Werewolf the Apocalypse information source

Rank 2 Fianna Gifts

A list of all Rank 2 Fianna tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Fianna Gifts of all ranks, see All Fianna Gifts.

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)


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


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