105 min read
FIANNA

They laugh louder and weep harder than any other tribe. They fight as though they've already accepted their own deaths, but do their best to live life to the fullest. They treat their foes with no mercy, and they treat their families with enduring love. They make bloodthirsty enemies, but outstanding friends. They are the Children of the Stag, the Fianna. - Tribebook: Fianna (Revised)


OVERVIEW

Grief and joy, love and war, life and death — existence itself is a series of contradictions, and the Fianna embrace them all. The Tribe of Stag are passionate Garou who exult in the pleasures of the flesh as well as the more abstract delights of a song well-sung or a battle well-fought. Their philosophy is far from a shallow “live in the now” concept, though. The Fianna are prominent lore keepers and bards, fascinated with the history of all tribes as well as their own. Their Galliards have a particular place of honor within the tribe, but every auspice is expected to learn lessons from the past. 


FIANNA SOCIETY

The Fianna trace their origins back to Western Europe and their Irish roots. They prefer to adorn their weapons and fetishes with knotwork representative of “the old days.” They endure plenty of old rivalries with other European Garou that challenged their borders, as well as the Uktena and Wendigo, who were their enemies during the European migration to the Americas. The Fianna try to be generous and forgiving where these rivalries are concerned, remembering but not making too much of it — an attitude their rivals rarely share. 

Strong passions and a powerful social streak run deep within the tribe. Their mirth is powerful, their loves intense, and their despair deep and prone to falling into a tragic despair. Introverted Fianna are rare, and don’t earn much sympathy; their tribemates tend to harass them to “loosen up” and enjoy the raucous gatherings more. Metis have it much worse. Fianna tradition holds that a deformed body reflects a deformed spirit, and treat their Metis cubs with great severity — Metis never hold positions of real authority within the tribe. It’s sadly ironic, then, that the Fianna, with all their hot-running passion and love of the romantic, are particularly prone to sin with other Garou and create these luckless children. 

The passionate, mercurial nature of the Fianna manifests itself even in their wolf-born. Fianna lupus take to art readily, though of course they prefer songs and howls above all. Some (both inside and outside the tribe) suspect that this commonality represents a dose of fae blood — there are plenty of old stories of the Fianna fighting alongside the sidhe lords of Faerie, and engaging in tragic romances with the Old Ones. 

In some ways, the Fianna consider themselves the guardians of Garou culture. They glorify the war every werewolf is born to fight, they sing tales of romance that stress the importance of clinging to one’s Kin, and they keep the stories of old victories and defeats. They leap into battle with exuberance, hoping to inspire their cousins to do the same. But even with no other tribe’s eyes upon them, the Fianna fight as ferociously as any Garou can. Yet thanks to old rivalries and quick tempers, the Fianna can be a divisive presence as easily as a unifying influence. It’s hard for them to resist a particularly well-crafted taunt, or to shake hands with a rival who’s spoken ill of or mistreated Kin. Some Garou don’t take them seriously; others aren’t able to laugh off a Fianna’s bouts of temper so easily. It’s a good thing for the tribe that they’ve practiced the silver tongue as long as they have. Certainly whatever happens, the presence of a Fianna is prone to keep things lively and interesting. 


APPEARANCE

Fianna Pure Breed manifests itself as shining red or black fur, and have an often surprisingly large Lupus form. Fianna often use Gifts to make their eyes glow green, and teach their cubs to howl with beautiful eloquence.

In human form, they take pride in physical beauty and value their kin who represent such qualities. Fianna are often looked upon as trendsetters in music, fashion and what's "cool" in the human world. They seek to present the beauty of the world Gaia has created, focusing on the positive aspects of nature and turning a blind eye to her destructive manifestations. To a Fianna, the world is a magical, mystical place and they revel in what can be enjoyed in the now of wolf-thought.

A typical Fianna is not a planner, nor is he/she/they much concerned about what the future will bring. Their general philosophy is to focus on today and the now, and not let a second of revelry pass you by. Don't waste a second of worry on tomorrow, because tomorrow may very well never come. And if it does, they will deal with making the best of it as they can.


KINFOLK & TERRITORY

Although they always prefer places that remind them of “the old country,” such as rolling green hills and thick old-growth forests, Fianna can be found nearly anywhere their predominantly Celtic-descended Kinfolk have settled. Outside the British Isles, they are most common in Australia and New Zealand, Canada and the United States (particularly Appalachia). 

The Fianna are exceptionally protective of their Kinfolk — most of their bloody skirmishes with other tribes erupt over Kin issues. Their Apex Kinfolk, who are talented in the performance arts, are a source of great pride to the Fianna. Aside from their ability to earn income in the human world, they are cherished for both their talents and for an emotional depth that escapes most humans. Traditionally, their wolf Kin live in North America, save for a few hidden on protected European estates and parks.



FIANNA GIFTS

◎◎◎◎◎: RANK 1 FIANNA - Faerie Light (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A marsh-spirit or faerie teaches this Gift.

System: 
The player spends one point of Gnosis. The light can appear anywhere within the Garou’s line of sight. It can move, bobbing along at 10 feet per turn, if bidden to do so. The light lasts for one scene, but the player can dispel it at any time.


◎◎◎◎◎: RANK 1 FIANNA - Salmon Leap (Buff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: No Resist
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The old legends relate of Garou warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. By invoking this Gift, the werewolf may leap incredible distances. Hare-, salmon-, frog- and cat-spirits usually teach this Gift. 

System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character may now leap in any direction up to 20 meters in a single bound. This Gift is identical to the Level 3 Homid Gift: Hare's Leap.


◎◎◎◎◎: RANK 1 FIANNA - Persuasion (Buff)

  • Base Roll: 75
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Mental Skill
  • Duration: Scene
  • Resist: Intuition, Primal Urge
  • Permanent Affects: 
    • +5 Mental Skill
  • Temporary Bonus: 
    • +15 Persuasion

Description:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. This Gift allows a Garou in Homid form to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.

System:
The Player spends 5 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character receives a Temp bonus of +15 Persuasion. If successful, the Storyteller may also reduce the difficulties of all Social rolls as well. With this Gift activated, a werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while). 


◎◎◎◎◎: RANK 1 FIANNA - Resist Toxin (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: Instant
  • Resist: Intuition, Primal Urge
  • Permanent Affects: 
    • +1 Physical Defense
  • Temporary Bonus: 
    • +15 Persuasion

Description:
The Fianna, like the Bone Gnawers, learn a preternatural resistance to poisons and toxins of all kinds. While Bone Gnawers acquire this due to their diet of refuse and American beer, Fianna have on occasion been down on their luck enough to not be so picky as to where edible food comes from. A trash-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This nullifies the effects of most common poisons on the Garou using this Gift, including Wyrm-enhanced poisons. The effects are instant.


◎◎◎◎◎: RANK 1 FIANNA - Two Tongues (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Physical Skill
  • Duration: Scene
  • Resist: Alertness
  • Permanent Affects: None
  • Temporary Bonus: 
    • +15 Persuasion

Description:
The glib words and clever schemes of the Fianna are wasted on a single mark. This Gift teaches the werewolf to talk out of both sides of her face, literally carrying on two conversations simultaneously, and to decide who hears what. An ancestor-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Fianna may simultaneously carry on two conversations at the same time, which need have no relation to one another. She decides which listeners hear which version of the words she’s speaking.

Anyone suspecting something odd about the Fianna’s behavior must roll vs Alertness at DIF: 90, MOD Alertness to detect the Garou’s other conversation and to understand what he/she/they says.


◎◎◎◎◎: RANK 1 FIANNA - Brew (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Craft
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill
  • Temporary Bonus: None

Description:
The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew, the Garou can mystically transform a container of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A grain-spirit, and in some cases a worm-spirit, teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. While the Gift can be used on any glass of liquid or even a whole barrel, the effects are temporary and only last for the length of the scene. After which, any unconsumed liquid reverts to its former quality and properties. This gift will effect any liquid, completely transmuting any poisonous or caustic properties into consumable alcohol of the specified quality rolled.  

Roll Chart:

1-10: Botch! The brew tastes and looks like dishwater. PLUS, drinking it creates a massive hangover the next day.

11-69: No change. It is what it is.

70-79: A nice pale ale, or domestic wine pf your choice, about 5% alc.

80-89: A decent Tequila, Vodka, Bourbon or Scotch, craft beer or imported wine of your choice

90-99: Fine vintage champagne or a top-shelf liquor of your choice.

100+: Your choice of any of the lower rolls, OR a strong Ever Clear or Moonshine, capable of inducing inebriation in just one drink, OR being used as an alternate to gasoline or rocket fuel. 


◎◎◎◎◎: RANK 1 FIANNA - Fair Fortune (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Occult, Craft
  • Duration: Once per scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Bonus: None

Description:
A Fianna with this Gift has a streak of luck a mile wide. She’s dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortune spirit teaches this Gift.

System: 
This Gift can only be used once per scene. It does not require a roll for success, but it does require 5 Energy/Gnosis points to be spent to activate. The Player may reroll any failed or botched roll. The decision must be made immediately after the failed or botched roll. 


◎◎◎◎◎: RANK 1 FIANNA - Flame Dance (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 5
  • Damage: 5
  • Mods: Athletics/Reflexes
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes
  • Temporary Bonus: 
    • +10 Physical Defense for one turn.

Description:
Similar to a martial arts move, this Gift acts first as a defensive move, and as an attack move. It requires no turns to activate, but can only be initiated when the Fianna is physically attacked. Activating this Gift gives a defensive bonus of +10 Physical Defense to that Attack, PLUS it uses the momentum to spin the Garou around and respond with an attack of claws, fangs, or a kick attack. A mongoose-spirit teaches this Gift.

System: 
During regular combat, this Gift can be activated after the Character has been successfully attacked, but before the Player makes their Defensive Roll. 

The Player then spends 2 Points of Energy/Gnosis and makes a successful roll to immediately activate this Gift. This is immediate, and does not use an action. The Player then receives a one-time temp bonus modifier of +10 Physical Defense when he/she/they rolls to defend the attack.

IF the defense roll was successful, the Player not only successfully dodges the attack, but they have used the momentum of their Dodge to spin around and attack with claws or a kick for 5 HP of damage to their attacker. There is no defense and the attacker is automatically hit.

For Example: The Garou is attacked by a Foe who successfully made their roll to hit the Garou with a dagger. Instead of immediately rolling to defend, the Garou uses their Flame Dance Gift to reflexively respond with a near-choreographed move to avoid the hit by spending 5 points of Energy/Gnosis and making a successful roll to execute this defensive maneuver. This gives the Garou an additional +10 Physical Defense Mod when responding to the Foe's Attack.

Once the Garou successfully rolled to defend, he/she/they can now automatically attack with their choice of Claws or a Kick move. This attack does not require an additional roll or Gnosis. There is no defense to this "defensive attack."



◎◎◎◎: RANK 2 FIANNA - Fire in the Belly (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 5
  • Mods: Primal Urge
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes
  • Temporary Bonus: 
    • +10 Physical Defense for one turn.

Description:
Anger and inner turmoil does wonders for creativity. Some Fianna use this principle in new and potentially dangerous ways, directing some of their inner Rage to fuel their creative urges. While the work is more intense, it is also colored by the Rage, reflecting the redirected fury of the Fianna’s soul. “Sublime” and “peaceful” are not words associated with works produced using this Gift. On the other hand, forged weapons take on the new resonance quite readily, attracting War and Rage spirits. Brigid herself teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. A successful roll adds an automatic success to an appropriate Craft or Performance roll. A botch will require an immediate Rage roll for frenzy. 

Only one roll per project is possible. Using this Gift more than once a week is taxing and dangerous;. Each additional use during the span of a week increases the difficulty by 10 (80, 90, 100, 110, etc.)


◎◎◎◎: RANK 2 FIANNA - Flame Attack (Physical Defense)

  • Base Roll: 0
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes
  • Temporary Bonus: 
    • +10 Physical Defense for one turn.

Description:
Pushing the fire in his heart into his limbs, and by the grace of Gaia, the Fianna hurls himself unharmed through the ranks of his foes. A mongoose-spirit teaches this Gift.

System: 
Once per scene, and before the Player rolls to defend, the Player can use this Gift to automatically dodge one attack without using Gnosis or a successful roll. This Gift cannot be used if the Player has already made an unsuccessful roll to defend.


◎◎◎: RANK 2 FIANNA - Form Mastery (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.

System: 
This Passive ability allows the Player to spend 4 Rage Points and transform instantly to any of their forms. This Gift’s effects are permanent, requiring no roll or use of Energy/Gnosis points. As long as the Garou has 4 Rage Points available to spend, he/she/they can instantly shift to any of their forms. This action takes one action.


◎◎◎: RANK 2 FIANNA - Glib Tongue (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge, Persuasion 
  • Duration: One Turn
  • ResistSubterfuge
  • Permanent Affects: None

Description:
This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one’s way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they will agree heartily to whatever the Garou has said, or some close variant of it that the Target can reasonably agree with. The effects of this are permanent, meaning that the Target will remember the conversation as they interpreted it. But the Garou must use this Gift repeatedly on the same or different Targets. Duration is one turn. 


◎◎◎: RANK 2 FIANNA - Howl of the Banshee (Mental Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: One Turn
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack
    • +5 Mental Defense
  • Temporary Affects:
    • +5 Mental Defense

Description:
The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee, a mournful spirit of the dead, teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All who hear the howl must roll vs. Willpower or flee in terror for the number of terms as determined by the Roll Chart below. Range is 20 meters.

Once this Gift has been used, for the duration of the scene the Banshee also bestows +5 on all Mental Defense rolls.

Roll Chart:

  • 1-59: No effect.
  • 60-69: One turn.
  • 70-89: Two turns.
  • 90-99: Three turns.
  • 100+: Five Turns.

◎◎◎: RANK 2 FIANNA - Howl of the Unseen (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: One Turn
  • Resist: n/a
  • Permanent Affects: None

Description:
Just as then ancient peoples had power in the connections between two halves (day/night, light half/dark half, etc.), so do the Fianna draw on their connection of spirit world and physical realm to bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to echo across to the other. It is taught by a Bean Si, as well as by the spirits of animals that make loud noise without being seen, such as frogs, insects or Sasquatch.

System: 
This is a Passive Gift, which does not require a roll or Energy/Gnosis to activate. It may be used once per scene. The Garou may howl or speak for up to a full turn; the sound will be clearly audible on both sides of the Gauntlet. The Storyteller is free to determine how much can be said in the span of one turn.


◎◎◎: RANK 2 FIANNA - Ley Lines (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Subterfuge
  • Duration: One Turn
  • Resist: Occult, Intuition
  • Permanent Affects: 
    • +1 Physical Defense

Description:
By manipulating ley lines (part of an energy web that crisscrosses the planet) the Fianna can disorient would-be trackers or hunters. The victims of this Gift find themselves following false trails, making wrong turns or walking in circles. The user’s trail simply disappears! The secrets of this Gift can be learned from an earth-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to activate. Anyone who wishes to find or track the Garou has two turns to make a successful roll. This roll must exceed the Gift user’s roll before any tracking can take place. If the tracker fails to make a successful roll over the course of two consecutive rolls, then the user's trail will simply disappear, or he/she/they will be walking in circles (Storyteller's discretion).


◎◎◎: RANK 2 FIANNA - Reverie (Debuff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion 
  • Duration: 3 Turns
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack

Description:
This Gift allows the Garou to mentally distract another, causing their minds to wander through their own memories. While useful in helping another see the past as a way to self discovery, it can also be used as a diversion from the victim's current task. Whatever that task is (fighting, playing a game, knitting, etc.), the target of the Garou using this gift will find it very difficult to concentrate on anything other than the memories they are forced to relive.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, any roll requiring mental attack, mental defense, alertness, or investigation will suffer a -20 for 3 turns. 

Any physical attack of the Target instantly ends the gift. While the Garou using this Gift cannot directly control what the Target is thinking, he might be able to influence what the subject's mind choses. 

For Example: "Hey Brock, remember the night we went to the strip club in Miami for Tristan's birthday and you hooked up with that dancer? Whoo! What a night, huh?"

Or, a guard at a checkpoint who is the target of this gift would probably not notice the Garou sneaking by his station as his mind is fully occupied with thoughts of the girl from Marketing he has always wanted to ask out.



◎◎◎: RANK 3 FIANNA - Sense the Unnatural (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: 3 Turns
  • Resist: n/a
  • Permanent Affects: 
    • +5 Initiative

Description:
The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won’t pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Or sense a being as undead, whether they are a vampire, zombie or other animated, unliving creature. Any spirit servant of Gaia can teach this gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The sensory input is somewhat vague and subject to interpretation though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. The Garou would also get a sense of whether or not he/she/they could easily "take him" or not in a fair fight. How powerful of a being the creature is will always be in comparison to the strength and power of the Garou using this Gift.

NOTE: A natural roll of 90+ will allow the Fianna to zero in on the source of the presence, and be able to sense the type and strength of the creature a bit more accurately. 


◎◎◎: RANK 3 FIANNA - Spear of Dancing (Buff)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Athletics/Reflexes
  • Duration: 3 Turns
  • Resist: n/a
  • Permanent Affects: 
    • +5 Athletics/Reflexes

Description:
The old tales tell of Fianna miraculously throwing spears while balanced on the beam of a chariot at full gallop, or even crossing an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint or edge of a sword. If successful, the Garou takes no damage from stepping or hand standing on sharp objects, but may otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift.

System: 
The Player identifies the feat the Character is about to attempt. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll.  How successful they are is determined by how high of a roll the Player has made. (See Roll Chart.)

Roll Chart:

  • 1-10: Botch! Well that's embarrassing. You instantly fall, take 2 points of damage and must now defend from a prone position if attacked. It takes one full turn to get to your feet. 
  • 11-49: No effect. The action takes place as normal, along with any damage that may occur.
  • 50-69: You can stand on the back of a  trotting horse or similar skill that has you balancing on a moving or unstable object.
  • 70-89: You can stand/walk/run on a rolling ball, or jog gracefully across  the thinnest of tightropes without fear of falling.
  • 90-99: You can jump on and balance on the point of a spear, the edge of a sword or other hazardous feat.
  • 100+: You can do any of the aforementioned PLUS, you can use this Gift to defend or to attack. (For example: As an attack, you make a leap onto your foe's sword and attack with a kick to the head. OR, you successfully defend an attack and use your preternatural ability to land a claw attack to the chest. When used as part of a defensive or as an attack move, your target cannot defend.

NOTE: The effects last for the length of the feat achieved. This Gift has a one turn cooldown. Meaning, you can only use it every other turn. Storyteller's discretion on using this Gift for any feat not described above.


◎◎◎: RANK 3 FIANNA - St. Herve's Folly (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Subterfuge
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: None

Description:
According to an old folktale, St. Herve once preached to a wolf that had eaten the ox he used to plow with, and the wolf was so ashamed of the hardship his actions caused that he agreed to plough in the ox’s place. 

Though the Fianna didn’t murder St. Herve for this, he wanted to. But he also learned a lesson from it, and mischief-minded Fianna now use this carnivalesque Gift to create similar, though more pleasing, results. It convinces a leader of any sort that his status is incorrect and rather that he should serve those whom he rules. It can convince a town mayor to clean the shoes of a homeless person, or an alpha to bow to the will of his omega. The Gift is taught, unfortunately, by an ox-spirit.

System: 
The Fianna must first have a chance to lecture the ruler on why he/she/they is incorrect in his position (this should be a turn or two). The Player spends 2 Points of Energy/Gnosis and makes a successful roll.

The Player then convinces the Target to engage in ridiculous acts of subservience to gross lessers. If a Botch is rolled, (natural 1-10) his/her/their attempt not only fails, but the Target views the Fianna's words as sarcasm and is now fully convinced of their right of authority. 


◎◎◎: RANK 3 FIANNA - Cairbre's Tongue (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: n/a
  • Resist: Mental Skill
  • Permanent Affects: 
    • +1 Physical Attack

Description:
This Gift was used by the ancient song master Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking out harshly against or satirizing someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his/her/their Target’s face, lowering the target’s physical appearance and desirability. This Gift is taught by faeries and Fianna ancestor spirits.

System: 
The Player spends 2 points of Energy/Gnosis and makes a successful roll. If the Wyrm-corrupted Target fails to resist, then she temporarily loses -10 mod for Subterfuge or Persuasion for the duration of the scene, PLUS she suffers incriminating blotches spread across her face and body. The stronger the taint, the more the blotches. These marks last for the duration of the scene. 

NOTE: If the roll fails, or the target is not Wyrm corrupted, nothing happens.


◎◎◎: RANK 3 FIANNA - Faerie Kin (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Fianna can call upon ancient pacts between her people and the fae. By emitting a special howl, the Garou can call whatever fae are in the area to help. They will obey the Fianna, but not without question if the requests may put them in danger. A dream-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Depending on how high of a roll the Player makes determines how many fae respond to the call. The Player will then need to roll a second time to determine how many of these creatures come to help.

Roll Charts: 

First Roll

  • 1-10)  Botch! The faeries who respond are vicious and malevolent, and they will act to hinder the Garou. Roll for number of malevolent faeries that respond. Storyteller determines which obnoxious fae answer the call. (They do not need to be from the list below.)
  • 11-79: All you hear are the far off sounds of crickets. No fae answer your call.
  • 80-85: Boggans - 
    • Industrious, down-to-earth fae who are swift workers and incurable gossips.
    • 20 HP, 
    • +5 Physical Attack
    • +5 Physical Defense
    • +5 Initiative  
  • 86-90: Clurichauns -
    • Boisterous fae whose legendary carousing masks fierce loyalty.  
    • 30 HP
    • +10 Physical Attack
    • +10 Initiative 
    • +5 Physical Def
  • 91-95: Pooka - 
    • Animal shapeshifters and tricksters who never quite tell the whole truth.  
    • 40 HP, 
    • +5 Physical Attack
    • +10 Physical Defense
    • +10 Initiative 
  • 96-99: Redcaps - 
    • Menacing and ferocious fighters who can devour literally anything.
    • 50 HP, 
    • +10 Physical Attack
    • +10 Physical Defense
    • +10 Initiative  
  • 100+: Satyrs -
    • Hedonistic free spirits who love a good party and charge into battle with the same veracity and passion that they devote to their revels.
    • 75 HP
    • +15 Physical Attack
    • +15 Physical Defense
    • +15 Mental Defense
    • +15 Initiative  

2nd Roll: 
Once they type of fae are identified that answer the call, the Player will need to roll a second time to determine how many of these creatures come to help: (Unmodified Roll)

  • 1-10: = 7 
  • 11-20 = 1
  • 21-40 = 2
  • 41-60 = 3
  • 61-80 = 4
  • 81-99 = 5
  • 100+ = 6

◎◎◎: RANK 3 FIANNA - Pin the Eagle's Wing (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 8
  • Mods: Occult, Athletics/Reflexes
  • Duration: n/a
  • Resist: No Defense; Vampires with any points in Celerity receive a bonus +10 Physical Defense Mod to dodge.
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Known as Lleu’s Spear by the Welsh Fianna (who claim to have discovered it), a Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Fianna can even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech’s putrid heart. Max distance with 100% accuracy is 20 yards. Ancestor-spirits teach this Gift.

System:
On the Player's turn to attack, the Player identifies the Target, spends 2 Points of Energy/Gnosis and makes a successful roll to attack. The Target does not get a chance to dodge or roll for Physical Defense, and the spear hits true to aim. However, Vampires who have any points in Celerity receive a bonus +10 Mod for Physical Defense to dodge. Only Vampires with Celerity can roll to defend, and they only receive the +10 Mod IF they have any points in Celerity.)

This Gift allows the spear to pierce armor, and go through metal or wood doors. The Gift doesn’t work with any other weapon — only a throwing spear. Damage is 8HP. 

However, If the Garou uses this on a Vampire with the intention of spearing its heart, then she must declare that before the roll to hit is made. If it is successful, (and the Vampire has failed their Physical Defense Roll) then the Vampire will fall into torpor immediately. 

NOTE: This Gift has a one-day cooldown and can only be used once every OOC day.


◎◎◎: RANK 3 FIANNA - Dance Fighting (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Athletics/Reflexes, Physical Attack
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
  • Temporary Affects:
    • +10 Physical Attack
    • +10 Athletics/Reflexes
    • +15 Physical Defense

Description:
The Fianna realized long ago there is a direct correlation between dance moves and the martial arts, each requiring great strength, dexterity and precision in movements. While rather unconventional, Fianna employing this Gift exhibit exceptional grace during battles, oftentimes confusing their enemies who are not entirely sure if they are facing an opponent, or watching a beautifully choreographed performance. This Gift is taught by a dolphin spirit.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, whenever the Character is using dance animations in a battle (Player's choice of animations), the Fianna gains bonuses of a +10 Mod to Physical Attack, a +10 Mod to Athletics/Reflexes, and a +15 Mod to Physical Defense.



◎◎: RANK 4 FIANNA - Heart of the Mountain (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.

System: 
The player spends one Rage point and one Willpower point. For the rest of the scene, the Garou cannot fail any task involving Stamina. Torturers can never break him; though he can’t breathe underwater and his lungs may fill with water, he will not die. The only exception to this is soaking damage. While this Gift is active, the werewolf is guaranteed to always soak at least one level of damage, but otherwise takes damage normally.


◎◎: RANK 4 FIANNA - Fog of Deception (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 1
  • Damage: 0
  • Mods: Willpower, Subterfuge
  • Duration: See System
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Mental Attack  

Description:
Even the most highly skilled armies and troops can find the battlefield turned to chaos when visibility is obscured by fog or smoke that fills a 20x20 meter area. Such confusion can lead to allies firing on one another by mistaking them for enemies, or disorientation on which direction they are walking. It's easy to miss advancing foes, or mistake wisps of fog as an enemy. This Gift is taught by a Raven Spirit or an Air Elemental.

System: 
The Player spends 1 Point of Energy/Gnosis and makes a successful roll. To activate this Gift, the Ragabash must sing, howl or play an eerie song (bagpipes are famous for this). The Garou utilizing this gift is totally consumed by the song and cannot engage in combat, though they can defend. The Garou MUST successfully roll every turn to keep the song going, though no additional Energy/Gnosis points are required.

This effect only lasts for as long as the Fianna successfully rolls every turn and can maintain their focus on the song. (Failing a defense roll and being struck WILL end the effects of this Gift.) If the roll fails or the Garou ceases the haunting noise, the fog will take one full turn to dissipate. The Garou may try again, or as many times as they wish, but they must expend another point of Gnosis to do so, and successfully make their roll.

Every turn, the Garou must roll successfully to keep the fog from dissipating. If the roll is successful, all foes within the 20x20 area must roll and beat the Garou's fog rolls (mod Alertness) or be disoriented. If the roll is failed, the foe's Attack/Def rolls are halved until the fog disappears. If the Foe's roll is a botch, the Foe will attack their nearest allies, mistaking them for an enemy.


◎◎: RANK 4 FIANNA - Reshape Object (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Craft, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:

The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.

System: 
Spending a point of Gnosis, the player makes a roll. If the roll is successful, the player may look to  turn a broken tree limb into a spear, turn a plant into a floatable raft, a rose into perfume, a bone into a teacup and saucer, etc. The created object is not necessarily permanent; it will last only until the end of the scene, unless the player has rolled a natural 90+, then the object is permanent.


◎◎: RANK 4 FIANNA - Woadling Defender (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Craft, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects: 
    • Anyone trying to use a Gift/Spell/Ability against the Fianna that is not Passive and requires a roll to activate will have to do so at a -5 Modifier per every Woadling that has attached itself in defense of the Fianna who created it. (This does not include normal attacks.)

Description:
Woad is a cabbage-like plant used by ancient Celts to create a deep sky-blue dye. They would then paint their skin with this pigment, which caused a frenzy-like state before marching off to battle. Skin paintings were of traditional Celtic designs, mythological beasts and dragons, or simply covering portions or all of their bodies in this bright blue pigment. 

The Fianna carry on this tradition and take it even further. After painting pictures on their bodies with blue woad dye, they can bring these paintings to life during battle to defend them. (Woadling Defenders can only defend and cannot attack.) These Woadlings are minor spirit manifestations brought to life by the physical components of the woad dye and the power of a Fianna's Gnosis. A stag-spirit can teach this Gift.

For an example of this, CLICK HERE.

System: 
The Garou wishing to use this Gift must prepare before battle by painting blue Woad paintings on their body (these must be applied to your Avatar so that everyone can see them). Exactly what kind of pictures or designs does not influence the type or potency of the beasts summoned using this Gift. 

Woadlings typically look like small, powerful gnome-like creatures about 3 feet in height with fangs. However, they can take most any form no larger than a bear. This takes one full turn to complete.

At any time after a battle breaks out, the Fianna spends 2 Points of Energy/Gnosis and makes a successful roll. This allows one Woad body painting to come to life and act as a shield to defend their Fianna creator. The Fianna can release only one Woadling Defender per action for a maximum of four turns. Foes must defeat the Woadling Defenders before they can land a single blow on the Fianna. Any remaining Woadling Defenders vanish at the end of the battle.

If the Garou has more than one action per turn, he/she/they can bring in as many Woadlings as they have actions during a turn they wish to use. However, the Garou can only bring forth a maximum of 4 Woadlings using this Gift, after which the Gift is spent for that scene. The Garou may continue to attempt to bring forth Woadlings, even if previous rolls failed as long as there are less than 4 Woadlings that were created.

Each time the Player creates a Woadling, he/she/they needs to make a successful roll, and spend 2 Points of Gnosis. Every success brings to life a Woadling defender.

Woadling Defender:

  • 20 HP
  •  +10 Physical Defense
  • +10 Mental Defense

NOTE: Anyone trying to use a Gift/Spell/Ability against the Fianna that is not Passive and requires a roll to activate will have to do so at a -5 Modifier per every Woadling that has attached itself in defense of the Fianna who created it. (This does not include normal attacks with melee or natural weapons.)

For Example: After successfully calling forth 4 Woadlings (2 Points Energy/Gnosis and a successful roll each) during a battle that are now attached to the Fianna using this Gift, a Foe attempts to attack the Fianna using Quietus 5 - Taste of Death. He rolls to hit with this ranged attack, but must do so at a -20 Mod (-5 Mod x 4 Woadlings = -20 Mod.) This means he must roll a 90+ instead of 70+. The Foe must first kill all the Woadling Defenders before he can land a single successful blow on the Fianna. 

To recap, one Woadling will force the attacker to use their abilities at a -5; two Woadlings -10; 3 Woadlings -15; four Woadlings -20. The Foe may choose which Woadling to attack. The Woadlings focus on distracting the Foe by dancing and prancing about them to destroy their focus. Each Woadling has 20 Health Points. Once they are brought down to 0, they vanish, along with the negative modifier inflicted on the Foe.


◎◎: RANK 4 FIANNA - Airitech's Daughters (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge, Occult
  • Duration: Scene
  • Resist: Willpower 
    • Player-Characters only
    • NPCs, no resist
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. It doesn’t make them stronger, or give them the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm. Like Airitech’s Daughters, these werewolves exist to be murdered. The Gift is taught by an ancestor spirit.

System: 
The Player identifies up to 3 Humans he/she/they wishes to use this Gift on, and spends and spends 2 Points of Energy/Gnosis to attempt to turn them into werewolves. If any of the Humans fails to resist, (no resist for NPCs) they will be turned into Crinos Garou. Making a successful roll will physically turn all humans affected by the Gift into Crinos werewolves

The newly created werewolves do not receive any of the benefits of the werewolf forms, do not cause Delirium, and are not protected by the Veil; the change is largely cosmetic. This Gift does not work on anyone but mortal humans. It will not affect mages, changelings, vampires or even the Gifted; it will, however, work on Kinfolk, ghouls and sorcerers. The minds and personalities of these Humans is unaffected, and they can think, act, defend and attack as they normally would.


◎◎: RANK 4 FIANNA - Balor's Gaze (Debuff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: Scene
  • Resist: Willpower, Mental Defense
  • Permanent Affects: 
    • +5 Physical Attack

Description:
This Gift emulates the power of one of the Fianna’s legendary enemies. One of the Garou’s eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, any foe at whom the Garou glances must successfully beat the Garou's roll (Mod Willpower + Mental Defense) or double over in pain and suffer -10 Mod to all actions for each turn until they successfully roll to negate the effects of the pain, regardless of their current health. 

For that turn, and for each turn thereafter, the Foe must roll to defend with the negative mods each turn until they successfully make their roll. If the roll fails, it is considered their action for that turn as they writhe in pain. However, once the Target Foe has made his/her/their successful roll, the Foe no longer needs to roll to defend again and no longer suffers from the pain or the negative effect on his/her/their normal Mods. He also may attack that same turn since he is no longer writhing in pain. 


◎◎: RANK 4 FIANNA - Faerie Blood (Debuff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
The ability to transform a Garou's blood into Faerie blood is a somewhat unusual gift, as are the reasons for doing so. Whatever reason the Fianna has for wanting to not have their Garou blood sensed, this Gift is the best way to do it. For good or for bad, this Gift fully transmutes the Fianna's blood into that of a Fae and is taught by a Faerie Lord.

System: 
The Player announces that his/her/their Character is using this Gift to instantly transform the Character's blood into Faerie Blood. This allows the Character an immunity to silver; however, iron will have the same effect on him that silver normally does. 

While the Fianna's blood is transmuted to Fae, any Gift requiring the Character to spend points of Gnosis will be free. In addition, he/she/they can walk into Arcadia from the Umbra without having to worry about guardians or time-shift effects.

The Character will be considered to have potent blood to the Kindred but there is always a side effect for the vampire drinking this fey blood. The Storyteller is free to get wild with the effect: anything from hallucinations to transforming into a donkey-headed vampire for a scene. 

Any Kindred with the second level of the Auspex Discipline (Aura Perception) will recognize the Garou’s blood as special, even for a werewolf. This Gift lasts for one scene and cannot be ended before then. 


◎◎: RANK 4 FIANNA - Fog on the Moor (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge, Occult
  • Duration: 2 Turns
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This Gift transforms the Fianna into a ghostly outline of himself made of mists, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and attack opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou instantly transforms into a ghostly transparent form for 2 turns. Though the Garou cannot be harmed in this form, the Character can pick up physical objects, they can also attack, but at a -10 Mod. The Garou cannot be healed while in this form, but he/she/they may end this Gift at any time. This Gift can only be used once per scene.


◎◎: RANK 4 FIANNA - Phantasm (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge, Occult
  • Duration: 2 Turns
  • Resist: Willpower, Alertness
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou creates a realistic, unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character describes exactly what the illusion looks like, or even places a prim object to represent the Illusion. Anyone who has reason to doubt the illusion must roll vs Willpower and Alertness, then exceed the Garou’s roll in order to see through it. This illusion lasts for one scene, or can be ended earlier by the Garou who created it.

NOTE: A Player must have a reason for doubting the illusion. For example, a mountain appears in an area that the Target(s) are already familiar with. Or a large building turns into an empty alleyway where the Target(s) know that a building used to be there. Or a herd of grazing cows now fill a field that either the Target knows is an empty field, or they observe that the cows are not moving. If the Target has no reason to suspect that things are not as they appear, there is no reason for the Target to make a resist roll.



: RANK 5 FIANNA - Song of the Dire (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Occult
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Fianna sings a battle song to empower his/her/their comrades as the Garou enters a fray. Driven by their packmates, the embattled Garou doubles their efforts to defeat the foe. The Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All the Fianna's allies will receive the following bonus Mods, in addition to their normal Mods:

  • +5 Physical Attack
  • +5 Physical Defense
  • +5 Initiative rolls

Only one Garou can be using this Gift during a battle. If another Garou attempts to use Song of the Dire, it will cancel out the first Garou's song, as well as any bonuses previously given. Imagine two Garou singing songs at the same time with different lyrics and melodies. What results is a cacophony of noise. 

The Fianna must keep singing throughout the battle to keep her comrades Mods boosted. To do so, he/she/they must remain in Hispo form. This does not prevent Fianna from attacking or defending. The Fianna DOES NOT receive the same bonus as his/her/their allies. If the Fianna stops singing or is rendered unconscious, the bonuses immediately stop.


◎◎: RANK 4 FIANNA - Woadling Soldiers (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Craft, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects: 
    • Anyone trying to use a Gift/Spell/Ability against the Fianna that is not Passive and requires a roll to activate will have to do so at a -5 Modifier per every Woadling that has attached itself in defense of the Fianna who created it. (This does not include normal attacks.)

Description:
Identical to the Level 4 Gift Woadling Defender (see above), except all Woadlings manifested can both defend AND attack any Foes who are attacking the Fianna using this Gift. 

System: 
The Garou wishing to use this Gift must prepare before battle by painting blue Woad paintings on their body (these must be applied to your Avatar so that everyone can see them). Exactly what kind of pictures or designs does not influence the type or potency of the beasts summoned using this Gift. 

Woadlings typically look like small, powerful gnome-like creatures about 3 feet in height with fangs. However, they can take most any form no larger than a bear. This takes one full turn to complete.

At any time after a battle breaks out, the Fianna spends 2 Points of Energy/Gnosis and makes a successful roll. This allows one Woad body painting to come to life and fight beside them. The Fianna can release only one Woadling per action for a maximum of four turns. Any remaining Woadlings vanish at the end of the battle.

If the Garou has more than one action per turn, he/she/they can bring in as many Woadlings as they have actions during a turn they wish to use. However, the Garou can only bring forth a maximum of 4 Woadlings using this Gift, after which the Gift is spent for that scene. The Garou may continue to attempt to bring forth Woadlings, even if previous rolls failed as long as there are less than 4 Woadlings that were created.

Each time the Player creates a Woadling, he/she/they needs to make a successful roll, and spend 2 Points of Gnosis. Every success brings to life a Woadling fighter.

Woadling Army Stats:

  • 20 HP
  • +10 Physical Defense
  • +10 Physical Attack
  • +10 Mental Defense
  • Attacks:
    • 5 HP Damage using Bite Attack
    • 10 HP Damage if given a melee weapon by the Fianna who created them.

NOTE: Anyone trying to use a Gift/Spell/Ability against the Fianna that is not Passive and requires a roll to activate will have to do so at a -5 Modifier per every Woadling that has attached itself in defense of the Fianna who created it. 

For Example: After successfully calling forth 4 Woadlings during a battle that are now attached to the Fianna using this Gift, a Foe attempts to attack the Fianna with the Street Fighter Martial Arts Ability, Leg Sweep. Normally this is a DIF: 60, but he must now do so at a -20 Mod (-5 Mod x 4 Woadlings = -20 Mod.) To successfully use Leg Sweep, he must now roll an 80+ to succeed.

Each Woadling the Foe kills will reduce this mod penalty by -5. Foes must first kill all the Woadlings before they can land a single successful blow on the Fianna. 

To recap, one Woadling will force attackers to use their Gift/Spell/Ability at a -5; two Woadlings -10; 3 Woadlings -15; four Woadlings -20. The Foe may choose which Woadling to attack, but he cannot attack the Fianna. The Woadlings focus on distracting the Foe by dancing and prancing about them to destroy their focus. Each Woadling has 20 Health Points. Once they are brought down to 0, they vanish, along with the negative modifier inflicted on the Foe.


: RANK 5 FIANNA - Song of the Siren (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Mental Skill
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Attack

Description:
The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift. Instead of singing, some younger Fianna have taken to reciting spoken-word poetry (click here for an example). This Gift can make an opponent pause before a fight, but will rarely stop combat already in progress. A songbird-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If a Target within a defined 10x10 area around the Fianna fails to resist, he/she/they are enchanted by the Garou's song or voice, and cannot perform any actions for a number of turns equal to the number of Primal Urge Points the Garou has. (For example, the Garou has 3 points in Primal Urge, resulting in the power's effect for 3 turns.)

However, Targets may attempt to resist each turn in which they are enchanted and may break the spell early if they are successful.

NOTE: Rolling a natural, unmodified 99 or 100 is an automatic success for which there is no resistance. Even those Targets who are actively engaged in combat will immediately stop to listen to the dulcet tones of the Garou's voice for the number of turns as described above.


: RANK 5 FIANNA - Warp Spasm (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Mental Skill
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Physical Attack
    • +5 Additional Damage in hand-to-hand combat

Description:
Many tales of the Irish Hero Cú Chulainn state he would glow in combat, radiating a great heat. At the end of a battle, women would dump water over his body to cool him down. This Gift causes the user to immediately enter Berserk Frenzy and radiate a tremendous heat, igniting nearby flammable items and melting metal. This can also be used as a Passive Gift if the Fianna is already in Berserk Frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna ancestor spirits.

  1. System: 
    If the Garou is not already in Berserk Frenzy, the Player spends 2 Points of Energy/Gnosis and makes a successful roll. This instantly puts the Garou into Berserk Frenzy and all of his/her/their Rage Points drop down to zero. All flammable material the Garou touches bursts into flame. If the Garou touches a Vampire, the Vampire must successfully roll for Rötschreck or immediately Fox Frenzy.

    The Garou's  hand-to-hand attacks do two an additional +5 HP of additional fire damage on top of normal hand-to-hand or melee damage. 

  2. If a Garou is already in Berserk Frenzy, or is in the beginnings of Berserk Frenzy, this Gift becomes Passive, requiring no roll or use of Gnosis Points. This is instantaneous to activate. 

    The Garou's  hand-to-hand attacks do two an additional +5 HP of additional fire damage on top of normal hand-to-hand or melee damage.

: RANK 5 FIANNA - Call the Hunt (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: Scene (or until killed)
  • Resist: n/a
  • Permanent Affects: 
    • +5 Mental Skill

Description:
The werewolf may use this Gift only once per OOC/Real-time week, and only if there is an overwhelming need for it (such as discovering that a truly great evil infests an area). This Gift calls the Huntsman of Celtic mythology to harry and slay the evil. The Huntsman himself teaches this Gift.

System:
The Garou must chant and concentrate for three full turns. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. 

  • The Huntsman appears with a number of wolfhounds determined by the Player's Roll (see Roll Chart).
  •  If the summoner does not join the hunt, the Huntsman instead leads the hunt against the Garou.

The Huntsman appears physical in every way, as do his dogs. He will track the source of evil quickly, leading the Garou to the nest or infested area. Once he does so, he will immediately attack the evil, setting his hounds upon it. The number of dogs depends on the number rolled to initiate this Gift. 

Roll Chart:

  • 80-84: One hound
  • 85-90: Three hounds
  • 91-95: Four hounds
  • 96-99: Five hounds
  • 100+: Six hounds

Huntsman and Hound Stats:

  • HUNTSMAN
    • HP: 150
    • +10 Physical Attack
    • +10 Physical Defense 
    • +15 Initiative
    • Melee Sword:
      • Damage
      • 10 HP per attack
      • DIF: 60
    • Ranged Bow
      • 5 HP per arrow
      • 2 Attacks per turn

  • WOLFHOUNDS
    • HP: 50
    • +15 Physical Attack
    • +5 Physical Defense
    • +15 Initiative
    • Attack:
      • Bite
        • Damage: 5 HP 
        • Base Roll: 60
    • Special Attack: Takedown 
      • Base Roll: 70
      • Damage: 5 HP per attacking Wolfhound 
      • Resist: Physical Defense, Athletics/reflexes
      • If there are two or more wolfhounds attacking a single Foe, then the wolfhounds may use their combined turns to initiate a "Takedown." 
      • The Player must designate which wolfhounds are involved in the Takedown. The more Wolfhounds involved, the better the chances of success and the higher the amount of damage that can be inflicted.
      • All designated hounds attack simultaneously,
        • Each hound sacrifices its next turns and any ability to defend against the next subsequent attack. 
      • Wolfhounds retain their lineup in the original Initiative roll for the battle, but skip that next turn to attack in the Takedown.
      • Each designated wolfhound makes a roll for success, but only one hound needs to successfully roll (and the Target fails to resist) to initiate the Takedown. If the Target successfully resists, the next wolfhound attacks, and so on. 
        • The Takedown maneuver ends if all hounds fail.
        • If the Target fails to resist, the Target takes 5 HP of bite damage for every wolfhound involved in the Takedown.
        • The Target is now prone and his/her/their Physical Attack and Physical Defense Mods are halved until they regain their footing.
        • Upon the Target's next turn, the Target must use one action to get to their feet.

: RANK 5 FIANNA - Forms of Cernunnos (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to spy. Cernunnos, the Horned God, was the master of animals. With this Gift the Garou is able to master the form of any natural animal. A Wyld spirit or a faerie spirit teaches this Gift.

The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal he/she/they mimics. However, the Garou still retains their own stats, Gifts and abilities. It should be noted that any Gifts/Abilities/Skills that require hands would not be possible to use if you're a fish, bird, or other animal, with the exception of apes, monkeys or other animal with an opposable thumb.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to take on the form of any natural creature between the sizes of a small bird and a bison. The size of the creature depends on the Player's roll. (See Roll Chart.)

This lasts for the duration of the scene, or at any time the Fianna wishes to shift back to any of his/her/their other forms. However, if the Fianna is rendered unconscious or dies while in this form, they will immediately shift back to their breed form.

Roll Chart: 

1-10: Botch! Player turns into a cockroach and skitters away to hide in a dark place for the duration of a scene. During this time, the Fianna does not have access to any higher intellectual functions than the creature he/she/they has accidently slipped into. While he/she/they still has the same number of Health Points, (that's one hard cockroach to kill!) the Fianna will be ruled only by the creature's dislike of lit places and its desire to feed and breed. It takes the length of the scene for the unfortunate Garou to gain regain his/her/their natural form. There may be some unusual side effects for a few hours after returning to normal.

11-79: Unsuccessful. No metamorphosis occurs.

80-84: Anything the size of an insect to the size of a monkey.

85-90: Anything the size of an insect to the size of a mountain lion.

91-95: Anything the size of an insect to the size of a hippo.

96-100+: Anything the size of an insect to the size of an elephant.

For information on some available animal stats, visit the Bestiary by CLICKING HERE.

If the animal you are looking for is not listed, ask for the stats from your Storyteller, a Moderator, or the city's Admin.



: RANK 6 FIANNA - Gift of the Spriggan: Drink Me (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Fianna may shrink his/her/their wolf form down to the size of a puppy. A faerie or a Chimerling teaches this Gift.

System
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The effects last for one scene or until the Garou cancels the Gift. When the Garou grows smaller, he/she/they retains all her normal traits, strengths/weaknesses and abilities (that's one strong puppy!), but the Garou may sneak around unnoticed or masquerade as someone’s pet.


: RANK 6 FIANNA - Gift of the Spriggan: Eat Me (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
  • Temporary Affects:
    • +20 Physical Attack
    • +15 HP of additional damage to normal attacks

Description:
The Fianna may grow up to three times his/her/their usual size in whichever of their normal forms they wish. A faerie or a Chimerling teaches this Gift.

System: 
The player spends 2 Points of Energy/Gnosis and makes a successful roll. The effects last for one scene or until the Garou cancels the Gift. When the Garou grows larger, she gains +15 Attack and an additional + 2 HP of damage to her foe. 


: RANK 6 FIANNA - Woadling Spawn (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Craft, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Skill
  • Temporary Affects: 
    • Anyone trying to use a Gift/Spell/Ability against the Fianna that is not Passive and requires a roll to activate will have to do so at a -5 Modifier per every Woadling that has attached itself in defense of the Fianna who created it. (This does not include normal attacks.)

Description:
Identical to the Level 5 Gift Woadling Army (see above) All Woadling Spawn manifested can:

  1. Defend (foes must strike them down first before being able to attack the Fianna.)
  2. Attack Foes
  3. Spawn - The Fianna spends 2 Points of Energy/Gnosis and make a successful roll to respawn a fallen Woadling. This takes one action. However, there can only ever be a maximum of 4 Woadlings created at any one time.

System: 
The Garou wishing to use this Gift must prepare before battle by painting blue woad paintings on their body (these must be visually applied to your Avatar so that everyone can see them). Exactly what kind of pictures or designs does not influence the type or potency of the Woadlings summoned using this Gift. 

Woadlings typically look like small, powerful gnome-like creatures about 3 feet in height with fangs. However, they can take most any form no larger than a bear. This takes one full turn to complete.

At any time after a battle breaks out, the Fianna spends 2 Points of Energy/Gnosis and makes a successful roll. This allows one Woad body painting to come to life and fight beside them. The Fianna can release only one Woadling per action for a maximum of four turns.

If the Garou has more than one action per turn, he/she/they can bring in as many Woadlings as they have actions during a turn they wish to use. However, the Garou can only bring forth a maximum of 4 Woadlings using this Gift, after which the Gift is spent for that scene. The Garou may continue to attempt to bring forth Woadlings, even if previous rolls failed as long as there are less than 4 Woadlings that were created.

Each time the Player creates a Woadling, he/she/they needs to make a successful roll, and spend 2 Points of Gnosis. Every success brings to life a Woadling fighter.

Woadling Spawn Stats:

  • 20 HP
  • +10 Physical Defense
  • +10 Physical Attack
  • +10 Mental Defense
  • Attacks:
    • 5 HP Damage using Bite Attack
    • 10 HP Damage if given a melee weapon by the Fianna who created them.

NOTE: Anyone trying to use a Gift/Spell/Ability against the Fianna that is not Passive and requires a roll to activate will have to do so at a -5 Modifier per every Woadling that has attached itself in defense of the Fianna who created it. 

For Example: After successfully calling forth 4 Woadling Spawn during a battle (that are now attached to the Fianna using this Gift), a Foe attempts to attack the Fianna with Presence 3 - Entrancement. Normally this is a DIF: 65, but he must now do so at a -20 Mod (-5 Mod x 4 Woadlings = -20 Mod.) To successfully use Leg Sweep, he must now roll an 85+ to succeed.

Each Woadling the Foe kills will reduce this mod penalty by -5. Foes must first kill all the Woadlings before they can land a single successful blow on the Fianna. To recap, one Woadling will force attackers to use their Gift/Spell/Ability at a -5; two Woadlings -10; 3 Woadlings -15; four Woadlings -20. The Foe may choose which Woadling to attack, but he cannot attack the Fianna. The Woadlings focus on distracting the Foe by dancing and prancing about them to destroy their focus. Each Woadling has 20 Health Points. Once they are brought down to 0, they vanish, along with the negative modifier inflicted on the Foe.


: RANK 6 FIANNA - Druid's Favor (Physical Skill)

  • Base Roll: 100
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult, Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Celtic Druids were early priests and sorcerers of incredible magical power. The most powerful of their order was saved from certain death at the hands of invading Roman soldiers by a brave young Fianna called Brigid Red Fang who seemed to mystically appear in the form of a great red dire wolf, preventing the impending murder of the Druid.

While the Druid saw it as a sign of Gaia's favor, in truth the saving of the Druid was purely accidental (she charged in on the scene at full speed while hunting a white stag). The Romans, of course, quickly turned their weapons on her and attacked. Brigid, already keyed up from the hunt, frenzied at the sight of the soldiers and wasted no time in rending them limb from limb until the ground was soaked with their blood and her howls of victory thundered through the skies. 

Confident of Gaia's protection, the Elder Druid spoke soothingly to her as Brigid's Frenzy ended and she shifted back to her human form. In gratitude to Brigid Red Fang for saving his life, the Druid taught her one of the most awe-inspiring Gifts a Garou could learn, which is now known as Druid's Favor. This Gift allows the Garou to shift into a the supernatural forms of a Dragon, a Pegasus or a Unicorn, with all the strength, power and abilities attributed to these impressive creatures.

System: 
The Player announces in Local Chat (or privately to the Storyteller) which of these supernatural beings he/she/they wishes to shift into; Dragon, Pegasus or Unicorn. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. At the end of their next turn, the Garou will have fully transformed for the duration of the scene, or unless the Garou ends it earlier.

For stats on these supernatural beings, visit the Bestiary's section on Faeries and Supernatural Creatures by CLICKING HERE.

NOTES: 

  • Botching (rolling a natural 1-10): while the Garou still transforms into the supernatural creature they declared before the roll, he/she/they shifts into a creature about the size of a Cocker Spaniel (15 to 17 inches at the shoulder and weighing between 30-35 pounds). While the Garou will still obtain the special abilities of the being he/she/they originally wished to shift into, all powers, abilities and stats are now only a quarter of the original being. This will last for the duration of the scene and cannot be ended before then.
  • Cooldown: This Gift can only be attempted/used once per OOC week.

: RANK 6 FIANNA - Sleep of the Hero (Mental Skill)

  • Base Roll: 90
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This powerful Gift has been invoked many times in Fianna history. When a great Garou hero dies in battle, the Fianna takes the body and dedicates it to the land where he/she/they will remain in a semi-permanent stasis. 

This Gift forms a bond between the Fianna and the land and the spirits of those heroes. The champion’s life returns when a Fianna of sufficient level and skill calls upon him/her/them to fight again. 

Once the Hero's task is completed, or the Hero is defeated, he/she/they will return to his/her/their deep sleep, not to awaken and live until again called upon, or until awaken by the Apocalypse. This Gift is taught by Fianna ancestor spirits.

System: 
The Garou spends two points of Gnosis and makes a successful roll. After two full turns, the Hero returns to life and is dedicated to fighting for the Fianna's cause. How high the Player rolls will determine the strength of the Hero summoned. (See Roll Chart)

The hero will remain for the duration of the scene, or until he has vanquished the enemies, or has been defeated himself.

Roll Chart:

  • 90-93: Minor Hero - You call forth Thalira Stormblade of the Northern Tribes. She is a valorous champion who cleaves through her foes with unmatched ferocity.
    • +10 Physical Attack
    • +10 Physical Defense
    • +10 Initiative 
    • Attack: Claws/Fangs 10 HP of damage
  • 94-95: Major Hero - You call forth Draven Steelheart of the Night Claws Tribe. His bravery is as strong as the Wayland-forged steel of his sword.   
    • +15 Physical Attack
    • +15 Physical Defense
    • +15 Initiative 
    • Attack: 
      • Claws/Fangs: 10 HP of damage
      • Sword: 15 HP of damage
  • 96-99:  Epic Hero - You call forth Draelynn Silverclaw of the Skysingers Tribe, a noble Fianna of unrivaled beauty who fights with the relentless spirit of her glorious ancestors. 
    • +20 Physical Attack
    • +20 Physical Defense
    • +20 Initiative 
    • Attack: 
      • Silver Claws: 20 HP of damage/ 25 HP to Garou
      • Fangs: 15 HP of damage
  • 100+: Legendary Hero -You call forth Rurik Deathwhisper, a brutal fighter from the days beyond memory who silences his opponents with lethal efficiency.
    • +30 Physical Attack
    • +30 Physical Defense
    • +30 Initiative 
    • Attack: 
      • Claws: 15 HP of Damage
      • Fangs: 15 HP of damage
    • 2 Attacks/Actions per Turn
    • Gift: Druid's Favor (Level 6 - Fianna Gift)
  • Natural 100: Demi-God Hero - You call forth Ragnar Moonstone, an ancient Fianna tribal elder of immense power believed to have been conceived by a female Metis and an avatar of Gaia herself. 
    • +40 Physical Attack
    • +40 Physical Defense
    • +40 Mental Defense
    • +40 Athletics/Reflexes
    • +40 Initiative 
    • Attack: 
      • Claws/Fangs 40 HP of damage
      • Silver Klaive 40 HP of damage
      • 2 Attacks/Actions per Turn
      • Gift: Blessing of the First Pack
        • Base Roll: 70 (unmodified)
        • Duration: Scene
        • Resist: n/a
          • Description: Ragnar Moonstone was the first of his kind to learn this Gift many thousands of year ago. It is believed that the very first pack of Garou set the standards for the auspices, and that only Gaia's chosen have retained a strong enough connection to that First Pack to use this Gift. But only Ragnar can call upon the originator of the Auspices and temporarily transform all Fianna and the Fianna's Garou allies by the glow of his/her/their own moon-sign. 
          • System: The Player makes a successful roll, using one of Ragnar's actions. If the Player rolls a botch (natural 1-10) Ragnar Moonstone immediately returns to the spirits.
            If the roll is successful, Ragnar blesses the Fianna and all Garou allies with the very essence of their auspices. 
            For the remainder of the scene, the Characters gain the following bonuses as determined by their Auspice. 
          • Auspice & Bonus
            Ragabash: +30 to Stealth, +20 to Subterfuge and Persuasion
            Theurge: +30 to Occult, +20 to Willpower and Mental Skill
            Philodox: +30 to Primal Urge, +20 to Occult and Alertness
            Galliard: +30 to Mental Skill, +20 to Persuasion and Craft
            Ahroun: +30 to Physical Attack, +20 to Physical Defense and Willpower