Werewolf the Apocalypse information source

Fianna Gifts

A list of all Fianna tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Fianna Gifts of a specific rank, see the Werewolf Gifts section.

Resist Toxin

Rank 1 Bone Gnawers Gift / Rank 1 Fianna Gift / Rank 1 Bunyip Gift

Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.

System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.

Source: Core book revised.


Salmon Leap / Hare’s Leap / Leap of the Kangaroo

Rank 1 Fianna Gift / Rank 1 Lupus Gift / Rank 1 Bunyip Gift
Called Salmon Leap in the Fianna Tribebook & Hare’s Leap as Lupus Gift in 20th Anniversary Edition

The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap.

Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor.

System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.

Source: Fianna Tribebook (revised) / 20th Anniversary Edition / Rage Across Australia


Faerie Light

Rank 1 Fianna Gift

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 rolls Wits + Enigmas (difficulty 6). 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 turn per success, but the player can spend a point of Gnosis to make it last for the entire scene.

Source: Core book revised & Tribebook: Fianna (revised)


Two Tongues

Rank 1 Fianna Gift

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 a Willpower point. For the rest 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 Perception + Alertness (difficulty 9) to detect the Garou’s other conversation and to understand what she’s saying there.

Source: 20th Anniversary Edition


Persuasion

Rank 1 Homid Gift / Rank 1 Fianna Gift / Rank 1 Glass Walkers Gift

This Gift allows a homid 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 rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Source: Core book revised / 20th Anniversary Edition


Reverie

Rank 2 Fianna Gift / Rank 2 Galliard Gift

This Gift makes the victim’s mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift.

System: Roll Manipulation + Enigmas (difficulty of the victim’s Willpower). For every success, the
difficulty of the victim’s rolls related to Mental Attributes increases by one, to a maximum of 9 (representing stronger, more vivid memories). The effect lasts one minute per success or until the target’s attention is diverted. (For example, a guard under five minutes’ worth of Reverie probably won’t notice the Ragabash sneaking over the wall — but if he does, or if the Garou attacks him, the Gift’s effects end). The Fianna can’t directly control what fills the victim’s mind, but may be able to influence the subject (“Yeah, Gorm, remember that party at the Standing Stone? And the dancing girl, wasn’t she something…”).

Source: Fianna Tribebook (revised)


Howl of the Banshee

Rank 2 Fianna Gift / Rank 2 White Howler Gift

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 a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou’s roll.

Source: Core book revised / 20th Anniversary Edition


St. Herve’s Folly

Rank 2 Fianna Gift

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 that he agreed to plough in the ox’s place. If the Fianna didn’t murder St. Herve for this, they wanted to. But they 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 have a chance to lecture the ruler on why he is incorrect in his position. The player spends one point of Willpower and rolls Manipulation + Expression, difficulty 8. A simple success convinces him to engage in ridiculous acts of subservience to gross lessers. Each success after the first continues this effect for one day. Garou and other supernaturals may resist this Gift by spending one point of Willpower, although if the Fianna continues her lecture and spends another point of Willpower, the victim must continue to resist. Effectively it becomes a bidding war between the victim and the Fianna; whoever has the most Willpower wins.

Source: Players’ Guide to Garou (revised)


Fire in the Belly

Rank 2 Fianna Gift

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 Fiann’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 (-1 difficulty for Rite of the Fetish). Brigid herself teaches this Gift.

System: The player spends a point of Rage and makes a Willpower roll (difficulty 7). A successful roll adds an  automatic success to an appropriate Craft, Expression 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 month is taxing and dangerous;  each additional use during a span of a month increases the difficulty by one.

Source: Fianna Tribebook (revised)


Ceridwen’s Blood

Rank 2 Fianna Gift

Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag.

System: The Garou can heal an injured target by spilling her own blood (a small cut will do) and rolling Stamina + Medicine against a difficulty of 8. One would level is healed per success. However, the Gift-user suffers a number of wounds equal to the amount healed — she cannot soak this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will only take non-aggravated wounds in exchange.

Source: Fianna Tribebook


Howl of the Unseen

Rank 2 Fianna Gift

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 or insects.

System: The Garou rolls Gnosis, difficulty of the Gauntlet, after which she 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.

Source: Fianna Tribebook (revised)


Flame Dance

Rank 2 Fianna Gift

Pushing the fire in his heart into his limbs, the Fianna hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three dice to the defense.

Source: 20th Anniversary Edition


Brew

Rank 2 Fianna Gift

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 pitcher 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: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of successes determines the quality and the potency of the concoction. One success can create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day).

Source: Player’s Guide Second Edition.


Spear of Dancing

Rank 2 Fianna Gift

The old tales tell of Fianna 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. If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift.

System: The player spends a Gnosis point and rolls Dexterity + Athletics (difficulty varies: 5 to stand on the back of a  trotting horse, 6 to stay aloft a rolling ball, 8 to jog across a tightrope, and 9 to balance on the point of a spear).  Storytellers may require additional successes for more difficult feats (for example, the horse breaks into a gallop, or the tightrope is in a high wind). The effects last for a scene.

Source: Fianna Tribebook (revised)


Glib Tongue

Rank 2 Fianna Gift

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 one Gnosis point and rolls Wits + Expression (difficulty of the listener’s Wits + Alertness). The effects last for one turn per success.

Source: Core book revised.


Fair Fortune / Luck of the Irish

Rank 2 Fianna Gift
(Called Luck of the Irish in the 1st Fianna Tribebook, and Fair Fortune in the revised)

A Fiann 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 fortunespirit teaches this Gift.

System: With the expenditure of one Gnosis point, the player may reroll any failed or botched roll. The decision must be made immediately after the failed or botched roll. This Gift is only usable once per scene.

Source: Fianna Tribebook (revised)


Sense the Unnatural

Rank 2 Lupus Gift / Rank 3 Fianna Gift

Fianna version is Camp: Tuatha de Fionn

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. Any spirit servant of Gaia can teach this gift.

System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. 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. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller’s option).

Source: Core book revised / Fianna Tribebook


Form Mastery

Rank 2 Metis Gift / Rank 2 Black Furies Gift / Rank 2 Fianna Gift

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: When shapeshifting (see p. 285), all difficulties are reduced by 1. Additionally, when enacting partial transformations (see p. 286), the player need no longer spend a Willpower point, and the difficulty of the roll is 7. This Gift’s effects are permanent.

Source: 20th Anniversary Edition


Ley Lines

Rank 3 Fianna Gift / Rank 3 White Howler Gift

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: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any attempt to track the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll must exceed the Gift user’s successes before any tracking can take place.

Source: Player’s Guide Second Edition / 20th Anniversary Edition


Cairbre’s Tongue

Rank 3 Fianna Gift

Camp: Songkeeper

This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking out harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target’s face, lowering the target’s Appearance. This Gift is taught by faeries and Fianna ancestor spirits.

System: The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance against a difficulty of the opponent’s Willpower. If the roll succeeds, and the target is Wyrm-tainted, then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. These marks last for a scene. If the roll fails, or the target is not Wyrm corrupted, nothing happens.

Source: Fianna Tribebook


Pin the Eagle’s Wing

Rank 3 Fianna Gift

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. Ancestor-spirits teach this Gift.

System: The Fianna must concentrate on the weapon for one full turn and make a Willpower roll (difficulty 8). She then spends a variable number of Gnosis points. Each Gnosis grants two additional dice, which can be split between  the attack roll and damage roll. Dice may also be used to increase the spear’s flight distance (20 yards per die  allocated). The Gift doesn’t work with any other weapon, even a thrust spear — only a thrown spear.

Source: Fianna Tribebook (revised)


Woadling

Rank 3 Fianna Gift

The ancient Celts would paint their skin with woad — the components of which caused a frenzy-like state — before marching off to battle. The Fianna carry on this tradition and take it even further. After painting the woad on their bodies, they can bring the paintings to life to harry an opponent. A stag-spirit can teach this Gift.

System: Each painting can create one woadling that costs one Gnosis point to animate. The Fianna can release only one woadling per turn. Each time the player creates a woadling, she should roll Dexterity + Occult (difficulty 6). Every success subtracts one die from her opponent’s pool as the woadling dances and prances about the target. The woadlings vanish (and must be repainted) after the Gift ends.

Source: Player’s Guide Second Edition.


Faerie Kin

Rank 3 Fianna Gift

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. A dream-spirit teaches this Gift, and the teaching normally involves a quest of some kind.

System: The player spends at least one Gnosis point and rolls Manipulation + Occult (difficulty 8). Spending more Gnosis increases the raw power of the faeries who respond, while more successes on the roll means that more faeries answer. Note that this Gift may summon changelings or dream-spirits called chimera, but it will call true fae only in strange Umbral reaches, and even then very rarely. Bothcing this roll is bad news; the faeries who respond are vicious and malevolent, and they will act to hinder the Garou.

Source: Core book revised.


Reshape Object

Rank 3 Homid Gift / Rank 3 Bone Gnawers Gift / Rank 3 Fianna Gift / Rank 3 Glass Walker Gift

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: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflect aggravated damage for the scene’s duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself if changed permanently.

Successes
One
Two
Three
Four
Five
Duration
5 minutes
10 minutes
One scene
One story
Permanent

Source: Core book revised.


Fog of War

Rank 4 Fianna Gift / Rank 4 Ragabash Gift / Rank 4 Galliard Gift

No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to “friendly fire” casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire upon allies, or mistake a command to “advance” for a call to “retreat.” This Gift is taught by a raven- or other trickster-spirit.

System: The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what’s happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on a perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity).

Source: Fianna Tribebook (revised)


Airitech’s Daughters

Rank 4 Fianna Gift

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 spends one point of Rage for each human he wants to turn into a werewolf, up to a maximum of three, before rolling Stamina + Subterfuge (difficulty 8). Each success will turn all humans affected by the Gift into werewolves for one hour. They do not receive any of the benefits of the Crinos form, do not cause Delirium, and are not protected by the Veil; the change is largely cosmetic. They may, however, receive a bonus to Intimidation rolls. This Gift does not work on anyone but mortal humans. It will not affect mages, changelings, vampires or even the Imbued; it will, however, work on Kinfolk, ghouls and sorcerers.

Source: Players’ Guide to Garou (revised)


Warp Spasm

Rank 4 Fianna Gift

Many tales of Cuchulain 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 radiate a tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna ancestor spirits.

System: The Garou spends one pint of Rage to activate this Gift, after which she will automatically go into a Berserk Frenzy. All flammable material she touches bursts into flame. Her hand to hand attacks do two aggravated wounds of damage in addition to regular attack damage.

Source: Fianna Tribebook


Song of the Dire

Rank 4 Fianna Gift

The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their packmate, the embattled Garou double 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 two Gnosis points and rolls Manipulation + Performance (difficulty 8). Each success adds one die to each of her packmates’ Dice Pools; the number of successes cannot exceed the Fianna’s Performance rating. The Garou must keep singing throughout the contest; to do so she must remain in Hispo form, spend two Gnosis points and allocate at least two dice for singing each round.

Source: Player’s Guide Second Edition.


Faerie Blood

Rank 4 Fianna Gift

The Garou can temporarily transform his blood into that of a Faerie. This Gift is taught by a Faerie Lord.

System: The Garou spends two Gnosis points to activate this Gift. This allows him immunity to silver; however, iron will have the same effect on him that silver normally does. Any Gnosis roll will be at a -1 difficulty; also, the Garou does not have to spend a Gnosis point on any Gift or magic which requires the expenditure of one Gnosis point (although those with a cost of two or more require the full expenditure). In addition, he 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: each blood point is worth two for their feeding 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 donkeyheaded 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. The Garou does not need to roll for this Gift, but he must spend two Gnosis points to activate it. This Gift lasts for one scene.

Source: Players Guide 1st Edition


Phantasm

Rank 4 Fianna Gift

The Garou creates an 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 one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it.

Source: Core book revised.


Balor’s Gaze

Rank 4 Fianna Gift

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 one Rage point and one Gnosis. She must then roll Perception + Occult (difficulty 8). For the rest of the scene, any foe at whom the Garou glances must roll Willpower (difficulty 8 (and equal or exceed the player’s successes or double over in pain. Any beings thus affected take wound penalties as though they were at Crippled (-5 dice to all actions), regardless of their current health. Any characters already at Crippled are considered Incapacitated.

Source: Core book revised.
Horrible taunting of SV hunters

Sometimes a spec is genuinely broken and trivializes the other classes. In those cases, we try to address the issue. However, sometimes players just haven’t discovered the optimal way to play a particular class. For example, Unholy, Survival and Subtlety have the capability to perform far better than most people realize.


Song of the Siren

Rank 4 Galliard Gift / Rank 3 Black Furies Gift / Rank 3 Fianna Gift

The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.

System: The player rolls Charisma + Performance versus the target’s Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willpower to overcome the enchanting effects; to act freely, a listener must spend one point of each of the Galliard’s successes.

Source: Player’s Guide Second Edition / 20th Anniversary Edition


Fog on the Moor

Rank 5 Fianna Gift / Rank 5 White Howler Gift

This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike 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 one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form.

Source: 20th Anniversary Edition


Forms of Cernunnos

Rank 5 Fianna Gift

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 animal. A Wyld spirit or a faerie spirit teaches this Gift.

System: As per the Ragabash Gift: The Thousand Forms, with the limitation that mythical beasts are not possible  forms, but with the addition that another willing person can be changed at the cost of two Gnosis and +1 difficulty.  Said person cannot change back without the assistance of someone who knows this Gift.

The Thousand Forms: Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.

System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou’s natural form the desired animal is.  For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10.

Source: Fianna Tribebook (revised)


Havgan’s Healing

Rank 5 Fianna Gift

Named after the foe Pwyll dueled with in the Otherworld, this powerful Gift lets wounds alternately harm and heal the Garou, giving the Fianna a critical edge in a sustained battle. A death-spirit teaches this Gift.

System: To activate this Gift, the Fianna must spend two Gnosis points and concentrate for one turn. For the duration of the scene, any health levels that are not soaked alternately harm or heal the Garou. The first blow to strike the Garou injures him as normal; with the second blow, any damage that is not soaked (and the player must roll soak as  normal) instead is treated as healing. Bashing wounds heal bashing damage, lethal wounds can heal bashing or  lethal damage, and aggravated wounds heal all forms of damage. The third blow injures, the fourth heals, and so on. Wounds suffered from silver can never heal, however; they inflict damage as normal, and “use up” that blow — for instance, a Fianna wounded by silver by the fourth blow after activating this Gift takes unsoakable aggravated damage as normal, and the fifth blow will injure, not heal. (However, any aggravated damage taken on the sixth  blow and every other attack after that could heal the silver damage.) Any wounds left unhealed by the end of the scene must be healed as usual.

Source: Fianna Tribebook (revised)


Gift of the Spriggan

Rank 5 Fianna Gift

The Fianna may grow up to three times her usual size or shrink to the size of a small puppy. A faerie or a Chimerling teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last for one hour per success or until the Garou cancels the Gift. If the Garou grows larger, she gains three Strength dice for every 100% increase in size. If she grows smaller, she retains her normal Traits, but she may sneak around unnoticed or masquerade as someone’s pet.

Source: Core book revised.


Call the Hunt

Rank 5 Fianna Gift

The werewolf may use this Gift only once per month, and only if there is an overwhelming need for it (such as discovering that a truly great evil infests and 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 one full hour. The player then spend one Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman appears with a single hound, plus one hound for each extra Rage or Gnosis point the player wishes to expend. If the roll is botched, the evil is not worthy of the Huntsman’s attention. If the summoner does not join the hunt, the Huntsman instead leads the hunt against the Garou.

Source: Core book revised.


Sleep of the Hero

Rank 6 Fianna Gift

This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank 5 or higher) ides in battle, the Fianna take the body and dedicate it to the land. This Gift forms a bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he remains in a deep sleep, not to awaken until the Apocalypse. The target must be placed somewhere in the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits.

System: The Garou spends two points of Gnosis and rolls Intelligence + Rituals against a difficulty of 9. If she succeeds, the life comes back into the hero and he falls into a deep sleep, usually after having a chance to say a few last words. If the wielder of this Gift receives five or more successes, then the hero may awaken and return to the caern at any time of great crisis, at the Storyteller’s option.

Source: Fianna Tribebook


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