, anything to get the Enticer on the company’s leash in the long term.
Pentex also targets models sliding out of their prime who are desperate for some edge to help them hang on. The process seems to work just as well as the more traditional methods. They used to use this as their main source of male Enticers, but in the last few years, the numbers of male and female Enticers have balanced out.
Roleplaying Notes: It’s good to be needed. Most people have their day in the spotlight and then wither away, but not you, everyone loves you, everyone wants you, everyone hangs on your every word, and they always will. That’s good, because it lets you keep living in the style to which you’re accustomed: uppers in the morning, downers to stop at the end of the day, and a whirlwind of self-satisfaction in-between, at least when the boss doesn’t need something taken care of. You don’t like to fight, but you can when you have to, you’d much rather send one of your many admirers off to take care of problems, though.
See also 23
Abilities & Attributes
- Alertness shared/trait/ability/alertness
- Appearance shared/trait/attribute/appearance
- Athletics shared/trait/ability/athletics
- Brawl shared/trait/ability/brawl
- Charisma shared/trait/attribute/charisma
- Dexterity shared/trait/attribute/dexterity
- Drive shared/trait/ability/drive
- Empathy shared/trait/ability/empathy
- Etiquette shared/trait/ability/etiquette
- Expression shared/trait/ability/expression
- Firearms shared/trait/ability/firearms
- Intelligence shared/trait/attribute/intelligence
- Manipulation shared/trait/attribute/manipulation
- Perception shared/trait/attribute/perception
- Performance shared/trait/ability/performance
- Stamina shared/trait/attribute/stamina
- Strength shared/trait/attribute/strength
- Subterfuge shared/trait/ability/subterfuge
- Wits shared/trait/attribute/wits
Backgrounds
Disciplines
- Presence vampire/power/discipline/presence
Referenced by 1
Bestiary
- Raptor werewolf/creature/fomor/raptor