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CHARISMATICS - Fianna

APEX KINFOLK: CHARISMATICS

When focused and following their true calling, the Apex Kinfolk Charismatics are renowned as being inspirational Bard Warriors, who’s tongues and wit are as sharp as their weapons skills. When fully trained, the Warrior Bard is capable of inspiring their Tribe to greatness, instilling immense courage and increasing the chances of victory. The reason for this is their combined affinity to the Occult that is intensified by their Garou connection to Gaia, something that comes so very naturally to them they do not even know they are using it.


About the Fianna
Traditionally from the British Isles, these Celtic Garou are fond of song and strong drink. They are often seen as drunken fools, but take their fighting just as seriously as their partying. They know much forgotten Garou lore and are considered the lost cousins of the Fair Folk. The Fianna are known among the Garou for their passions for the pleasure of life, their skills and ferocity in battle, and as keepers of the music, stories, and lore of the Garou. 


Charismatic Characteristics
Charismatics are a complex yet charming dual personality who, if not careful, are led astray by their passions and emotions. Attractive, athletic, intelligent, and naturally dexterous, these qualities can also be their greatest downfalls as well. It is no small wonder they are known as romantics who tend to fall in love as quickly and as hard as they fall out of it. And also why staying on the Warrior Bard path can be extremely difficult without desire, focus and talented mentors. 

It’s also one of the reasons why holding down any kind of  9-5 job really doesn’t work for most of them. They tend to allow their libido to make decisions that may not necessarily be in their own best interests. If you’ve ever heard someone say, “It seemed like a good idea at the time,” that person was probably a Fianna Charismatic. 


Charismatics Professions
Music, dance, lyric poetry, and even method acting are second nature to Charismatics. With little difficulty, they can usually earn money fairly easily when they need it. They might be the stoned beatnik reciting poetry in a coffee shop, the heartfelt guitarist singing original material on the street corner, even the lead singer of a new up and coming band, or the actor who can cry real tears in a TV commercial because their corn flakes are soggy. 

The work isn’t steady, but it’s fun and gives them a chance to do what they love and what they’re good at. So when everything comes so easy, why break a sweat trying? And it’s this general philosophy that finds many never getting past this stage of their lives. 

With so many heated emotions beneath the surface, they craft their art after life. And they are a mirror of their inner emotions for all to see, the good...the bad...the ugly. Chances are, if you are the mate of a Charismatic, expect every intimate detail of your relationship to make it into their next song, poem, short story or YouTube blog. And Gaia save you if you ever break their heart. 

Becoming a Warrior Bard
Because of their natural grace and athletics, Charismatics can be very impressive with certain weapons and specialize in mastering them. But this takes practice, focus, dedication and desire. 

In the early days, a Warrior Bard would be a swordsman, martial artist, or an expert in throwing knives/stars/etc. Something like an Errol Flynn who combined athletics and weapons skills into a performance that inspired awe and admiration. Or even a Bruce Lee or Jackie Chan. 

In a fight, a Charismatic finds it very difficult to resist showing off by completely humiliating their opponents. Simply defeating an opponent isn't enough. While some might view them as frilled clowns who could not stand up to a real warrior in battle, that assumption could very well be the last mistake they ever made. A Charismatic knows a great deal about real swordplay and has a thorough understanding of the weapons they use. Making it look "that easy" is actually a lot of practice and hard work.



CHARISMATIC SKILLS

◎◎◎◎◎◎◎: CHARISMATIC LEVEL 1 — LIKE ME

The Charismatic has a very likable and amiable nature. This allows them to nudge the emotions of others one way or the other with little difficulty. While in a performance, this can mean the difference between the audience walking away, or throwing money into the Charismatic’s hat. During a negotiation, the Kinfolk can influence someone to take a deal or pass on it, convince a suicide jumper to climb down to safety...or jump. 

NOTE: It is advised at this level that the Charismatic pick up a weapons specialty and find a mentor among the Garou or another Kinfolk to teach them. This may be guns, melee weapon or Martial Arts.

TO USE: 

  • DIFF: +80
  • MOD: Persuasion, Occult
  • ENERGY/MANA: 5
  • Resist: Willpower
  • Permanent Affects:
    • +5 Persuasion
    • +5 Willpower 

◎◎◎◎◎◎: CHARISMATIC LEVEL 2 — TRUST ME

The Charismatic instills a high level of confidence and credibility. When they focus their minds, they can convince others to trust them, even if there is really no reason to do so, or they have proven themselves untrustworthy in the past. 

TO USE: 

  • DIFF: +90
  • Mod: Subterfuge, Persuasion, Occult. 
  • Resist: Subterfuge
  • Permanent Affects: 
    • +5 Persuasion

◎◎◎◎◎: CHARISMATIC LEVEL 3 — LOVE ME

Charismatics are capable of inspiring a kind of love in the hearts of their audiences. This can be directed by the Charismatic as a love of their talent, or a love of the Charismatic personally. 

Such playing with emotions can be a dangerous pastime. While using this skill on two or more people, a successful roll will have the crowd enthralled by your performance. When focused on a single person, it can ensure a lovely one night stand, or turn the object of your affection (as fleeting as it may be) into a stalker. 

TO USE: 

  • DIFF: +80
  • Mod: Persuasion, Occult
  • ENERGY/MANA: 5
  • Resist: Willpower
  • Duration: 
    • Length of the scene
    • Roll a Natural 90+: If used on a single person, that person develops an unnatural attachment to the Charismatic that lasts for a minimum of an OOC week.

◎◎◎◎: CHARISMATIC LEVEL 4 — CHALLENGE ME

Once the Apex Fianna has mastered their Weapon of choice and maxed their ability in that weapon, be it knives, swords, guns, martial arts, etc., the Fianna of this level will be able to use their weapon with a level of mastery that can leave their opponents and bystanders in awe. 

Declare your Weapon of Choice that you wish to master. Use this weapon type (in addition to whatever modifiers is naturally provides) and make a successful roll:

  • DIFF: +80
  • Mod: Persuasion, Occult. 
  • ENERGY/MANA: 10
  • Affect: Perform a flawless strike with perfect choreographed form.
  • Temporary Bonuses:
    • +10 Defense
    • +10 Attack
    • +10 Initiative
    • +20 Athletics/Reflexes
  • Permanent Bonus:  
    • +5 Attack
    • +5 Defense
    • +5 Athletics/Reflexes

◎◎◎: CHARISMATIC LEVEL 5 — INSPIRE ME

At this level, the Apex Fianna Kinfolk is an inspiration of the Garou Nation. Their skills in song, oratory, and theatrics inspire heroism in others, painting the future victory in any battle with vivid colors of blood, glory, and vanquished foes fleeing before them. The Charismatic focus’s his/her/their talents before the start of any battle (whether in song or with a motivational speech/poem), all allies in the group are inspired and their blood boils for the upcoming battle.

This must be done before a battle starts and cannot be used once combat begins. Charismatics are immune to the effects of this skill, so do not gain or lose any stats. The effects are for the full scene, or until the battle ends. 

  • DIFF: 80
  • Mod: Persuasion, Occult
  • ENERGY/MANA: 10
  • Resist: None
  • Temporary Affects: 
    • Initiative: +10
    • Physical Attack: +10
    • Physical Defense: +10

NOTE: If this puts a warrior over the +75 limit, any enemy effects that diminish these stats will come off the top. For example, a warrior is already at +75 and gains the +10 boost from the Apex Fianna Kinfolk. During the battle, if the warrior comes under any effect that halves his defense and attacks, they will only suffer +45 (half of 85 instead of 75). Any negative effects of -5/-10 will not be felt at all. 


◎◎: CHARISMATIC LEVEL 6 — FEAR ME

This skill is very similar to the Level 5 skill, but instead of inspiring one's allies, it works to demoralize and strike fear in the enemy. This skill only works if the Charismatic successfully executes the Level 5 Believe Me 1 Skill. 

On the Charismatic's first turn in battle, they must make a ferocious battle roar and roll for success. When an enemy is faced by the Charismatic's inspired allies running so fearlessly toward them, they must resist the surge of fear or suffer the effects.

  • DIFF: 80+
  • MOD: Persuasion, Occult
  • ENERGY/MANA: 5
  • RESIST: Willpower
    Temporary Affects:
    • -10 Mental Defense (for three turns)
    • -10 Physical Attack (for three turns)
    • Any enemy botching this roll (a natural 1-10) will flee from the field in terror for one full turn. On their following turn, they must then successfully make a second Willpower roll to again rejoin the fight. They cannot return until they have successfully made their Willpower roll. Failure has them trembling behind a rock at the inspired warriors for another turn until they manage to make a successful roll vs their Willpower.

◎: CHARISMATIC LEVEL 7 — ADMIRE ME

Select a second weapons specialty. When using this weapon, receive:

  • Defense: +10 
  • Attack: +10 
  • Initiative: +10 
  • Temporary Affects: No action penalty switching out weapons during battle. 

These bonuses are in addition to any bonus modifiers that come with your weapon.


: CHARISMATIC LEVEL 8 — ENVY ME

What dexterity! What panache! You make every deadly attack seem as choreographed as a dance. Because of your amazing abilities, you can now:

  • Deliver two attacks per turn.
  • Fight with a weapon in both hands with no penalties.
  • Make your first or second attack a Street Fighter Martial Arts move (one attack for your weapon, one using any Street Fighter Martial Arts move you've learned).
  • Change out a weapon for another weapon without using an action or a turn.

TO USE: Declare in Open Chat which attack combination you plan to use (see below).

  • DIFF: 80+
  • Mod: Physical Attack, Athletics Reflexes
  • ENERGY/MANA: 10
  • Permanent Affects:
    • +5 Attack
    • +10 Athletics/Reflexes

  • ATTACK-ATTACK: Use two attacks against your opponent: One with your weapon, and another with a Street Fighter Martial Arts move (your choice of which comes first). OR, have a weapon in both hands, using one attack each to hit with both weapons.

  • ATTACK-SWITCH or SWITCH-ATTACK: Attack, or change out your weapon for a different weapon type. For example, you shoot your gun at your opponent, then quickly holster the gun and pull out a sword for defense, or to use during your next turn. OR, you holster your gun, pull out a sword and attack your opponent with the sword.

Make your standard attack rolls. No action penalties for switching weapons.

  • BOTCH!: You roll a natural 1-10. You've dropped your weapon and forfeit your next attack in order to pick it up. Don’t let your audience see you cringe. Make it look like it’s all part of the performance. The Show Must Go On!
     
  • If successful using ATTACK-ATTACK, you've smoothly holstered/sheathed your weapon after your first attack, leaving your hands free to execute your Street Fighter Martial Arts move. Your next attack/defense is at no penalty for reequipping your weapon.