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Fianna Tribal Gifts

 

The Celtic heritage is a rich and varied one with many legends and tales from books and tales spoken over thousands of years. The Fianna come from lines of passionate and fiery people with glory in their hearts and strength in their bodies. They play hard as they work hard and nothing is normally too much trouble. Remember to include their passions and crafts in your role play.

Basic Gifts

Faerie Light: You can conjure a small, floating sphere of light bright enough to illuminate a three-foot area. Make a Mental Challenge (retest with Enigmas). Success lets you create a light anywhere within line of sight and move it at up to 10 feet per turn. It lasts for one turn per Mental Trait you possess or until the end of the scene if you spend a Gnosis Trait.

Glib Tongue: You can make listeners hear whatever they wish to hear, regardless of what you actually say. Glib Tongue cannot arouse support for specific intellectual propositions or courses of action, but is excellent for making a first impression, dodging a lie and the like. Spend one Gnosis and make a Social Challenge (retestwithExpression).TheGift lastsfor one turn per SocialTrait you possess, or until the end of the scene if you spend a Gnosis Trait.

Howl of the Banshee: You emit a howl that inspires terror-stricken flight in others. Spend one Gnosis and make a Social Challenge against your target. Those who fail the challenge must flee for one turn per Social Trait you possess. The Gift does not distinguish between friend and foe. Your allies get a two-Trait bonus on this challenge but risk being overcome as well.

Persuasion: Your words carry unusual meaning and credibility in whatever way reaches each listener. Make a Static Social Challenge against six Traits (retest with Subterfuge). If the challenge succeeds, you gain one bonus Trait on all Social Challenges for the rest of the scene, or for one hour. You may gain additional bonus Traits at the cost ofone point of Gnosis each, spent at the time of the initial challenge. In addition to the game-mechanical effect, your words are more influential than usual

on the roleplaying level, and Storytellers should work with players to make the use of Persuasion clear in play.

Resist Toxin: The Fianna’s usual diet, rich in alcoholic substances, provides the basis for developing a truly amazing resistance to poisons of all sorts. Make a PhysicalChallenge (retest with Survival). Success neutralizes most poisons and gives you a three-Trait bonus on challenges to cope with Wyrm-enhanced poisons.

Intermediate Gifts

Faerie Kin: You can call on ancient pacts between the Fianna and the fae, summoning them to help (albeit not without questions or their own concerns) with a distinctive cry. Learning this Gift almost always involves a quest of some sort. Spend one or more Gnosis Traits and make a Social Challenge. Each success calls forth a fae of some sort. One Gnosis Trait produces a very weak creature; more Traits raise the capabilities of the creatures. If you fail the initial challenge, make two Simple Tests. If both fail, fae still come, but now they’re hostile.

Balor’s Gaze: The name of this Gift reflects one of the Fianna’s ancient enemies; the Gift makes your eyes blaze livid red and inflicts pain on those you gaze at. Spend one Rage and one Gnosis. Make a Static Social Challenge against eight Traits. If successful, any target whom you gaze on must make a Willpower Challenge to avoid crippling pain. While tormented, he suffers the penalties as if Crippled (-5 Traits on all challenges), regardless ofhis actual health levels. Targets who are already Crippled are considered Incapacitated. The effects of Balm’s Gaze wear off at the end of the scene. You may only affect one target at a time with this Gift.

Phantasm: You create an unmoving illusion with cues for all senses. Such an illusion might be a wall, a statue or a garden. While the illusion will smell right and feel solid, it cannot be made to move naturally (a field of grain that is not bending under a strong wind can make some people very suspicious). Spend one Gnosis Trait for each 10-foot area to be covered by the illusion and make a Static Mental Challenge (retest with Expression) against six Traits. Anyone who doubts the illusion must make a Static Mental Challenge (retest with Awareness) against the creator’s Mental Trait total to see through it.

Reshape Object: You can transform once-living material (but not the substance of undead beings) into objects: trees into shelter, antlers into spears, animal hides into armor, flowers into perfume and so on. The resulting items resemble their sources: the spear shaft is made of antler, the armor retains skin textures, etc. Spend one Gnosis and make a Static Social Challenge (retest with Repair). The difficulty depends on the degree of transformation: making a broken tree branch into a spear requires a test against five Traits, while making a single plank into a raft that can carry three Garou requires a test against eight Traits, and making a blade ofgrass into a leanto that can resist hurricane winds requires a test against 10 Traits or even more. Spend a second Gnosis Trait to allow a created weapon to inflict aggravated damage. Objects stay reshaped for only five minutes. Spend one Mental Trait to increase this to 10 minutes, two Mental Traits to increase it to one hour, three Mental Traits to increase it to the rest of the session or four Mental Traits to make it permanent.

Advanced Gifts

Call the Hunt: You can only use this Gift once per month and only in dire need. It summons forth the Great Huntsman of Celtic myth to harry and slay a great evil designated by the Fianna. This Gift requires a full hour be spent in chanting prior to use. Spend one Gnosis and make a Social Challenge. If successful, the Huntsman appears with one hound, plus an additional hound for each Rage or Gnosis Trait you spend. If the evil is not worthy of the Huntsman’s attention, the summoner does not join the hunt, or you lose the challenge, the Huntsman hunts you instead. The Huntsman is a powerful Jaggling in the service of Stag, appearing as a tall, antlered man with 10 Willpower, 10 Rage, 5 Gnosis, 40 Essence, and the Charms Armor, Materialize and Tracking. His hounds are Gafflings, usually numbering nine, with coal-black coats and eyes of green fire. They can easily keep pace with a Garou in lupus form. They have 6 Willpower, 7 Rage, 2 Gnosis, 18 Essence, and the Charms Materialize and Tracking.

Gift of the Spriggan: With this Gift, you can change your size, up to three times normal or down to the size of a small puppy. Spend one Gnosis and make a Physical Challenge (retest with Primal-Urge). The effects last for one hour or until you choose to cancel them. You gain three Strength-related Physical Traits (up to a maximum of 10 extra Traits) per 100% increase in size. You retain your normal Traits while shrunk, but get a one-Trait bonus on stealth-related challenges per 25% reduction in size.

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