The most passionate of the Tribes, Celtic in origin – originally from Ireland and the British Isles “May you have warm words on a cold evening, a full moon on a dark night, and a smooth road all the way to your door.” Irish toast. This tribe come from a varied background and seem to have less ‘inhibitions’ than any of the other tribes…..Music, stories and song are all part of their way of life….living and loving, laughing to the last these intense beings can turn serious without hesitstion and their judges and warriors are feared worldwide. They fight hard, play hard, and party hard.



Persuasion (Level One) — This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6.) If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.

Resist Toxin (Level One) — The Fianna have long engaged themselves in the concoction of a variety of recreational liquids, many of them distilled from deadly substances. They very quickly learned how to adapt – in the interests of continued partying, of course. With this Gift, the Garou takes no damage from poisons or diseases of any sort, and can heat many Wyrm toxins. This Gift is taught by a Toad-spirit or Plant-spirit.
System: The Garou rolls Stamina + Survival (difficulty 6); only one success is required.

Glib Tongue (Level Two) — The Garou is mystically able to make whatever she says be what the target wants to hear. Whatever the Garou says, even gibberish, will be heartily agreed with, although the Garou won’t have a clue what the target thinks she is saying. This Gift is taught by a Trickster-spirit.
System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the victim’s Wits + Alertness). The effects last for one turn per success.

Howl of the Banshee (Level Two) — The Garou may emit a fearful howl that unnerves all in the vicinity. This Gift is taught by a Banshee, a woeful spirit of the dead.
System: The Garou spends one Gnosis point. All who hear the howl, friends or foes, must make Willpower rolls (difficulty 8, or 6 for friends of the Garou) or run in terror for one turn per success.

Faerie Kin (Level Three) — The Garou can call one or more faeries to aid her. The faeries are not under the Garou’s control, though they are favorably disposed to the Garou (except on a botch – Gaia help the Garou who botches this one!); what they do is entirely up to the Storyteller.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). Each extra Gnosis point spent over the base amount increases the faeries’ raw power, while extra successes increase the faeries’ numbers.

Reshape Object (Level Three) — The Garou can instantly shape once-living material (but not undead!) into a variety of objects – thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty of (5 to turn a broken tree limb into a spear, 8 to turn a plan into a floatable raft, etc.). The created object is not necessarily permanent,; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent. Sucesses Duration One 5 minutes Two 10 minutes Three One Scene Four One Story Five Permanent

Balor’s Gaze (Level Four) — One of the Garou’s eyes begins to glow a baleful red. Its stare is horrifying, causing wracking pain in any being who meets its glare and whose resolve falters. This Gift is taught by a Pain-spirit.
System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult (difficulty 8). Thereafter, for the remainder of the scene, any foe at whom he so much as glances must equal or exceed the Garou’s successes on a Willpower roll (difficulty 8) or double over in agony. Such a foe is treated as “Crippled” (-5 to actions) for the scene, even though the foe takes no actual wounds; foes who are already Crippled are effectively Incapacitated. If a foe successfully resists, she is immune for the duration.

Phantasm (Level Four) — This Gift creates a static illusion with full visual, auditory and even tactile and olfactory components. This Gift is taught by Trickster, or Illusion-spirits, or even by faeries.
System: The Garou spends one Gnosis point for each 10-foot area to be covered by the illusion and rolls Intelligence + Expression (difficulty 6). All in the vicinity must match or exceed the number of successes with a Perception + Alertness roll (difficulty 6) or believe that the illusion is real.

Call the Hunt (Level Five) — This (Gift may only be used once a month, and there must be an overwhelming evil in the area. The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the evil. This Gift is taught by the Huntsman himself.
System: The Garou must chant and concentrate for a full hour. Afterward, he spends one Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman himself and a single hound are always summoned; another hound will come for each extra Gnosis or Rage point expended. If the roll to summon is botched, if the threat is not deemed appropriate for the summons, or if the Garou fails to join in the Hunt, the Wild Hunt turns on the summoner.

Gift of the Spriggan (Level Five) — The Garou may grow up to three times her normal size or shrink to the size of a small puppy. This Gift is taught by a Faerie or a Chimerling.
System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last one hour per success. When larger, the Garou gains +3 Strength (maximum of 10) and one extra Health Level for every 100% increase in size; when smaller, the Garou retains her normal Strength and abilities, but may sneak around unnoticed or pass as a “cute little doggie” among humans.


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