Fianna Tribe Gifts

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Fianna.png

In the thousands of years of their history, the Fianna have become quite distinctive from their other Garou brothers. Living among bog, highland, and deep forest, touched by fae blood and magics, they developed unique traditions and Gifts unknown to other tribes. Tribes who see the Fianna as mere drunkards and wild songsters do them a great disservice - and underestimate them to their own cost.

Spirits.png


Tribal Gifts

Level 1

  • Faerie Light
  • Persuasion (gift)
  • Resist Toxin
  • Salmon Leap

Level 2

  • Brew
  • Ceridwen’s Blood
  • Fair Fortune
  • Fire in the Belly
  • Glib Tongue
  • Howl of the Banshee
  • Howl of the Unseen
  • Reverie
  • Spear of Dancing
  • St. Herve’s Folly

Level 3

  • Faerie Kin
  • Ley Lines
  • Pin the Eagle’s Wing
  • Reshape Object
  • Woadling

Level 4

  • Airitech’s Daughters
  • Balor’s Gaze
  • Faerie Blood (gift)
  • Fog of War
  • Phantasm
  • Song of the Dire

Level 5

  • Call the Hunt
  • Forms of Cernunnos
  • Gift of the Spriggan
  • Havgan’s Healing


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.



Level One

Faerie Light

Source: WW3801 - Werewolf: the Apocalypse Revised p. 146 / WW3854 - Fianna Tribebook (revised) p. 72

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 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.




Persuasion (gift)
This gift must be requested with the '(gift)' as part of it because there is a separate stat in the database for the name. Please be sure to include it or it will take longer or you may get the wrong thing.
Also a Level 1 Homid

Source: WW3801 - Werewolf: the Apocalypse Revised p. 133 & 147

Description: 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).




Resist Toxin
Also a Level 1 Bone Gnawers Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 144 & 146

Description: 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.




Salmon Leap
Also called Hare’s Leap as Rank 1 Lupus Gift

Source: WW3854 - Fianna Tribebook (revised) p. 72 / WW3801 - Werewolf: the Apocalypse Revised p. 136

Description: 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.




Level Two

Brew

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 39

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 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).




Ceridwen’s Blood

Source: WW3054 - Fianna Tribebook (1st Edition) p. 48

Description: 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.




Fair Fortune

Source: WW3854 - Fianna Tribebook (revised) p. 72

Description: 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.




Fire in the Belly

Source: WW3854 - Fianna Tribebook (revised) p. 73

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 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.




Glib Tongue

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

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




Howl of the Banshee

Source: WW3801 - Werewolf: the Apocalypse Revised p. 148

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 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.




Howl of the Unseen

Source: WW3854 - Fianna Tribebook (revised) p. 72

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 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.




Reverie
Also a Level 2 Galliard Gift

Source: WW3854 - Fianna Tribebook (revised) p. 72

Description: 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…”).




Spear of Dancing

Source: WW3854 - Fianna Tribebook (revised) p. 72

Description: 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.




St. Herve’s Folly
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3806 - Players Guide to Garou p. 191

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 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.



Level Three

Faerie Kin

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

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. 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.




Ley Lines

Source: WW3806 - Players Guide to Garou p. 191

Description: By manipulating the spirits of nature and the Wyld, the Fianna may send her target in illogical directions and even create tracks impossible to follow. Many who have dared to tread the Fianna's land have found themselves circling while walking staright, rigidly keeping to paths that lead them, again and again, to the same landmarks. Then they starve, and their legend warns off other intruders. An earth-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Occult (difficulty 7). Any attempts at tracking or orientation now requires the would-be woodsman to obtain more successes than the Fianna's original roll in a Perception + Occult roll, difficulty 8.




Pin the Eagle’s Wing
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3854 - Fianna Tribebook (revised) p. 73

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. 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.




Reshape Object
Also a Level 3 Homid / Level 3 Bone Gnawers

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134, 144, 147

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: 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 Duration
1 5 Minutes
2 10 Minutes
3 One Scene
4 One Story
5 Permanent




Woadling

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 40

Description: 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.




Level Four

Airitech’s Daughters
THIS GIFT IS NOT YET APPROVED FOR USE ON CITY OF HOPE. OPEN A +REQUEST IF YOU WISH TO LEARN IT

Source: WW3806 - Players Guide to Garou p. 191

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 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.




Balor’s Gaze

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

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 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.




Faerie Blood (gift)
This gift must be requested with the '(gift)' as part of it because there is a separate stat in the database for the name. Please be sure to include it or it will take longer or you may get the wrong thing.

Source: WW3202 - Werewolf Players Guide (1st Edition) p. 39

Description: 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.




Fog of War
Also a Level 4 Galliard / Level 4 Ragabash Gift

Source: WW3854 - Fianna Tribebook (revised) p. 71

Description: 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).




Phantasm

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

Description: 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.




Song of the Dire

Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 40

Description: 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.




Level Five

Call the Hunt

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

Description: 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.




Forms of Cernunnos

Source: WW3854 - Fianna Tribebook (revised) p. 73

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 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.




Gift of the Spriggan

Source: WW3801 - Werewolf: the Apocalypse Revised p. 147

Description: 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.




Havgan’s Healing

Source: WW3854 - Fianna Tribebook (revised) p. 73

Description: 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.




Planetary Gifts

Eshtarra, The Songteller, Celestine of Earth
Favored Tribe: Fianna
Favored Auspice: Galliard
Also known as: Gaia, Terra, Danu
Source: WW3110 - Rage Across the Heavens, p. 66

Level 1

  • Earth Sense

Level 2

  • Herb Call

Level 3

  • Oaksong

Level 4

  • Lore of the Land

Level 5

  • Earth Heal


Gifts listed in Red are NOT YET APPROVED FOR USE ON CITY OF HOPE.



Level One

Earth Sense

Source: WW3110 - Rage Across the Heavens, p. 112

Description: The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area's pain - or the reason for its health - may reveal itself to the Garou through the use of this Gift.

System: The player spends a point of Gnosis. While no roll is necessary, the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. The amount of information revealed is left to the Storyteller and can vary from vague feelings ("the land doesn't feel well, as if it has been poisoned") to extremely specific facts ("There is an underground spring which channels Gnosis into the topsoil, making the land productive and fertile").




Level Two

Herb Call

Source: WW3110 - Rage Across the Heavens, p. 113

Description: Through singing or chanting, a Garou can find helpful or medicinal plants, roots, or bark even in poor areas such as deserts. Such plants might be healing herbs, substances useful in rites or tubers and other plants that provide needed sustenance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds.

System: The player spends a point of Gnosis and rolls Perception + Performance. A single success enables the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants.




Level Three

Oaksong

Source: WW3110 - Rage Across the Heavens, p. 113

Description: By using this Gift, a Garou can communicate with inanimate objects made of wood or some other organic substances (i.e., something that was once alive). The objects do not actually speak, but the Garou can sense their thoughts as images or sensations. For example, a wooden cane might communicate that someone had used it for wilderness travel by filling the Garou's mind with sounds of a crashing waterfall, the musty odor of bare spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow a Garou to "see" the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy hemp rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).

System: The user of the Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the "answer". The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides false or garbled information.




Level Four

Lore of the Land

Source: WW3110 - Rage Across the Heavens, p. 113

Description: By eating, smoking, or otherwise taking in a portion of the land, the Garou can sense things that happened in the immediate vicinity in the past. For example, a Garou can mix dandelions from a meadow into a salad which she eats; as a result she realizes that a group of hunters passed through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a new factory or that someone buried a body beneath the tree.

System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One success gives the character a piece of past information ("A group of men passed through here several weeks ago"). Additional successes either embellish on the first piece of information ("The men wore security guard uniforms") or else provide new information about other events ("A battle took place here last year"). The information provided will be as pertinent as possible; the character actually learns the most important (to Garou standards) thing or things that happened within the area, most often information that the Garou can act upon.




Level Five

Earth Heal

Source: WW3110 - Rage Across the Heavens, p. 113

Description: This Gift allows the Garou to help a piece of land recover from blight, Wyrm taint, poisoning, pollution or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm's corruption from the designated spot.

System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; 8 for Wyrm taint). Each success contributes to the overall recovery of the designated piece of land; the area can be as large as a few miles, but must constitute a single terrain feature (a lake, forest, or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area's return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn't prevent the healed land from being polluted once more. Even so, offering up one's Gnosis to heal a portion of Gaia is often a cause for significant rewards of Honor.